Night Elves

Night Elf

Medium evil sentient fey humanoid (6d6)    
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)MAG 6 (3d6)
MELEE DEFENCE 24RANGED DEFENCE 18MENTAL DEFENCE 12VITAL DEFENCE 18
HEALTH 36SOAK 6; VULN 1d6 cold ironIMMUNE poison
INITIATIVE 6d6PERCEPTION 5d6; darksightSPEED 6; CLIMB 3; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Rapier 6d6 melee/vital (3d6+3 piercing/poison damage; poison)🅡 Light crossbow 4d6 melee/vital (2d6 piercing/poison damge; poison)
Skills stealth 10 (4d6), bluffing 6 (3d6),  perception 6 (3d6), running 6 (3d6), climbing 6 (3d6), tactics 6 (3d6), dodging 6 (3d6), swords 6 (3d6)                                 Gear high quality rapier, high quality leather armor     

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical.                                                
Poison. Night elves poison their rapiers and crossbow bolts with a blinding poison. Any target hit by the weapon with an attack which also exceeds their VITAL DEFENCE gains the Blind condition. The poison can only be used by the Night Elf.

Night Elf Assassin

Medium sentient fey humanoid (7d6)
STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)MAG 6 (3d6)
MELEE DEFENCE 28RANGED DEFENCE 21MENTAL DEFENCE 14VITAL DEFENCE 21
HEALTH 42SOAK 7; VULN 1d6 cold ironIMMUNE none
INITIATIVE 7d6PERCEPTION 6d6; darksightSPEED 7; CLIMB 4; JUMP 30'/10'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2
🅜 Rapier 7d6 melee/vital (4d6+4 piercing/poison damage; poison)🅡 Light crossbow 4d6 melee/vital (2d6 piercing/poison damage; poison; range 11)
Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), tactics 6 (3d6), stealth 6 (3d6), magical skill 10 (4d6)Gear mithral chain shirt, rapier, light crossbow

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical. 
Third attack. If the assassin makes two melee attacks, it gets a third attack for free.
Achilles Heel. The assassin can completely bypass SOAK once per foe.
Dart In. The assassin can move SPEED 7, attack, then move SPEED 7 back for two actions.
Stealthy. Make 7d6 stealth checks to remain effectively invisible.
Teleport. Move a double move (14 squares) as one action when in shadows or darkness.
Poison. Night elves poison their rapiers and crossbow bolts with a blinding poison. Any target hit by the weapon with an attack which also exceeds their VITAL DEFENCE gains the Blind condition. The poison can only be used by the Night Elf.

Night Elf Magister

Medium sentient fey humanoid (7d6)
STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)MAG 15 (5d6)
MELEE DEFENCE 21RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 21
HEALTH 42SOAK 7; VULN 1d6 cold ironIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6; darksightSPEED 7; CLIMB 4; JUMP 20'/10'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2
🅜 Rapier 6d6 melee/vital (3d6+4 piercing/poison damage; poison)🅡 Light crossbow 6d6 melee/vital (3d6 piercing/poison damage; poison; range 11)
Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6), magical skill 10 (4d6)Gear mithral chain shirt, rapier, light crossbow

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical. 
Healing. Heal an ally within 30' with an action by 3d6 HEALTH. Each can only benefit once.
Leadership. Donate LUC (4d6) dice to allies; the magister must declare this before any dice are rolled.
Illuminate. Choose one target, which is outlined with cold luminescent fire. That target may not benefit from cover until another target is selected. 
Darkness. Create  darkness in a Burst 4 centered on the magister for one minute.
Poison. Night elves poison their rapiers and crossbow bolts with a blinding poison. Any target hit by the weapon with an attack which also exceeds their VITAL DEFENCE gains the Blind condition. The poison can only be used by the Night Elf.

Night Elf Necromancer

Medium sentient fey humanoid (7d6)
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6) CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)MAG 21 (6d6)
MELEE DEFENCE 14RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 14
HEALTH 21SOAK 4 ; VULN 1d6 cold ironIMMUNE none
INITIATIVE 7d6PERCEPTION 7d6; darksightSPEED 7; CLIMB 4; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Dagger 4d6 melee/vital (2d6+3 percing/poison damage; poison)
Skills combat 1 (1d6), perception 3 (2d6), movement 10 (4d6), tactics/reactions 3 (2d6), social skill 4 (2d6), magical skill 1 (1d6)

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical. 
Poison. Night elves poison their rapiers and crossbow bolts with a blinding poison. Any target hit by the weapon with an attack which also exceeds their VITAL DEFENCE gains the Blind condition. The poison can only be used by the Night Elf.
Summon Dead. Necromancers can spend two actions to summon 1d6 skeletons or zombies for one minute. They cannot summon more until the minute has expired.
Deathly Aura. Plants and vegetation within 5’ of a necromancer die.

Night Elf Warmage

Medium sentient fey humanoid (7d6)
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)MAG 10 (4d6)
MELEE DEFENCE 14RANGED DEFENCE 28MENTAL DEFENCE 21VITAL DEFENCE 14
HEALTH 21SOAK 4; VULN 1d6 cold ironIMMUNE none
INITIATIVE 6d6PERCEPTION 7d6; darksightSPEED 4; CLIMB 2; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Rapier 4d6 melee/vital (2d6+3 piercing/poison damage; poison)🅡 Acid bolt 7d6 ranged (4d6 acid damage; range 17)🅥 Fireball 5d6 vital (3d6 fire damage; range 17; burst 4)
Skills combat 1 (1d6), perception 3 (2d6), tactics/reactions 1 (1d6), magical skill 6 (3d6)Gear mithral chain shirt, rapier, light crossbow, wand

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical. 
Fireball. An explosion of fire attacks all within a Burst 4 area (make one attack roll) centered on a point within 17 squares, doing 3d6 points of fire damage.
Poison. Night elves poison their rapiers and crossbow bolts with a blinding poison. Any target hit by the weapon with an attack which also exceeds their VITAL DEFENCE gains the Blind condition. The poison can only be used by the Night Elf.