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Character Concepts (continued)
not unknown for one of these rangers to attack, and kill, intelligent humanoids who appear to be threatening the terrain of the Sacred Guardian.  Given the spread of civilization and the rapid destruction of the natural world that often accompanies it, many Sacred Guardians find themselves homeless wanderers, having failed in their sworn duty.  These wandering guardians can be extremely dangerous, swearing revenge on those who settled on the area formerly protected by the ranger.
    
Suggested Skills: Knowledge (nature), Knowledge (spirits), Move Silently, Survival
    
Suggested Feats: Self Sufficient, Nature's Blessing
    
Suggested PrCs: Hallowed Warden of Nature (custom)

Rogue
One of the most versatile career paths, rogues are common among the
eha-Alfr, whose carefree attitude, rebellious nature, and natural charm makes them perfect candidates to utilize the rogue's talents and skills.  Eha-Alfr rogues tend to be charismatic, diplomatic con artists and charlatans, who disarm their victims with a charming smile instead of mere street thugs.  The common image of a flamboyant, swashbuckling highwayman owes much of its imagery to eha-Alfr rogues of the past.  By contrast, pureblood elf rogues are much more secretive, not seeking to draw attention.  Pureblood elves who adopt the rogue's lifestyle often do so to perfect a set of skills that will help them discover the secrets of their race's true heritage rather than out of a desire to cheat or harm others.
Semmej's Hand (Star Elf variant): This small organization of star elf rogues was created centuries ago.  The word Semmej does not have a current translation. It apparently refers to a person, presumedly the founder of the group, but no Star Elf currently alive knows who the person was.  The goal of Semmej's Hand is to find out information, pure and simple.  In the past, much of the information sought by the group was magical in nature, specifically relating to nature magic and to fey creatures.  More recently, however, the members of Semmej's Hand have been collecting information on the other races and even on the other pureblood races.  The superiors of the order do not share why they wish to collect this information, other than to state the great importance of doing so. 
    
Suggested Skills: Bluff, Hide, Gather Information, Knowledge (local), Listen, Search
    
Suggested Feats: Investigator, Skill Focus (gather information)
    
Suggested PrCs: Spymaster

Sorcerer
Given the predeliction for most pureblood elves toward study and research, the role of wizards is much more common than that of sorcerers.  Still, some elves are considered to be "touched by magick", having formed a bond with magical forces since their birth.  Sorcerers are very rare among the
eha-Alfr, but certain aristocratic houses among the noble elves claim the presence of magical powers in the bloodline.  These houses take great pains to preserve the integrity of these magical bloodlines, and many secret deals are struck to arrange marriages between members of the different houses.  Sorcerers are more common among the pureblood elves, who seem to be more attune to the magical forces of the world.  Magical blood flows so strongly in the cloud elves that sorcerers are actually a favored class for them. Ocean's Fury (Cloud Elf variant): The Ocean's Furies (or simply Furies) are respected and feared members of cloud elf society.  Believed to be inhabited by the spirits of the ocean, these sorcerers are thought to channel its very power and wrath.  Looked on as nearly semi-divine beings, the Furies are given nearly the same level of respect as the Thunder Sons.  They typically lead rather solitary lives, as their personalities are somewhat volatile and they do not socialize well with others.  The birth of an Ocean's Fury is celebrated throughout the community, but they are quickly isolated from the rest of the population.  They receive their own living quarters and are not expected or encouraged to interact with the community unless the community leader requires their services. 
    
Suggested Skills: Concentration, Intimidate, Knowledge (nature)
    
Suggested Feats: Prodigal Wyrd, Spell Focus (adjuration or evocation)
    
Suggested Spells: Control Water, Endure Elements, Summon Monster (water-based creatures only), Water Breathing
    
Suggested PrC: Ocean's Fury (custom)

Wizard
The elves take quite naturally to studies of wizardry and magick.  Their longer lifespans allow them the opportunity to research complex magical problems and uncover the secrets of the past.  Even the
eha-Alfr, with their less structured attitudes and lifestyles, can become powerful practioners of magick.  The epitome of wizardy, though is thought by many to be the gold elf.  These pureblood elves have spent centuries honing their magical craft, attempting to recreate the powerful magicks of their ancestors. 
Arcane Archaeologist (Gold Elf variant): This particular field of wizardy deals with uncovering the secrets of the past, as most pureblood elves have a desire to do.  Arcane Archaeologists strive to discover the long lost secrets of creating powerful magicks.  There are literally hundreds of lingering magical effects created in a forgotten age, the effects of which cannot be duplicated with modern knowledge.  The golf elves believe that these effects were created by the elves, and their quest to find the source of these powers takes them on many journeys throughout the World Continent.  They sometimes trade information with members of Semmej's Hand, but they have a bitter rivalry with the Murchs's Guardians.     
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