Westhart
2017-04-19, 11:37 AM
The Elven Lord
Creating an elven lord.
"Elven Lord" is an inherited template that can be added to any creature with the elf subtype.
Size and Type
The creature’s type and size do not change.
Armor Class
The Lord gains a +12 sacred bonus to AC.
Special Attacks
An elven lord retains all the special attacks of the base creature and gains those described below.
Spell like abilities: At will: Detect magic, greater dispel magic, detect undead, speak with plants, speak with animals 3/day: Heal, Greater restoration CL 30th
Special Qualities
An elven lord retains all the special qualities of the base creature and gains those described below.
Weapon Experience: All elven lords have much experience with many things, especially weapons. They are considered proficient with any weapon they wield.
Grace: An elven lord adds their charisma to all saves and as a deflection bonus to AC.
Animal Empathy: As the druid ability, with a +8 racial bonus.
Blessings of Corellon Larethian: The elven god has granted these lords immortality, and he protects them from taint and vile damage.
Abilities
Change from the base creature as follows: +6 Dex, +2 Con, +12 Cha, +8 Wis, +8 Int
Feats: Weapon Finesse, Quick Draw, Iron Will
Masteries
All elven lords master a particular trade, granting them more abilities in their chose discipline.
Disciplines:
Religion: Elven lords who chose to master in religion have abilities that make even the most devote cleric bow his head before him. The lord can turn undead as a cleric equal to his hit die, he casts spells as a cleric of their HD and gains the following domains in addition to any he gains from Corellian: Magic, Knowledge, Elf. He gains a +12 racial bonus on knowledge (religion) and spellcraft checks along with extend spell. They are also among the wisest of the elves gaining a +4 to Wisdom.
Magic: The lord who devotes himself to magic has learned spell lore that most mages never even hear of. He casts spells as a wizard of their level (or sorcerer if preferred). And gains the following feats: still spell, silent spell, quicken spell, and two other feats a wizard could take as a bonus feat. In addition he can more easily adapt the costs of metamagic, reducing it by 1. The continuous study has given them a +12 racial bonus on knowledge (arcana) and spellcraft checks. Those who cast as wizards are some of the smartest elves, gaining a +4 to Intelligence, while those who cast as a sorcerer instead gain a +4 to charisma.
Master Scout: The lords of the hunt, these scouts have abilities to help them hunt down the enemies of the elves. They gain skirmish as a scout of their HD and favored enemies as a ranger of thier HD. In addition they gain favored enemy (orcs) as a bonus feat. Against favored enemies they may still use skirmish even if the target would normally be immune. They gain point blank shot, precise shot, manyshot, track, keen eared scout1, and improved precise shot. The time spent in the wild has given them a +12 racial bonus on Spot, survival, and listen skill checks. New spell like abilities: Find the path, veil, detect snares and pits, detect animals or plants. This time has made them wiser, and more agile giving a +2 to dexterity and wisdom.
Shadows: The lord of the shadows has mastered the art of the rogue, and he takes out any infiltration missions that the elves may need, and so often is battling the Drow instead of hordes of orcs. They gain sneak attack as a rogue of their HD, hide in plain sight, (any environment), and immunity to poisons. The training they have undergone gives them a +12 racial bonus on: sleight of hand, disguise, forgery, bluff, hide, and move silently checks. They also get any 2 ambush feats, sneak attack of opportunity. New Spell like abilities: At Will: superior invisibility and trueseeing at will. This training and time has given them a +4 to Dexterity.
Lorekeeper: The lorekeeper maintains the libraries of the elves, frequently knowing many secrets that have been forgotten in the stream of time. They gain a special lore ability (as the bardic knowledge ability) equal to hit die with a +12 racial bonus. They gain a +12 bonus on the following skill checks: appraise, craft (any), decipher script, disable device, forgery, knowledge (all), open lock, sense motive, and use magic device. They gain any four feats they qualify for, and can use forgery checks without a sample of writing and no increase to the DC. New spell like abilities: break enchantment, detect scrying, find the path, foresight, analyze dweomer, true seeing. These are some of the smartest and wisest of the elves, gaining a +4 to Wisdom and Intelligence.
The Dark: “You’re not scared of the dark, are you?” While an Elven lord that specializes in sjadows calls the dark an ally, this elven lord is the dark. Few see him, and those that do? Well, they won’t be telling anyone anytime soon. The Dark Lord (hehehe) gains a frightful presence out to 60’. Unlike most a succesful save only keeps others safe from him for 2d4 rounds. The DC is 10+½ HD+Charisma modifier. In addition the lord can see in any type of illumination (Even magical darkness) as if it was normla daylight. Within the range of his frightening presence the area has shadowy illumination. A light spell equal to ¼ the Dark Lord’s HD negates this for the duration of the spell, minimum 1 round. If the Dark Lord can cast spells they may cast one additional spell of each level that has the darkness tag. New Spell like abilitiies: Greater Darkness (heigtened to a 9th level spell), any one other spell with the darkness tag. They gain a +4 to charisma and dexterity representing the fluid grace of shadow.
Nature’s Guardian: These Lords carry the power of nature, and those who would defile it soon face their wrath. They are able to wildshape at will, and the forms available to them are those that would be available to a druid/master of many forms equal to HD, with them gaining abilities to a druid first until 20th and then applies to master of many forms. They gain a +12 racial bonus on survival, knowledge (nature), listen and spot checks. They have been imbued with nature’s wisdom, gaining a +4 to wisdom
Environment: As Base creature
Challenge Rating: Same as the base creature +3, and additional adjustment based off of mastery: Religion (ECl 1-8 +12, 9-15 +8, 16-20 +4), Magic (ECl 1-8 +12, 9-15 +8, 16-20 +4), Master scout (ECl 1-8 +6, 9-15 +4, 16-20 +2), Shadows (ECl 1-8 +6, 9-15 +4, 16-20 +2), lorekeeper (ECl 1-8 +4, 9-15 +2, 16-20 +0), Nature's guardian (ECl 1-8 +11, 9-15 +7, 16-20 +3)
Alignment: Usually Chaotic Good
Advancement: By character class, or if the Dungeon Master wants you could possibly give them another mastery…
PEACH, more masteries to come, taking suggestions atm but have a druid type coming so any others I will take :smallsmile:
Creating an elven lord.
"Elven Lord" is an inherited template that can be added to any creature with the elf subtype.
Size and Type
The creature’s type and size do not change.
Armor Class
The Lord gains a +12 sacred bonus to AC.
Special Attacks
An elven lord retains all the special attacks of the base creature and gains those described below.
Spell like abilities: At will: Detect magic, greater dispel magic, detect undead, speak with plants, speak with animals 3/day: Heal, Greater restoration CL 30th
Special Qualities
An elven lord retains all the special qualities of the base creature and gains those described below.
Weapon Experience: All elven lords have much experience with many things, especially weapons. They are considered proficient with any weapon they wield.
Grace: An elven lord adds their charisma to all saves and as a deflection bonus to AC.
Animal Empathy: As the druid ability, with a +8 racial bonus.
Blessings of Corellon Larethian: The elven god has granted these lords immortality, and he protects them from taint and vile damage.
Abilities
Change from the base creature as follows: +6 Dex, +2 Con, +12 Cha, +8 Wis, +8 Int
Feats: Weapon Finesse, Quick Draw, Iron Will
Masteries
All elven lords master a particular trade, granting them more abilities in their chose discipline.
Disciplines:
Religion: Elven lords who chose to master in religion have abilities that make even the most devote cleric bow his head before him. The lord can turn undead as a cleric equal to his hit die, he casts spells as a cleric of their HD and gains the following domains in addition to any he gains from Corellian: Magic, Knowledge, Elf. He gains a +12 racial bonus on knowledge (religion) and spellcraft checks along with extend spell. They are also among the wisest of the elves gaining a +4 to Wisdom.
Magic: The lord who devotes himself to magic has learned spell lore that most mages never even hear of. He casts spells as a wizard of their level (or sorcerer if preferred). And gains the following feats: still spell, silent spell, quicken spell, and two other feats a wizard could take as a bonus feat. In addition he can more easily adapt the costs of metamagic, reducing it by 1. The continuous study has given them a +12 racial bonus on knowledge (arcana) and spellcraft checks. Those who cast as wizards are some of the smartest elves, gaining a +4 to Intelligence, while those who cast as a sorcerer instead gain a +4 to charisma.
Master Scout: The lords of the hunt, these scouts have abilities to help them hunt down the enemies of the elves. They gain skirmish as a scout of their HD and favored enemies as a ranger of thier HD. In addition they gain favored enemy (orcs) as a bonus feat. Against favored enemies they may still use skirmish even if the target would normally be immune. They gain point blank shot, precise shot, manyshot, track, keen eared scout1, and improved precise shot. The time spent in the wild has given them a +12 racial bonus on Spot, survival, and listen skill checks. New spell like abilities: Find the path, veil, detect snares and pits, detect animals or plants. This time has made them wiser, and more agile giving a +2 to dexterity and wisdom.
Shadows: The lord of the shadows has mastered the art of the rogue, and he takes out any infiltration missions that the elves may need, and so often is battling the Drow instead of hordes of orcs. They gain sneak attack as a rogue of their HD, hide in plain sight, (any environment), and immunity to poisons. The training they have undergone gives them a +12 racial bonus on: sleight of hand, disguise, forgery, bluff, hide, and move silently checks. They also get any 2 ambush feats, sneak attack of opportunity. New Spell like abilities: At Will: superior invisibility and trueseeing at will. This training and time has given them a +4 to Dexterity.
Lorekeeper: The lorekeeper maintains the libraries of the elves, frequently knowing many secrets that have been forgotten in the stream of time. They gain a special lore ability (as the bardic knowledge ability) equal to hit die with a +12 racial bonus. They gain a +12 bonus on the following skill checks: appraise, craft (any), decipher script, disable device, forgery, knowledge (all), open lock, sense motive, and use magic device. They gain any four feats they qualify for, and can use forgery checks without a sample of writing and no increase to the DC. New spell like abilities: break enchantment, detect scrying, find the path, foresight, analyze dweomer, true seeing. These are some of the smartest and wisest of the elves, gaining a +4 to Wisdom and Intelligence.
The Dark: “You’re not scared of the dark, are you?” While an Elven lord that specializes in sjadows calls the dark an ally, this elven lord is the dark. Few see him, and those that do? Well, they won’t be telling anyone anytime soon. The Dark Lord (hehehe) gains a frightful presence out to 60’. Unlike most a succesful save only keeps others safe from him for 2d4 rounds. The DC is 10+½ HD+Charisma modifier. In addition the lord can see in any type of illumination (Even magical darkness) as if it was normla daylight. Within the range of his frightening presence the area has shadowy illumination. A light spell equal to ¼ the Dark Lord’s HD negates this for the duration of the spell, minimum 1 round. If the Dark Lord can cast spells they may cast one additional spell of each level that has the darkness tag. New Spell like abilitiies: Greater Darkness (heigtened to a 9th level spell), any one other spell with the darkness tag. They gain a +4 to charisma and dexterity representing the fluid grace of shadow.
Nature’s Guardian: These Lords carry the power of nature, and those who would defile it soon face their wrath. They are able to wildshape at will, and the forms available to them are those that would be available to a druid/master of many forms equal to HD, with them gaining abilities to a druid first until 20th and then applies to master of many forms. They gain a +12 racial bonus on survival, knowledge (nature), listen and spot checks. They have been imbued with nature’s wisdom, gaining a +4 to wisdom
Environment: As Base creature
Challenge Rating: Same as the base creature +3, and additional adjustment based off of mastery: Religion (ECl 1-8 +12, 9-15 +8, 16-20 +4), Magic (ECl 1-8 +12, 9-15 +8, 16-20 +4), Master scout (ECl 1-8 +6, 9-15 +4, 16-20 +2), Shadows (ECl 1-8 +6, 9-15 +4, 16-20 +2), lorekeeper (ECl 1-8 +4, 9-15 +2, 16-20 +0), Nature's guardian (ECl 1-8 +11, 9-15 +7, 16-20 +3)
Alignment: Usually Chaotic Good
Advancement: By character class, or if the Dungeon Master wants you could possibly give them another mastery…
PEACH, more masteries to come, taking suggestions atm but have a druid type coming so any others I will take :smallsmile: