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Encouraging Elven Player Characters
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<blockquote data-quote="EvilGM" data-source="post: 3146926" data-attributes="member: 4628"><p><strong>Elves in my campaign</strong></p><p></p><p>Elves are an ancient race (access to lost magics, secrets and anything else really)</p><p></p><p>Elves are long-lived (they will have a lot of practical knowledge and skills)</p><p></p><p>Elves are strongly tied to nature (in the wilderness they are basically undetectable, they always know where you are, can manipulate the environment with magic, and are friendly to most nature spirits/fey)</p><p></p><p>Elves have an affinity with magic (even the youngest and inexperienced elf can work some kind of minor magic)</p><p></p><p>Elves have a strong sense of self while having a strong family bond (they will protect their way of life to the death; if you trifle with one, you are trifling with many)</p><p></p><p>---</p><p></p><p>NPC Elves always have levels of Wizard, Ranger, Druid, Cleric, and/or Fighter</p><p></p><p>Racial skills (always class skills): Balance, Heal, Hide, Knowledge (arcana), Knowledge (history), Knowledge (local - elves), Knowledge (nature), Listen, Move Silently, Search, Spellcraft, Spot, Survival</p><p></p><p>Special Abilities: Every elf knows any one 0th-lvl spell (+1/Int bonus) and can cast them a number of times per day equal to their Cha bonus.</p><p></p><p>Weapon Familiarity: Elves can choose the following feats for the longbow or shortbow without meeting the BAB or fighter level prereqs: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Improved Critical. They can also choose Shot on the Run and Improved Precise Shot without meeting the BAB or Dodge/Mobility prereqs. </p><p>These feats must be purchased like any other feat - they are not granted for free</p><p></p><p>-- </p><p></p><p>As usual... my campaign is heavily house-ruled, with every race and class getting more stuff and stuff at every level. This would not be balance for normal play!</p></blockquote><p></p>
[QUOTE="EvilGM, post: 3146926, member: 4628"] [b]Elves in my campaign[/b] Elves are an ancient race (access to lost magics, secrets and anything else really) Elves are long-lived (they will have a lot of practical knowledge and skills) Elves are strongly tied to nature (in the wilderness they are basically undetectable, they always know where you are, can manipulate the environment with magic, and are friendly to most nature spirits/fey) Elves have an affinity with magic (even the youngest and inexperienced elf can work some kind of minor magic) Elves have a strong sense of self while having a strong family bond (they will protect their way of life to the death; if you trifle with one, you are trifling with many) --- NPC Elves always have levels of Wizard, Ranger, Druid, Cleric, and/or Fighter Racial skills (always class skills): Balance, Heal, Hide, Knowledge (arcana), Knowledge (history), Knowledge (local - elves), Knowledge (nature), Listen, Move Silently, Search, Spellcraft, Spot, Survival Special Abilities: Every elf knows any one 0th-lvl spell (+1/Int bonus) and can cast them a number of times per day equal to their Cha bonus. Weapon Familiarity: Elves can choose the following feats for the longbow or shortbow without meeting the BAB or fighter level prereqs: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Improved Critical. They can also choose Shot on the Run and Improved Precise Shot without meeting the BAB or Dodge/Mobility prereqs. These feats must be purchased like any other feat - they are not granted for free -- As usual... my campaign is heavily house-ruled, with every race and class getting more stuff and stuff at every level. This would not be balance for normal play! [/QUOTE]
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