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ECL opinions?

Tsyr

Explorer
What would you folk say would be a good ECL for this race?

I'm trying to create a more... hmmmm... fey? maybe? elf for my world, similar in some ways to Arafel from the Tree of Swords and Jewels, but not identical by any means...






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Seelie Elf

Seelie Elf Racial Traits:

+2 Dexterity, +2 Charisma: Seelie Elves tend to be more nimble and beautiful than average beings.

Medium size

Base speed 30

Grove Attunement: Seelie elves are creatures of the wild, shunning human or dwarven civilizations. The few villages and towns Seelie elves have are still sequestered within ancient forests. A seelie elf's preference of their wooded glades goes deeper than aesthetics however. A the seelie soul is tied to a natural setting, thus all seelie elves are bound to a wooded area. The wooded area must occupy at least four acres, but beyond that there is no restriction on where a seelie elf can be bound. The bonding is a gradual attunement; a seelie elf who wishes to spend a great length of time far away from his birthplace can bond to a new area, it requires only the desire to do so, and time: A year and a day spent in or around the area he wishes to bond to. A seelie elf who is not within the boundaries of his bonded woods suffers no immediate penalties, but is at considerably more risk than those who stay within their glades, hence seelie elves are rarely seen by humans or dwarves, save those few who venture into woods claimed by the seelie. Multiple seelie can claim the same area.

Innate magical gifts:

All seelie elves are able to cast _pass without trace_ a number of times per day equal to their wisdom bonus, with a minimum of once per day.

All seelie elves can cast _prestidigitation_ a number of times per day equal to their charisma bonus; a seelie elf with a +4 or higher charisma bonus can cast use _prestidigitation_ an unlimited number of times per day.

The Seeming: Seelie elves with at least a +2 charisma can use the Seeming ability once per day, at midnight. The seeming is a limited polymorph spell: For most purposes, the Seeming has the same restrictions as the spell _Change Self_, but with one difference: the Seeming is more than a mere illusion, the changes are physically real. No supernatural or spell-like abilities can be granted by the Seeming, but any mundane ones are. All seelie abilities remain in the Seeming. The spell lasts until the day ends; the elf cannot dispel it short of counter magic. At the end of the day, the elf will return to his normal form, but the seeming can be cast at that time again if the elf still desires the form.

Immortality: The seelie elven soul is nearly immortal. Their physical bodies, however, are not. A seelie elves physical body has a life span of approximately 300 years, though it physically never seems to age after the first 30 or so years. However, if a seelie elf dies within the confines of his bonded glade, or is returned to it within 48+ character level hours of his death, his soul is reborn into a new body in 2D20 days. (see Seelie Reincarnation table). The new elf will emerge from a tree, fully formed, with full knowledge of his past life and experiences. However, an elven soul that is not able to return to their bonded glade is forever lost, an event of great mourning to the community. The elven birthrate is incredibly low, making any permanent loss devastating. Many elves, however, choose to forget their past life when they are reincarnated, and be reborn as a child. This is typically done by elves who have lived through two or three natural deaths. Known as the Final Rebirth, this is a cause for celebration amongst the elven community. The reborn child is typically raised by a different elven community than he previously belonged to. Elves who go too long without a Final Rebirth tend to get detached from the real world, living in memories of past glories, a condition that on the outside seems similar to Alzheimer amongst humans. The elves call this condition the Life Dream. An elf so afflicted may be a danger to himself at times... an elf in the Life Dream may happily walk off a cliff, remembering a bridge that used to be there, or burn alive in a fire they don't feel, remembering a spring day. Every rebirth after the third has a 50% chance of suffering the Life Dream.

The Dreaming: Seelie elves do not sleep in the same way humans or dwarves do, they experience what they call the Dreaming... sort of akin to a very deep daydream. While they are somewhat "out of it", they are not technicly asleep, and can be roused fairly easily. They also have no physical need to sleep (Rest, yes, sleep, no), and can thus stay alert for assentialy an idefinate period of time (No checks or penalties for not sleeping).

Iron Vulnerability: Worked iron is painful to seelie elves. Even the touch of iron on bare flesh deals 1D4 subdual damage from blistering and sores (Initial contact only, sustained contact (such as iron bindings) inflicts no further damage, but the damage will not heal as long as the the source of irritation remains), while iron penetrating the skin inflicts an additional 1D4 damage per wound. Even being around large amounts (Such as being placed in an iron cage, or being in a blacksmiths shop, for example) of iron is unpleasant to a seelie elf, and incurs a -1 penalty to all checks due to distraction. Other metals metals have no effect, and magic (such as that of magical weapons or armor) shields the elves against the effect. Elven wizards have also come up with spells to protect elves from this vulnerability for brief periods of time.

*elven reincarnation table:

1-20: Elven body of the opposite gender
21-60: Identical (or at least very similar) body to previos one
61-90: Different body of the original gender
91-95: Elven child's body of the same gender
96-100: Elven child's body of the opposite gender
 

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Hmmmm...

Yikes, I figured it was going to be higher.

I was shooting for ECL 2... I always start games at level 3, so ECL 2 is a bit more of a penalty... I'm trying to keep players from playing these all the time, but still not make them toooooo unpalatable... hrrrmph... any suggestions on something I could bump up to up the ecl?
 

I think its definately +2 ECL, at least. The immortality power is pretty powerful and probably can be abused. You might want to round it out with some skill bonuses, maybe when their bonded area.
 

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