Elven Wanderer Starting Equipment: stuff Starting Skill: stuff 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. A: Fey, Danger Sense B: +1 MD, +1 Spell Slot, +2 Spells (1-6), Tracking C: +1 MD, +1 Spell Slot, +1 Spell (1-8), Monster Taming D: +1 MD, +1 Spell Slot +1 Spell (1-10), Survivalist E: +1 MD, +1 Spell Slot, Master of Magics F: Spellfinder 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. 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. 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. 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. 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. Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion).  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.