Author Topic: Wood Elf  (Read 9974 times)

Offline littha

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Wood Elf
« on: December 10, 2012, 01:54:22 AM »


Wood Elf
+2 Dex, -2 Cha
Medium size.
A Wood elf’s base land speed is 30 feet.
Wood elves have Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision.
Weapon Proficiency: Wood Elves are automatically proficient with the longbow, composite longbow, shortbow, composite shortbow, greatbow(CW) and Composite greatbow(CW).
+2 racial bonus on Listen, Search, and Spot checks. A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Wizard or Wood Elf.

Wood Elf Highborn
(click to show/hide)
Class Skills
The Class Name's class skills (and the key ability for each skill) Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d10


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+2+2Bow arts of Athel Loren, Spite magic
2nd+2+3+3+3Woodland Stride, Wood Elf Blade Mastery
3rd+3+3+3+3Trackless Step, Heirlooms of Athel Loren

Weapon and Armor Proficiencies: Proficient with all simple and martial weapons, light armor, medium armor and shields (but not tower shields). Additionally all wood elf highborn share the druids vows against metal armor and the related penalties for its use.

Dexterity Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Dex mod. Caster Level is always equal to HD unless otherwise noted.

Bow arts of Athel Loren (Ex): All wood elves train from birth to use bows with deadly precision even in close quarters combat, highborn even more so than usual. Wood elf Highborn do not provoke attacks of opportunity for making bow attacks, nor do they take any penalty for firing into combat. Wood elf Highborn are treated as having the Point Blank shot and Precise shot feats for the purposes of prerequisites.

Spite Magic (Su): Spites are small magical beings, manifestations of a forests power and will. Wood elves have such a deep connection to their homelands that they are able to call and control small numbers of spites even while far from home. At the beginning of the day a Highborn must choose one spite from the following list, they gain the bonuses listed until they pick a new spite. At 10 HD a Highborn may call and control two spites a day. Activating any ability of a Spite is a standard action unless otherwise noted.
(click to show/hide)

Woodland Stride (Ex): Starting at 2nd level, a Highborn may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them.

Wood Elf Blade Mastery (Ex):
All Wood Elves may use their Dexterity modifier instead of their Strength modifier for attack and damage rolls.
 
Trackless Step (Ex): Starting at 3rd level, a Wood Elf Highborn leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Heirlooms of Athel Loren (Ex): At 3rd level a Wood Elf Highborn gains access to the armories of Athel Loren, here they may purchase any magic weapon or armor constructed of natural materials (not metal) at a 20% discount. They also gain access to the unique items from the list below.
 
Wood Elf Spellsinger
(click to show/hide)
Spellsinger

1  Mastery of the Forest


4  Spite Magic


Poor BAB, Good Will, 2+ Int Skill Points

Mastery of the Forest
A Spellsinger is so in tune with the magical weave of the natural world that they gain access to several new spells. This Class feature functions in an identical manner as the Cleric Domains feature with these exceptions. One of your two domains must be the Lore of Athal Loren (see below), your other domain must be selected from the following list: Air, Animal, Earth, Healing, Knowledge, Magic, Plant, Protection, Travel or Water Additional domains from sources outside the SRD may be available at your DMs concent. Clerics may not choose the Lore of Athal Loren as a domain.


Wood Elf Wardancer
(click to show/hide)
Full BAB, Good Saves, Highborn PRC. Agile, lightly armored.

Wood Elf Wildrider
Full BAB, Good Saves, Highborn PRC. Mounted Combat

Wood Elf Waywatcher
(click to show/hide)
Full BAB, Good Saves, Highborn PRC. Sniper

Wood Elf Ruler
(click to show/hide)
Poor BAB, One good save. Spellweaver PRC, Transformation?



Lore of Athal Loren
Granted Power: Forest Mastery - Whilst within 15' of at least two trees the caster gains +2 Caster Level

1 Tree Singing - As fabricate but only on living wood, wood still lives after spell.
2 Forest's Wrath- Deals d4/level damage or d8/level to anyone within 15' of a tree
3 The Twilight Host - enemies within 5' of target ally take a will save or cower as though
4 Fury of the Forest - As Forest's Wrath but d6/level or d10/level rebuked
5 The Forest Walks - Moves a cluster of trees 10d6'in the chosen direction, any enemy that comes in contact with it takes d6 damage/level 
6  The Call of the Hunt - target is immune to fear and is hasted
7 Ariel's Blessing - Target gains regeneration 1 (negated by fire) for one round
8 The Hidden Path - target ally and all allies within 5' become incorporeal
9 Silveogenesis - Forest appears around the caster, radius 1 mile/level. Instantaneous Duration
« Last Edit: February 14, 2013, 12:42:12 PM by littha »

Offline littha

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Re: Wood Elf
« Reply #1 on: December 10, 2012, 01:54:33 AM »
Wood Elf Armoury

Note: Any time an item from this list requires a save refer to the wielding elf's class for the DC. (for example a highborn has Dexterity Based)
(click to show/hide)
« Last Edit: April 16, 2013, 02:49:21 PM by littha »

Offline Garryl

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Re: Wood Elf
« Reply #2 on: December 11, 2012, 04:10:48 PM »
Go go awesomized versions of paragon classes!

Offline littha

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Re: Wood Elf
« Reply #3 on: January 29, 2013, 06:44:58 AM »
Highborn complete (barring the armory, which will come shortly)

Offline littha

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Re: Wood Elf
« Reply #4 on: February 14, 2013, 12:02:49 PM »
Working on the Spellsinger and its unique domain. Any thoughts on either?

Offline sirpercival

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Re: Wood Elf
« Reply #5 on: March 23, 2013, 11:41:34 PM »
Real quick, for the highborn, did you mean "sprite magic"?
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Offline littha

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Re: Wood Elf
« Reply #6 on: March 24, 2013, 10:47:56 AM »
Real quick, for the highborn, did you mean "sprite magic"?

No, its Spite. Never was sure why but that is what games workshop has and these are based off of their wood elves.

Offline littha

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Re: Wood Elf
« Reply #7 on: April 16, 2013, 02:04:26 AM »
First part of the armoury done, need help with pricing/balance. Next part will be armor then wonderous items.

Offline Garryl

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Re: Wood Elf
« Reply #8 on: April 16, 2013, 02:37:13 AM »
Spear of Twilight is just a +5 equivalent weapon (+3 w/ +2d6 extra damage).

Asyendi's Bane is going to kill you if you're not super accurate. Woe betide you if you accidentally make an attack that requires a natural 20 to hit, because that's -38 Con right there. If you hit on an 11, you're still taking an average of -2 Con per attack.

Offline littha

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Re: Wood Elf
« Reply #9 on: April 16, 2013, 02:48:48 PM »
Spear of Twilight is just a +5 equivalent weapon (+3 w/ +2d6 extra damage).
In the source material it causes instant death but I thought that was a bit much, any sugggestions on how to change it?

Quote
Asyendi's Bane is going to kill you if you're not super accurate.
It is a lethal weapon in the source material too. In the source material it has a 1/3 chance of inflicting a wound each time you reroll and most characters only have 2 or 3 wounds. This is tempered by the fact you can only actually pull off one ranged attack per turn I suppose.

That being said, rerolls on all of your attacks are super awesome.

Quote
Woe betide you if you accidentally make an attack that requires a natural 20 to hit, because that's -38 Con right there.
I should note that you cant reroll a reroll, it is only possible to lose 2 con per attack rather than a technically infinite ammount