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Elven Classes

magnificentophat Jul 25th, 2019 70 Never
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  1. Elven Wanderer
  2. Starting Equipment: stuff
  3. Starting Skill: stuff
  4.  
  5. You must take Elf A as your first template. You are a spell caster, you just don’t start with any spell slots or MD. If you are also an Elf Wizard, you take 2 extra damage from iron, 1 from silver. It can’t kill you but it can take you down to zero.
  6.  
  7. A: Fey, Danger Sense
  8. B: +1 MD, +1 Spell Slot, +2 Spells (1-6), Tracking
  9. C: +1 MD, +1 Spell Slot, +1 Spell (1-8), Monster Taming
  10. D: +1 MD, +1 Spell Slot +1 Spell (1-10), Survivalist
  11. E: +1 MD, +1 Spell Slot, Master of Magics
  12. F: Spellfinder
  13.  
  14. Fey: You take -2 to-hit and damage and agony for rounds equal to your templates. Wearing steel armor will do the same and 1 damage an hour. Silver gives -1 to-hit and damage and lasts for half your level. You only need 4 hours of meditation and are only surprised on a 1-in-6. You have a d4 claw and a d6 (at -2 for awkwardness) bite attack. You can see 60’ in the dark so long as there’s no light to spoil it.
  15. Danger Sense: When surprised, you have a 50% chance to act on the surprise round anyway. If you encounter a creature no one in the group has seen before, you can roll under your Intelligence to remember a detail or weakness, provided it is not unique.
  16. Tracking: Ordinarily, whenever the GM rolls for encounters, a 1 means monster and a 2 means trace of a monster, increase this to 3. You can track this creature down in 1d4 exploration turns rather than 1d4 exploding exploration turns. Additionally, you can try to avoid certain entries on the monster encounter table with a [number of Ranger templates]-in-6 chance of success.
  17. Monster Taming: Make an opposed Charisma vs Wisdom check against a creature. Award a penalty or bonus for the difference between the Halfling’s level and the creature’s HD. The creature gets a +2 if above half HP and -2 if below 25% HP. If the Halfling succeeds, the creature will obey the letter and intent of their commands. If the creature winds, it will be filled with madness and fear, or try to escape if intelligent. They can make a Save if the Halfling forces them to do something against their will. Two saves in a row means they break free.
  18. Survivalist: You don’t need to Save to halve Constitution damage from neglecting your hunger or thirst. Additionally, you can survive 4 days without water and 4 weeks without food.
  19. Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion). 
  20. Spellfinder: Spending 10 minutes, you can make a Charisma check to summon back a spell with a penalty for how many times the spell has been cast. If you can make a Charisma check with a penalty equal to twice a Wizard’s level, you can steal a spell out of their head or spellbook.
  21.  
  22. Elven Spellsword
  23. Starting Equipment: sword (masterwork), bow (masterwork), 10 arrows
  24. Starting Skill:
  25.  
  26. You must take Elf A as your first template. You are a spellcaster, you just don’t start with any spell slots or MD. If you are also an Elf Wizard, you take 2 extra damage from iron, 1 from silver. It can’t kill you, but it can take you down to zero.
  27.  
  28. A: Fey, Parry
  29. B: +1 MD, +1 Spell Slot, +2 Spells (1-6), +1 attack per round
  30. C: +1 MD, +1 Spell Slot, +1 Spell (1-8), Battle Magic
  31. D: +1 MD, +1 Spell Slot, +1 Spell (1-10), Tricky
  32. E: +1 MD, +1 Spell Slot, Master of Magic
  33. F: Counterspell
  34.  
  35. Parry: You can block with melee weapons. The enemy’s attack automatically hits and you subtract damage rolled by your parrying weapon. Dual wielding lets you roll both dice and take the highest. If the damage is 6 or more, you test breakage for your weapon. This makes you immune to critical hits. Once per day, you can block maximum damage.
  36. Battle Magic: You can cast spells even while holding a melee weapon. If you’re holding a ranged weapon, you can cast spells through it, so long as they have ranges greater than “self.”
  37. Tricky: You get +2 to Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make an opposed Dex vs Strength or Dex (whichever is higher). If you succeed, you successfully execute a free Combat Maneuver.
  38. Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion). 
  39. Counterspell: You can dispel magic after making an Intelligence check and investing at least 1 MD. For every MD in excess of the opposing spell’s power, you get +1 on the check, and vice versa for insufficient MD invested. You can exhaust MD and incur Mishaps or Dooms this way.
  40.  
  41. You gain +1 HP for each Elf template you possess.
  42.  
  43. Elven Trickster
  44. Starting Equipment: dagger (masterwork), lockpicks
  45. Starting Skills: Climb, Locksmith, Pickpocket
  46.  
  47. You must take Elf A as your first template. You are a spellcaster, you just don’t start with any spell slots or MD. If you are also an Elf Wizard, you take 2 extra damage from iron, 1 from silver. It can’t kill you, but it can take you down to zero.
  48.  
  49. A: Fey, Always Prepared
  50. B: +1 MD, +1 Spell Slot, +2 Spells (1-6), The Heist
  51. C: +1 MD, +1 Spell Slot, +1 Spell (1-8), Nightcrawler
  52. D: +1 MD, +1 Spell Slot, +1 Spell (1-10), Opportunist
  53. E: +1 MD, +1 Spell Slot, Master of Magics
  54. F: Sucker Punch
  55.  
  56. Always Prepared: In town, you may spend any amount of money to buy an Unlabeled Package. When the package is unwrapped, you declare what it contains, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and are available in town. You can put multiple items inside a large Unlabeled Package, including smaller Unlabeled Packages. You can have no more than two Unlabeled Packages at a time.
  57. The Heist: Once per adventure or dungeon or campaign arc, you can gain 10% bonus XP for any one valuable item you personally stole. It has to pass through your hands, or you have to be the one masterminding the theft. Unguarded or abandoned treasure does not count (unless there are traps). For example, a gem worth 1,000 sp would give you 100 extra XP. If the bonus XP would cause you to gain a Level, you instead gain the exact amount needed to gain the level.
  58. Nightcrawler: You gain the skill “Nightcrawler.” It allows you to climb sheer surfaces without handholds and scales as half your “Climb” skill. You can also use this skill to hide in the shadows.
  59. Opportunist: Whenever you get a situational bonus to an Attack roll (surprise, elevation, etc) you deal an additional +1d6 Damage.
  60. Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion). 
  61. Sucker Punch: Whenever you surprise an enemy or win initiative, you can can roll one of your MD along with a melee attack. It can be exhausted as normal and your weapon counts as a +1 weapon.
  62.  
  63. You gain +1 Stealth for each Elf template you possess.
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