• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Really magical elves

John Q. Mayhem

Explorer
These will be the baseline elves in my siblings campaign. I've been reading Lords and Ladies, The Wee Free Men, Jonathon Strange & Mr. Norrell, and watching the LotR EE DVDs. It shows, eh?

Elf Anima 5/Mageknight 1
Hit Dice: 5d6+1d8 (24)
Initiative: +6
Speed: 30 ft.
Armor Class: 23 (+6 Dex, +3 class, +4 mithril chain shirt)
BAB/Grapple: +3/+3
Attack: MW bronze leaf-sword +10 (1d8); or MW longbow +12 (2d4+1)
Full Attack: MW bronze leaf-sword +10 (1d8); or MW longbow +10/+10 (2d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, glamour
Special Qualities: Aura of awe, SR 14, DR 4/cold iron
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 10, Dex 22, Con 11, Int 10, Wis 10, Cha 20
Skills: Perceive +11, Perform +5, Sneak +15, Survive +6
Feats: Point-Blank Shot, Weapon Finesse, Rapid Shot, Armored Casting, Weapon Focus (longbow)
Environment: Any forest
Organization: Any
Challenge Rating: 6
Treasure: MW bronze leaf-sword (elaborate +100 sp), MW longbow (elaborate +100 sp), mithril shirt, Elven liquor, necklace of clear thought, minor tincture of magic, circlet of clear sight, lesser cloak of Elvenkind
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +0

Anima Powers (20 AP, limit 7)

Aura of awe (Charm Humanoid 0/Gen 3): Any humanoid within 30 feet of the elf must make a DC 16 Will save or be shaken for 10 rounds.
Enhanced Charisma (Infuse Fire 3/Gen 0): Elves get a +4 enhancement bonus to Charisma.
Enhanced Dexterity (Infuse Air 3/Gen 0): Elves get a +4 enhancement bonus to Dexterity.
Shield against Magic (Abjure Force 4/Gen 0): Elves have SR 14
Fey Armor (Abjure Metal 2/Gen 2): DR 4/cold iron.
Glamour (Charm Humanoid 2/Gen 1): Five times per day, an Elf can attempt to Charm a humanoid creature within 30 feet. This spell makes the creature much more kindly disposed to the Elf, increasing their attitude from Hostile to Friendly, and from any other attitude to Helpful. A DC 16 Will save negates this effect.

Spells (Caster Level ½)
MP: 2
Spell Lists Known (3): Infuse Force, Charm Humanoid, Abjure Humanoid
Signature Spells: 0
Common Spells:
Enchant weapon (Infuse Force 1/Gen 1) Weapon is +1 for 10 minutes.
Hedge humanoid (Abjure Humanoid 1/Gen 1): For 10 minutes, humanoids must make a DC 16 Will save to attack you in melee, enter your square, or use Compel effects on you. You receive a +1 bonus to all saves.

Elven liquor: This thin greenish liquid is very refreshing, removing fatigue and curing 1 point of ability damage. It comes in flasks that each contain about 10 swallows.
Minor tincture of magic: You can use this potion to power any 1 MP spell. It can be used up to 5 times before it is exhausted; you don’t drink it, but rather perform some action with it as part of the spell.
Circlet of clear sight: This beautiful silver headband gives a +3 bonus to Perceive checks.
Lesser cloak of Elvenkind: This masterfully made grey cloak gives a +3 bonus to Sneak checks.
 
Last edited:

log in or register to remove this ad

John Q. Mayhem

Explorer
Elf Knight
Elf Anima 3/Fighter 3
Hit Dice: 3d6+3d10+12 (43)
Initiative: +5
Speed: 30 ft.
Armor Class: 25 (+5 Dex, +3 class, +5 +1 mithril shirt, +2 +1 darkwood buckler)
BAB/Grapple: +4/+6
Attack: MW bronze leaf-sword +11 (1d8+2); or MMC (+2) longbow +12 (1d8+3)
Full Attack: MW bronze leaf-sword +11 (1d8+2); or MMC (+2) longbow +12 (1d8+3)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: SR 16, DR 8/cold iron
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 14, Dex 20, Con 12, Int 10, Wis 8, Cha 13
Skills: Perceive +7, Sneak +14
Feats: Point-Blank Shot, Weapon Finesse, Improved Toughness, Weapon Focus (leaf-sword), Weapon Focus (longbow)
Environment: Any forest
Organization: Any
Challenge Rating: 6
Treasure: MW bronze leaf-sword (elaborate +60 sp), MMC (+2) longbow (elaborate +60 sp), +1 mithril shirt, +1 darkwood buckler (elaborate +65 sp), lesser cloak of Elvenkind, Elven liquor
Alignment: Usually chaotic neutral, neutral evil, or chaotic evil
Advancement: By character class
Level Adjustment: +0

Anima Powers (12 AP, limit 6)

Enhanced Dexterity (Infuse Air 1/Gen 0): Elf knights get a +2 enhancement bonus to Dexterity.
Shield against Magic (Abjure Force 5/Gen 0): Elf knights have SR 16.
Fey Armor (Abjure Metal 4/Gen 2): DR 8/cold iron.
 

Ooh. Nifty. Have you considered putting this up on the EOM wiki site? If you're not familiar with it, I'll see if I can find a link to the relevant post from the E.N. Pub forum.
 


Remove ads

Top