The Coral-Folk: Reef Elves (LotFP class & monster)
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Class Features:
Level progression, saves and HP as standard Elf class.
Changed and Additional Abilities:
- Reef Elves practice magic and use the same progression for spells as land elves, but use a Druid spell list. They only know 1 spell at level 1, although the maximum number they can learn through study is the same as an Elf of equivalent level. It is up to the player to find a Druid spell list approved by the Ref. If they cannot or do not do so, they don’t know any spells.
- The standard Elf’s Search skill is replaced by the Transform skill and progresses at the same rate. They can change form up to twice per day to bipedal, half-fish (similar to mer-folk) or fish form. They must have a piece of the type of creature they wish to transform into, and may only transform into a fish form with Hit Dice equal to their Transform skill level or lower. Transforming takes 10 minutes, and does not affect any carried items. Many Reef Elves carry special pouches to store their items before they change shape. They can carry them in any of their forms (as long as a fish form is large enough) as if they had equal encumbrance.
- Underwater it takes five additional items for a Reef Elf to gain the first encumbrance point. Any encumbering items made of metal or stone take 2 encumbrance slots in their inventory on land.
- Can use echolocation to “see” up to 90’ both above and below water. It is audible to normal hearing and harmful to creatures with keen hearing.
- Save vs magic for half damage against any water-based spell or magical effect.
- Take 2d6 damage from Holy Water and must save or be paralyzed for one round.
- Track creatures which leave a scent with a 2 in 6 chance or 3 in 6 if the creature is bleeding.
- Breathe underwater as well as on land.
- Swim 30’ per round in bipedal form and 60’ per round in mer- or fish-form.
Armor 13, Move as humans on land, swim 30′ (bipedal), 60’ (mer/fish form), 1 Hit Dice, 3hp, attack method as weapon or 1d3 unarmed, Morale 8.
Reef Elves possess echolocation up to 90', may save vs magic for half damage against any water spells or effects, and take 2d6 damage from Holy Water and must save or be paralyzed for one round.
No. Appearing: 1 or a hunting party of 2d4
A hunting party of Reef Elves will often be accompanied by trained fish such as sharks, eels, or other carnivorous sea creatures. There is a 50% chance that there will be 1 such creature per 4 Reef Elves encountered, with the creatures possessing 1d4 Hit Dice each.
1 HD: Fish
2 HD: Eel
3 HD: Octopus
4 HD: Shark
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