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RE: my last entry (I think) - elf inherents
I am not going to make suggestions for humans, half-breeds, or giants, as I would like to keep the more "artistic/craftsmen" and "elegant" races with the wider range of inherent skills.

elf = farsight

Manual ability. Can be used at will. 1 round lag. This allows the elf to spot an air form or flying familiar in the air if the air form is in the skies over the area and the elf is outdoors.

elf = archery (a novel twist on Bacrie's usual suggestion)

Manual ability. Can be used at will. Two rounds lag. This allows the elf to shoot an arrow at an airform in the skies above the area, if the elf is outdoors. The arrow's chance to hit will depend on the elf's class, strength, dex, farsight and archery skills. If it misses, the elf will know, but the target will also notice the arrow passing close by, so can take evasive action. I'd set the damage for this skill quite high. Probably a demolish with a chance for an oblit, on an unprotected target.

elf = heritage

Manual ability. Timer 1 week. Allows an elf to make use of family connections (provided that they are the same "breed" of elf) to get aid from other elves. Argument can be for food, water, money or healing. Food would get a bag with 10 pieces of lembas in, if the elf can link themselves to the elf. Water would be a gourd of water. Money would depend on the level of the elf. Best an elf can hope for is 3 gold. Could be as little as 5 copper. An elf would be expected to use this command consistently with their role (eg a travelling performer could justify using the command as often as poss, but other elves might be expected not to "impose" upon their kin). Healing would also depend on the level of the elf. A strong elf might be able to scrape together herbs and potions able to heal 250 hp, and a 25% of curing poison, plague, and insanity. A low level elf might not be able to assist with this.

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