Dragon 214 – The Complete Half-Elf kits (per AD&D 2a Ed.)

Half-elves are living enigmas, spanning

two cultural worlds, and are outcasts from

both. Prejudice is a daily reality for half elves.

They are not fully accepted by either

their human or elven contemporaries due

to their mixed heritage and the stereotypes

each race attributes to the other. Humans

tend to see half-elves as frivolous and lazy

wastrels, who will steal your money and

your daughter without a thought. Elves

(particularly Gray and Sylvan) tend to see

half-elves as greedy and power-hungry,

with little or no respect for nature. None

of these assumptions are necessarily true.

Being raised in such an environment gives

half-elves a unique perspective of the world.

They lack the fierce racial loyalty of most

other races, therefore they tend to rely

more on themselves. This self-reliance, combined

with relatively long life spans and

learning ability, make half-elves the most

versatile characters of all. If you count the

multi-classed combinations, half-elves have

more classes open to them than any other

race.

The character kits presented in the PHBR

series help to greatly expand a character’s

role and motivation. Most of the multi-classed

combinations for half-elves have no

character kits. This article alleviates this

lack by presenting kits for multi-classed

half-elves, finally giving such characters

identity. Please note that no kits for single-classed

half-elves are presented here as

those presented in the PHBR series (Complete

Fighter’s Handbook, Complete Thief’s

Handbook, Complete Priest’s Handbook,

Complete Bard’s Handbook, and Complete

Ranger’s Handbook), are in most cases just

as appropriate to half-elves as to humans.

Also note that some kits from the Complete

Book of Elves also may fit a half-elven character.

Check with your DM first, as some

kits, such as the Spellfilcher and the Bladesinger,

are usually available only to elves.

Note: Nonweapon proficiencies marked

with * are found in The Complete Thief’s

Handbook. A * * indicates a proficiency

from The Complete Bard’s Handbook.

 

Fighter/Thief kits

Shadowblade

Description: The Shadowblade is considered

an elite member of the thieving

community. She is a dark and foreboding

character combining the subtlety of a thief

with the deadly skills of a warrior. Many

thieves’ guilds will have one or two in their

employ. Other Shadowblades hire themselves

out to the highest bidder. Whether

it’s assassination, bounty hunting, enforcing,

or just plain larceny, if there is a roguish

job that requires some extra muscle,

the Shadowblade is the person to call.

Requirements: Shadowblades must

have a Strength of 13 or greater, and a

Dexterity of 12 or higher. As with all

thieves, they may not be of Lawful Good

alignment.

Role: As many half-elves find little acceptance

with the mainstream society, they

often feel more at home with thieves’

guilds (who pragmatically appreciate their

multi-faceted talents). Shadowblades are

well known and respected in the underworld

for their fighting skills.

Secondary skills: Any.

Weapon proficiencies: A Shadowblade

may spend her weapon proficiencies any

way she wishes. Whether or not multiclassed

fighters are normally allowed to

specialize in weapons, the Shadowblade

character should have this option.

Nonweapon proficiencies: Bonus:

Information Gathering*, Intimidation*,

Thieves’ Cant. Recommended: Blindfighting,

Disguise, Jumping, Tumbling, Endurance,

Tracking, Weaponsmithing, and

Alertness *.

Skill progression: Shadowblades usually

progress about equally in their thief

skills. The exception is Pick Pockets, which

they tend to find unimportant.

Equipment: No special equipment is

preferred. Like all multi-classed thieves,

Shadowblades may not use any thief skills

but Read Languages, Detect Noise, and

Open Locks in armor heavier than leather.

Special benefits: Shadowblades are

well respected in the underworld and

therefore receive a +2 to all reaction rolls

from thieves who know of the character’s

status. Shadowblades also gain a +10% to

Hide in Shadows, and a +5% bonus to

their Move Silently skills.

Special hindrances: Regardless of

actual alignment, Shadowblades have a

notorious reputation and therefore receive

a -2 to reactions from non-thieves and

-4 reaction from law enforcement officials

if they know of the Shadowblade

status. Shadowblades also receive a -10%

penalty to the Pick Pockets ability.

 

Military Scout

Description: The Military Scout has

many differences from the scout kit in the

Complete Thief’s Handbook, not the least

of which is an increased fighting ability.

This is a well-rounded intelligence gatherer,

as much a spy and guerrilla warrior

as a wilderness thief.

Requirements: The Military Scout

must have a Strength and Dexterity of 10

or more and an Intelligence of 11 or higher.

They cannot be lawful good.

Role: Just as the Shadowblade finds

acceptance in a thieves’ guild, some halfelves

find their niche in a standing army.

In the military, a half-elf’s talents usually

don’t go unnoticed, and their ability to

combine skills makes them excellent

scouts. They are trained for reconnaissance,

sabotage, and other intelligence

gathering, sometimes even infiltrating

enemy camps. As the opportunity for

treason is high for military scouts, they

are treated better than the common soldier

to maintain loyalty.

Secondary skills: Required: Bowyer/

Fletcher, Fisher, Forester, Hunter, or

Trapper/Furrier.

Weapon proficiencies: Military

Scouts must be proficient with a knife.

The other proficiencies may be filled as

the player wishes. Military Scouts may not

specialize in weapon use.

Nonweapon proficiencies: Bonus:

Direction Sense, Disguise, and Survival or

Tracking. Recommended: Alertness*, Fire

Building, Fishing, Modern Languages,

Weather Sense, Set Snares, Endurance,

Running.

Skills progression: Hide in Shadows,

and Move Silently are favored skills. Pick

Pockets and Open Locks are the least

important, but they still may be helpful in

information gathering.

Equipment: Scouts usually have standard

outdoor equipment: rations, a bedroll,

a knife, rope, etc. They usually take equipment

specific to the mission they are on,

often including a disguise kit.

Special benefits: When in a wilderness

setting, Military Scouts have a bonus

of +10% to the following thief skills: Find/

Remove Traps, Move Silently, Hide in

Shadows, Detect Noise, and Climb Walls

(for trees and cliffs). Military Scouts have a

patron who can provide aid, usually a

standing military unit. This is mostly a

role-playing consideration.

Special hindrances: In an urban

setting, Military Scouts have a -5% penalty

to all thief skills except Pick Pockets,

Open Locks, and Read Languages. Having

a patron can be a hindrance as well as a

benefit. Scouts must report to their commanders,

and may be called on missions

that go against the plans of the adventuring

party.

 

Fighter/Cleric kit

Crusader

Description: A Crusader is a half-elf

devoted to spreading of his faith. The

Crusader seeks to defend the faithful,

combat the church’s enemies, and bring

his religion to the heathens.

Specialty priests: If the Complete

Priest’s Handbook is being used, the following

priesthoods may have Crusaders as

well as clerics: Community, Culture,

Death, Everything, Evil, Fire, Good, Guardianship,

Justice/Revenge, Race (half-elf),

Redemption, Strength, War, and Wisdom.

Requirements: Crusaders must have a

Strength of 13 or greater, a Wisdom of 14

or higher, and a Charisma of 12 or greater.

They may not be of chaotic alignment, as

chaotic people hold the individual’s freedom

as or more important than the morals

the Crusaders attempt to spread. Although

most Crusaders are good, some are more

interested in destroying “infidels” than in

protecting the faithful. That type of Crusader

may be neutral or evil.

Role: This is as close to a paladin as a

demihuman can get. Like their human

cousins, Crusaders are holy warriors who

stand for a cause. However, this cause is

not always lawful good, although most

Crusaders are lawful good. Crusaders

always put the interest of their faith ahead

of their party.

Secondary skills: Required: Armorer,

Weaponsmith, or Scribe.

Weapon proficiencies: The Crusader

may spend his weapon proficiencies as is

wished. However, a crusader must abide

by the weapon restrictions of his faith.

Nonweapon proficiencies: Bonus:

Religion. Recommended: Etiquette, Heraldry,

Modern Languages, Riding (Landbased),

Ancient History, Spellcraft,

Blind-fighting, and Endurance.

Equipment: Crusaders should get the

heaviest armor and most deadly weapon

they can afford and that their priesthood

will allow.

Special benefits: When in combat

against a member of an opposing religion

or philosophy (the DM will decide which

priesthoods and creatures qualify), or in

defense of their own priesthood’s followers,

the Crusader gains a bonus of +1

on attack and damage rolls. Crusaders

have a permanent +1 to all saving throws.

Special hindrances: A Crusader must

serve his priesthood first and foremost.

The Crusader must try to convert or fight

those who oppose his religion, and defend

followers of the Crusader’s religion with

his life.

 

Fighter/Druid kit

Wilderness Avenger

Description: When nature is wantonly

abused and destroyed, those who care will

try to stop it. These people will use force if

necessary. Normally these individuals are

rangers. If the one destroying nature is

very unlucky, it will be a Wilderness

Avenger. These people are similar to rangers,

but rangers always show at least a

little mercy toward their opponents. Wilderness

Avengers are not so forgiving.

While not evil, they are more inclined to

believe the end justifies the means.

Specialty priests: If the Complete

Priest’s Handbook is being used, the following

priesthoods may have Wilderness

Avengers, as well as druids: Agriculture,

Animals, Earth, Elemental Forces, Fertility,

Hunting, Life/Death/Rebirth Cycle, Race

(half-elf), Seasons, and Vegetation.

Requirements: Wilderness Avengers

must have a Strength and Constitution of

14 or greater, a Wisdom of 12 or higher,

and a Charisma of 15 or greater. Neutrality

must be an element of their alignment.

They still must abide by the alignment

restrictions of their priesthood.

Role: Where rangers protect people

and natural creatures, Wilderness Avengers

are merely trying to preserve the

natural balance, and are not picky about

how they do so. They allow some hunting

and harvesting of wild animals and plants

(DMs: Please use common sense in determining

this), but if it upsets the balance of

nature, Wilderness Avengers are not

averse to using militant methods to stop it.

Wilderness Avengers normally get along

well with rangers, people they are often

confused with. They see the rangers’

overprotectiveness of the good races as a

flaw, however. They draw their power

from being in tune with the forces of

nature rather than a reverence for life.

Secondary skills: Required: Forester.

Weapon proficiencies: Scimitar and

one missile weapon (whether or not these

are allowed by the priesthood). All other

weapon proficiencies must be allowed by

the avenger’s priesthood.

Nonweapon proficiencies: Bonus:

Tracking, Survival, Animal Lore. Recommended:

Agriculture, Animal Handling,

Animal Training, Alertness*, Direction

Sense, Weather Sense, Herbalist, Hunting,

Fishing, Set Snares.

Equipment: Wilderness Avengers may

not wear metal armor, but may use metal

shields if allowed by their priesthood.

Special benefits: A Wilderness Avenger

gains a bonus of +1 on attack and

damage rolls when fighting “unnatural”

creatures. Such creatures include those of

extraplanar origin, undead, golems, and

artificially created beings. A Wilderness

Avenger also gains a 5% chance to hide in

natural surroundings and move silently

per level (use highest level; i.e., a 2nd/3rd

level fighter/druid Wilderness Avenger

would have 15% in both skills).

12 FEBRUARY 1995

Special hindrances: Wilderness

Avengers are rugged and unkempt looking,

thereby receiving a -3 to reactions in

urban social settings. They cannot specialize

in weapon use. A Wilderness Avenger

will not let an act of destruction against

nature go unavenged.

 

Fighter/Mage kits

Spellarcher

Description: Spellarchers belong to a

fraternity of half-elves fighting prejudice

and oppression. They fight to change the

rules of society with both arms and magic.

They combine the two, using their arrows

to increase the range of some spells.

Requirements: Spellarchers must

have a Strength of 9 or greater, and Dexterity

and Intelligence scores of 15 or

higher. They must be chaotic in alignment.

Role: Spellarchers are a self-proclaimed

group of half-elf freedom fighters. They

study magic in an unusual way; combining

it with archery. The method of spellarchery

has so far remained a mystery to all

but these half-elves. If a Spellarcher tries

to teach this to someone of another race,

other Spellarchers will hunt her down and

put an end to student and teacher permanently.

Secondary skills: Required: Bowyer/

Fletcher.

Weapon proficiencies: Required:

Spellarchers must specialize with the long

bow. They may not specialize in any other

weapon. The remaining weapon proficiency

slot may be filled as the player wishes.

Nonweapon proficiencies: Bonus:

Bowyer/Fletcher, Spellcraft. Recommended:

Fire-building, Herbalist, Reading/

Writing, Blind-fighting, Hunting, Running,

Survival.

Equipment: All Spellarchers start out

with a finely-crafted long bow (+1 bonus

to material saving throws) and a quiver of

flight arrows free of charge.

Special benefits: Spellarchers have

the ability to cast touch-delivered spells

onto their arrows and fire those arrows

normally. This allows such touch-delivered

spells to affect targets out of reach of the

Spellarcher. Obviously, spells that can be

cast only on the character’s self, such as

change self or chill touch are ineligible for

this ability. The spell-carrying arrow must

strike its target (i.e., a successful attack

roll) for the spell to take effect. All normal

saving throw attempts are allowed. Note

that even if the target makes his save vs.

the spell, he still takes damage from the

arrow. If the arrow misses its target, the

spell is lost. (DMs: One possible exception

to this is if the spell-carrying arrow strikes

a viable target for the spell other than the

one the Spellarcher intended to hit. Use

the grenade-like missile rules and scatter

diagram on pages 62-63 of the DMG to

determine where the errant missile falls.)

Special hindrances: Spellarchers may

not cast spells from the school of divination.

They may never wear any armor.

Spellarchers must aid the cause of halfelves

over the rules of elves, humans, and

other races.

 

Aristocrat

Description: Occasionally a human

noble and an elf will marry. Their half-elf

children are brought up in luxury, with

the best schools and tutors money can

buy. Although almost any character may

by a member of the aristocracy, not all are

eligible for the Aristocrat kit. The Aristocrat

is a foppish, swashbuckling dandy

who combines swordplay with lessons in

sorcery. The Aristocrat is the epitome of

elegance and wit.

Requirements: Aristocrat PCs must

have a Strength of 9 or greater, and Dexterity

and Intelligence scores of 13 or

higher, and a Charisma of at least 14.

Role: The Aristocrat excels at three

arts: fencing, sorcery, and looking good.

She prefers to use light “gentleman’s”

weapons rather than the bastard swords

and battle axes. Aristocrats’ abilities and

status make them tend to feel that they

are better than others. This usually annoys

other characters, but their wit and

charm makes Aristocrats hard not to like.

The Aristocrat can be honorable and

naive, a fun-loving prankster, or a spoiled

machiavellian conspirator.

Secondary skills: Usually none; Aristocrats

don’t need to earn a living.

Weapon proficiencies: All the Aristocrat’s

initial proficiencies must be filled

with the following weapons: main gauche,

rapier, sabre, stiletto, and crossbow (hand

or light). The Aristocrat may specialize in

one of the above weapons, and once specialized,

she may never specialize in another

weapon.

Nonweapon proficiencies: Bonus:

Etiquette, Heraldry, Reading/Writing.

Recommended: Animal Handling, Animal

Training (falcon), Dancing, Riding (Landbased),

Appraising, Disguise, Gaming,

Tumbling, Spellcraft, Musical Instrument.

Equipment: See below.

Special benefits: The Aristocrat starts

with twice as much money as a normal

fighter. She also may be able to demand

shelter in many places (especially from

other nobles). Aristocrats may take rogue

proficiencies at the normal cost. Because

of an Aristocrat’s debonair charm, a bonus

of +3 is given on reaction rolls to members

of the opposite sex. When armed

with the specialized weapon, the Aristocrat

gets a +1 bonus to her armor class

due to extensive training from childhood.

Special hindrances: An Aristocrat

will not tolerate shoddy goods and services,

and demands the best that money can

buy. In game terms, this relates to being

charged 1.5 to 2 times the normal prices

for items. Less may be accepted in an

emergency, but if it becomes a habit the

Benefits of this kit can be lost. Other

wealthy individuals also may demand

shelter from the Aristocrat.

 

Cleric/Ranger kit

Rescuer

Description: Getting lost or injured in

the wilderness can be a fatal experience in

a fantasy campaign. The frequency of

man-eating monsters and infrequency of

fellow travelers to provide aid makes such

a predicament seem hopeless. Luckily,

some half-elves have devoted their lives to

the humanitarian cause of finding and

aiding those who require help, be they

human, demihuman, humanoid, or animal.

Requirements: A Rescuer requires a

Strength of 14 or greater, a Dexterity of 13

or higher, and a Wisdom of at least 15.

Like all rangers, a good alignment is

required.

Role: For religious or moral reasons,

the Rescuer finds fulfillment in helping

others. Although usually a member of an

organized religion, the Rescuer finds true

spiritual communion in the majesty of

nature rather than in a man-made church.

The Rescuer’s goals may not fit in with the

party’s goals, as she feels the need to provide

help to any unfortunates. Many parties

would do well to learn from the

Rescuer’s example.

Specialty priests: If the Complete

Priest’s Handbook is being used, the following

priesthoods may have Rescuers:

Animals, Culture, Dawn, Everything,

Good, Guardianship, Healing, Light, Moon,

Nature, Oracles/Prophecy, Peace, Race

(half-elf), Redemption, Strength, Sun, and

Wisdom.

Secondary skills: Any.

Weapon proficiencies: None are

required. Weapons chosen must be allowed

by the PC’s priesthood.

Nonweapon proficiencies: Bonus:

Tracking, Survival, Healing. Recommended:

Direction Sense, Fire-building,

Rope Use, Weather Sense, Herbalist, Religion,

Animal Lore, Endurance, Hunting,

Mountaineering.

Equipment: A Rescuer should have

standard outdoor equipment, as well as a

healing kit.

Special benefits: The innate kindness

of a Rescuer always seems to shine

through, giving her a +3 bonus on reaction

rolls to good or neutral beings. Because

a Rescuer draws spiritual power

from nature as well as a deity, any healing

spell cast in natural surroundings receives

a +1 point per die bonus to hit points

regained. Any animal followers of the

Rescuer may be trained to help locate and

escort people to safety automatically after

being with the Rescuer for one month.

Special hindrance: A Rescuer must

aid any living creature in need if she is

able. This rule does not extend to the

character’s species enemy, or to nonliving

creatures, such as undead. Although Rescuers

will fight and kill in self-defense or

in the defense of their allies, they try to

heal friends and enemies alike after the

battle is over. Rescuers may kill creatures

for food to feed themselves and their

allies.

 

Mage/Cleric kit

Arcanist

Description: The Arcanist is a half-elf

in search of esoteric knowledge, arcane

lore, and spiritual enlightenment. An

Arcanist’s entire life is devoted to gaining

knowledge of the supernatural. Because of

a half-elf’s dual-world upbringing, many

do not think along conventional lines.

Thus, the Arcanist considers priestly magic

and wizardry to be merely extensions of

one another. The Arcanist considers himself

to be a practitioner of an entirely

different, more pure form of magic, and

hopes to eventually attain mastery of all

spells.

Requirements: The Arcanist must

have Intelligence and Wisdom scores of at

least 15.

Specialty priests: If the Complete

Priest’s Handbook is being used, all forces

and philosophies may have Arcanists, as

well as the deities of Ancestors, Arts,

Culture, Darkness/Night, Dawn, Death,

Everything, Fertility, Fate/Destiny, Light,

Magic, Messengers, Mischief/Trickery,

Moon, Oracles/Prophecy, Peace, Race (halfelf),

Sites, Sun, Time, War, and Wisdom.

Role: The Arcanist is a very useful

addition to a party, not only for the benefits

of his spells, but also for the vast

knowledge of various mystical subjects

this character possesses. This character is

fascinated by all forms of magic and is

constantly seeking to add to his store of

arcane knowledge, and will often accompany

adventures just to encounter new

magical items, spells, or creatures.

Secondary skills: Required: Scribe.

Weapon proficiencies: Any allowed

by the priesthood.

Nonweapon proficiencies: Bonus:

Ancient History, Reading/Writing, Religion,

Spellcraft. Recommended: Heraldry, Ancient

Languages, Astrology, Herbalist.

Equipment: Aside from spell books

and religious symbols, none are required.

Only elven chain mail may be worn by

Arcanists.

Special benefits: The Arcanist has an

ability similar to the Bard’s magical-item

identification (legend lore) ability. The

Arcanist has a 5% chance per level to

identify the history and background of

any magical item she encounters.

Special hindrances: The Arcanist has

a “spooky” feel to her, and has a -2 reaction

penalty to all characters except spellcasters

(wizards, priests, paladins, rangers,

and bards).

 

Thief /Mage kits

Guild Mage

Description: A wizard can be a very

useful addition to a thieves’ guild. A sleep

spell on guards, invisibility, spider climb,

darkness, Tenser’s floating disk, and many

other spells are invaluable in pulling off a

heist. Many thieves’ guilds have therefore

found it in their best interest to hire a

Guild Mage or two. Although elves and

gnomes (and dual-classed humans) may be

employed by guilds as resident mage/

thieves, only half-elves are eligible for the

Guild Mage kit.

Requirements: Guild Mages require

Dexterity and Intelligence scores of 13 or

greater. They may not be lawful good.

Role: As stated under the Shadowblade

Kit, many half-elves find the acceptance

lacking in their communities to exist in a

thieves’ guild, and guilds make use of halfelves’

multi-faceted talents. Half-elves that

show both magical and larcenous promise

are trained to be Guild Mages.

Secondary skills: Any.

Weapon proficiencies: Any normally

allowed to thieves.

Nonweapon proficiencies: Bonus:

Information Gathering*, Reading/Writing,

Thieves’ Cant. Recommended: Disguise,

Forgery, Gaming, Local History, Ventriloquism.

Skill progression: Guild Mages have

no preference.

Equipment: No special equipment is

needed by most Guild Mages. They may

not wear any armor.

Special benefits: Due to his close

association with professional thieves, a

Guild Mage gains a bonus of +5% to his

abilities to Open Locks, Hide in Shadows,

and Climb Walls.

Special hindrances: A Guild Mage is

not used for petty thefts, and has a -15%

penalty to his Pick Pockets skill.

Prestidigitator

Description: This mage/thief is similar

to the bard in that they both have a talent

for entertaining crowds. The Prestidigitator,

however, not only entertains crowds,

but robs them blind as well. A showman

and con man, a Prestidigitator exemplifies

the trickster.

Requirements: An Intelligence of 12

or greater, a Dexterity of 11 or higher, and

a Charisma of 15 or greater are required

of the Prestidigitator. They may not be

lawful good.

Role: A Prestidigitator is a half-elf who

turned to magic as a means of getting

attention, but was always a rogue at heart.

Often, mages will earn a living showing off

their magical skills to entertainmentstarved

crowds. A Prestidigitator combines

sleight-of-hand with real magic to

excel in this career. She also can boost her

income by picking a few pockets at the

show, and burgling a few houses before

moving on to the next village.

Secondary skills: Required: Gambler.

Weapon proficiencies: Any available

to thieves, but they prefer small, easily

concealed weapons such as knives.

Nonweapon proficiencies: Bonus:

Crowd Working* *, Observation. * Recommended:

Animal paining, Etiquette, Modern

Languages, Local History, Disguise,

Gaming, Ventriloquism, and Fast Talking. *

Skill progression: The Prestidigitator

makes use of the Pick Pockets skill far

more than any others. All other skills are

useful to help get the character out of

sticky situations when luck runs out.

Special benefits: The Prestidigitator

has two main abilities. The first is sleightof-

hand or prestidigitation. With a successful

Pick Pockets roll, the Prestidigitator

can perform simple yet impressive tricks

of “stage magic.” The DM should modify

this roll to fit the situation as is appropriate.

For instance, palming a small coin

should be done at a +15% bonus, while

making a small animal (like a rabbit) disappear

should have a -15% penalty. Obviously,

making something the size of an

elephant disappear would take a lot of

preparation or real magic to pull off. Although

not a specialist, the Prestidigitator

prefers spells from the schools of illusion/

phantasm and conjuration/summoning.

She gains a bonus of +5% to learn spells

from these schools.

Special hindrances: Prestidigitators

suffer a -5% penalty to learn spells from

any school other than the two listed

above. Half of a Prestidigitators initial

discretionary thiefly skill points must go to

the Pick Pockets skill.

 

Fighter/Mage/Cleric kit

Redeemer

Description: A Redeemer is a half-elf

who combines spiritual, martial, and magical

skills to help destroy a foe. He is a

serious character dedicated to bringing

vengeance on a nemesis. Generally, this

foe also is an enemy of the church, and

the Redeemer considers this creature to

be an abomination.

Requirements: A Redeemer must

have Strength, Wisdom, and Intelligence

scores of 14 or greater and also must be of

lawful alignment due to his intense dedication

to the destruction of a specific enemy.

Specialty priests: If the Complete

Priest’s Handbook is being used, the following

priesthoods may also have Redeemers:

Competition, Culture, Everything, Evil,

Good, Justice/Revenge, Light, Race (halfelf),

Redemption, and War.

Role: A Redeemer has made it his life’s

purpose to hunt down and kill a certain

foe. Often this is because of a childhood

tragedy that the Redeemer feels compelled

to avenge. This intensity often makes the

Redeemer seem to be grim and brooding.

The Redeemer will try to persuade other

characters to aid this personal war.

Secondary skills: Any.

Weapon proficiencies: Any allowed

by the PC’s priesthood. Redeemers may

not specialize in weapon use.

Nonweapon proficiencies: Bonus:

Ancient History (for species enemy), Blindfighting.

Recommended: Religion, Spellcraft,

Endurance, Hunting, Tracking,

Weaponsmithing.

Equipment: Redeemers always carry

any weapons or items specifically designed

to take advantage of a foe’s weaknesses.

For example, if the species enemy is werewolves,

the Redeemer will never leave

home without a good supply of silvered

weapons. Redeemers may cast wizard

spells only when clad in elven chain mail

or no armor.

Special benefits: The Redeemer has a

special species enemy of the player’s

choice, similar to a ranger. The character

has a bonus of +1 bonus on attack and

damage rolls, and a +1 bonus to armor

class when fighting that creature only.

Special hindrances: A Redeemer’s

hatred for his species enemy runs deep,

and may become irrational. If an opportunity

to attack a species enemy occurs and

the player does not wish his character to

attack, the character must roll under his

Wisdom to avoid taking this action.

 

Fighter/Mage/Thief kits

Dilettante

Description: A Dilettante is a half-elf

who has difficulty finding a niche. As a

result, she becomes the proverbial “jack of

all trades, master of none,” drifting from

profession to profession.

Requirements: A Dilettante must have

a 12 or greater in all characteristics except

Wisdom, as Dilettantes often, but not

always, lack self-discipline implied by a

high Wisdom score. They also lack the

dedication to be of any lawful alignment.

Role: Dilettantes have trouble staying

with one job for very long, but this is

certainly not due to any lack of talent or

intelligence. Along their way, they dabble

in warrior, rogue, and mage skills, among

others. Dilettantes usually are from one of

the upper classes, much like Aristocrates,

for the lower classes are not often afforded

the opportunity to drift through various

crafts. Many humans also resemble

Dilettantes, but they don’t have as long of

a life span as half-elves, and therefore

don’t learn as many skills as a Dilettante.

Secondary skills: A Dilettante should

roll 1d6 times for secondary skills.

Weapon proficiencies: Any. As with

most skills, Dilettantes may not specialize

in weapon use.

Nonweapon proficiencies: Bonus:

None, but see “Special benefits” below.

Recommended: Any.

Equipment: No special equipment is

required of the Dilettante. They prefer

goods and services of the highest quality,

but this is not a requirement.

Special benefits: Dilettantes may

choose nonweapon proficiencies from the

warrior, mage, and rogue groups at normal

cost. Further, they get three extra

nonweapon proficiency slots.

Special hindrances: A Dilettante may

never devote extra proficiency slots to any

nonweapon proficiency to improve that

skill. She also may never devote more than

five points (ten points at first level) per

level to any single thief skill. Dilettantes

receive a -2 penalty to reaction rolls from

any serious artist or scholar, as these

individuals are annoyed with the superficial

dabbling of the Dilettante.

 

Diplomat

Description: Being from two distinct

cultures and having to walk the line between

them, half-elves make excellent

diplomats. Although a half-elf of any class

may learn the arts of diplomacy, only a

Fighter/Mage/Thief is eligible for this kit,

for they alone have the well-rounded

abilities suited to this profession.

Requirements: A Diplomat needs a

Strength and Dexterity of 9 or greater, an

Intelligence of 12 or higher, and a Charisma

of 14 or greater. Unlike most

thieves, they may be of any alignment.

Role: A half-elf Diplomat’s job is to

moderate disputes and attempt to keep

peace between two nations (usually either

human or elven). They learn many skills to

aid them in their career. In their party, the

Diplomat will be the individual to call

upon to parley with monsters. The other

skills make her just as valuable an asset

when negotiations fail.

Secondary skills: Scribe.

Weapon proficiencies: The Diplomat

should be proficient with at least one

small, easily concealable weapon (dagger,

knife, hand crossbow, etc.). Diplomats may

not specialize in weapon use.

Nonweapon proficiencies: Required:

The Diplomat must purchase at least two

extra Modern Languages. Bonus: Etiquette,

Local History. Recommended: Fast Talking,

Heraldry, Ancient History, Reading/

Writing.

Equipment: Although no special equipment

is required of a Diplomat, heavy

arms and armor tend to make one look

more threatening than is preferred in

such a profession.

Special benefits: Due to his dealings

with them, a Diplomat has a +4 bonus to

reaction rolls for leaders or politicians of

any other race. Diplomats occasionally

may be offered “diplomatic immunity” for

crimes, but this will depend on the country

of operation, and possibly the crime in

question.

Special hindrances: Diplomats do not

operate with as much freedom as other

characters. They are still in the employ of

and are answerable to their king or queen.

Further, if the Diplomat character does

offend a foreign nation, the king or queen

will hasten to discipline the character to

keep peace.

 

Conclusion

These kits should help the half-elves in

your campaign expand their identities, but

this list is by no mean complete. DMs are

encouraged to modify these kits to suit the

campaign or invent new kits. Half-elves

from the DARK SUN® setting of Athas, or

the dark domains of the RAVENLOFT®

campaign could be radically different than

those of most AD&D games. Players and

DMs alike always should be considering

options to make the games more fun for

everyone.

Nonostante, nella vita reale, i protagonisti di questo blog abbiano un'occupazione, abitudini sane ed interessi culturali, essi amano indossare una maschera e, periodicamente, oltre la porta della fantasia, cimentarsi con intrighi politici, tesori nascosti, tombe di famigerati stregoni e quanto di più bizzarro vi possa venire a mente. Qui si narrano le vicende delle loro Compagnie.

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