Editing Elf

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

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

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)