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22:07, 26th April 2024 (GMT+0)

[House Rules] Elf/Faefolk Variants for B/X.

Posted by DMFor group 0
DM
GM, 65 posts
Thu 23 Aug 2018
at 13:23
  • msg #1

Elf/Faefolk Variants for B/X

PIXIE
1.5 feet high with insectoid wings.
HD: d4
XP/Saves/Languages: As Elf
Weapons: Special
Armor: None (-2 AC bonus for size, DEX AC bonuses are doubled in flight)
Maximum Strength 9.
Walking speed 15". Flying Speed 30". Can fly for 3 turns then must rest for 1.
Abilities: As Elf
Hide in Shadows: as Halfling
Cannot fly when over Light Encumbrance
Can turn Invisible for one round per day per level.

Weapons allowed:
Pixie Sword 1d4
Pixie Spear (thrown as Dagger) 1d4

CENTAUR
[Under Construction]

GRAY ELF (DCC VERSION OF ELF)
Cannot wear iron armor (except mithril) or takes 1 HP damage per day. Sheathable weapons (swords etc.) are acceptable when the elf wears gloves and the pommel is wooden, wrapped in leather, etc.

+1 to hit on swords and bows, and +1 on rolls with one 1st level spell.

Receives one mithril item (armor or weapon) at 1st level as a gift from the King of the Nothern Elves. You still can't cast spells in armor (this makes mithril bucklers rather popular).
Does not get the XP penalty RAW Elves do.

SEA ELF

Gills: Sea Elves are amphibious and get +4 to swimming rolls, and can fight underwater with no penalty.They receive 1 point of damage for every day they don't immerse themselves in water. They must return to salt water to heal this damage immediately or 1hp/day in brackish water.

Armor and weapons: Sea elves shun iron armor and weapons that can rust and weigh them down while swimming, preferring more exotic materials like sharks teeth, stingray stingers, shell armor, etc.

Weapons: Spears, daggers, swords, clubs, nets, axes, tridents, crossbows
This message was last edited by the GM at 17:07, Tue 02 Oct 2018.
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