Half Elves are typically the product of
a Human and an Elf (but not always). Half
Elves typically favor one parentage over
the other, but generally benefit from the
enhanced senses of Elvenkind, while enjoy
greater physical strength and durability
from their human (or other) parentage. Their
life spans are typically doubled or tripled
compared to those of normal humans, but
are still brief by the estimation of most
elves. |
Half Elves in some cultures suffer some
discrimination, but are treasured in other
cultures. Further, some Half Elves are raised
by one parent or the other, and some others
have experience in both environments. Due
to their high degree of variation from one
another, each Half Elf should be personalized
as befits their background. |
Cost |
Ability |
3 |
Graceful: +1 DEX |
9 |
Quick: +1 SPD |
1 |
Glib: +1 PRE |
1 |
Attractive: +2 COM |
2 |
Light of Foot: +1" Running |
3 |
Alert: Lightsleep |
3 |
Elven Senses: +1 PER All Senses |
5 |
Elven Eyes: Nightvision |
5 |
Elven Mind: +15 Mental Defense vs.
Sleep & "Charm" Effects Only
(-2) |
1 |
Longevity: LS: 200 Years |
3 |
Human Talent: Choose One:
- Absolute Range Sense
- Absolute Time Sense
- Ambidexterity (Off Hand at -2)
- Bump of Direction
- Good Memory (Eidetic Memory; Requires INT
Roll (-1/2))
- Environmental Movement (3 points worth)
- Lightning Reflexes +2 for all Actions
- Perfect Pitch
- Resistance (3) (Resist Interrogation)
- Drama Critic (3) (Resist Acting)
- Incorruptible (3) (Resist Bribery)
- Rulesmonger (3) (Resist Bureaucratics)
- Tight-Lipped (3) (Resist Conversation)
- Blase (3) (Resist Oratory)
- Immovable (3) (Reist Persuasion)
- Unfriendly (3) (Resist Seduction)
- Hard Bargainer (3) (Resist Trading)
|
Value |
Disadvantages |
-20 |
Normal Characteristic Maxima |
-10 |
Distinctive Feature: Half-Elf (Concealable
w/ Magic, Noticed, Occasional Reaction,
Not Distinctive in Some Cultures) |
-2 |
Slight: -1 BODY |
+4 |
Total Cost of Package |
With the GM's permission you may upgrade any of the Package Deals listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
may buy them separately. The GM must approve all additional Disadvantages take for
a given package; simply loading up on extra Racial Enmities and similar should only
be allowed if valid for the character's background.
|
Cost
|
Ability
|
3*
|
Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
|
3*
|
Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
|
3*
|
Elven Archery: +1 OCV w/ all Bows
|
2*
|
Elven Longsword Training: +1 OCV w/ Long Swords
|
5*
|
Elven Cool: +10 PRE; Defensive Use Only
|
6
|
Elven Graces: 1 level of Combat Luck
|
20
|
Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
|
25
|
Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 14-
|
8
|
Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2))
|
10
|
Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make
"Stop And Listen To Me" Presense Attacks)
|
6
|
Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
|
10
|
Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
|
10
|
Elven Fighting: Two Weapon Fighting: HtH
|
2
|
Elven Weapons Group: WF: Blades, Spears, Bows
|
* May take Multiple Times
|
Value
|
Disadvantages
|
-2
|
Frail: -2 STR
|
-4
|
Fragile: -2 CON
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
|
-10
|
Psychological Limitation: Arrogant & Haughty (Common, Moderate)
|
-10
|
Psychological Limitation: Ethnocentricity (Common, Moderate)
|
Masters of
derring do, a true Swashbuckler knows that its not what you do -- its how
you do it that counts. Most typically a melange of Fighter-Rogues,
Swashbucklers favor wit, panache, personal style, and savoir faire in all
their dealings, and try to never take anything to seriously, except for
their reputations and challenges to their person. |
Swashbucklers are competitive to a fault and tend to like making other less
individualistic warriors out to be clods. Swashbucklers are one of the most
fun archetypes to play, as they have a certain zest for life and
devil-may-care attitude that can be very enjoyable to portray. |
See also:
Swashbuckler-Bon Vivant |
Cost |
Ability |
51 |
Light Foot Package Deal (Remove
Acrobatics & Breakfall, -4) |
24 |
Acrobatics Skills Package Deal |
27 |
Buckle-swashing
Weapon Art (Weapon Based): |
5 |
- Riposte Slash: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
|
4 |
- Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
|
4 |
- Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
|
4 |
- Blade Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
|
4 |
- Escape Bind: var Phase, +0 OCV, +0 DCV, +15 STR to escape Bind
|
4 |
- Ward off: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
|
0 |
- Weapon Element: Weapon of Choice
|
2 |
|
102 |
Total Cost of Abilities |
Value |
Disadvantages |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
-10 |
Psychological Limitation:
Swashbuckler Mentality (Common, Moderate) |
+82 |
Total Cost of Package |
As the name would indicate Light Foot typically fight on foot. They generally wear
lighter armor and wield lighter weapons.
|
Light Foot concentrate on speed, manueverability, skill, and technique over brute
force and strength. Reflexes and adroitness are their bread and butter, and they
often make use of easily carried thrown weapons which they can hurl at an opponent.
|
Adept skirmishers, Light Foot are much more dangerous than their lightly armored
fast moving nature would suggest, and what they lack in striking power they make
up for with accuracy and finesse.
|
Cost
|
Ability
|
6
|
Quick: +2 DEX
|
10
|
Nimble: +1 SPD
|
4
|
Fleet: +2" Run
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
2
|
AF: Light Armor Proficiency
|
5
|
WF: Common Melee, Common Missile, Slings
|
10
|
Choose One:
|
|
- Combat Skill Levels: +1 All Combat and
+1 OCV with Weapon of Choice
- Combat Skill Levels: +1 HtH and
+1 DCV
- Combat Skill Levels: +1 Ranged and
+1 DCV
- Combat Skill Levels: +5 OCV with Weapon of Choice
- Skill Levels: +1 Overall Level
- Penalty Skill Levels: +4 vs. Range Modifier and
+2 OCV with Weapon of Choice
- Penalty Skill Levels: +2 vs. Range Modifier and
+2 OCV with a Tight Group of Attacks
- Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
1
|
FAM: Acrobatics
|
3
|
Breakfall
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon
|
+10
|
More Precise: Increase Find Weakness to Tight Group
|
+20
|
Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
Reliably Precise: Increase Find Weakness to 13-
|
+40
|
Always Precise: Increase Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|