KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
KEEPER HILL BONUS MATERIAL
The Otherworld Elf Warrior
Level
|
Base
Attack Bonus
|
Ref
Save
|
Will
Save
|
Spell
Level Limit
|
|
1st
|
+1
|
+0
|
+2
|
+2
|
1
|
2nd
|
+2
|
+0
|
+3
|
+3
|
2
|
3rd
|
+3
|
+1
|
+3
|
+3
|
3
|
4th
|
+4
|
+1
|
+4
|
+4
|
4
|
5th
|
+5
|
+1
|
+4
|
+4
|
5
|
6th
|
+6
|
+2
|
+5
|
+5
|
6
|
7th
|
+7
|
+2
|
+5
|
+5
|
7
|
8th
|
+8
|
+2
|
+6
|
+6
|
8
|
9th
|
+9
|
+3
|
+6
|
+6
|
9
|
10th
|
+10
|
+3
|
+7
|
+7
|
10
|
Description: Don’t let their delicate fey looks and willowy form fool you. A troop of low-level Elf Warriors slinging magic and wielding magic weapons should make any potential foe think twice. Mid-level warriors are a force by themselves. A high-level Elf warrior? Almost too frightening to contemplate. They are unnaturally brave because of their pride and capabilities.
Hit
Die: d6.
Prime
Ability: Int,
Dex, and Wis.
Subprime
Abilities: Str
and Con.
Weapon
and Armor Proficiency: Elves are proficient with light one-handed melee weapons (short
sword, rapier, mace, etc), any ranged weapon (except longbow and heavy
crossbows), and with light armor, but not shields. Magical Elven chain mail, Elven longswords,
and Elven longbows are the preferred, as they have no ability qualifications.
Standard Gear: +1
Elvish Longsword, +1 Elvish Longbow, +1 Elvish Chain Mail, pack, 3 days
rations, waterskin, 2 useful items.
Crack
Shot: Elvish
Warriors add ½ level to their bow damage. An Elf Warrior may make a
successful bow attack into a melee fight without making a Called Shot.
Mounted Archery: A mounted Elf Warrior may make a
ranged bow attack with their full BAB.
Elvish cavalry may be mounted on fine horses and Unicorns (if chaste
maidens) and there is a flying corps mounted on hippogriffs and Pegasus.
Detection: An Elf Warrior may detect
ambushes and traps adding (Int + Wis bonuses)/2 + ½ level
to the attempt. This does not apply to trapped items.
Find: (Int + Wis
bonuses)/2 + ½ level to the attempt. Secret Doors and hidden items.
Stealth: An Elf Warrior may sneak and hide
adding (Dex + Int bonuses)/2 + ½ level
to attempts.
Track: An Elf Warrior adds (Int + Wis bonuses)/2 + ½ level to the attempt.
First
Aid: An Elf
Warrior may apply first aid to heal the wounded.
Infravision: All Elves have the ability to see
in the dark.
Immunities: All Elves are immune to sleep, charm, and paralysis
effects. They may also move freely between the Otherworld and the mortal world,
without suffering any adverse effects.
Elvish
Spells
Elves may
cast most spells on the Wizard list, all of the spells on the Druid list, and
can cast the Gypsy Curse spell (from the NPC draft doc). Elves will not cast Forbidden
spells that Summon Monsters or have anything to do with the undead. They can cast Ceremony
spells as a Wizard, but will never use a sacrificial victim or blood activate
them. 10th Level spells are
the Epic Level spells mentioned with the Witch class (from the NPC draft doc), such as various
magically created natural disasters.
They are more plot devices than game mechanics. For the Elves, these spells are the
equivalent of WMD’s. They are for
deterrence, rather than whimsical, everyday use. Further, use of such spells seriously
depletes their already deteriorating magical realm.
An Elf
Warrior will typically know all of the given spells of the highest level they
can cast. Upon gaining new level, an Elf
Warrior goes into an extensive apprenticeship to learn that level’s
spells.
Spellcasting
Elves may
cast any spell they know by making a Spellcheck:
Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.) With 3 cumulative failures in a
turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell
level that they can cast. A spellcaster
must roll to activate a spell, even if their Spell Check is greater than the
spell’s DC. A Natural 1 is a Botch, meaning all spellcasting is immediately
suspended until the caster has had 1 turn of rest. A Saving Throw against a spell has a DC of 12 + ½ caster level.
Spellcasting Beyond 10th
Level
10th
level Elves may spend 10 XP to gain
a +1 to their Spellchecks, up to +5
total for their level bonus. Their total
level bonus can be up to +15. As if this
class isn’t already total overkill.
Magic Item Crafting
A 5th
level Master Elvish Craftsman is able to create magic weapons, magic items, and
magic armor. The time would vary, but
figure about a week per item. Elves will
not sell their magical goods to anyone, but could give them to those that have
been designated “Elf Friends,” those who have done a great service to the
Elves. They are not above “gifting” or
even selling cursed magical items (especially ones that break upon first use in
combat) to people they have a grudge against.
Elvish magic items often automatically break or work in detrimental ways
when handled by Formorians.
The Otherworld
The Fey
Realms are magically hidden from the outside mortal world. They range in size from a large tree, or a
grove, or a glen (usually a single fey or small clan), or entire forest cities,
underwater cities, or even entire islands.
These realms are all connected, but only a Fey could travel between them.
Still,
the Fey will whimsically or purposefully open their portals to enter the mortal
world; a midsummer night's party or a warband seeking vengeance. Mortals are occasionally invited inside for
any probable reason. Interlopers are
shoo'ed away. Invaders are destroyed
without mercy. The magical world is
likewise potentially deadly to mortals.
They may stay no longer than a week, before being unable to leave. Disintegration upon setting foot back in the
mortal world is the normal price.
Elvish Physiology
Living in
the magic-infused Otherworld has made the Elves immortal. This adaption has made them unable to
tolerate living in the real (or mundane) world.
The young can only visit for no longer than a day. Older Elves cannot endure direct sunlight and
can only visit at night. The elders
cannot leave the Otherworld at all.
Elves are
male and female and could theoretically reproduce biologically. Unfortunately, their environment has also
rendered them almost sterile. An Elvish
baby is so rare as to defy any common metaphor for the event. They can reproduce with humans, producing
Half-Elf Changelings, but their offspring are fully mortal and only produce
human grandchildren.
Racial Relations
Elves
have a haughty disdain for everybody.
When you’re as old and powerful as they are (were), it’s hard not to
look down at everyone else. Though
they’ve fought wars versus Dwarves and Humans, they bear them no racial
animosity. They are not so pleasant to
the Formorians due to the presence of their own kind (Drow) amongst them.
Elves
view their current, sad state as one that was more self-inflicted than forced
upon them. Individual Elves can fall in
love with humans and form deep friendships with those of other races, but they
know it will be fleeting as they are immortal.
Elves do hate, however. They will
seek revenge on individuals who have wronged them in the slightest fashion.
Elves
are amused by the short lives and memories of humanity. While the Elves remember the old wars well,
most humans only know the stories and those as myths. The appearance of a full Elf in a human
community produces awe and adulation rather than fear and alarm.
[God help me. I must
have been chugging cold medicine when I wrote this. This class is for NPC use only! DO NOT even think about letting Players roll
up one of these game-breakers, “Just for fun.”]
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