New Character Class: Dark Elves!

Class: Raider
Raw Abilities: Will 4, Health 4
Skills: Fighter 3. Ritualist 3, Theologian 3, Scholar 2, Scout 2, Dungeoneer 2
Trait: Born From Shadow
Weapons: Crossbow, Sword, and Dagger
Armor: Leather and Chainmail

Born From Shadow

At the dawn of the world, the First Born cast out those of their kin with impure intentions, driving them deep underground. Over the ages, their skin became the color of pitch, their hair lost all pigment, and they found a certain comfort in the darkness. Those Born from Shadow can find a way when there is no clear path, but are often blinded by that which is in plain sight.

Where is Your Home?

Below are some new settlements meant to represent a few of the many possible locations of the Underdark, the Dark Elves’ home.

Drow Citadel
Skills: Commander, Lore Master, Alchemist
Traits: Cunning, Jaded

Isles of the Underground Sea
Skills: Sailor, Survivalist, Scavenger
Traits: Bitter, Adventurous

Optional Rule: Unless you’re playing a campaign set within the Underdark, it is very unlikely that you will visit either of these homes. Players may choose to take any of the normal settlements within the books, but they may only choose between Loner or Stoic as the home trait choices to reflect their status as outsiders.

Wises

Choose one of the following: Poison-wise or Elf Lore-wise; additionally, take a second wise of your choice.

Nature

If you’re a Dark Elf, write Nature: Dark Elf on your character sheet. Your descriptors are Spiting, Remembering, and Hiding.

Dark Elf Nature Questions

Do you take pleasure in every opportunity to spite your enemies? Or do you save your energy for more important matters?

[ul]
[li]If you pleasure in spiting your enemies, increase your Nature by one.
[/li][li]If you save your energy, replace or increase home trait with Thoughtful or Calm.
[/li][/ul]

Have you found it within yourself to forgive those who have betrayed you? Or do you brood over the past, remembering the faces of all those who have wronged you?

[ul]
[li]If you remember the faces, increase Nature by one.
[/li][li]If you found it within yourself to forgive, replace your home trait with Generous or Honorable.
[/li][/ul]

Do you desire to reclaim your place beneath the sun and stars and bathe in the light once more? Or do you prefer to hide in the depths of the world, shrouded in darkness?

[ul]
[li]If you prefer to hide, increase your Nature by one and decrease your starting Fighter by one.
[/li][li]If you desire yo reclaim your place, your Nature and Fighter remain unchanged.
[/li][/ul]

Dark Elf Raider Levels

When they gain a level, Dark Elves choose between a Cleric prayer or a special level benefit. This section describes the special level benefits. Gaining new prayers is described in the Divine Power section.

Level 1

Raider: Your level 1 title is Raider. Your level 1 benefit is the ability to use Ritualist to cast one first circle prayer of your choice, wear leather and chainmail armor, and wield a dagger, crossbow, and sword.

Level 2

Eldritch Sink: Dark Elves are supernaturally resistance to magic. Count this as a factor in all attempts to affect this character with any spell, helpful or harmful.

Level 3

Essence of the Earth: As the level 3 Elf ability

Level 4

Fearless: As the level 4 Elf ability

Level 5

Shadow Dancer: Dark Elves are adept at wielding two weapons, either two swords or a sword and a dagger. While doing so, they may add +1D to all Fighter rolls during a Kill, Capture, or Drive Off Conflict. If wielding two Swords, they may choose two actions that receive a +1D bonus.

Not bad!

I like the trait and the level bennies. But the home towns are pretty OP as far as home towns go.

Cheating Elves! Actually, I feared I overdid it there. Am happy to take suggestions!

Uh, what do not-outcasts do in Dark Elf Town?

Or is everyone in Dark Elf Town an loner tough and cool with no job?

Duh.

Okay, so for the Drow Citadel, I’m thinking the below:

Drow Citadel
Skills: Weaver, Theologian, Alchemist
Traits: Cunning, Jaded

Haven’t thought about the Isles yet, but that’s really where the outcasts go.

As far as Traits, it’s hard to narrow these down because I want to represent the chaotic nature of drow society (Cunning) as well as the chip on their shoulders they have from being outcasts (Jaded). The Islanders are twice exiles, first from the Elves on the surface and then from the Drow. For that, they got Bitter. Adventurous feels wrong.

My…shot…at the hand crossbow:

Hand Crossbow (hands carried/1)
Cost: Ob 3 in Dark Elf lands, unavailable elsewhere
Armorer factor: Ob 4
Hand crossbows grant +1D to Feint and always add +1s Feint against Defend, even if no successes were rolled. Hand crossbows bypass leather armor. In inventory, crossbows are hands/carried 1, and the belt weapon slot is taken up by the hand crossbow and its quiver of ammunition. Ammunition is not tracked, it merely takes up an inventory slot and can be lost through a twist. Halfling burglars may use hand crossbows in a pinch but gain no bonuses. Dark elves typical coat their bolts with poisons to increase the harm done with each Attack or Feint action