The Dark Elves:
The first thing that any prospective traveller to the Lunar Empire should know is that the dark elves and drow are not, indeed, the same, nor would the comparison be considered flattering to any dark elf. The second thing that any individual hoping to deal with Dark Elves should know is that, unlike their brethren, Dark Elves do not feel special attachments to the natural world. Where the Wood Elves live in the deep wilderness, and the High Elven city-states are shrouded in beautiful greenery, the Dark Elven mountain citadels are much barer.
The love of nature and its innate beauty has been replaced by a passion and desire to use magic. Virtually all Dark Elves learn to use a cantrip of two in their magical training, and they develop a somewhat more potent and generalized magical resistance than is the case with their brethren. Dark Elven society is broadly magocratic, with aged and powerful wizards exercising ultimate control of their society.
They are also notable for being more lawful, as a whole, than the other Elven races and having less concern with good and evil as moral absolutes. It is not that the Dark Elves see no distinction between good and evil- naturally, they would prefer that their neighbours be good than evil, but that they see moral zealotry as dangerous.
Physically, the Dark Elves follow the same broad outlines as their kin, being slightly taller and somewhat thinner than humans, with prominent ears and graceful, attractive features. They are known as Dark Elves for their dark grey skin and black hair, also possessing faintly yellow glowing eyes.
Dark Elves:
Languages: Elven, Common, Drowish, Dwarven, Gnomish, Infernal, Abyssal, Celestial, Human Vernaculars
Size: Medium
Movement: 30 feet
Typical Classes: Knight, Fighter, Wizard, Sorcerer, Inquisitor, Bard
Attribute Modifiers: +1 Intelligence, +1 Charisma, -1 Constitution
Racial Traits:
Darkvision: Dark Elves see in complete darkness up to 60 feet in a similar manner to Gnomes and Dwarves.
Magical Resistance: All Dark Elves have enhanced resistance to magic, and possess a +2 bonus to all saves against arcane magic, as well as the regular Elven magical immunity to sleep spells and +5 against charm spells.
Personal Spells: Every Dark Elf of any distinction learns to master at least two cantrips in their life. One of which they can choose freely from the arcane list, and they can cast this spell once per day, at a caster level equal to their character level. The other is arcane mark, which they can cast at will and acts as their signature.
Urbane: Dark Elves are witty and urbane, and receive a +2 bonus to Charisma checks related to banter, flirtation and negotiation with all standard races except Dwarves, where they suffer a -2 penalty instead.
Dark Elven Inquisitor:
Dark Elven society is famed for its collective fascination and advanced pursuit of the arcane arts. That dedication to the study of magic creates a unique and serious management issue for the Archmages who control Dark Elven society. While the ability to persue magic is taken as a right of the first order in their society, it is also true that magic is a highly dangerous force. More than one Dark Elven settlement has been wiped out due to the mistake of a fledgling mage who accidentally summoned a powerful demon, rather than a dire rabbit as desired.
It was with this intention that the Archmages of Illsmare started to train an elite cadre of warriors, culled from the oft-neglected religious orders in Dark Elven society. These Inquisitors were trained in both arcane and divine magical traditions and also in the martial arts. These formidable enforcers are used sparingly, and charged with hunting down the worst violators of the laws of Dark Elven society, as well as being contracted out to Dark Elven allies to deal with troublesome mages on their territories.
Dark Elven Inquisitor: (Wisdom)
Hit Dice: d8
BAB Progression: As Ranger/Paladin
Weapons Allowed: Any
Armour Allowed: Any
Alignment: Any lawful
Racial Restriction: Dark Elves only
Experience Point Progression: As Paladin
Class Features:
Innate Spells: Inquisitors are capable of making a Wisdom check to identify the alignment of an individual or creature, adding the HD of the creature to the standard check level. They can do this at will. They are also capable of using detect magic at will. Also, at 1st level, the Inquisitor can cast dispel magic once per day at their caster level + their Charisma modifier. At 5th, 9th, 13th, 17th and 21st level, they gain the ability to use this spell once more. At 10th level, they can the ability to cast true seeing, gaining the ability to use it once more a day at 14th, 18th and 22nd level. If the Inquisitor takes dispel magic as one of his divine spells, starting at Level 11, they receive the same Wisdom-based bonus.
Magic Resistance: At 3rd level, the Inquisitor gains an SR of 5, which subsequently increases by one every second level.
Divine Spells: At 5th level, the Inquisitor gains the ability to cast a limited number of divine spells. They cast them, however, using their class level as the caster level. They gain bonus spells per day if they have a High Wisdom score.
Level 5: 1 1st-level spell
Level 6: 2 1st-level spells
Level 7: 2 1st-level spells
Level 8: 3 1st level spells, 1 2nd level spell
Level 9: 3 1st level, 2 2nd level spells
Level 10: 3 1st level, 2 2nd level spells
Level 11: 4 1st level, 3 2nd level spells, 1 3rd level spell
Level 12: 4 1st level, 3 2nd level, 2 3rd level spells
Level 13: 4 1st level, 3 2nd level, 2 3rd level spells
Level 14: 4 1st level, 4 2nd level, 3 3rd level spells, 1 4th level spell
Level 15: 4 1st level, 4 2nd level, 3 3rd level spells, 2 4th level spells
Level 16: 4 1st level, 4 2nd level, 3 3rd level spells, 2 4th level spells
Level 17: 4 1st level, 4 2nd level, 4 3rd level spells, 3 4th level spells
Level 18: 4 1st level, 4 2nd level, 4 3rd level spells, 3 4th level spells
Level 19: 4 1st level, 4 2nd level, 4 3rd level spells, 3 4th level spells
Level 20: 4 1st level, 4 2nd level, 4 3rd level spells, 4 4th level spells.
Levels 21: Do not gain any new spells, but advances in level
Ascension Power: At 20th level, Inquisitors gain the ability to use a form of disjunction once per day, which allows them to rob a spellcaster of all magical power for 1d4+1 rounds. The spell can also be used to destroy a single magical item permanently. The Spellcaster is allowed to make a Wisdom save to avoid this effect.
Inquisitor Spell List:
1st level spells: Bless/Bane, Command, Protection from Alignment, Resist Elements, Shield of Faith, Change Self, Identify, Read Magic
2nd level spells: Darkness/Light, Detect Traps, Hold Person, Silence, Detect Thoughts, Knock, See Invisibility
3rd level spells: Dispel Magic, Magic Circle Against Alignment, Glyph of Warding, Nondetection, Suggestion, Tongues
4th level spells: Discern Lies, Dismissal, Freedom of Movement, Sending, Minor Globe of Invulnerability, Detect Scrying, Arcane Eye[/b][/i]
Dark Elves and Dark Elven Inquisitor
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am