Said to have the longest memories of any land animal, elephants are the archetypal repositories of ancient wisdom; some of their Seers can tap a well of racial memories that stretches back to a time before longpaws walked on two feet. Though feared and respected for their great strength, elephants have a gentle disposition and a great capacity for empathy. Many of them, however, look with scorn upon the longpaws, who often hunt them for the ivory in their tusks. And despite the gentle natures, an enraged or rogue elephant is one of the most powerful and nearly-unstoppable forces in the animal kingdom.
AT (Dam.): Stomp x2 (1d7+1 [1d8])
Beginning HP: 10
Habitat: Temperate or Tropical (jungle, plains, woodlands)
- Growth Spurt: Elephants become Large at 5th Total Level, and Huge at 10th.
- Natural Insight: Elephants get a +1 bonus on all Seer lore checks
- Prehensile Trunk: Elephants' long noses can be used almost like a hand. They can grasp objects, manipulate tools, and even swing weapons. Elephants can use their trunks to perform Scout lore and Trickster lore checks related to these activities, but suffer a -4 penalty to any attempt to wield weapons with their trunks.
- Special Maneuvers: Charge, Gore, Trample
- Elephants automatically fail lore checks that involve jumping.
- +4 bonus on Warrior lore checks to push, pull, drag, break, or otherwise use their raw muscle power on heavy objects.
- Suitable Niches: Healer, Runner, Scout, Seer, Storyteller, Warrior