The Anarchy of King Stephen
Elves are a very rare sight everywhere in the world, rarely emerging from their enclaves deep in the most ancient forests. They are somewhat more common in Wessex, having a strong presence in Ireland, but they are still a very unusual sight, worthy of comment amongst the commoners.
Ancient and beautiful, the elves are spoken of only in reverent whispers. They are legendary for their martial prowess, their magical ability, their proficiency with healing and their keen senses. The elves are both honored and feared by the human populace.
Elves are immortal, in the sense of being undying. There are no doubt elves on Earth who remember the Romans, the Egyptians, the Sumerians and those who came before. Such ancient elves are no longer seen, however; adventuring elves are all young whipper-snappers, only a hundred or so years old, out to see the world before settling down into their endless lives.
Elves function as a cross between swordsmen and sages. They have magical ability and martial prowess. They benefit from a good DEX and INT, and value CON, STR and ACU.
Prerequisites: DEX +1, INT +0
1st level Hit Points: 9 + CON
Hit Die: d6
Skill Tree: 3-up
- +1 DEX, -1 CON
- +1 to Melee when wielding swords, +1 to Archery when using bows
- +2 to Observation
- Automatically finds secret doors within 10’ if the elf’s perception meets or exceeds the door’s DC
- Doesn’t sleep, immune to magical sleep
- Immune to ghoul paralysis
- Base speed 30
Weapon and Armor Proficiencies: Elves are proficient with light and medium armor, and may use shields. Elves with Brawl are proficient with all simple size-S weapons. Elves with Melee are proficient with all simple and martial melee weapons. Elves with Thrown are proficient with all simple thrown weapons. Elves with Archery are proficient with bows.
Spellcasting: Elves follow the rules for Spellcasting. Their prepared spells per day are listed on the table; they gain bonus spells for having a high INT. An elf’s spell DC is equal to 10 + ACU + the spell’s level.
Elves start play with a spellbook containing three cantrips and one 1st-level spell, chosen from the Spell List. Their spellbook contains a number of additional spells equal to their INT, divided up amongst cantrips and 1st-level spells as the elf sees fit.
Each time the elf gains a new level, she may add one new spell to her spellbook, chosen from the spell list. These new spells may be of any level the elf can prepare. This addition represents individual study on the elf’s part.
Coming by additional spells in the Kingdom of Wessex is very difficult. There are no magic stores; a character might be able to apply for membership at a university and thereby gain access to more spells, or perhaps persuade his master for additional spells, or offer an exchange with other (PC or NPC) spellcasters. Other than that, however, an elf may only gain new spells through finding or capturing other spellbooks, or performing spell research on his own.
Bonus feats: The elf gains a bonus feat at 4th and 8th level. These feats may be any for which the elf is qualified.
The elf gains a talent at every odd-numbered level. He may select from any of his talent trees at any point. Talents must be taken in order, but the elf may switch between trees at his discretion.
As the Sage Loremaster tree.
As the Swordsman Dervish tree.
Healing Ways (Ex): The elf gains a bonus to Herbalism and Medicine equal to half his level.
Healing Touch (Su): Any healing spells cast by the elf heal an additional 2 HP per surge expended.
Healing Power (Su): Healing spells and effects cast by the elf cause the target to expend one fewer surge than normal, down to a minimum of one surge used per spell.