Elf

Elves are a reclusive people who make their homes in secluded forest enclaves far from the trials and tribulations of others. They organize into feudal monarchies with a democratic senate of elders. They’re slightly taller than humans, but more slender with longer, sharper ears. They’re long lived, the oldest among them living more than 300 years. They have an innate affinity with magic and the natural world. They are also renowned for their exquisite arts, craftsmanship, as well as skill on the battlefield.

Hit Dice: Elves gain +1d6 hit die per level.

Requirements: A character must have a Intelligence of 11+ and a Charisma of 11+ to qualify for the elf class.

Restrictions: Elves can wield any weapon and use shields. They can only wear padded, leather, and fur armor. They can wear special elven chainmail, but this armor is not for sale and is only gifted by elven armorers to heroes who do great deeds for the elven community.

Alignment: Most elves are neutral which gives their people a reputation for being aloof and unconcerned with the struggles of humanity, preferring to protect their own secluded territories over getting involved in the affairs of others. A chaotic elf may use their magical abilities and cunning for personal gain, and may not hesitate to manipulate others. Lawful elves are rare and most often will have devoted themselves to a strict code of ethics, perhaps as a guardian of an ancient place or a sworn protector of the weak and innocent.

ELF EXPERIENCE LEVEL TABLE

LevelTitleXPHDAttack Bonus
1Tyro01d6+0
2Mystic25002d6+1
3Thaumaturgist50003d6+1
4Summoner10,0004d6+2
5Sentinel20,0005d6+2
6Harrower40,0006d6+3
7Nightblade80,0007d6+4
8Spellsword150,0008d6+4
9Preceptor300,0009d6+5
10Mysteriarch450,00010d6+6
11Magus600,00011d6+6
12Elder Magus750,00012d6+7

ELF SAVING THROW TABLE

LevelDeath/PoisonWand/RodPetrify/PolyDragon BreathSpells/Staves
1+3+2+3+0+1
2+3+3+3+0+1
3+4+3+4+1+2
4+4+4+4+1+2
5+5+4+5+2+3
6+5+5+5+2+3
7+6+5+6+3+4
8+6+6+6+3+4
9+7+6+7+4+5
10+7+7+7+4+5
11+8+7+8+5+6
12+8+8+8+5+6

ELF SPELLS GRANTED PER LEVEL TABLE

Elf LvlLevel 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8
1
21
321
4321
5432
64321
74432
844321
944432
10444321
114444321
1244444321

Special Features

Arcane Research: Starting at 2nd level, an elf can spend time and money to research new spells, identify magical items, decipher magical text, or perform other magical research. Through arcane research, an elf can craft arcane scrolls. See Magic & Spells for more information.

Keen Senses: Elves gain a +2 bonus to their awareness score.

Ghoul Paralysis: Elves are immune to the effects of ghoul paralysis.

Languages: Elves start knowing their native elven language in addition to Common.

Spellcasting: At 2nd level, the elf is able to cast arcane spells by studying and memorizing a magical formula from a book of spells which they carry with them in their travels. Each spell that is written in the spell book is considered to be a “known spell.” Elves can select from any spells that they know when memorizing spells. The elf learns one spell at 2nd level (read magic), plus a number of additional randomly determined 1st level spells equal to their INT. They are able to memorize a maximum number of spells per day shown on the table above.

There is no limit to the number of spells the elf’s book can hold. Thus, elves are encouraged to seek new spells and assemble a large repertoire to bolster their abilities.

Spells cast by an elf are forgotten and must be rememorized before the spell can be cast again. When the elf rests, they are able to memorize a new selection of spells for the following day.

See Magic & Spells for more information.

At 9th Level: If the elf controls a stronghold, they attract 5d6x10 elven tyros to serve as loyal henchmen. Any mercenaries or retainers serving under the dwarf’s command gain a +1 to loyalty/morale, as well as saving throws vs fear effects.