Old-School Essentials - Half Elf Wood - 0.1

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Half-Elf (Wood) Detect Secret Doors

Half-elves have keen eyes that allow


them, when actively searching, to detect
Requirements: Minimum CHA 9, hidden and secret doors with a 2-in-6
minimum CON 9 chance (see Dungeon Adventuring in
Prime requisite: WIS and DEX Old-School Essentials).
Hit Dice: 1d6
Maximum level: 12 Divine Magic
Armour: Leather, including shields
Weapons: Any See Magic in Old-School Essentials for
Languages: Alignment, Common, full details on divine magic.
Elvish Deity disfavor: Half-elves must be faith-
ful to the tenets of their alignment and
Half-elves are the rare offspring of elves Religion. Half-elves who fall from favour
and humans. Physically, they tend to with their deity may incur penalties.
combine the best features of their parents, Spell casting: A half-elf may pray to
having the innate beauty of elves and Receive spells from nature. The power and
the robust physique of humans. They are number of spells available to a half-elf are
human-like in stature, but always have at determined by the character’s experience
least one feature that marks their elvish level. The list of spells available is found in
heritage (e.g. pointed ears or unusually Old-School Essentials Advanced
bright eyes). Half-elves are skilled fighters Fantasy (half wood elves have the same
and dabble with magic, though they spell selection as druids). If not using Old-
lack their elvish parents’ mastery of the School Essentials Advanced Fantasy,
nature. half wood elves have the same spell
Prime requisites: A half-elf with at least selection as clerics (but cannot memorize
13 WIS and DEX gains a 5% bonus to ex- cure light wounds until reaching 2nd level).
perience. A half-elf with a score of 16 or Using magic items: As spell casters,
higher in one prime requisite, and a 13 or wood elves can use magic scrolls of spells
higher in the other gains a 10% bonus. on their spell list. They can also use items
that may only be used by divine spell
casters (e.g. some staves)
Awareness
Half-Wood Elves are only surprised on a Foraging and Hunting
roll of 1. This may mean that a half-elf is
able to act in the surprise round while their A party with a wood elf succeeds at forag-
companions are surprised. ing with a 2-in-6 chance and finds prey
when hunting with a 5-in-6 chance (see
Wilderness Adventuring in Old-School
Combat Essentials)
Because of their need for stealth and free Hiding
movement, half-elves cannot wear armour
heavier than leather. They can use shields Half Wood elves have an uncanny ability to
and any weapon. disappear from sight. In woods or under-
growth, a half-elf can hide with a 90%
chance of success.

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Half-Elf Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4
1 0 1d6 19 [0] 12 13 13 15 15 – – – –
2 2,500 2d6 19 [0] 12 13 13 15 15 1 – – –
3 5,000 3d6 19 [0] 12 13 13 15 15 2 – – –
4 10,000 4d6 17 [+2] 10 11 11 13 12 2 – – –
5 20,000 5d6 17 [+2] 10 11 11 13 12 2 1 – –
6 40,000 6d6 17 [+2] 10 11 11 13 12 2 2 – –
7 80,000 7d6 14 [+5] 8 9 9 10 10 2 2 – –
8 150,000 8d6 14 [+5] 8 9 9 10 10 2 2 1 –
9 300,000 9d6 14 [+5] 8 9 9 10 10 3 2 1 –
10 450,000 9d6+2* 12 [+7] 6 7 8 8 8 3 2 2 –
11 600,000 9d6+4* 12 [+7] 6 7 8 8 8 3 2 2 1
12 750,000 9d6+6* 12 [+7] 6 7 8 8 8 3 3 2 1
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

Infravision Elven Stronghold


The half-elf may construct a stronghold
Half-elves have infravision to 60’ (see in the depths of the forest, blending in
Darkness under Hazards and Challenges with the natural environment of a site of
in Old-School Essentials). great beauty, for example: in the treetops,
beside a serene valley, or hidden behind a
waterfall. Whatever material it is made of,
Missle Attack Bonus the construction costs as much as similar
Half wood elves’ keen coordination grants work in stone due to the exquisite quality
them a +1 bonus to attack rolls with all of craftsmanship involved.
missile weapons. Once the construction is complete, elves
will come to live under the rule of the
After Reaching 9th Level character. Forest animals within a 5 mile
radius of the completed stronghold will
A half-elf may strive to become a leader become friends with the elves. They may
among humans or among elves, con- warn of intruders, carry messages and
structing a stronghold either in the name
news, and so on. In exchange for this
of a human liege or in the deep forests of friendship, the half-elf must protect the
the elves. animals from harm.
Human Stronghold The ruler of an elven stronghold may
The half-elf may build a castle or strong- only hire elven mercenaries. Specialists
hold and control the surrounding lands. and retainers of any race may be hired.
They may be granted a title such as Baron
or Baroness. The land under the half-elf ’s
control is then known as a Barony.
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Half-Elf (Wood) ▶ Bard: 12th
▶ Cleric: 5th
▶ Druid: 12th
Requirements: Minimum CHA 9, ▶ Fighter: 8th
minimum CON 9
▶ Knight: 12th
Ability modifiers: None
Languages: Alignment, Common, ▶ Magic-user: 8th
Elvish ▶ Paladin: 12th
▶ Ranger: 8th
Half-elves are the rare offspring of elves ▶ Thief: 12th
and humans. Physically, they tend to
combine the best features of their parents, Detect Secret Doors
having the innate beauty of elves and
the robust physique of humans. They are Half-elves have keen eyes that allow
human-like in stature, but always have at them, when actively searching, to detect
least one feature that marks their elvish hidden and secret doors with a 2-in-6
heritage (e.g. pointed ears or unusually chance (see Dungeon Adventuring in
bright eyes). Old-School Essentials Classic Fantasy).

Available Classes and Max Level Infravision


▶ Acrobat: 12th Half-elves have infravision to 60’ (see
▶ Assassin: 11th Darkness under Hazards and Challenges
in Old-School Essentials).

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