Wednesday, January 5, 2022

Elves, Part I

We begin a new series exploring various mythical folk and how they relate to divinities and cults. 

Elves

Special: Elves begin play with the following modifiers.
     * +1d2 Dexterity, Intelligence, Wisdom, & Charisma, along with -1d2 Strength & Constitution.
     * +2d4 bonus to sight- and hearing-related checks, being naturally good at noticing things.
     * Are quite long-lived and don't suffer from decrepitude.
     * Advance in level at a rate 25% slower than humans, being quite otherworldly and haughty.
     * Naturally hate orcs and goblinoids, and must save vs. death/ make a Will save DC 10 to refrain from attacking them on sight, even if inopportune. Dark elves may instead tolerate such humanoids as useful fodder.
     * They also generally dislike dwarves too.

Associated Divinities & Cults
     High Elves - Freyr, Freya, Lugh, Danu, Brigid, Artemis, Apollo, Mercury, Venus, Ilmatar, Dazbog, Lada
     Grey Elves - select from any of the Elf lists.
     Wood Elves - select from the High and Wild Elf lists, along with Tree Totem.
     Wild Elves - Cernunnos, Epona, Pan, Mielikki, Veles, Enki, Totem Animal
     Dark Elves - Hel, Arianrhod, Trivia, Hecate, Ariadne, Louhi, Baba Yaga, Maelfo, Dark Animal Totem (spider or bat)

And as a racial class, they have the following rules.
HD: d6
Attack Bonus: +1 per 2 levels, rounded down (0, +1, +1, +2, +2, etc.)
Saving Throws: +1 bonus per level to all
Allowed Weapons: Bow, sword, spear, dagger, & 1 more of their choice
Allowed Armor: Chainmail and shield or lighter
Special Abilities: Elves gain unique abilities as they advance in level. Each ability also gives a disadvantage too.
* They gain two abilities at 1st level: one selected at random and the other picked. 
* They can then pick an additional ability at every level thereafter
Each is listed under a particular elf type, but can be selected from different types with the Referee's permission, especially if wishing to create other types of elves (e.g. green elves, sea elves. polar elves, etc.) Each ability can also be selected more than once, allowing the bonuses to compound each other. For example, selecting Elf Mage twice would allow the elf to cast spells as a 2nd level magic-user. 

High Elf Abilities
Elf Lord: gain an additional +1 attack bonus with one of their allowed weapons of their choice. Can also cast a 1st level magic-user spell of their choice as a magic-user of equal level, though their experience penalty becomes 33% (instead of just 25%) because of their increased haughtiness. See Part III for magical side-effects.

Elf Warrior
: gain a
n additional +1 bonus to attack and a +2 AC bonus vs. foes they're aware of. Add 2 more weapon types to their allowed list too, but must save vs. death/ make a Will save DC 10 or become hostile to any dwarves they first meet.

High-Born
: gain +1d2 Intelligence and +1d2 Charisma, but also a -3d4 penalty to social rolls when dealing with low-born types, including most dwarves. 

Hyperborean
: gain +1d6" in height and immunity to harmful light, cold, or psychic effects (pick an additional one each time this ability is selected), but also a -2 to all rolls when in intense darkness, heat, or when within 30' of dullards (humans, dwarves, or humanoids with an Intelligence of 6 or less). 

Bonus content: Patreon 



Next week: Elves, Part II!