Race: Elf
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Natural resistances / weaknesses:
... Perm Affects:
- Perm block to any Mind Magic, natural resistance to psi mind control?
... Regen: (hp/mana/moves/psp)
- Do ours regen damage/hp at a slower pace? And Mana at a higher one?
... Misc:
... Ideas:
- Perhaps find some racial skills/spells we can give them at a percentage of say 40ish% and have them work it up by using it.
- Elves should get a better mem chance as Wizards because they have better natural concentration, or maybe better Psi's?
- Natural AC 10
- Cannot be Charmed or Sleep spelled
- Elf Druid or Elf Ranger specific Spell/skill-Forest Mind-when outdoors they gain a +2 bonus to all saving throws.
- Elf Druid or Elf Ranger spell/skill-Voice of the Trees-player calls forth the assistance of any plant life when out of doors to flank the group granting a +2 bonus to attack roll?(hitroll?.
- Elf Ranger-Phantom Hounds-summons forth a group of phantom hounds to assist them multiple 1d6 hounds.
- Elf Ranger-Hunter's Stride-once a day they can cast to enhance their speed. (mv)
- Elf Warrior-Merciful Killing-knows the vital spots of all living beings and can deal more damage. Extra 1d6 damage and increased chance to hit instead of miss.
- Elf Bard-Treesong-haunting song that grants group a +1 on attack bonus and a -1 to mob on attacks and saves.
- Elf Bard-Ancient Music-summons a group/one ancient Elven warrior to fight for him, its a ghostlike image that sings and does 1d6 damage, they are incorporeal so are ghosts, once fight is over they disappear and caster takes a 1-2 temp loss of constitution points.
- Elf Sorcerer-Time Spell-caster can delay when a spell is cast by specifing it, for each round it is delayed they take a one point of Constitution loss (temp) up to running out of hp.
- Elf Necro-Shadow Casting-necro can choose a spell to enchant with shadow stuph making it more effective and stronger. Limited use and time limit.
- Elf Anti-pal-Taint Spell-lace any spell with negative energy dealing an extra +1d6 points of unholy damage.
- Eldritch Bolt-A single target attack spell that strips a large number of mana from the target.
- Perhaps have certain stat requirements for them to be certain classes? I.E. to be a ranger they have to have Str 15/Dex 15. or some such.
- Elves due to their increased ability to see well can sometimes see hidden doors or exits.
- This is kinda cool-they break elves into "color groups" and they gain pluses based on those groups (think guilds)-Gold Elves: snobby, make good druids. Moon Elves: Friendly, much contact, make good with any class strong in moon spells. Green Elves: Wild elves, make good wild magic users. Aquatic Elves: bonuses to fighting water based creatures or in water areas, auto waterbreathe.
...
Questions / Issues:
- Natural Modifiers? Maybe Dex +1, Con -1?
- Perhaps go the route of splitting them off into Dark Elves eventually perhaps a second Elf race?
... Special help files to be created:
... Spells / Skills:
Level Name Description 0 xx xx