Elves

Elves are innate magic-users. Elven mages are the most terrifying of enemies. However, they are less physically durable than are other races, and have appreciably lower hit points. All Elves use the Magic User table to determine the number of spells they cast per day (except for Elven Magic Users). Except where noted elsewhere, Elves have the racial abilities in DDC p. 25. Elves gain resistance vs. dragon breath at 15th level. The Elven racial weapon is the Long Bow.

Given their innate magical power, Elves could dominate a campaign more than is desired. Their more difficult experience charts partially make up for this. The infamous Elf Ennui could also go a long way toward explaining why Elves don't rule the world. Just remember, this is Dungeons & Dragons, genre conventions come first, rationalizations aren't all that important.

Elf Fighter

Prime Requisites: Strength and Intelligence

Hit Dice: 1d6 per level to level 9, +1 hit point thereafter.

Special Abilities: Elf fighters gain fighter abilities and multiple attacks as a human fighter of equal level. Elven fighters can become Avengers or Knights, but an Elf who becomes a Paladin will be considered stuffy and ridiculous by his own kind.

Elf Cleric

Prime Requisites: Wisdom and Intelligence

Experience bonus: 5% for Wisdom of 13+ and Intelligence of 13-15, 10% for Wisdom 13+ and Intelligence 16-18.

Hit Dice: 1d4 per level to level 9, +1/2 hit point per level thereafter.

Weapons: short and long bows, any non-edged, non-piercing weapon not made with metal. Arrows must have stone heads (-1 damage).

Special Abilities: Clerical Spells as a human cleric. Elf clerics cannot Turn Undead and have all the restrictions of Druids starting at 1st level. They cannot cast from the Druid spell list until gaining 9th level. Elf Clerics must become Druids at 9th level, but Elf Druids are not limited in number and they continue to worship the Elven deities. Non-neutral Elf Clerics must become neutral (with all the penalties for changing alignment) to advance beyond 9th level. Healing magic does not work when cast on a non-elf. Elves cannot be raised from the dead, even by Elf clerics.

Elf Magic User

Prime Requisite: Intelligence

Experience bonus: +5% for Intelligence of 13+, +10% for Intelligence of 16+

Hit Dice: 1d3 per level up to level 9, +1/2 hit point per level thereafter.

Weapons: short and long bows, dagger, staff, blowgun, oil, water, net, rock, sling, whip

Armor: None

Special abilities: Elven Magic Users gain double the number of spells per day that human or other magic users have.

Elf Thief

Prime Requisites: Dexterity and Intelligence.

Experience bonus: 5% for Dexterity of 13+ and Intelligence of 13-15, 10% for Dexterity 13+ and Intelligence 16-18.

Hit Dice: 1d3 per level to level 9, +1 hit point per level thereafter.

Special Abilities: As for human Thief, except that Elves can read Magic-User scrolls at level 1 as per "Elves" in the D&D Cyclopedia. Elves have the following modifiers for Thief Special Abilities:

Elf Thief Skill Modifiers
Open Locks Find Traps Remove Traps Hear Noise
-10 +10 -10 +10

Elf Experience Tables
Level Cleric Fighter Magic-User Thief
1 0 0 0 0
2 3,500 4,000 4,500 3,200
3 7,000 8,000 9,000 6,400
4 14,000 16,000 18,000 12,800
5 28,000 32,000 36,000 25,600
6 57,000 64,000 72,000 52,000
7 106,000 120,000 136,000 96,000
8 230,000 250,000 280,000 210,000
9 360,000 400,000 460,000 320,000
10 540,000 600,000 690,000 520,000
11 720,000 800,000 920,000 720,000
12 900,000 1,000,000 1,150,000 920,000
13 1,080,000 1,200,000 1,380,000 1,120,000
14 1,260,000 1,400,000 1,610,000 1,320,000
15 1,440,000 1,600,000 1,840,000 1,520,000
16 1,620,000 1,800,000 2,070,000 1,720,000
17 1,800,000 2,000,000 2,300,000 1,920,000
18 1,980,000 2,200,000 2,530,000 2,120,000
19 2,160,000 2,400,000 2,760,000 2,320,000
20 2,340,000 2,600,000 2,990,000 2,520,000
21 2,520,000 2,800,000 3,220,000 2,720,000
22 2,700,000 3,000,000 3,450,000 2,920,000
23 2,880,000 3,200,000 3,680,000 3,120,000
24 3,060,000 3,400,000 3,910,000 3,320,000
25 3,240,000 3,600,000 4,140,000 3,520,000
26 3,420,000 3,800,000 4,370,000 3,720,000
27 3,600,000 4,000,000 4,600,000 3,920,000
28 3,780,000 4,200,000 4,830,000 4,120,000
29 3,960,000 4,400,000 5,060,000 4,320,000
30 4,140,000 4,600,000 5,290,000 4,520,000
31 4,320,000 4,800,000 5,520,000 4,720,000
32 4,500,000 5,000,000 5,750,000 4,920,000
33 4,680,000 5,200,000 5,980,000 5,120,000
34 4,860,000 5,400,000 6,210,000 5,320,000
35 5,040,000 5,600,000 6,440,000 5,520,000
36 5,220,000 5,800,000 6,670,000 5,720,000

Elf Saving Throws

Cleric
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-4 11 12 13 16 14
5-8 9 10 11 14 12
9-12 7 8 9 12 10
13-16 6 7 7 10 8
17-20 5 6 5 8 6
21-24 4 5 4 6 4
25-28 3 4 3 4 3
29-32 2 3 2 3 2
33-36 2 2 2 2 2

Fighter
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-3 12 13 13 15 15
4-6 10 11 11 13 13
7-9 8 9 9 11 11
10-12 6 7 7 9 9
13-15 6 6 6 8 8
16-18 5 6 5 7 7
19-21 5 5 5 6 6
22-24 4 5 4 5 5
25-27 4 4 4 4 4
28-30 3 4 3 3 3
31-33 3 3 2 2 2
34-36 2 2 2 2 2

Magic User
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-5 13 14 12 16 14
6-10 11 12 10 14 11
11-15 9 10 8 12 8
16-20 7 8 6 10 5
21-24 5 6 4 8 3
25-28 4 4 3 6 2
29-32 3 3 2 4 2
33-36 2 2 2 2 2

Thief
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-4 13 14 12 16 14
5-8 11 12 10 14 12
9-12 9 10 8 12 10
13-16 7 8 6 10 8
17-20 5 6 4 8 6
21-24 4 5 3 6 4
25-28 3 4 2 4 3
29-32 2 3 2 3 2
33-36 2 2 2 2 2

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