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ELVES

The elves are clans of human-sized fairies who travel back and forth from the Spiritual World and the Mundane world at certain places and certain times on the calendar. They are organized into Courts and Folks of various sorts.

ELF KNIGHT ( 6 HD Soldier)

  • AC: 17 (kite shield, mail) HD 6 HP 25
  • Resistance: 18; vs. magic 11
  • Mods: W +1/N+5/S+8
  • Speed: 30', 60' when mounted on an elf warhorse
  • Morale: +9
  • Stealth +1 Perception +1
  • Attack: +8 Damage: 2d10 (arming sword)
  • Attack: +8; Damage: 2d10 (lance, double on charge)
  • Attack: +8; Damage: 1d10 (dagger or mace)
  • Careful Rider: horse takes 1/2 damage in melee
  • Riding Master: advantage to all riding checks and can mount/dismount as quick action
  • Knightly Combat: various advantages when fighting mounted
  • Immune: to non-magical weapons and natural attacks.

S+8, D+8, C+5, I+5, W+5,Ch+5

ELF WARHORSE (3 HD Brute)

  • AC: 11 HD 3 HP 13
  • Resistance: 15
  • Mods: W-1/N+3/S+5
  • Speed: 60': Load 75
  • Morale: +5
  • Stealth -1, Perception -1
  • Attack: Hooves: +3, Damage: 1d12
  • Trample: when rider charges into melee, horse can make 2 hoof attacks (trample), knocking prone any man-sized or smaller target hit in addition to damage.
  • Immune: to non-magical weapons and natural attacks
  • Stats S+5/D-1/C+5/I-1/W+3/Ch+3

ELF ARCHER (7 HD Sniper)

  • AC: 15 HD 7 HP 229
  • Resistance: 11;
  • Mods: W +1/N+5/S+9
  • Speed: 30', Fly: 60'
  • Morale: +5
  • Stealth +5, Perception +9
  • Attack: +1 Damage: 2d10
  • Ranged Attack: +9, Bow, 2d10 damage–arrow is called “Elf Shot”, the shaft and the wound are invisible, the head, which looks like a flint arrow head is imbedded in the target, giving 1d4 Intelligence damage and the Addled condition until removed.
  • Immune: non-magic weapons and natural attacks

S+1 D+9, C+1, I+5,W+9,Ch+5

ELF ENCHANTRESS (11 HD Leader)

AC: 13 HD 11 HP 45
Resistance: 13; vs magic 22
Mods: W +3/N+7/S+12
Speed: 30'
Morale: +3 if alone, +12 if with minions
Stealth +7, Perception +7
Melee Attack: +3 Damage: 3d10, piercing dagger 1d6
Magic Attack: +12: 55' diameter burst of enchantment, 3 times per turn, fall asleep, Wisdom to avoid
Enchantment Attack: +12: 30' range, 1 target, Wis Save or Charmed
Disguise: enchantress can magically take the illusionary appearance of any other person.
Obscuring Mist: 330'x330' area, limits sight to 15' to all but enchantress, advantage to Stealth to enchantress
Immune: to non-magic weapons and natural attacks
Adept: can use 2 spells

S+3, D +2, C+3, I +2,W+6,Ch+6

elves.1579277657.txt.gz · Last modified: 2020/01/17 16:14 by dave