Tuesday, March 5, 2024

Elf Variant for Delving Deeper V4b

The following rules only apply to Player Character Elves. NPC Elves follow the default rules.

Any special abilities of Elves not mentioned below (see pg. 15 of Vol. 1 "Heroes & Magic) remain unchanged.

Max Level: Fighter 8/Magic-User 8.

No class switching or dividing XP between classes. E.G. A Level 2 Elf is both a Level 2 (modified) Fighter and a Level 2 (modified) Magic-User. (Think of the Elf class in B/X, for example.) They begin "dual-classed."

To-Hit: As Fighter

Spells Per Day: As Magic-User

Prime Requisite: Strength OR Intelligence, whichever is lower.

Elves do NOT have the ability to "multi-attack" normal types (<3 HD enemies) the way that Human Fighters and Monsters do.

Elves do NOT gain a damage adjustment for having 15 or greater Strength the way that Human Fighters do.

Normal types do NOT require a positive morale check to stand their ground if a Level 8 Elf charges them.

Can only cast spells while wearing MAGICAL armor or no armor. "Armor" includes shields.


Level     XP Needed         HD        Poison Wands/Rays Paralysis Breath Spells

1             0                 1         12         13         13 15         15

2             5,000         2         12         13         12 15         15

3             10,000         3         10         11         12 15         14

4             20,000 4         10         11         11 12         12

5             35,000 5         10         11         11 12         12

6             65,000 6         8         9         10 12         12

7             130,000         7         8         9         10 12         12

8             240,000         8         8         9         9 9         9


Advantages of this Elf Variant over the Default Elf:

-No confusing/annoying need to split XP between two classes or to pick a class before each gameplay session

-More HP/HD (Level 8 Elf is on par with Level 12 Cleric and better than Level 12 Magic-User)

-Better To-Hit (Level 8 Elf is on par with Level 12 Cleric and Magic-User)

-Better Saving Throws (still not as good as any Level 12 human overall)

-Awareness of invisible opponents within 3' at Level 8


Level 12 Fighter Advantages Over Elf Variant:

-More HP/HD

-Better To-Hit

-Able to "Multi-Attack," deal +1 damage with 15 or greater Strength, and (at Level 8) force morale checks upon normal types when charging

-Better Saving Throws

-Can build a stronghold, attract/lead an army, and take over territory

-Much less XP needed per level


Level 12 Magic-User Advantages Over Elf Variant:

-More Spells Per Day

-Access to 5th and 6th-Level Spells

-Can craft Enchanted Items

-Better Saving Throws (except Breath)

-Can build a stronghold, attract/lead an army, and take over territory

-Much less XP needed per level


Inspired by the Elf Variant in White Box Fantastic Medieval Adventure Game.