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| [[TKDCC:Main Page]] | | [[TKDCC:Main Page]] |
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− | You are a strong, slender demi-human native to woodlands and shaded forests. You
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− | avoid the provincial oafs of the younger races, with their bumbling war-making
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− | and crude superstitions. Against the noisy backdrop of their empires rising, falling,
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− | and rising again, your magical enclaves advance the study of arts and crafts millennia
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− | in the making.
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− | Elves live for more than a thousand years in small cities of like-minded individuals. Reproducing
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− | and maturing slowly, and likewise studying and practicing with great patience over
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− | many years, each elf masters his chosen area of expertise at a level of competency no man
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− | can hope to achieve. Those elves who study the martial or magical arts may find themselves
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− | in search of an arcane relic, a divine token, or a legendary weapon. These seekers comprise
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− | the rare elven adventurers encountered by humans.
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− | Elves divide their race into castes not always evident to outsiders, each speaking specific
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− | sub-dialects of a common, ancient tongue. There are forest elves and plains-dwelling elves,
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− | undersea elves and elves who dwell on floating cloud-cities. A fallen race of black-skinned
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− | dark elves shuns the glare of sunlight.
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− | Elven longevity, combined with their skill with magic, has created many legends about their
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− | racial roots. Whether elves really have traffic with demons and gods is for them to know and
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− | the other races to discover.
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− | Elves can cast spells as wizards do. An elf of the same power level as a human wizard also
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− | has many decades of combat experience. As such, elves typically cast their spells just as
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− | competently as human wizards and also have martial skills.
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− | Hit points: An elf gains 1d6 hit points at each level.
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− | Weapon training: An elf is trained in the use of the dagger, javelin, longbow, longsword,
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− | shortbow, short sword, staff, spear, and two-handed sword. Elves often wear armor of
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− | mithril, even though it affects their spellcasting.
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− | Because of their sensitivity to iron (as explained below), elf characters are trained from an
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− | early age with mithril weapons. Before they depart on a life of adventure, they have acquired
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− | mithril equipment. At 1st level, an elf character may purchase one piece of armor and
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− | one weapon that are manufactured of mithril at no additional cost. Mithril armor weighs
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− | slightly less than iron or steel armor of the same type and can be worn by the elf without the
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− | pain normally associated with metal armors.
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− | Alignment: With their multicentenarian lifespan and proclivity for observation over action,
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− | elves tend toward chaotic and neutral alignments. Because they outlive many institutions of
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− | authority, elves are not often of lawful alignments.
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− | Magic: Elves practice arcane magic sustained by traffic with otherworldly creatures. More
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− | so than human wizards, they form relationships with specific demi-beings and can directly
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− | request aid from beyond. Where a human wizard may cast a spell to summon a demon a
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− | few times in his life, an elf may converse repeatedly with the same demon so many times
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− | over so many centuries that long-term arrangements become feasible. All elves have one or
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− | more extraplanar patrons who sustain their magic. As such, their spells tend more toward
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− | those associated with elemental or demonic powers.
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− | Elf spells are determined randomly like a wizard’s, except
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− | for invoke patron and patron bond, as described below.
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− | Caster level: Caster level is a measurement of an elf’s
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− | power in channeling a spell’s energy. An elf’s caster level
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− | is his level as an elf. For example, a 2nd-level elf has a
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− | caster level of 2.
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− | Supernatural patrons: Like wizards, elves can invoke
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− | supernatural patrons. An elf automatically receives the
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− | spells patron bond and invoke patron at 1st level in addition
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− | to his other spells.
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− | Infravision: An elf can see in the dark up to 60’.
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− | Immunities: Elves are immune to magical sleep and paralysis.
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− | Vulnerabilities: Elves are extremely sensitive to the
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− | touch of iron. Direct contact over prolonged periods
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− | causes a burning sensation, and exposure at close distances
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− | makes them uncomfortable. An elf may not wear
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− | iron armor or bear the touch of iron weapons for extended
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− | periods. Prolonged contact with iron causes 1 hp of
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− | damage per day of direct contact.
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− | Heightened Senses: Elves are astute and observant. All
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− | elf characters receive a +4 bonus to detect secret doors.
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− | Moreover, when simply passing within 10 feet of a secret
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− | door, elves are entitled to a check to detect it.
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− | Luck: With their long lifespan, elves have ample opportunity
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− | to practice their magic craft. At first level, an
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− | elf’s Luck modifier applies to spell checks on one spell of
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− | his choosing. That modifier does not change as the elf’s
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− | Luck score changes.
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− | Languages: At 1st-level, an elf automatically knows
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− | Common, the elven racial language, and one other language.
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− | An elf knows one additional language for every
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− | point of Int modifier. Additional languages are randomly
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− | determined as specified in Appendix L.
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