THE TALL PALE ONES
Requirements: Minimum Charisma 9
Prime Requisite: CHA & STR
Hit Dice: 1d6
Maximum level: 10
Armor: Any, including shields.
Weapons: Any.
Languages: Common, Elvish, +1 of your choice.
XP & SAVING THROWS as THE ELF CLASS (b/x -- OSE)
INNATE ARCANE MAGICTall Pale Ones do not require a spellbook to prepare and learn spells. Memorized/Learned spells are stored in an arcane script inscribed along the spine. Pale Ones must spend 1 hour meditating in seclusion to prepare spells. New spells are learned at the same rate as the base Elves Class from the Magic-User spell list.
ORPsionic Powers [Optional Spellcasting Replacement]
Blog post coming soon...
AbilitiesSame as Base Elves
Player Facing Description:
Otherworldly beings from the aether who chose to live in the natural realm to experience mortality and further expand their collective knowledge. Named The Tall Pale Ones or sometimes Pale Elves by the natives of [insert your campaign world here]. The Pale Ones worship the great spirit of the forest, the World Tree, where the species resides and return to when their pilgrimage is complete. All Pale Ones are almost identical except for some slight variances in hair tones (mostly blues and golds) and some physical differences between genders. The feminine members stand at exactly 6 feet with slightly softer features while the masculine stand at 5’10 with barely noticeable sharper facial features, there are no height variations. All Pale One have a deep set of piercing blue irises. Pale Ones covet knowledge above all else and must complete the pilgrimage before they are allowed to return home.
Referee Facing Description:
Extraterrestrials from the open star cluster Pleiades who only after learning the truth* do they adopt their original planetary name. The Pleiadians traveled to [insert your campaign world here] via interstellar seed from their home world’s Ancestral (World) Tree. The Pleiadians goal is to plant a world tree** on each habitable planet in the universe and achieve bio-immortality***. Each Pleiadeian is essentially a clone of a pinnacle member of their species from their home world, with some advantageous traits taken from the new host world to acclimate. Pleiadians are conceived from embryonic sap sacs that slowly travel down the trunk of the world tree over the course of a month. Once on the ground Pleiadians emerge from these amniotic sacs fully formed but only with basic survival instincts. These saplings are then taken by the elders and taught how to survive on [insert your campaign world here] before being set loose to explore and gather knowledge for the collective species, what they call The Pilgrimage.
*The Truth -- Once level 9 is reached, the Pale Ones receive an intense desire to return to the world tree. It’s there that they reconnect and learn the truth of the species; they are foreign invaders whose only goal is the universal propagation of the species. Most Pleiadians take on a zealous fervor and loyalty when learning the truth, in part due to the World Tree’s secret pheromone influence.
**World Tree -- A means of interstellar travel created by the Pleiadians to achieve Bio-immortality. The world tree is a parasite that uses its host planet's resources to fully mature and bear sap sacs which produce Pleideians, then more world tree seeds.
***Bio-immortality -- A species achieves practical immortality from the universe by hosting multiple planets. Doing so ensures that should even one planet’s Pleiadeians die the species as a whole would not become extinct.
ReasoningJust a quick class I wanted to post to replace the traditional Elf class for b/x. I was heavily inspired by an episode of
Last Podcast On The Left about "
Tall Whites" and the
Korok from Wind Waker. I think traditional Elves are kinda lame and wanted a more interesting reskin. Galactic parasites seems fun.
I'll update the class when I finish my simplified Psionic rules. The innate spellcasting is kinda just a place holder. Let me know what you think!