Monday, February 13, 2023

Mad Mashup: Elves

Elves represent the greatest deviation I’m making from the classic classes.  B/X elves are warrior-wizards.  My elves are much more Tolkienesque.  They’re an excellent alternative to Clerics for a party healer and have some nice synergies with the Ranger.

The Elf Spell-list isn't detailed here.  In a more Tolkienesque world, they would actually use the Druid list instead of the traditional Magic-user list.  Which I use depends on the flavor we're looking for.

Millenia ago, for mysterious reasons, the Elves migrated from Fairey to this world.  While they still maintain more than a touch of their Fey ancestry, they are now also very much creatures of this world.  Today they guard the wild and beautiful places, and try to maintain balance in the struggle between Order and Chaos by championing the side that’s weakest.  For this reason, most of the gods find Elves very annoying, and few will accept them as priests. 

Requirements

  • Elves roll d6 for their hit points.

  • They may use any armour, shields, and weapons.

  • You use the Elf’s Saving Throws.

  • They may only cast spells if they are at most Heavily Encumbered.

  • Elves must have a DEX of at least 13 and a WIS of at least 9.  An Elf with both scores 16 or above enjoys a 10% bonus to all EXP earned.

Abilities

  • At every level, an Elf may add a spell from the Elf spell list to their repertoire.  The levels of spells they can pick from depend on their class level.  They may cast each of these spells once per day.  

  • Elves have strong rapport with animals.  A group with at least one Elf in it enjoys a +1 on reaction rolls with normal animals.  If an Elf spends an entire Round (10 seconds) talking to an animal, they can radically shift its mood.

  • Elves are also known as excellent healers.  When an Elf casts a healing spell, roll twice to see how many hit points are restored and take the higher roll. Those convalescing under an Elf’s care regain double the hit points they normally would (before any other bonuses are applied).  

  • Elves can see by dim light like starlight out to 60’.  In total darkness, they can see dimly out to 15’.

  • Elves cannot be put to sleep by magic, and the touch of ghouls does not paralyse them.  

  • All Elves speak both High Elvish and Vulgar Elvish as well as Common.

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