Elven Trickster Starting Equipment: dagger (masterwork), lockpicks Starting Skills: Climb, Locksmith, Pickpocket 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, Always Prepared B: +1 MD, +1 Spell Slot, +2 Spells (1-6), The Heist C: +1 MD, +1 Spell Slot, +1 Spell (1-8), Nightcrawler D: +1 MD, +1 Spell Slot, +1 Spell (1-10), Opportunist E: +1 MD, +1 Spell Slot, Master of Magics F: Sucker Punch Fey: You take -2 to-hit and damage for one round after touching iron and then 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. 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. 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. 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. Opportunist: Whenever you get a situational bonus to an Attack roll (surprise, elevation, etc) you deal an additional +1d6 Damage. Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion).  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. You gain +1 Stealth for each Elf template you possess.