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Background InformationEdit

Shields
The Shield Elves are likely to be the most peaceful of all races due to their protective nature. By protecting the things one holds dear in such a complete way is the ultimate goal of these people and they do not disappoint- some by cultivating their very body into an impenetrable defense.

Societal InformationEdit

From the day a Shield Elf is born they are taught the ways of the Shield. They build tight-knit families and in this way are ready to overwhelm foes in times of duress.

Racial InformationEdit

  • Ability Boon:+2 Strength & +2 Wisdom/Dexterity
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Languages: Common, Elven, (Plant Awareness)
  • Natural Resistance: +1/lvl Saving Throws, Damage
  • Preferred Classes: Fighter, Sorcerer
  • Size: Medium
  • Speed: Elves have a base speed of 20 feet (4 squares)
  • Vision: Dark Vision
Level Power Spell
1

Elemental Body I

Summon Monster II :: Close Range. 1 round/level. Small Elemental.
3

Elemental Strike :: Through either physical contact or some tool as a conduit an Elf can add a point of elemental damage per level and half their level to-hit. Fortitude save against AC decrease.

Elemental Ray :: At this level an Elf sorcerer may discharge in a 15ft spray their affinity to administer damage and an effect on their enemies. 1d6 + 1/2 level. Reflex save for 1/2damage. Fort save against AC decrease.
5 Summon Monster IV :: Close Range. 1 round/level. Medium Elemental Animal.
6 Elemental Body II
7 Protect ::This spell, once bestowed, grants 12 points/level of elemental protection. 10 min/lvl.
9 Elemental Aura :: By channeling their affinity through their body an Elf may emit 2d6 damage for 1 round per level in a radial sphere of 5 feet per level. Reflex save for 1/2damage. Fort save against AC decrease. Summon Monster V :: Close Range. 1 round/level. Large Elemental.
11 Protect Group :: 12 points/level of elemental protection. [10min/lvl] divided between members.
12 Elemental Body III
13 Swarm I :: Close Range. 1 round/level.
15 Elemental Movement :: Rune :: Able to lay a spell that will discharge upon an enemy's proximity. 2d6 + 1/2 lvl damage. Reflex save 1/2 damage. Fortitude save AC decrease. Close range.
17 Summon Monster VI :: Close Range. 1 round/level. Huge Elemental.
18 Elemental Body IV
19 Greater Protect :: This spell, once bestowed, grants 24 points/level of elemental protection. 20 min/lvl.
21 Summon Monster VII :: Close Range. 1 round/level. Greater Elemental.
22 Trigger Blast ::
23 Greater Protect Group :: This spell, once bestowed, grants 24 points/level of elemental protection. [20 min/lvl] divided between members.
25 Elemental Armor Summon Monster VIII :: Close Range. 1 round/level. Elder Elemental.
27 Greater Rune :: Able to lay a spell that will discharge upon an enemy's proximity. 4d6 + 1/2 lvl damage. Reflex save 1/2 damage. Fortitude save AC decrease. Medium range.
28 Absorb :: Swarm II :: Medium Range. 1 round/level.
29 Elemental Gate ::

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