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Name Avoralee Race Elf Kitor Litor Tribe Age 114 Sex Female

Alignment C/G Class Fighter Kit Bladedancer


STR Stamina 14 Enc. 55
16 Muscle 18 To Hit +1 Dam +3 Press 225 Doors 11 Bars 16%
DEX Aim 16 Attack Adj. +1
18 Balance 20 Reaction Adj. +3 Defence Adj. -6
CON Health 11 System Shock 75% Poison Save
Fitness
13 Ht Pt Adj. +1 Resurrection 94%
15
INT Reason 15 Max # Spells Max. Spell Lvl. Spell Immunity
15 Knowledge 15 Bonus Prof. To Know Spell
WIS Intuition 12 Bonus 1st 2nd 3rd 4th Spell fail
12 Willpower 12 Mental Bonus Spell Immunity
CHA Leadership 14 No Henchmen 6 Loyalty Adj. +1
14 Appearance 14 Reaction Adj. +5
Ticks Needed Hero Points 1 1 1 1 1 1 SNW Magic resistance 12%
SAVING THROWS Armour Type Studded Leather
P/P/DM 11 Armour Class 7 DEX AC -6 Surprised AC 7
R/S/W 13 Magic AC Shield AC N/A Total AC 1
P/P 12 HIT POINTS
Breath 13 1 2 3 4 5 6 7 8 9 10
Spells 14 13 26 39 47 58 69
PSP’s 11 12 13 14 15 16 17 18 19 20

Wild Talents
Weapon Speed THAC0 15 Damage Range Notes
Longsword RH (S/Ma)(TW+2)(M+2) 1 06 1d8/1d12 +9 to hit +10 dam (3/2) magic +2
Longsword LH (S)(TW) 3 10 1d8/1d12 +5 to hit +7 dam (3/2)
Shortsword 3 13 1d6/1d8 +2 to hit +3 dam

Two-Weapon Style (TW) = Tribal Weapon (M) = Magical


Standard Tribal weapons +1 to hit/+1 to damage /-1 to speed.
Kitor Litor Elf Tribal Weapon Bonus +2 to hit and damage with tribal made long bows and long swords

Proficiencies Stat Base Base Roll Proficiencies Stat Base Base Roll
Dancing (free) +2 DB+7 6 15 Ride Owl (free) DB+7 5 12
Etiquette CA+1 8 09 Running (free) CF+2 5 07
Tumbling DB+7 7 14 Legend Lore (free) ??
Blind Fighting DB+7 -- N/A R/W High Elven (free) IK+2 8 10
Jumping DB+7 8 15 Survival General (free) IK+2 6 08
Weapon Display DB+7 8 15 Forestry (Plant Lore)(free) IK+2 7 09
Endurance (free) -- -- N/A Gardening(Plant Lore) free IK+2 7 09
Entertaining Sing (free) +2 CA+1 5 08 Healing (free) CL+1 5 06
Herbalism Lore(free) IK+2 6 08 Religion (elf +10) (free) WI+0 6 06(16)

Ambidexterity
Notes
Follower of Corellon Larethian Works for the Laird as a forest guardian
Spends an hour morning and night in training
90% MR to Charm, Animal, Plant, and Death Magic - 90 percent resistant to sleep and charm-related spells
Once a day can cast faerie fire, dancing lights, darkness, levitate, detect magic, and know alignment.

(1 foot = 30.48 centimetres)


Bladedancer Kit (Mal’s homemade)
Race: Elf Female
Class: Fighter
Min Stats: STR 13, DEX 16, INT 15
Weapons Limited to: Longsword, Shortsword, Dagger, Knife.
Missile Weapon: Dagger only
Armour: None heavier than Studded Leather (except Elven
Chain is allowed) No Shield
Bonus Proficiencies: Two Weapon Fighting Style, Dancing
Proficiencies Recommended: Ambidexterity, Etiquette, Tumbling, Blind
Fighting, Jumping, Weapon Display.
Avoralee Background
Born into a small clan of Kitor Litor elves devoted to Corellon Larethian,
Avoralee was from an early age chosen to become a Bladedancer. One of a
very small group of Corellon Larethian initiates devoted to two of the
aspects of Corellon Larethian Dance and War.
During her childhood Avoralee did normal childish things although she was
encouraged to practice with her swords and to dance whenever she wanted
too.
When she reached adolescence she was accepted for training as a
Bladedancer and the priests of Corellon Larethian oversaw he progress.
Using the best trainers available she was taught the use of twin longswords
and how to incorporate her dancing skills into her swordplay.
For many years she practiced until she was finally given approval by the council of priests to go into the world to
gain experience of the other races and cultures and with that to become a fully fledged Bladedancer

Physical description
Height 5’6 “ (168cm) Weight 125lbs (57kg) (9stone)
Hair Colour Auburn with red highlights Style Long over the shoulders
Skin Colour Pail amber deepening to golden when sunburned Eye Colour Bright green
Distinguishing marks No obvious scars. Has a tattoo of a dragon on the back of her right hand, head to fingers
and tail to wrist

Players who choose elves for their characters have 45 character points to spend on racial abilities.
 Infravision (10): 60' infravision range.
 Less sleep (5): The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell
casters.
 Resistance (10): 90 percent resistant to sleep and charm-related spells.
 Spell Abilities (15): Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of
the same level. When the character reaches 4th level, he can add, levitate, detect magic, and know alignment.
 Sword bonus (5): +1 on attack rolls using a long sword.
Fighters have 15 character points to spend on abilities
Multiple specialization (10): This ability can be taken in place of the 5-point ability to specialize in a single
weapon. A fighter with this ability can specialize in as many weapons as he desires. The character point cost must
be met for each individual specialization.
Magic resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would
have an 18% Magic Resistance score.
1d12 for hit points (10): Instead of rolling a 10-sided die to determine initial hit points and how many new hit
points the fighter receives at each level, a 12-sided dice is rolled instead.
Limited armour (5/10/15) – 10: A fighter with this restriction is limited in his selection of armour. If he is
limited to studded leather or lighter armour, he gains 10 CPs. (The character can always use a shield.)
Limited weapon selection (5): A fighter with this restriction is limited in his choice of weapons. He can
choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric
weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow,
knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).
Warriors: 16
Base
Dancing Free from kit 0 6 Dex/Bal, Cha/App
Etiquette 2 8 Cha/App, Wis/Int
Tumbling 4 7 Dex/Bal, Str/Mus
Blind Fighting 4 - Wis/Int, Dex/Bal
Jumping 3 8 Str/Mus, Dex/Bal
Weapon Display 4 8 Dex/Bal
Ambidexterity 4 Trait
Powerful Enemy +10 —
Powerful Enemy: A powerful enemy is a disadvantage that must be incorporated into the background and story of
a campaign—obviously, with a lot of input from the DM. A character with a powerful enemy acquired that bitter
foe before the start of the campaign. The enemy can be a monster, or perhaps a high level wizard or cleric, or it can
be a nobleman, demihuman ruler, or perhaps a bandit chieftain. The reason for this vendetta should be defined by
the DM, and can go back even to before the character’s birth—a family feud, for example, or a need to remove the
last heir to a line.
Whatever the enemy’s nature, it must be powerful and pervasive enough to affect the character wherever he
goes in the campaign. While this does not mean that the PC’s life is one long chase scene, he will need to keep a
wary eye over his shoulder. The enemy will routinely send agents after the character. Also, the enemy should have
good conduits of information, being able to keep general tabs on the PC in city, town, and perhaps even wilderness
environments.
Weapon Proficiency
Warriors: 8
Table 48: Weapon Proficiency CP Costs
Class Cost
Warrior 2
Two Weapon – Free from kit
The proficiency slot spent to specialize in this difficult style requires 1 additional character point when it is first
acquired—except for rangers, who can buy it for the same cost as any other fighting style specialization.
A character who specializes in the two weapon style counters some of the penalties inherent in using two
weapons. Normally, a character suffers a –2 to attacks with the primary hand, and –4 to attacks with the secondary
hand; this specialization reduces the penalty to 0 for the primary hand, and –2 for the secondary hand. Additionally,
if a character has the trait of ambidexterity coupled with this specialization, he suffers no penalty for either hand.
The secondary weapon must be one size smaller than the primary weapon—unless the primary weapon is size S.
If a character spends 2 additional character points on this specialization, however, he can learn to use two weapons
of equal size, so long as each of the weapons can be wielded in one hand.

Weapon Proficiency
Longsword RH free
Longsword LH 2
Shortsword 2
Weapon Specialization x2 longsword R&LH – 4
Mastery in RH longsword 2

Mastery costs an extra 2 points and gives +3/+3

Having a quick look at the pc/npc – remember if you create someone who you can justify as being a retainer of some type (i.e.
an adventurer, a trainer, a soldier, a knight, marshal, etc) let me know and if equitable we can agree to put on the lists. I’m sure
we can work something out ...... just me reminding you that you can create figures for your realm if you want though most will
end up as NPC’s under my direct control if creating them gives you pleasure do not hesitate

Firstly though all Athasian pc’s should have at least one natural 18 to start with. You can choose this if you want. However,
remember the adjustments re Skills & Powers to stats cannot at the start raise a pc’s stat over 20. Done .........cool

First three levels are maximum class hit points plus con adjustment. Done ......cool

Is the pc an Athasian Elf, traditional D&D Elf, or let the DM decide, but I see her as being very unusual even to other Athasian
elves ........lol, dude there are some VERY unusual Elves on Athas. Originally there were 5 types of Elves created and then
through time/history several other types have evolved and one other has been created. 70% of elves on Athas are tribal
Athasian elves with 25% being your traditional D&D types of elves but the remainder are others.

Kitor Litor Elf Bonuses:- pronounce “keye tore lee tore” - also see below
* +2 to hit and damage with tribal made long bows and long swords (This is simple one more then the normal so your
base goes from +3 to +4)
* 90% MR to Charm, Animal, Plant, and Death Magic
* Immortal and ageless as long as spend at least ½ of each year within the confines of the sacred grove (otherwise age
normally though an elf ages very very slow etc)
* Woodlands & Forests and those whom dwell within are neutral or better on reactions unless attacked
* Animals “like” this Clan of Elves
* Natural Empathy ability that is instinctive and almost telepathy with other Kitor Litor Elves – limited by range
* Know that the Kitor Litor Elves are the “Keepers of the Hearth (World)” for their Lords (Dragon Riders) and though
“freed” in the God/Chaos Wars they still hold true to their initial duty and calling - Protect the Hearth at the Heart of the
World. Fully dedicated to Danu in all her Glory and all her “daughters” (Worlds) and Danu’s Children “The Tuatha Da
Danaan” many of which are considered Elvin Gods by others on various worlds. On Athas these “Children” are scattered
through the pantheon of the Five Fingers of the Left Hand of God. These Elves are the primary holders of Elvin Lore. You are
a “Wanderer” in their culture i.e. one who has been trained to go out from the Sacred Grove on missions for the Elders –
occasionally you will be called upon for missions and you can return to the Grove anytime you desire though it is not in the
current valley you are in but a couple away.

Any Elf gets a tribal melee weapon and missile weapon. These are Master quality though depending on the type of elf they
mightn’t look like it. This gives them a non magical bonus of +1 Hit +1 Damage +1 Speed ........... pc elves get a magic of +2
to one of these which is almost universally the melee weapon. This weapon is therefore +3/+3/+3 and can affect creatures
requiring +2 or lesser weapons to hit. Such weapons can have other things depending on the type of elf so let me know that as
above and can give further details.
All depends on what type of elf she is ...... as above

If the kit says no missile weapons this is not correct for an elf. The elf might prefer to not use his bow but he will be proficient
in it and when necessary and or appropriate he will use it. This is a free weapon slot and only specialisation would cost you (by
the way this applies to the tribal melee weapon as well).

ALL ELVES GET NWP’s for free:- Dancing / Entertaining x1 (singing, musical instrument, poetry) / Endurance ---------
depending on type of elf get others so again let me know as above and will let you know.
All depends on what type of elf she is ...... gets bonus of +2 to dancing and chosen entertainment skill which can include
Sculpturing in metal, Painting, Tapestry Making, Wood Carving, Stone Carving, Bone Carving ..........you get Ride Owl (but
not an Owl as you are a Wanderer), Running (often your kind pose as normal elves), Legend Lore, High Elven Read/Write,
General Survival, Forestry (you could easily be a Laird’s Forester caretaker), Gardening, Herb Lore & Healing, Religion (base
but +10 in Elven Gods)

Background is fine – ANY Type of elf could fit the background though so let me know. DM’s choice for what fits best but
remember the unusual proviso ..... you were raised in vicinity of the Sacred Grove. Only adults actually reside in the Grove for
obvious reasons. In your “village” (very very loose as not really such though they have one for when outsiders visit them) there
is a sacred Cave which houses aspects of all the Elven Gods and there is a small group of Devout Followers of your God in the
Tribe.

It would have to be noted that she is required to spend an hour each morning and each night “training” . This is part exercise,
part religious devotion, and part to ensure she does not loose her abilities. Done

This kit would require a lawful alignment but elves are weird in my world in that you can have Lawful Good with Chaotic
Neutral Tendencies etc. The first part of this kit members nature must be lawful with an inclination towards chaos and good, as
chaos is needed in any great dancer to truly attain mastery of dance but without discipline first and foremost they will get
nowhere. The reason they tend to good is simply elves inherently are good (Drow being the exception) though it is very
common for elves goodness not to apply to other sentient species but only to other members of their tribe, clan, and nation plus
nature and creatures in general. Athasian Elves as a general rule recognise the Compact. OK so Lawful Good with chaotic
tendencies ........okay but always remember that Elves of your type have a long world view so they might commit an evil act
now that will be mitigated in the distant future by some other act.

I would say that with this Kit the person gets the following as well:-
Unique attack or defence at 1st level and then every 3 levels thereafter (3rd, 6th, 9th) – I have a list but not sure I want to share
since USUALLY it is only for npc’s. So maybe we can agree you can utilise something from Loz’s gaming system that is
approved by the DM? It can be worked out between us ...... okay

Standard I think the kit member can get a bonus to attack OR defence against an opponent if he has the “room” to dance his
style/skill. It would seem to me that a +1 bonus at 1st and then every 5 levels thereafter is fair. I picture an area of 10/15 ft to be
able to dance and if crowded into a smaller space due to friends and opponents then the bonus can’t be used. This is a role play
and common sense decision. Obviously in a 20x20 room with 3 baddies and 3 goodies you don’t get it but in an 80x80 room
with 10 baddies and 5 goodies you would (obviously also depending on what else is in the room) but I am more likely to allow
it if you role play the dance etc by describing what you are doing in the room etc. This is where the “For many years she
practiced until she was finally given approval by the council of priests to go into the world to gain experience of the other
races and cultures and with that to become a fully fledged Bladedancer” Comes into play, she is not used to fighting with
others who do not know her style, she needs seasoning in the real world.......but also it is space as you can’t really dance
“effectively” in a small space or in a space where other’s are dancing haphazardly.

Lastly a member of this kit “challenged” can not refuse unless specifically ordered by his liege lord / leader NOT to. Such an
order that the member feels is not justified will very likely lead to the member leaving such service. It Fits although not may
people would know about it ......correct many will not know about it and the general prejudice is such that few will actually
Challenge an Elf but if it occurs you are stuck like chuck mate

Racially they tend to be amber skinned red haired green eyed but though VERY stocky they tend to be small in stature and
weight i.e. in region of 4’8” to 5’3” and around 100-120lbs. Their clothing tends to be light coloured cottons often sari in
nature though pantaloons and vest are common. Footwear tends to be sandals (either heavy or light depending on location).
They tend to be fastidious about cleanliness though not to their detriment. Not overly concerned as a tribe for wealth or
possessions though they admire beauty for beauty sake so a beautiful stone or broken piece of pottery would be more valuable
to them then a 1,000 pp if that make sense? They always try to minimise impact on the natural world and will when able
confront and foil those despoiling this world though again not to their detriment. Ultimately their “duty” is to the Sacred
Grove, full stop.

By the by you might be thinking of the other Tribe whose Leader was being courted by Louisa.......they are the troll-like elves
who are at war with “Demons” from Space and took over that old fortress north north east of the Village on the River
etc............the Kitor Litor were the ones you found in the Rhestian Swamp on the Island with huge grove of Trees of Life with a
hundred foot one at its centre. KL’s are more like effete wood elves though that is a generalisation.

As a wanderer you could be much taller etc as your Tribe is not above using magic etc to disguise their own but also they have
interbred over time/history so odd bods show up after all don’t forget that “high orcs” are actually elves!

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