20-LEVEL ELF CLASS
Requirements: Strength 9+
Prime Requisites: Strength and Intelligence
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)
Elves are very long lived, and each elf deals with this in different ways – some are flighty, others are solemn; many are cautious and restrained, others are wild and reckless. Elves are almost never grumpy or cantankerous, which exacerbates elven relations with dwarves. Though they are generally peaceful people who enjoy merriment and frivolity, elves are very talented fighters and users of magic.
Artist Erol Otus |
Elves have pointed ears, and are thin, fey beings. They are very diverse in appearance, moreso than humans, and there are said to be different kinds of elves in distant locations. Elves typically stand 4’6” to 5’ tall and weigh about 110 to 140 pounds. Elves typically live for 1,200 to 1,700 years. Elves generally have brilliant skin, vivid hair, and dazzling eyes.
Male elves have a base height of 5’0”, females 4’6”. To this (d10) 1-2 Subtract 1d6”, 2-5 Subtract 1d4”, 6-8 Add 1d4”, 9-10 Add 1d6”. Male elves have a base weight of 140 pounds, females 110 pounds. To this (d10) 1-2 Subtract 3d6 pounds for males, 2d6 pounds for females, 3-5 Subtract 1d8 pounds, 6-8 Add 1d8 pounds, 9-10 Add 3d6 pounds for males, 2d6 pounds for females.
Elves start out at 150+9d8 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.
Age provides the following modifiers to 1st level characters:
• Adolescent (100 to 179) -1 to Wisdom and +1 to Constitution.
• Adult (180 to 574) +1 to Strength and +1 to Constitution.
• Middle-Aged (575 to 874) +1 to Intelligence and +1 to Wisdom.
• Elderly (875 to 1,199) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.
• Venerable (1,200 to 1,700) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.
Elf Eyes: Elves have infravision of 60’, which increases to 90’ at 6th level and 120’ at 17th level. Their keen eyes also allow them, when actively searching, to detect hidden and secret doors with a chance of 2 in 6 (1-2 on 1d6). This chance increases to 3 in 6 at 11th level, 4 in 6 at 14th, and 5 ion 6 at 18th. Beginning at 7th level they can detect hidden and secret doors merely by passing within 10’, even when not searching, with a chance of 1 in 6; this increases to 2 in 6 at 13th and 3 in 6 at 19th.
Fey Immunities: Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict. Beginning at 3rd level elves have a 10% resistance to sleep and charm spells. This increases 10% per level thereafter to 90% at 10th level, then increases 1% per level thereafter to a maximum of 99% at 20th level.
Languages: Elves speak their alignment language, Common, and Elvish. Due to their frequent battles with these folks, they can also speak Gnoll, Hobgoblin, and Orcish.
Skilled Warriors: Elves are proficient with all weapons, may wear any kind of armor, and may use shields. Unlike magic-users, elves can cast their spells while wearing armor. Elves gain additional attacks when wielding a short bow, long bow, long sword, or short sword: at 1st to 4th level they have the usual 1 attack per round; 5th to 9th they have 3 attacks every 2 rounds; at 10th to 14th 2 attacks per round; at 15th to 19th 5 attacks every 2 rounds; and at 20th level 3 attacks per round. At 3rd level an elf may move, make their bow attack(s) during the movement phase, then may finish their move without stopping after attacking. At 14th level an elf ignores any cover a target of her bow may have other than complete cover and suffers no penalties therefrom. Being both warriors and magicians, beginning at 4th level once per day an elf can enchant their weapon to be a magical weapon. One weapon (which must be wielded by the elf) acts as a +1 magical weapon for one turn; this can be used twice per day at 8th level. The bonus improves to +2 at 12th level and can be used three times per day at 16th level. This will not work on a weapon that is already magical.
Spell-casting: Elves may learn, memorize, and cast magic-user spells. Elves begin play with a spell book containing read magic, plus two other 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level magic-user spell tables. Elves gain new spells by finding them in scrolls, trading with other elves and magic-users, or through spell research. Elves are able to use any magic item usable by fighters, magic-users, and elves. They can use magic-user scrolls.
Stealthy: Elves are very stealthy, and whenever in woods or meadows alone or only with other elves, halflings, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions).
Reaching 9th Level: Elves can establish a stronghold in a natural setting, such as a forest, glen, or grotto, when they reach 9th level. Rather than impose upon nature, this fortress must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the stronghold all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven sort may be hired o recruited.
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