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Friday, December 9, 2011

Barbaric Frontier variant Elf racial-class

Prime attributes: Strength 13+(+5% experience bonus), Intellect 15+(+5% experience bonus)
Hit Dice: 1d6/level(gains 1 hp/level after 9th)
Armor/shield permitted: up to chain mail unless casting a spell when using shields is forbidden
Weapons permitted: any unless casting a spell when using two-handed weapons is forbidden

Elves are a mystery in the known world, they seem to embody each and every aspect of nature itself, both graceful and wild, of untamed passion and secretiveness. They seem so human, yet, their culture and mentality seems very alien to other races, which cause many conflicts in the relations with other races. Because of this only exiles from elven society seem to be appropriate as a member of adventuring party.



Level
Experience
Base „to hit” bonus
Hit Dice
Saving Throw
Spells





1
2
3
1
0
+0
1+1
14
0
-
-
2
5,000
+0
2
13
1
-
-
3
10,000
+1
2+1
12
2
-
-
4
20,000
+2
3
11
2
1
-
5
40,000
+2
3+1
10
3
2
-
6
80,000
+3
4
9
3
2
1
7
160,00
+4
4+1
8
4
3
2
8
320,000
+5
5
7
4
3
2
9
640,000
+6
5+1
6
5
4
3
10
1,280,000
+7
5+2
5
5
4
3
















Hereditary foes: Elves gain +1 bonus to hit or damage while fighting beastmen.

Spell Casting: Elf can cast spells if he has at least Intellect score of 13. Elf owns a book of spells, which doesn’t necessarily include all of the spells on the standard lists. Reading from this book, Elves force selected spell formulae into their minds, “preparing” as many spells as the character can mentally sustain. (Note: Elves are usually allowed to prepare the same spell multiple times if desired, up to the available “slots” in the Elf’s memory and mental capability.) Once a prepared spell is cast, it disappears from the Elf’s ability to cast, until it is prepared again. If an Elf finds scrolls of spells while adventuring, these spells can be added to the Elf’s spell book.

Keen Detection: Elves have 2 in 6 chances to succeed when rolling 1d6 attempting to spot hidden or concealed doors.

Saving throw: Elves get +2 when making saving throws vs. magic and insanity.

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