Elvish Culture (1.2)
Elves were the second race to call the Dawn Lands home, arriving through the use of their own magic and portals, none of which exist today. The subset of elves includes: wood elves, gray elves, and high elves. For the last 300 years, the elves have fought against the orcs invading through the still-active portal in the west. They have established extensive trade networks all throughout the continent as their goods and crafts are highly sought after and favored by many cultures. Although the elves excel at using magic, you can find one in most any class. Many of the Dawn Land cultures of the east revere the elves and give them a sort of celebrity status. Elves have learned the way of the Hoplite from the Greeks, so this class is available to them, but they may use another name.
Restricted Classes
Samurai, Hexenkrieger, and YuXia.
Religion
Elves worship the Elvish pantheon.
Special Abilities
Level 1
Elf Magic Training: All elves of magic classes (druid, oracle, bard, plague doctor, etc.) increase the number of times they can use each spell by +50% daily (e.g. four spells per day become six).
Elf Weapon Training: All elves of martial classes (Cavalier, Paladin, Ranger, Man-at-arms, Swordsman, Rogue, etc.) that can use a longsword receive a +1 damage when using a longsword. All elves are proficient in longswords even if they do not gain the damage bonus.
Fae Familiarity: You are immune to Fae Charm, Fae Sleep, Fae Curse, and Hex.
Level 3
Immortal Soul: Due to your strength of will and spirit, you can no longer be raised as an undead creature.
Level 6
Advanced Elf Weapon Training: All elven soldiers, men-at-arms, peasant heroes, swordsmen, and paladins receive a +2 damage when using a longsword.
Level 9
Advanced Elf Magic Training:All elves of magic classes double the number of times they can use their spells per day and all spells now gain an additional +1 damage bonus. Non-spellcasting elves may now cast three Lightning Bolts per day (3x/day).
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