Friday, January 17, 2014

1st Age: Elf 1st draft

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord.  At this point in development the ArchMage Engine trumps other concepts.

Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things. Weapon and armor selection are purely cosmetic.  Max of 10 levels.



Elf


Requirements: None
Hit Points per Level: 6 + Con mod per Level
Maximum Level: 9



Initiative: Dex mod + Level

Armor Class (no armor): 10 + middle mod of Con/Dex/Wis + Level


Armor Class (armor): 12 + middle mod of Con/Dex/Wis + Level

Armor Class (shield and armor): 13 + middle mod of Con/Dex/Wis + Level

Physical Defense: 11 + middle mod of Str/Con/Dex + Level

Mental Defense: 12 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background
 


Infravision: See in the dark out to 60 feet.

Detect Secret Doors:  An elf has Search for Hidden Doors +5 as a background.

Melee Attack
Attack: Dexterity + Level vs. AC
Hit: D6 + Dex Mod

Natural Even Hit: +1 to your next Melee Attack

Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: D6 + Dex Mod

Natural Even Hit: +1 to your next Ranged Attack


Book of Shadows
The elves recognized the arcane energy that is connected to their world and from an early age are taught to harness it's power.  Elven instructors give every young elf a book of shadows that contains three 1st level spells and at least one spell of of every other level they may cast.  If an elf finds or purchases a new spell they may copy it into their book.  However, they may only cast a spell if it is a level they may cast.
     It is from their book of shadows that an elf learns their spells and commits them, permanently, to their memory.

Spellcasting
1st Level an elf may learn and cast level 1 spells
3rd Level an elf may learn and cast level 2 spells
5th Level an elf may learn and cast level 3 spells
7th Level an elf may learn and cast level 4 spells
9th Level an elf may learn and cast level 5 spells

High Magic
Once an elf memorizes a spell they may cast it or any other spell they know whenever necessary.  An elf cannot learn or cast a spell that is higher than their magic-user level.  

The process of casting spells is mentally taxing as the arcane forces within an elf mind is wild and otherworldly.  If an elf's recollection of a spell is perfect, she may continue to recast the same spell over and over.  However, if the recollection of the arcane symbols is imperfect, the spell fades from her memory until receiving six uninterrupted hours of mediation.

When an elf casts a spell, they make an average (DC 11) save.

If the elf succeeds on their save, the spell is cast and he may cast that same spell again that day.  When recasting a spell, he  repeats the process above with the same two possible results.  

If the elf fails their save, the spell is cast, but that spell may not be cast again that day.

For example, if Luvelda Mor rolls a 19 on her save to cast Detect Magic, she may recast it as soon as the next round.  If the roll of her second save when recasting Detect Magic is a 4, the spell is cast but strain has prevented her from casting it again that day and Luvelda will need six uninterrupted hours of rest before she may cast Detect Magic, or any other spell she failed to make a save against.


Bastion: At 6th level elves can establish a stronghold in a natural setting, such as a forest or glenl. Rather than impose upon nature, this keep must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the bastion, all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be hired.

1st Age Elf, all text open.





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