OSE House Rules - Elf

Changes and extensions to the OSE Elf Class
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Basic Information

Requirements: Minimum COMP and DEX 10
Alignment: Chaotic
Hit Points at First Level: 6
Hit Dice: d6
Armour: Any, including shields
Weapons: Any
Starting Languages: Common, Elvish
Bonus Language Choices: Low Common, Giant, Sylvan
Starting Funds: 3d6 x 10sp (min 90sp)
Starting Equipment: Elves may begin with one piece of non-heavy armor, one shield, and one weapon of their choice. This reflects the elf's many years of earnings and experiences prior to becoming an adventurer

Immunity to Ghoul Paralysis: Elves are completely unaffected by the paralysis that ghouls can inflict
Spellcasting: Elves use the Magic User spell list
Low Light Vision: Elves have Low Light Vision. See Light and Vision
Sleepless: Elves do not sleep as we know it. They do however, enter an hours-long trance in which they are only vaguely aware of the world around them
Chaotic Nature: Elves are in part creatures of Chaos. See below for more information
Slight Stature: An Elf's Base Carry Limit is 50lbs rather than the standard 60lbs
Elven Grace: See below for more information

Elves are slender, fey demihumans with pointed ears. They typically weigh about 120 pounds and are between 5 and 5½ feet tall. Elves are seldom met in human settlements, preferring the peace of unspoiled forests and glades. If crossed, they are dangerous enemies, as they are masters of both sword and spell. Elves are an exceptionally long-lived race and have lifespans of about 1000 years.

Elven society is in decline. Elves were never a prolific race and they have even fewer children now. At the height of their power, elves built soaring edifices of stone, reshaped their forested homelands into gardens of exceptional beauty and measured their wealth in song, dance and rapport with the physical world. With the emergence of mankind, the world has changed but the elves have not changed with it. While elves cherished dance and song, men saw these things as mere diversions from the wealth of commerce and the cries of war. Where elves saw beauty in living frugal lives in balance with the natural world, men saw resources meant for exploitation, to be taken by the strongest and used to fuel their desire for endless expansion. Elves initially fought against the encroachment of man, but have since surrendered to the inevitable truth that mankind breeds faster and obtains great power more quickly than they can ever hope to match. For this reason, many elves wander the world in silent despair, gathering in and cherishing places as yet untouched by man. Here they live quiet, forlorn lives and create for themselves a small measure of the freedom and beauty of their former glory. Some elves leave these sheltered enclaves and take the world on its own terms, living among men and adapting as best as they are able to the new order of things. Others leave because they see no point in cutting themselves off from a world where there is still much beauty, even if things will never be as they once were. They hope to teach man a measure of their wisdom to prevent the ruin of what remains.

Chaotic Nature
Elves were among the first races to walk the world, born in a time when the forces of Chaos were not as distant as they are now. Remnants of that ancient chaos still pulse in their veins. Elves are therefore inherently magical beings, though magic works differently for them than it does Wizards:

  • Elves can cast arcane spells while wearing any type of armor or carrying a shield. They still must have one hand free to properly shape their magic
  • Elves do not need spellbooks nor do they memorize spells. Instead, each elf knows a certain number of spells inherently. The number of spells known and usable each day is shown on the table below
  • Elves can never learn more magic, either through magical research or through the discovery of scrolls. They also cannot cast spells from scrolls. The formalized magic used by Wizards is foreign to them
  • Elves do not require 8 hours of uninterrupted sleep to recharge their magic. They regain their spells at dawn each day regardless of the amount of rest they have taken

Elven Grace
Elves, even those not known to be artists or musicians are capable performers to some degree. They can act, sing, dance and play instruments natively. This acts as a secondary skill where appropriate or enhances the utility of a secondary skill should it align with this feature.

Advancement
When you have gained enough experience to increase your level, do the following:

  • Roll the number of Hit Dice per the table below, apply your PHYS modifier (if any) to each die rolled and compare the total to your current hit points. If your current hit points are less than the total, set your hit points to this new total. If your current hit points are equal to or more than the total you rolled, add 1 to your existing hit points.
  • The Referee will also roll one die matching your hit die. You may use this roll in place of one of your rolls if desired
  • Roll to determine if any of your Ability Scores increase
  • Learn a new spell or spells of a spell level shown on the table below. Note that this may mean you learn more than one spell when advancing a level! Remember that Elves can never learn spells outside of Advancement, so choose wisely!

Stronghold

  • A stronghold may be built or purchased any time sufficient funds are available
  • An elf may construct a stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty, for example: in the treetops, beside a serene valley, or hidden behind a waterfall. Elves will not be attracted to live in any settlement associated with the stronghold unless it is built in such a location. Whatever material the stronghold is made of, the construction costs as much as similar work in stone, due to the exquisite quality of craftsmanship involved.
  • At 9th level, forest animals within a 5 mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the elf must protect the animals from harm.
  • An elf ruler may only hire elven mercenaries. Specialists and retainers of any race may be hired.

Experience and Level Table

Level Experience Hit Points To-Hit Death Paralysis Breath Law Chaos Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
0 - 1d6 +0 14 15 17 15 17 1 - - - -
1 0 6 +0 12 13 15 13 15 1 - - - -
2 4,000 2d6 +0 12 13 15 13 15 2 - - - -
3 8,000 3d6 +0 12 13 15 13 15 2 1 - - -
4 16,000 4d6 +2 10 11 13 11 12 2 2 - - -
5 32,000 5d6 +2 10 11 13 11 12 2 2 1 - -
6 64,000 6d6 +2 10 11 13 11 12 2 2 2 - -
7 120,000 7d6 +5 8 9 10 9 10 3 2 2 1 -
8 250,000 8d6 +5 8 9 10 9 10 3 3 2 2 -
9 400,000 9d6 +5 8 9 10 9 10 3 3 3 2 1
10 600,000 9d6+2* +7 6 8 8 7 8 3 3 3 3 2
11 600,000 9d6+4* +7 6 8 8 7 8 3 3 3 3 2
12 600,000 9d6+6* +7 6 8 8 7 8 3 3 3 3 2

* Modifiers from PHYS no longer apply