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Showing posts with label elves. Show all posts
Showing posts with label elves. Show all posts

Thursday, September 5, 2013

Elves as druids

Just an idea: take the 2e druid class and add in the elf racial abilities, and make it a race-as-class option for games that go that route. ONLY elves can use druid magic. They also lose chain amor and magic user armor. Let them use leather armor, swords, and bows, of course. I think this would be an easy fix, that would instantly separate elves from fighter-mages as they are usually presented.

Saturday, October 6, 2012

Solo elf wandering Realms

Something I've wanted to run would be a campaign with an elven fighter-mage running solo. Maybe with one NPC follower. Kind of like Elric and Moonglum. Start the character at level 10 or so, and work up from there.

Of course, I'd run it in the Forgotten Realms, probably the Western Heartlands. Travel from Evereska down to Iriaebor over to Candlekeep and back. Become a famous adventurer that wipes out bandit camps and defeats evil mages.

It seems kind of lame and boring, but I think it would be a blast. Especially if I focused a bit more on acquiring old magic and researching it.

Sunday, August 19, 2012

Elves as Sith rulers

This is an idea I've had kicking around in my head. I'd use a heavily-modified retroclone.

1. All characters would be elves (fighter/mages of some kind). They would be the rulers of the world.

2. They would be just better than other races. Period. One level one elf could easily kill a group of five human soldiers.

3. They can wear armor, use weapons, etc. They also use magic.

4. Magic may be limited to stuff like leaping, healing, some kind of roar that demoralizes and deafens, etc. Not sure if I want stuff like lightning or not.

5. Anger and hate fuel magic. If you're nice and mellow, magic won't work, or at least it will be very diminished. Therefor, the most evil elves are also the ones running everything.

6. There is a rebellion, of course. It will have some elves in it. Maybe they use technology to combat elven magic.

Wednesday, October 26, 2011

Stone Circles



I love stone circles, as found in the British Isles and the Atlantic seaboard of Europe. I generally use them as centers of worship for elves and druids. I have also used them as magical gates to the faerie realms. So here's a table for people to use.

Stone Circle Encounters
1. A small group of elven archers maintains the circle. They have a permanent camp set up in a nearby copse of trees. They generally won't disturb people who are there for worship or just to rest while hiking, but will attack any evil races who attempt to approach the stones.
2. A magical gateway opens as the group approaches. On the other side they can see a great forest. No one is around.
3. A druid maintains the circle. He has a small hut nearby. The locals often deliver fruits and vegetables, in return for his blessings.
4. A group of goblins is defacing the circle. They are attempting to push over the stones.
5. Pixies and brownies live around the circle. They will play pranks on any who approach, and may steal a small item.
6. A necromancer has perverted the circle, using it to raise undead. He places corpses within the stones and casts his spells. All undead raised here have maximum hit points and gain +1 to their saving throws.
7. The circle is old and abandoned. Weeds and brush grow throughout the area. Some stones are on their sides. Perhaps with care, it may return to its former power.
8. A cleric has built a small manor near the circle. He considers the place to be a haven of sin. Some pixies have lived here for ages, and torment the cleric daily.
9. A druid lives in the circle, under the open sky. He has only a bedroll. The local fae respect him, but the human baron who controls the land fears his power. The druid is unhappy with the baron, who has started logging the forest.
10. The stones have glowing blue runes marked upon them. During thunderstorms, the entire hilltop shines and can be seen for miles around.
11. The stone circle marks the resting place of a great elven lord, who fell in battle against an evil god. Elven sentries will attack any non-elf who approaches.
12. The stones are pitch black and radiate evil. Monsters are attracted to the area and are encountered very frequently.

Wednesday, September 14, 2011

Alternate Elf for OSR games

Elves
Requirements: CHA 9
Prime Requisite: CHA
Hit Dice: 1d6
Maximum Level: 10

Elves have pointed ears, and are thin, fey beings. They are very diverse in appearance, much like humans, and there are said to be different kinds of elves in distant locations. They typically weigh about 120 pounds and are between 5 and 5 ½ feet tall. Skin color ranges from pale white to green to brown to pitch black. Hair color includes blond, brown, black, red, green, and blue.

Elves can wield any weapon and use any armor. An elf must have at least a 13 in Charisma in order to get the +5% to experience. They must have a CHA of 16 to get the +10% bonus.

Elves have infravision to 60 feet, and have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a roll of 1-2 on 1d6. When in a forest setting, they have a 50% chance to successfully hide and move silently.

Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict.

Due to their magical nature, elves can use any magic-user item (including scrolls, staves, wands, rings, etc.), as if they were a magic-user of equal level. Elves suffer no penalty for using magic-user items while they are wearing armor.

Elves can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc.

Reaching 9th Level: Elves can establish a stronghold in a natural setting, such as a forest or glen, when they reach 9th level. Rather than impose upon nature, this keep must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the stronghold all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory.

Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be hired.

Elf Level Progression
Experience       Level   Hit Dice (1d6)
0                      1          1
2,035               2          2
4,065               3          3
8,125               4          4
16,251             5          5
32,501             6          6
65,001             7          7
120,001           8          8
240,001           9          9
360,001           10        +2 hp only *

*Hit point modifiers from constitution are ignored.

Elf Attack Values
Elves use the Fighter attack value.

Elf Saving Throws
                Breath                   Poison                   Petrify                   
Level     Attacks                  or Death                or Paralyze
1-3          15                           12                           13      
4-6          13                           10                           11      
7-9          9                              8                              9      
10           7                              6                              7      


                                             Spells or
Level     Wands                   Spell-like Devices
1-3           13                         15
4-6           11                         13
7-9            9                          11
10             7                          9

Tuesday, September 6, 2011

Monday, May 2, 2011

Elf and Wizard Diaries

I would think elves and magic-users of all stripes would keep daily diaries. They might include some research notes, material components that need picked up from the local alchemist, theories on why magic works the way it does, and that the new girl apprentice is smoking hot.

While one day's entry could be personal stuff like how they'd love to date the princess, the next day's entry might have magical data like the fact that iron filings mixed with silver filings in a summoning circle help bind demons better.

To make diaries interesting mechanics-wise, when a magic-user or elf finds a mage's diary and reads it, he gains 100 XP based on the magical notes in the book. I would not include any full spells in such a book, just tidbits of stuff that might give a PC mage a "eureka" moment.

Sunday, October 17, 2010

Elves for Mazes and Minotaurs (Revised)

Made a few changes based on comments. Elves are warriors with some magical ability. Their spells are geared towards combat, and elves lag behind specialized mages in total power.

ELVES      (Specialist Class)
Primary Attributes: Skill and Wits

Gender: Elves can be male or female, as they treat both genders equally. Elves follow Apollo or Artemis.

Basic Hits = 10

Deadly Aim: Elves know how to target the weak spots of animals and similar creatures: they add their Skill mod to their damage rolls when using any missile weapon against Beasts or Monsters.

Elfin Magic: Elves use Elfin Magic, which aids them in combat.

Weapon of Choice: Bow or Sword.

Level Benefits : Each level beyond the first gives an Elf +2 Hits, +2 Power Points, +1 to Luck and +2 to Skill, Wits or Will (player’s choice).

Possessions: Elves start with a dagger, a sword and a missile weapon (bow + 12 arrows). Their starting wealth is 3D6 x 5 silver pieces.

Restrictions: Elves may wear any type of armor.

Elfin Magic:

Elfin Magic = Skill mod + Wits mod

Mystic Strength = 12 + Elfin Magic

Starting Power = 4 + Wits mod

Power Recovery: Elves recover power by meditating within a forest. Each hour of meditation will restore a number of Power Points equal to the character’s level.

Elfin Magic

Magnitude 1: Mystic Arrow
This spell grants the Elf the ability to hit creatures affected only by magic when using a bow. This affect lasts for (1d6 + the elf's Elfin Magic) rounds.

Magnitude 2: Armor of the Oak
This spell grants the Elf bark-like skin. He receives +2 to his EDC. Elves benefiting from this spell may not wear a breastplate or helmet. Elves suffer no encumbrance penalty for this spell. This spell takes effect during the elf’s missile phase. It lasts for a number of combat rounds equal to (1D6 + the elf’s Elfin Magic).

Magnitude 3: Evergreen Spirit
This spell allows an Elf to instantly heal the wounds of the injured. Each use of this spell restores a number of Hits equal to (1D6 + the elf’s Elfin Magic) to the wounded being.

Thursday, October 14, 2010

Elfs for Mazes and Minotaurs

Check the October 17th post for a revised Elf class. This is just a place-holder for the comments now.

Sunday, February 21, 2010

Elves as the ruling class

I think I want to make a world where the elves are the rulers. After all, they live for hundreds of years. Just by personal connections alone, they should have a huge advantage over humans. I also don't believe in demi-human level limits, so this seems to be a natural extension of what that rule change would mean.

It seems to me that the Melniboneans in the Elric Saga by Moorcock would be one potential model for the elven rulers. Another could just be how Galadriel is portrayed in the LOTR movies. Both are mysterious, and quite alien to human psychology. I know I don't want the elves to just be super-powered humans. I want them to have a distinct feeling from the other races.

I might have them be slave-owners. "After all, why should humans, who only live for maybe 60 years, be treated any better? They just act like spoiled children unless they have elven guidance.", says the typical elf.

I don't really want an elven Dark Lord, though it is a possibility. If normal elves have a ruthless enough feel, then a Dark Lord would be redundant, anyway. Maybe the crumbling elven empire on the edge of the campaign map would be enough, with the actual campaign area the wilderness next to it, or even a province that has revolted in the not-too-distant past.

I'm actually a bit surprised that none of the major published campaign worlds have tried a setting where the elves are the big movers and shakers, and everyone else is just living as their servants or in the wilderness that the elves don't care about. It seems a fairly obvious setting hook to me. Instead, they generally go with "There are only a few elves left in the world, and they are tree-huggers who never leave their forest". I did like Eberron's ancestor/undead worshipping elves, but even they are no major force in the world.