Elven Spellsword Starting Equipment: sword (masterwork), bow (masterwork), 10 arrows Starting Skill: 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. A: Fey, Parry B: +1 MD, +1 Spell Slot, +2 Spells (1-6), +1 attack per round C: +1 MD, +1 Spell Slot, +1 Spell (1-8), Battle Magic D: +1 MD, +1 Spell Slot, +1 Spell (1-10), Tricky E: +1 MD, +1 Spell Slot, Master of Magic F: Counterspell 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. 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. 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.” 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. Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion).  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. You gain +1 HP for each Elf template you possess.