Sunday, August 28, 2022

Wild Elves (New Class)

  Those elves who turned their back on civilisation and returned to the old ways of the first elves are known as wild or wood elves in my setting. This is an attempt to build a class for elves that are much more nature focused than the standard OSE elves which are more of a high elf type. My hope is to kit bash together elements of barbarian, druid, elf and ranger to find something that fits. 


 Being illiterate was something I considered for Wild Elves to make them more barbarian like however I am not sure that would work with them casting spells, maybe if they lost the magic item part of divine casting? Also do you think they should have the magical research option too? I left that out for now but have been considering putting it back in.


 I used a combination of the methods of "Classing up the Joint" and "B/X Options" so I would really love any feed back on where I might have gone wrong or stuffed things up such as the XP values.


Wild Elf


Requirements: Minimum WIS 9

Prime requisite: CON and STR

Hit Dice: 1d6

Maximum level: 10

Armour: Leather, shields

Weapons: Club, Spear, Long Bow and Short Bow

Languages: Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish


Prime requisites: A Wild Elf with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and CON are 16 or higher, the Wild Elf gets a +10% bonus.


Charm Immunity

Wild Elves are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies).

Divine Magic

Holy symbol: A Wild must carry a holy symbol: a sprig of mistletoe which the character must harvest.

Spell casting: From 1st level, due to a deep connection with nature, a Wild Elf gains the ability to cast spells.

The power and number of spells available to a Wild Elf are determined by the character’s experience level. The list of spells available to wild elves is found in druid spell list.

Using magic items: As spell casters, Wild Elves can use magic scrolls of spells on theirs pell list. They can also use items that may only be used by divine spell casters (e.g. some staves). Wild Elves may not use magical books or tomes.

Foraging and Hunting

A party with a wild elf succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance .

Identification

Wild Elves can identify all plants and animals and can discern pure water.

Infravision

Wild Elves have infravision to 60’.

Path-Finding

A party with a Wild Elf has only a 1-in-6 chance of getting lost in woodlands. 

Tracking

Wild Elves can identify and follow tracks. This skill improves as the character gains levels (see the table to the Ranger tracking table). Success may be modified by the following factors:

▶ Soft/hard ground: +20% to –50%.

▶ Size of group being tracked: +2% per creature beyond the first.

▶ Passing through an area where other tracks mingle: –50%.

▶ Age of tracks: –5% per 12 hours.

▶ Rainfall: –25% per hour.

▶ Efforts made to hide tracks: –25%.

Wild 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             2,300        2d6         19 [0]     12 13 13 15 15           2 – – – –

3             4,600        3d6         19 [0]     12 13 13 15 15           2 1 – – –

4             7,200        4d6         17 [+2]   10 11 11 13 12           2 2 – – –

5             15,000      5d6         17 [+2]   10 11 11 13 12           2 2 1 – –

6             30,000      6d6         17 [+2]   10 11 11 13 12           2 2 2 – –

7             60,000      7d6         14 [+5]   8   9   9  10  10           3 2 2 1 –

8             120,000    8d6         14 [+5]   8   9   9  10  10           3 3 2 2 –

9             240,000    9d6         14 [+5]   8   9   9  10  10           3 3 3 2 1

10           500,000    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.


After Reaching 9th Level 

A Wild 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  Wild Elf must protect the animals from harm.

 A Wild Elf ruler may only hire Wild Elf mercenaries. Specialists and retainers of any race may be hired.

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