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| LikeDaniel09-30-07, 03:01 PM | I'm a Dungeon Master/Manga Author that is making a campaign about my book. High Elves are supposed to be a restricted class due to their above-normal abilities in magic. As far as physical fighting is concerned, though, they are about normal (if one was to take a fighting class, of course). I have never played a magic class past level 5, so I don't know what could benefit a wizard/sorcerer/druid. In my campaign setting, the High Elves are a very proud and stubborn people, rarely moved to action outside of their walls. They were the first beings created by the Ancients and dwelt among the Ancients for hundreds, if not thousands of years, gaining much of the knowledge that the ancients had. This knowledge has been strictly guarded by the High Elves and kept only within their society. Any other knowledge of magic has either been passed on by the dragons, brought to other races after a High Elf is tainted and lost most of its power, or was simply discovered by other people. Other than the Ancients and Holy/Chaos Angels (who, now are almost never seen), High Elves are the most powerful, intelligent magic users in the world of Nabe. Here is what I have so far, it is in addition to everything the D&D elf has, minus the Favored Class. The stuff in green is what I was really wondering what I should do with, but input on anything else, or additions, are welcome, too. --- NOTE: The High Elf is a restricted class, and can only be used with the explicit permission of the GM. -2 Strength, +2 Intelligence, +2 Wisdom. High Elves are very thoughtful and have held their culture almost motionless since the Ancients poured their knowledge on them. Because of this, they are very Intelligent and Wise, but, with their time spent studying instead of being active, have become physically weak. Magical Prowess: Stubborn: High Elves are incredulously stubborn and can choose to take a 10 when someone is trying to convince them to do something they do not want to do. This includes, intimidation, any form of mind control, diplomacy, bluffs, etc. Knowledge of the Ancients: Light Affinity (lost with tainting): A High Elf's enlightenment gives him bonuses when using the spiritual element of light. When using light, determine caster level as DC 10 + Caster Level + 1/2 Caster Level, also when determining damage add your caster level to the amount of damage done (total damage, for example, it would not be applied to each individual missile of magic missile). (I think this one is WAY too powerful... Just so you all understand, in Nabe, there are Adepts instead of Wizards, these adepts chose either one of the elements or light or darkness to cast magic from. So most people will be school specialized instead of general. It gets a bit deeper than that, but I think that's all you all need to know right now. Let me know if you need more info) Favored Class: Adept (Wizard). A multiclassed high elf’s adept class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for Multiclassing Characters, page 60). Magic comes naturally to the high elves – indeed, they sometimes claim to be the only reason the knowledge of it is available today. --- Thank you to ANYONE who offers input, as I would just be guessing as to what a Wizard would want. -LD |
| Darth Sephiroth10-02-07, 01:30 AM | Consider making your High Elf simply Elf Paragons (Unearthed Arcana) and simply add the flavor you want to the mix. |
| LikeDaniel10-02-07, 01:44 AM | Elf Paragons?... I'll have to look into them. I think I have that book somewhere. Until then, I have already done a lot more work on the subrace. The only thing I'm afraid of is, while I want this to be a subrace restricted to High-Power campaigns, I don't want it to be "teh roxxorz!1!"... Is this too much? --- ~Elf~ Elf Racial Traits: +2 Dexterity, -2 Constitution: Elves are graceful but frail. An elf’s grace makes her naturally better at stealth and archery. Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of swordplay and archer; so all elves are familiar with these weapons. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf’s senses are s keen that she practically has a sixth sense about hidden portals. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge Subrace: High Elf* (below is in addition to above) NOTE: The High Elf is a restricted class, and can only be used with the permission of the GM. -2 Strength, +2 Intelligence, +2 Wisdom. High Elves are very thoughtful and have held their culture almost motionless since the Ancients poured their knowledge on them. Because of this, they are very Intelligent and Wise, but, with their time spent studying instead of being active, have become physically weak. Magical Prowess: High Elves are very potent, magically, and thus gain a +3 to the Difficulty Challenge of any spells they cast. Stubborn: High Elves are incredulously stubborn and can choose to take a 10 when someone is trying to convince them to do something they do not want to do. This includes, intimidation, any form of mind control, diplomacy, bluffs, etc. Knowledge of the Ancients: High Elves begin play with the following feats: Improved Counterspell, Magical Aptitude, and Spell Focus. They can also gain Item Creation Feats 1 level beyond their true caster level. Holy Affinity: The High Elf begins play with 7 points on the Affinity Bar. (affinity is a new addition to my campaign setting (has to do with alignment), pay no mind to this) Additional Automatic Language: Celestial. The Knowledge of the Ancients that is being kept by the High Elves is all kept in the tongue of the Ancients. It is a favorite of the High Elves to speak amongst each other in Celestial in the presence of a “lower race” that does not speak Celestial to show off their knowledge. Favored Class: Adept. A multiclassed high elf’s adept class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for Multiclassing Characters, page 60). Magic comes naturally to the high elves – indeed, they sometimes claim to be the only reason the knowledge of it is available today. --- Now I'm going to go through my stuff and see if I can unearth my "Unearthed Arcana" book. Thanks for the input! Keep it coming! -LD |
| Darth Sephiroth10-02-07, 09:15 PM | They're also at D20srd.org (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm) |
| LikeDaniel10-03-07, 02:01 PM | Hmm, not sure if that's what I want. That would give them an edge, but I don't know if it would really be enough of an edge. My concept of High Elves is quite different than most peoples, apparently... Do you all know how to figure ECL? I saw it in the Monster Manual or the DM Guide, but I didn't really grasp it. Do you know what the ECL would be for what I have listed? |