High Elves are typically the most commonly encountered Elves in most campaigns.
They are the most likely to form friendships with members of the shorter-lived species,
and are the Elves most likely to involve themselves in external events.
|
Cost
|
Ability
|
9
|
Graceful: +3 DEX
|
7
|
Graceful: +1 SPD
|
2
|
Quick-witted: +2 INT
|
2
|
Attractive: +4 COM
|
2
|
Light of Foot: +1" Running
|
3
|
Alert: Lightsleep
|
6
|
Elven Senses: +2 PER All Senses
|
5
|
Elven Eyes: Nightvision
|
10
|
Elven Mind: +30 Mental Defense vs. Sleep & "Charm" Effects Only (-2)
|
4
|
Longevity: LS: 1600 Years
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Elf (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
|
-2
|
Slight of Limb: -2 STR
|
-4
|
Frail: -2 CON
|
-4
|
Frail: -2 BODY
|
+15
|
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)
|
Rapscallions
are those who are off the straight and narrow either in fact or in spirit.
Alert to opportunity, quick witted and cagey, Rapscallions have a solid core
of potential allowing them to adapt to whatever course fate presents them. |
They represent both the best and worst of Rogues, for they are naturally
talented but often choose to put that talent to primarily selfish ends |
Cost |
Ability |
6 |
Quick: +2
DEX |
2 |
Fleet: +1" Run |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
4 |
Determined: +2
EGO |
3 |
Alert: +1 All
PER |
1 |
Hard Bargainer:
+1 to Resist Bargaining |
1 |
Blas: +1 to
Resist Oratory |
1 |
Immovable: +1
to Resist Persuasion |
1 |
Tight-lipped:
+1 to Resist Conversation |
1 |
Resistance: +1
to Resist Interrogation/Questioning |
10 |
Puissant: +1
Overall Level |
3 |
Bribery |
3 |
Conversation |
3 |
Persuasion |
3 |
Streetwise |
2 |
Survival: Urban |
3 |
Trading |
1 |
WF: Short
Blades |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 |
Literacy w/ Native Language |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation: Prior
Conviction
(Got caught at some point in the past and has done some
time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |