Home The Outcast

Elf

Elves live long, contemplative lives. Physically they are generally tall and slender with pointed ears. They prefer to live in the deep woods, where they use their arts to shape the trees into comfortable and elaborate dwellings. In the new world they often mourn the loss of their libraries. They were cast out of the realm of Surrush for the sin of pride, considering their peers as lesser than themselves. Awakening to find themselves in a strange forest, the elves were overcome with grief and rage at the slight from Surrush. Despite being placed in a food forest, they nearly starved out of sorrow. Finally, Orator Malon organised his people to begin harvesting food and taking care of themselves again.

This currency is round porcelain coins in 1, 10, 50, 100, and 1000 denominations. They call it the chi.

10 elf chi = 1 standard gold

Music

Town Music

Battle Music

Services

Apothecary - run by Esala, an elf woman of indeterminate age.

Smith - run by Tamerlaine and her apprentice Aydemir.

Tailor - run as a side business by Kanika, her main business is weaving.

Grocer - Linnea runs this shop as a middleman operation between the harvesters in the forest and the town-dwellers.

Magic Shop - run by Leclaire and Cole, offers wands, scrolls, and wondrous items; leave items there for enchanting.

Amphitheater - a portion of their old world they were allowed to keep, this is where Malon may be found conducting business.

Food Carts - a collection of food carts in the town center to serve the needs of visitors on a rotating roster.

Hostel - for a small fee a bed and cupboard may be rented in this bunkhouse. Food is not served.

NPCs

Orator Malon

Male Elf Bard 20

CG medium elf

Init +7; senses perception 18, low light vision

DEFENSE

AC 36, touch 25, flat-footed 23

HP 90

Fort +13; Ref +23; Will +19; +2 to save vs enchantment

Defensive abilities

immune to magic sleep

1/day when struck by a crit or sneak attack, wearer can choose to use the blood splatter to bind the attacker to a simple restriction. DC 19 Will to resist, spell resistance 19(18 w/out buckler)

OFFENSE

Speed 30ft

Melee Rapier of puncturing +26/+21+16 (1d6+4+4+1 bleed) 18-20/x2

Ranged shortbow of second chance +26/+21/+16 (1d6+4+4) x3 60ft

Special Attacks

bardic performance: 48 rounds per day; countersong, distraction, fascinate DC 24

inspire courage +4 to ally attack and damage rolls

inspire competence +6 to ally skill checks

suggestion DC 24

dirge of doom enemies are shaken

inspire greatness 4 targets including bard get 2 bonus hit dice +2 to attack rolls +1 to fort saves

soothing performance mass cure serious wounds remove fatigued sickened and shaken conditions

frightening tune will DC 24 or frightened and flees

Inspire heroics 2 characters gain +4 on saving rolls and AC

mass suggestion make suggestion on any number of characters already fascinated

deadly performance DC 24 or die if save succeeds then target is staggered for 1d4 rounds.

Bard Spells known (CL 20th; Concentration +27)

6th (6/day) - mass cure moderate wounds (DC 23), geas/quest, overwhelming presence (DC 23), Greater scrying (DC 23)

5th (6/day) - mass cure light wounds (DC 22), Deafening song bolt (DC 22), shadowbard, song of discord (DC 22)

4th (6/day) - mass charm person (DC 21), cure critical wounds (DC 21), dimension door, speak with plants, bountiful banquet, detect scrying

3rd (7/day) - adjustable disguise, cure serious wounds (DC 20), fear (DC 20), lesser geas, scrying (DC 20), speak with animals

2nd (7/day) - Blistering invective (DC 19), calm emotions (DC 19), contagious zeal (DC 19), cure moderate wounds (DC 19), page-bound epiphany, psychic reading

1st (7/day) - Biting words (DC 18), charm person (DC 19), cure light wounds (DC 19), unseen servant, disguise self, enhance water (DC 19)

0th (at will) - dancing lights, detect magic, Ghost sound, mending, prestidigitation, read magic

STATISTICS

Str 14, Dex 24, Con 16, Int 22, Wis 16, Cha 24

Base Atk +15; CMB +17; CMD 34

Feats Persuasive

Skills Bluff +20, Climb +10, Craft(basketweaving) +14, Diplomacy +34, Fly +15, Handle animal +20, Intimidate +17, Knowledge (arcana) +29, Knowledge (dungeoneering) +19, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +29, Knowledge (nobility) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +18, Perform (oratory) +30, Profession(administration) +26, Sense motive +26, Sleight of hand +20, Spellcraft +19, Survival +16, Swim +10

Languages Elven

SQ

versatile performance: roll perform skill for act, comedy, dance, keyboard instruments, oratory, percussion, sing, string, and wind instrument checks.

well versed: +4 to save vs bardic performance, sonic, and language-dependent effects.

Gear Advocate’s Armor, Buckler of Spell Resistance +5, Rapier of Puncturing, Shortbow of Second Chance, Belt of Physical Perfection +6, Robe of the Resplendent Thespian, Eyes of Charming, Boots of Teleportation, Headband of Mental Superiority +6, Necklace of Netted Stars, Wings of Flying, Bracers of Armor +8

Elven Aristocrat

Elven Aristocrat 5

NG medium elf

Init +4, Senses Perception +5, low light vision

DEFENSE

AC 24, touch 22, flat-footed 20

HP 21

Fort +2, Ref +5, Will +3

OFFENSE

Speed 30

Melee dueling dagger +1 (1d4+1+1) 19-20/x2

Ranged shortbow +1 (1d6+1+4) x3

STATISTICS

Str 12, Dex 18, Con 12, Int 20, Wis 8, Cha 10

Base Atk +3; CMB +4, CMD 18

Skills Appraise +11, Bluff +8, Craft(tree husbandry) +13, Diplomacy +8, Handle animal +8, Knowledge (nature) +13, Perception +5, Perform(oratory) +8, Profession(administration) +5, Sense motive +5, Survival +5

Languages Elvish

Gear silken ceremonial armor +1, shortbow +1, dueling dagger +1, if outside town, bag of holding I, elven absinthe, bedroll, blanket, folding chair, cot, soap, large tent, mirror, silk rope, everburning torch, sangwine, caviar, cheese x5, chocolate, elven trail rations x10, journal, ink, noble's outfit, cushioned inserts, mask, elven jewelry, perfume x3, 13173 elven chi