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View Full Version : The álfar and dökkálfar (Elven and Drow Paragon PrCs) PEACH



Grimsage Matt
2012-12-21, 03:57 PM
The Alfar and the Dvergar have always been around each other, and have fought as often as they've been at peace. They have gone back and forth, from being great allies and freinds, to holding grudges for a thousand years. In a way, this is normal as families go. While the Dwarves delved the world, and the light and airy Elves Reveled in light and wind, they came together on some grounds. But, the elves blame the dwarves for the greatest evil apon their race, the dark child of both houses... the Drow.

The Alfar

Required;
Skills; Knowledge (Nature) 9 ranks, Knowledge (Arcana) 9 Ranks, Either Heal or Knowledge (The Planes) 12 ranks.
Abillity; Dex 16+, Cha 16+

Hit Die
d8.

Class Skills
The Alfar's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level
2 + Int modifier.

{table]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+0|+2|+2|Magic of the Vanir, Alfar's Blessings|+1 Level of Wizard
2|+1|+0|+3|+3|Elemental Nature, Radient Soul|+1 Level of Wizard
3|+2|+1|+3|+3|Ancient Grace, Timeless Grace|+1 Level of Wizard[/table]

Magic of the Vanir (SU); The Alfar have always paid heed to ancient outsiders called the Vanir, and learned much under their Lord Frey. They may learn Druid spells as Arcane spells.

Alfars Blessing (SU); The Alfar have many powerful magical abillities. But, the most practiced are control of the elements, and healing. A Alfar may use Cure Moderate Wounds and Lesser Restoration at will, and mat Turn Elemental creatures as a cleric of their HD 3+Cha mod times per day.

Spellcasting; At each level, an Alfar gains new spells per day as if she had also gained a level in wizard. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of Alfar to her level in wizard, then determines spells per day and caster level accordingly.

If they have no pervious spellcasting abillity, they may cast spells as a wizard with a effective level of the addtion spell levels granted by the Alfar and Elven paragon classes.

Elemental Nature (SU); A bit of the Alfars elemental nature begins to peak through. They may see as far in low light as in the day, Act under a permenant featherfall effect, and gain a +2 bonus on saving throws against spells and abillites of the Light, Fire and Air descriptors.

Radient Soul (SU); The Alfar are beings of Radient Bueaty and their souls are full of starlight. They gain a +2 racial bonus on saving throws against necromancy spells and death effects, and gain a ranged touch attack. It has a range of close (25ft +5ft/2HD), and deals 1d8 Light damage per 3 HD. It is a Attack action to use.

Ancient Grace (EX); The Alfar learn much in their near immortal life spans, and as time goes on, they grow even more wise and graceful. They gain twice the mental bonuses for advancing a age catagory.

Timeless Grace (EX); The Alfar are eternal, and may pass for a hundred years or more, reading, relaxing, just enjoying life. At third level, the Alfar ceases to physicaly age. As time goes on, they grow wiser, and retain their might. They may only gain the benifit of a age catagory mental advance every 1000 years. The also gain the [Air] and [Light] subtypes.

The Alfar, the radient Light elves. Powerful mages, who both heal and control the elements. But, don't go overboard on the age, cuse thats subject to DM veto.


The Dökkálfar

Required;
Skills; Knowledge (Dungeoneering) 9 ranks, Knowledge (Arcana) 9 Ranks, Either Intimidate or Knowledge (Relgion) 12 ranks.
Abillities; Cha 18+, Int 16+

Hit Die
d8.

Class Skills
The Dökkálfars class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level
2 + Int modifier.

{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+2|+2|Magic of the Cursed, Deepwrought Power
2|+1|+0|+3|+3|Mixed Nature, Tainted Souls
3|+2|+1|+3|+3|Grace Of Twilight, Eternal Shadow[/table]

Magic of the Cursed(SU); With the blood of Alfar and Dvergar running in their veins, they were seen as cursed, freaks, abomenations. Driven to the dark and haunted parts of the world and feylands, the drow plan their revenge. They may see through any form of darkness, even magical ones, and may use Deeper darkness at will.

Deepwrought Power (EX); From the dwarven side of their ancestroy comes something a bit more subtle, but still slightly twisted. While in darkness or shadow, they gain DRX/-. X is equal to 1/3 their HD. But, so long as they are in bright light, they take 50% more damage from all sources.

Mixed Nature (SU); They gain the Dwarf subtype in addtion to the Elf subtype. They also find a new use for their crafting skills. They may make a Craft[magic] check (DC 10+Spell level*1.5) when casting a spell with the earth, shadow or darkness descriptor. If they sucessed on the check, they gain a +(1/4 HD) bonus to caster level for that spell.

Tainted Souls (SU); A shadow seems to be evergrowing in these lost childrens souls, drawing them down, where old things slumber. But, the costant wisphers do something for them. At 2nd level, they gain immunity to Enchantment effects.

Grace of Twilight (EX); As the shadows and the darkness begin to wrap around them, they begin to see that there are other, darker things out there. 1/Day they may use Greater Planar ally, but only to call a creature with the [Shadow] subtype, or is from the Plane of shadow. They may also use a personal range only form of planeshift to the plane of shadow and back to the prime at will.

Eternal Shadow (SU); The Dökkálfar cease to age physicaly, but their souls still are being consumed by the shadows. But, they have found a solution. By sacrficing creatures, causing their souls to be consumed by the darkness, they may last longer. For each HD of creatures sacrificed, their maximum age is increased by one year. They gain mental bonuses from advancing age catagories no more then every 500 years. The creature must be sacrificed in darkness

And heres your Drow/Dark Eldar Rippoff.

vasharanpaladin
2012-12-21, 04:51 PM
...I thought it was svartalffar? :smallconfused:

Grimsage Matt
2012-12-21, 04:52 PM
That means Black Elves, and I didn't want to look racist. So instead they get to be called Dark Elves. Addmitiedly, I am using Wikipedia for the names:smallredface:

vasharanpaladin
2012-12-21, 04:56 PM
Eh, I just prefer to be correct over politically correct when possible, more power to ya. :smallwink:

Grimsage Matt
2012-12-21, 05:03 PM
Also, it makes it sound more like the Dwarf one. Wonder what the old Norse would be for Dwarf-Elf.....

pffh
2012-12-21, 05:09 PM
Also, it makes it sound more like the Dwarf one. Wonder what the old Norse would be for Dwarf-Elf.....

Elfs and Dwarfs are pretty interchangeable for the Norse. All of the lot lived in rocks and in the ground but I think it was only the elves that stole children.

Psst also the singular is álfur.

Zireael
2012-12-26, 09:27 AM
Love the PrCs. I might have to start combining a list of links to my fav stuff here...