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elf_kindred-class

Elf Kindred-Class

  • Prime Abilities: Charisma and Strength
  • Hit Points: 1d6 per Level, +1 after Level 10
  • Combat Aptitude: Martial
  • Armour: Any, including shields
  • Weapons: Any
  • Native Languages: Woldish, Sylvan, High Elfish

Elves are powerful warriors who, as natives of Fairy, are blessed with innate talents mortals regard as magical. They also have a knack for the sorcerous, being able to use scrolls and other arcane magic items and possessing secret runes granted to them by the lords of Fairy.

Starting Equipment

Armour (roll 1d6): 1. Leather armour. 2. Leather armour + shield. 3. Chainmail. 4. Chainmail + shield. 5. Plate mail. 6. Plate mail + shield.

Weapons (roll 1d6 twice): 1. Dagger. 2–3. Longsword. 4–5. Shortbow + 20 arrows. 6. Shortsword.

Elf Skills

Elves have a Skill Target of 5 for Listen and Search. They also have one additional, specialised skill. The Elf Skill Targets table lists the character’s Skill Targets as they advance in level.

Detect Magic

An elf can attempt to detect the subtle resonances that are woven into an enchanted object, place, or creature. If the attempt succeeds, the elf knows if the object, place, or creature being focussed on is magical—i.e. enchanted, affected by a spell, or possessed of innate magic of some kind.

Requirements: The elf must touch the object, place, or creature to be analysed and must be able to concentrate without distraction.

Time: Each attempt to detect magic requires 1 Turn.

Retrying: The elf may retry failed attempts as often as they wish, each attempt requiring an additional 1 Turn.

Referee rolls: The Referee rolls all Detect Magic Checks, so that players do not know if the roll failed or if there is no magic present.

Downtime: Given an hour of solitude in a safe location, an elf can automatically detect magic on an object, place, or creature.

Elf Skill Targets

Level Detect Magic Level Detect Magic
1 5 6 4
2 5 7 3
3 5 8 3
4 5 9 2
5 4 10+ 2

Fairy Runes

Elves are granted the use of fairy runes—the secret, magical sigils guarded by the rulers of Fairy. As a character advances, fairy nobles may be drawn by the elf’s great deeds and grant new runes. See Fairy Magic for details on the fairy runes.

At Level 1: An elf knows one randomly selected rune of lesser magnitude.

Subsequent Levels: Each time the character gains a Level, the player should roll for the chance of acquiring a new rune. See Learning Runes.

Glamours

Elves possess minor magical talents known as glamours (see Fairy Magic). The number of glamours known is determined by the character’s level as shown in the Elf Advancement table. Known glamours are determined randomly.

Immortality

Elves can be killed but do not die naturally. They are immune to diseases of non-magical origin. Elves also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic (see Hunger and Thirst).

Magic Items

Elves have a natural affinity for the arcane and are able to use magic items that may only be used by arcane spell-casters (for example, magic scrolls of arcane spells).

Resistance to Divine Aid

The saints of the Pluritine Church are loath to aid those allied with the godless world of Fairy. If an elf is the subject of a beneficial holy spell, there is a 2-in-6 chance of it having no effect.

Unearthly Beauty

Elves—both benevolent and wicked—are beautiful by mortal standards. When interacting with mortals, an elf gains a +2 bonus to Charisma (to a maximum of 18).

Vulnerable to Cold Iron

As fairies, cold iron weapons inflict +1 damage on elves. (e.g. a cold iron shortsword would inflict 1d6+1 damage on an elf, rather than the standard 1d6).

Elf Advancement

Save Targets
Level XP Hit Points Attack Glamours Doom Ray Hold Blast Spell
1 0 1d6 1 1 11 12 13 16 14
2 3,500 +1d6 1 2 11 12 13 16 14
3 7,000 +1d6 2 3 10 11 12 15 13
4 14,000 +1d6 3 3 9 10 11 14 12
5 28,000 +1d6 3 4 9 10 11 14 12
6 56,000 +1d6 4 5 8 9 10 13 11
7 112,000 +1d6 5 6 7 8 9 12 10
8 224,000 +1d6 5 6 7 8 9 12 10
9 450,000 +1d6 6 7 6 7 8 11 9
10 620,000 +1d6 7 7 5 6 7 10 8
11 790,000 +1 7 8 5 6 7 10 8
12 960,000 +1 8 8 4 5 6 9 7
13 1,130,000 +1 9 9 3 4 5 8 6
14 1,300,000 +1 9 9 3 4 5 8 6
15 1,470,000 +1 10 10 2 3 4 7 5

Playing a Kindred-Class

Some players prefer the option of a simple archetype for non-human Kindreds, for example playing an elf as opposed to an elf enchanter or an elf thief. If this option is preferred, the player should ignore the Kindred traits presented under Elf. The character only has the traits listed here.

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