Sunday, February 3, 2013

HOLMENTZER ELVES

[so I plan to sweep through races for Holmentzer - class & race generally comes from Holmes Blue Book, i.e. Holmentzer Player's Handbook; however, there are a few key spots where Mentzer DMR adds a nuance to make it something singular - this race is a good example]
HOLMENTZER ELVES

Elves are five or more feet in height, slim of build, weigh about 120 pounds and have fair to tan skin. They can use all the weapons and armor of the fighting man*, including all magical weapons, and can also cast spells like a magic-user. They can detect secret hidden doors about one-third of the time. They have infravision; like dwarves, they can see 60 feet in the dark. They are not paralyzed by the touch of ghouls. Elves can speak the languages of orcs, hobgoblins and gnolls as well as Elvish and the Common speech they share with men, dwarves, and halflings. Thus, they have the advantages of both fighting men and magic-users as well as certain special capabilities of their own*.

Elves progress in level as both fighting men and magic-users*, but since each game nets them experience in both categories equally, they progress more slowly than other characters. - Holmes, pgs. 6-7.

*This is true, unless a player decides their elf is a magic-user only, or in place of fighting man, choose a different class, like thief, which has its own limitations, e.g. cannot wear plate armor, etc.

If an elf player wishes their elf to be a magic-user only, they follow THESE RULES for determining spells in their 1st level spell book, referring to the FIRST LEVEL ELF SPELL LIST. Also, they will progress solely on the experience path of a magic-user.

Otherwise, all other elves, which are multi-classed, i.e. Fighter/Magic-user, Thief/magic-user, etc. will follow the Spell Book rules from Mentzer Dungeon Masters Rulebook. The reason for this, is that while all elves grow up learning magic to some degree, those that have focused on other talents, don't have the same magic experience as those dedicating everything to magic. The Mentzer rules are as follows:

When a player starts as a... elf character, the player will ask you what spells the character has in the spell book. The magic-user's teacher is a higher level NPC magic-user, and the spells come from the teacher... The first spell given should always be Read Magic. This allows the character to read scrolls found, and would be a basic part of the character's training... You may give any "second spell" to a beginning elf character. The elf's many talents keep that character class balanced with the others, whatever spells are known. The player of an elf can feel useful in many ways; the spell is an additional bonus, not the character's only specialty. - Mentzer Basic DMR, pg. 18.

If a multi-classed elf has a high enough INT, they have more than two spells in their book at the beginning of a game, e.g. INT of 13-15 = 3 spells, 16-17 = 4 spells, 18 = 5 spells. Also, these spells are selected by the DM, and may not always be from the elf list.



ELVES IN FURTHERMOOR

Like Holmes mentions in his monster section, in Furthermoor, there are both high elves & wood elves. As of now, all elf PCs are considered high elves. For high elves as monsters, I'm using Mentzer's monster description, & for wood elves, Holmes. In addition, wood elves of Furthermoor are green. Currently thinking about this, but it's gotta be good.

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