Elf

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Elf Requirements: Minimum INT 9 Prime requisite: INT and STR Hit Dice: 1d6 Maximum level: 10 Armour: Any, including shields Weapons: Any Languages: Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish

Elves are slender, fey demihumans with pointed ears. They typically weigh about 120 pounds and are between 5 and 5½ feet tall. Elves are seldom met in human settlements, preferring to feast and make merry in the woods. If crossed, they are dangerous enemies, as they are masters of both sword and spell. Elves are fascinated by spells and beautifully constructed magic items and love to collect both. Prime requisites: An elf with at least 13 INT and STR gains a 5% bonus to experience. An elf with an INT of at least 16 and a STR of at least 13 receives a +10% XP bonus. Arcane Magic See Magic in Core Rules for full details on arcane magic. Magical research: An elf of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When an elf reaches 9th level, they are also able to create magic items. Spell casting: Elves carry spell books containing the formulae for arcane spells. The level progression table (opposite) shows both the number of spells in the elf’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level elf has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to elves is provided in Cleric and Magic-User Spells (elves have the same spell selection as magic-users). Using magic items: As spell casters, elves are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). Combat Elves can use all types of weapons and armour. Detect Secret Doors Elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring in Core Rules). Immunity to Ghoul Paralysis Elves are completely unaffected by the paralysis that ghouls can inflict. Infravision Elves have infravision to 60’ (see Darkness under Hazards and Challenges in Core Rules). Listening at Doors Elves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules). After Reaching 9th Level An elf may construct a stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty, for example: in the treetops, beside a serene valley, or hidden behind a waterfall. Whatever material it is made of, the construction costs as much as similar work in stone, due to the exquisite quality of craftsmanship involved. Forest animals within a 5 mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the elf must protect the animals from harm. An elf ruler may only hire elven mercenaries. Specialists and retainers of any race may be hired. Elf Level Progression





Saving Throws Spells Level XP HD THAC0 D W P B S 1 2 3 4 5 1 0 1d6 19 [0] 12 13 13 15 15 1 – – – – 2 4,000 2d6 19 [0] 12 13 13 15 15 2 – – – – 3 8,000 3d6 19 [0] 12 13 13 15 15 2 1 – – – 4 16,000 4d6 17 [+2] 10 11 11 13 12 2 2 – – – 5 32,000 5d6 17 [+2] 10 11 11 13 12 2 2 1 – – 6 64,000 6d6 17 [+2] 10 11 11 13 12 2 2 2 – – 7 120,000 7d6 14 [+5] 8 9 9 10 10 3 2 2 1 – 8 250,000 8d6 14 [+5] 8 9 9 10 10 3 3 2 2 – 9 400,000 9d6 14 [+5] 8 9 9 10 10 3 3 3 2 1 10 600,000 9d6+2* 12 [+7] 6 7 8 8 8 3 3 3 3 2

  • Modifiers from CON no longer apply.

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.