Elf Knights
Elf Knights have triumphantly rode across battlefields waging war against their enemies for thousands of years. Sure, humans have their knights who ride the battles and proudly champion their flag. Elf Knights ride the fields of battle sometimes riding for a flag, but many ride for all Elves. They are professional soldiers who have taken the Knights Code and live by it's creed. They might serve a nation, but they really serve their Goddess and Elf Nation. They constantly face death, but it is not a burden, but rather a constant reminder to face life living, not cowering in fear of death.
Elf Knights are usually military leaders who lead the warrior caste. The warrior caste consists of ranger, fighters, bards, and even barbarians, but they are lead by the Elf Knights. They train in the use of all weapons, armor, siege weapons, tactics, magic, and leadership qualities. Elf Knights make excellent leaders. Their code, The Knights code sets them apart from other warriors. The does vary from place to place, but it is always based on the ten standards of the Knights Code (1. Obey the Council, 2. Defend the nation, 3. No adultery, 4. Never surrender, 5. Obey, 6. Faithful to your word, 7. Live and honor your family, 8. Always champion justice and stop evil, 9. Destroy Elf enemies, 10. Always recognize other knights).
Elf Knights gain their power not only through their strength of arms, but also in the strength of their character. A Knight's charisma and strength of leadership are their main qualities. Elf Knights tend to go one of two directions, but their about as many types of Elf Knights as their are types of Elves. Some Elves become exceptional warriors and strictly apply their skills to their weapon skills and leadership abilities. Others combine their skill at arms, leadership abilities, and their innate magic abilities. Those that are strictly warriors see p24 in C&C, Knight.
ABILITIES
See p24; C&C, the Knight
Birthright Mount: They gain a Moon Horse mount with appropriate riding gear
Elf Knight Kit:
Special Benefits: Mounted Combat +1/3levels, Bows and Swords +1, Attack Drow +1, Elf Reaction +4, Knight/Nobility Reaction +2
Special Hindrances: The Knights Code, Must defend Elves, Fight all Elf Enemies
Optional Attribute Minimums: Strength 14, Dexterity 16, Constitution 15, Wisdom 12, Charisma 16
Optional Weapon Proficiencies: Lances (All), Swords (All), Long Bow/Long Composite Bow
Optional Non-Weapon Proficiencies: Riding (Horses), Heraldry, Birthrights (Moon Horse, Saddle, Blanket, Bridle/Bit, Sword, and Lance)
Spirit Defenders
Spirit Defenders are a unique breed. They are champions of nature (they are not ranger or druids). they ride a delicate balance between warrior and mystic, and yet they are both. Spirit Defenders usually only themselves, but many do not ride as defenders of the Goddess. They are usually wandering warriors who serve the nature itself, the Goddess. A Spirit Defender can use any weapon, but prefers honorable weapons. Weapons that are not usually used by cowards. Although they are capable woodsman and exceptional soldiers, so any weapon is viable if it serves a greater purpose.
Spirit Defenders are exceptionally trained warriors, but most of all they are exceptional survivors. They survive in many environments that are fatal even to experienced rangers. They can use any type of armor, although they prefer comfort over style. They are noble and are always treat others with the same kindness and respect given to all nobles.
ABILITIES
Varies, see classes; C&C
Spirit Defender Kit:
Special Benefits: Survival/Tracking +2, Elf Reaction +4, Nobility Reaction +2
Sense & Commune: The Spirit Defender can sense all 'Spirits' (Spirits are in all things) and they can communicate with those Spirits. The Spirit Defender makes a Wisdom (Sense)/Charisma (Communicate) Mod + Level roll minus the target's CR/Lvl (Creature Rating/Level) vs the CC. If successful then the Defender can either sense the presence of sentient spirits or communicate with them. If the Knight is attempting to communicate the spirit will answer a number of questions equal to the Defender's level or freely converse with the knight (I hope their an Elf, this might take a while).
Limited Spells, 4th: The Defender can attempt to cast spells. The spirit casts the spell on behalf of the Defender if the Defender makes a successful spell casting roll (Charisma Mod + Level - CR vs CC) if successful the spirit is willing to cast the magic for the Defender, but the spirit is limited to the spirit's level/CR and/or the spirits' innate abilities. The number of spells indicated represents the number of times a day they may attempt to use a spirit to cast a spell on their behalf (optional rule: the number of times is limited to the Spirit Defender's Level).
Bonus Spells, 4th: The Spirit Defender gains a number of bonus 'spells' equal to their Charisma modifier per day.
Level Zero 1st 2nd 3rd 4th
4 0 -  p; - -  p; -5 1 0 - - -
6 1 1 0 - -
7 2 1 1 - -
8 2 2 1 - -
9 2 2 2 0 -
10 3 2 2 1 -
11 3 3 2 1 -
12 3 3 2 2 -
13 3 3 3 2 0
14 3 3 3 3 1
15 3 3 3 3 1
16 3 3 3 3 2
17 4 3 3 3 2
18 4 4 4 3 3
19 4 4 4 4 3
20 4 4 4 4 3Spirit Spell Examples:
Zero Level:
All Elements: Detect Spells/Magic, Read Magic, Summon Elements
Air: Know Direction, Detect Good/Evil/Law/Chaos
Earth: Mending, Endure Elements
Fire: Light, Dancing Lights
Water: Cure Minor Wounds, Detect Poison
1st Level:
All: Resist Elements,
Air: Expedius Retreat, Feather Fall, Alarm
Earth: Magic Weapon, Sanctuary
Fire: Cause Fear, Shocking Grasp
Water: Cure Light Wounds, Remove Fear
2nd Level:
All: Enhance Attribute
Air: Lance of Air, Detect Thought
Earth: Endurance, Barkskin
Fire: Flame Blade, Flame Arrow
Water: Cure Moderate Wounds, Delay Poison
3rd Level:
All: Dispel Magic
Air: Haste, Wind Walk
Earth: Greater Magic Weapon, Prayer, Magic Circle
Fire: Call Lightning, Keen Edge
Water: Remove Disease, Cure Serious Wounds
4th Level:
All: Spell Immunity
Air: Discern Lies, Hallucatory Terrain, Air Walk
Earth: Death Ward, Spell Immunity
Fire: Flame Strike, Fireball
Water: Quench, Neutralize Poison, Restoration
Special Hindrances: Protect, obey, and fight the enemies of the Spirits
Optioanl Attribute Minimums: Constitution 13, Wisdom 14, Charisma 16
Optional Weapon Proficiencies: Swords (All), Bows (All), Sling, Spear, Club, Axes (All),
Optioanl Non-Weapon Proficiencies: Riding (Horses), Survival (All), Tracking, Heraldry,
Birthrights: Horse, Saddle, Blanket, and Bridle/Bit
Spirits
Spirits are innately in everything from the pebble to the mountain, the bubble to the sky, the puddle to the ocean, and the burning twig to the raging inferno. Anything that contains Fire, Earth, Water, or Air contains a spirit. Most of these spirits are never sentient, but many are sentient. If the right individual like a Shugenja, Spirit Defender, or anyone with the right commune spell can communicate with these Spirits. Often the spirits are grateful for the chance to communicate to the other sentient individual and they even grant their mystic abilities to lucky individuals. Most of the time the Spirit goes unnoticed, sometimes even centuries. The individuals who have the 'gift' are far and few between. Elves have the highest degree of 'gifted' individuals, but even they are far and few between. The type of spells the Spirits can cast vary from Spirit to Spirit, but they are never greater than the Spirit's CR. Many of their spells may seem arcane, but they are still divine since the spells are cast by the Spirit. Many believe that the Spirits are outsiders trapped in their elemental forms. Where they came from only the "Great Spirit" knows, and he isn't telling anyone.
Random CR Generator
Roll Type
1 Combination, 2 types
2-3 Fire
4-5 Air
6-7 Earth
8-9 Water
10 Combination, 3 types
Caster
Level Roll CR
1st-4th 1 NA
*d4 2-3 0
4 1
5th-6th 1 NA
*d6 2-3 0
4-5 1
6 2
7th-8th 1 NA
*d8 2-3 0
4-5 1
6-7 2
8 3
9th-10th 1 NA
*d10 2-3 0
4-5 1
6-7 2
8-9 3
10 4
11th-12th 1 NA
*d12 2-3 0
4-5 1
6-7 2
8-9 3
10-11 4
12 5
13th-14th 1 NA
*d12 2 0
3-4 1
5-6 2
7-8 3
9-10 4
11 5
12 6
15th-16th 1 NA
*d12 2 0
3 1
4-5 2
6-7 3
8-9 4
10 5
11 6
12 7
17th-18th 1 NA
*d12 2 0
3 1
4 2
5-6 3
7-8 4
9 5
10 6
11 7
12 8
19th-20th 1 NA
*d10 2 0
3 1
4 2
5 3
6-7 4
8 5
9 6
10 7
11 8
12 9