Category Archives: Game Design

Castle “Vania” Whip Feat

No, I’m not going to explain that title. 🙂

Just a new whip feat, inspired by a game, and its anime.

Whip Wield

You can wield weapons. You can wield whips. You can wield weapons using whips.

Prerequisites: Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +2.

Benefit: As a move action you can use your whip to grab a light bludgeoning or slashing melee weapon appropriate for your size, that you are proficient with, that is in your possession or within your threatened range and unattended. (Alternatively you can also use this feat with an appropriate weapon you have disarmed from a foe.) You can make attacks with this weapon using the range of your whip and using any feat that applies to your ship, but deal damage with the weapon and all its relevant feats and abilities. If you have the same feat for both whip and wielded weapon (such as Weapon Focus), you can only apply one of the feats. You cannot use Improved Whip Mastery to hold any other item with your whip while it has a weapon grabbed. If you roll a 1 on an attack roll using Whip Wield, the light weapon it had grabbed falls in a randomly determined space adjacent to you.

Patreon Exclusive Content

Given how fast anime heroes tend to wade through low-level foes, and how easily spellcasters can deal with such foes with mid- and low-level spells, I also added a “Slay” feat over at my Patreon.

Check it out!

 

The Ogre of Battle

Spurred on by a discussion where someone suggested monster tactics as a product line, I took a quick pass at looking at some tactics for iconic monsters, to see if I think they can be useful and generic enough to make a good product. I’m not convinced wither way yet, but sharing my first draft seemed a great way to test the waters. Thus, here I present my ideas for ogre tactics. As the first giants PCs are likely to run into, ogres make a good stand-in for all Large humanoids, though obviously things like spell-like abilities and rock-throwing may give true giants better options. (Or you could use this with ogres that have orc ferocity, and call them orrocs!)

First, many GMs intentionally give ogres terrible tactics because they have an Intelligence of 6. But remember that this is three times as smart as a wolf. Would the smartest wolf you can conceive of make the bad tactical choice you are considering? No? Then neither should an ogre. Further their typical Wisdom of 10 and the fact they have Perception as a skill suggests ogres can recognize and analyze a situation even if they may do a terrible job describing it with good grammar. Certainly an ogre can recognize a spellcaster, see the issue with allowing foes to heal, know when to press the attack o have one unconscious foe and one healthy foe as preferable to two injured foes who can both fight back, and so on.

Indeed, recognizing spellcasters will often drive ogre tactics. With reach (which you can augment with various options below) an ogre has a decent chance of being able to strike a spellcaster in melee, and an ogre should know that they let their guard down when they cast spells, so desire to keep spellcasters close enough that they must cast defensively to avoid provoking attacks of opportunity from the ogre.

If facing foes without reach, an ogre with no adjacent enemies can safely attempt combat maneuvers against foes 10 feet away without provoking attacks of opportunity, and their Large size and high Strength makes them reasonable likely to succeed. Tripping foes can help with battlefield control (especially as the foe is likely to provoke an attack of opportunity when it stands), and disarming an enemy at least reduces the chance of suffering a full-attack action.

Some tactics are more like customizations, in that they move the ogre away from the base stat block of the bestiary, while staying a legal monster build.

Even if using slow progression, an ogre should average 550 gp of treasure, There is no need for this to all be gold and gems it hoards away in a pocket to be looted off its body. An ogre can have some of its treasure as gear it might use. As simple a choice as allowing it to carry a Large longspear (10 gp) gives the ogre an impressive 20 foot melee range, and it can drop the weapon and draw its greatclub if needed. With that much reach melee foes might well feel the need to risk a charge, and that means the ogre can brace to receive charge. (If this seems likely, consider a boar spear, which costs the same and gives a bonus to AC in that situation).

Similarly a Large heavy crossbow (100 gp) may only fire once every two rounds, but it gives the ogre a much heavier, longer-range initial punch. Since an ogres hide armor proves it is proficient with medium armor, upgrading to a Large breastplate (400 g, though it can save by not also buying Large hide armor for 30 gp) gives it +2 AC. A cure light wounds potion, thunderstone, tanglefoot bag, or other alchemical weapons can also increase it’s flexibility in battle, and are useful to 3rd level PCs as treasure.

If using multiple ogres, one throwing javelins and one with a boar spear can be an effective ranged-combat options until PCs manage to close in. If you have three or more ogres, you might consider giving one a kumade (which is a simple weapon with the grapple special weapon property) or a sickle (a simple weapon with the trip special weapon property) to keep foes worried about combat maneuvers.

If considering adjusting the ogre’s feats, Toughness can generally be swapped out for better choices. Improved Iron Will makes the ogre less likely to be defeated with a single bad Will save, or Power Attack gives it an excellent trade off of damage for a little reduced accuracy. If your campaign allows retraining, consider having two or more ogres with the Crowd Control teamwork feat to make it harder for foes to get inside their reach. If an ogre is going to be alone, the Desperate Battler feat may be useful.

And Now, A Tactical Mention of my Patreon

I have a patreon, I helps me justify the time spent writing all this free content. Sometimes it even has bots of exclusive bonus content. Go check it out!

The Martial Summoner

The summoner (in either its standard or unchained form) is a neat idea that allows a broad range of spellcasters with odd allies. Taught magic by a demon? Half-sister-sorcerer to a celestial badger? Gnome magician who can call forth creatures from the fey realm? The summoner has you covered.

But, weirdly, characters in fiction with a strong bond to a strange creature often AREN’T spellcasters. The child that bonds to an enormous monster. The orphan with a monster from under his bed. The knight with a monstrous steed. Those would all work well as summoners, if it weren’t for the total lack of any other sign of spellcasting power.

Enter, the martial summoner.

The martial summoner is a simple alternate class (or, arguable, a really invasive archetype) that keeps the eidolon and many related powers, but gives up 6 levels of spellcasting ability in favor of more sturdiness and combat-related abilities.

Eidlon

The martial summoner (which can be based on standard or unchained summoner) retains the eidolon, life link, bond senses, shield ally, maker’s call, transposition, greater shield ally, and merge forms ability and gains them as the same class levels. The eidolon may take the Mount and Large evolutions at 1st level, even though these require 5 evolution points and it only has 3. This does not reduce the cost of those evolutions, just allows 1st-3rd level martial summoner eidolons to gains these abilities using all their evolution points. The martial summoner’s eidolon recovers a number of hit point equal to double its HD the first time each day it is summoned.

The martial summoner does not gain any other summoner class features.

Base Statistics and Proficiencies

The martial summoner’s Fortitude save upgrades to be good, she gains proficiency with all simple and martial weapons, light, medium, and heavy armor, and all shields except tower shields. It gains 6 skill points/level, and may select any eight skills as class skills.

Martial Power

At 3rd level, the martial summoner gains one of the following benefits of the character’s choice:
*The arcane pool class feature as a magus 2 levels lower than her martial summoner level.

*The favored enemy (and later favored terrain) class features as a ranger 2 levels lower than her martial summoner level.

*The judgement class feature as an inquisitor 2 levels lower than her martial summoner level.

*The rage class feature (though no rage powers) as a barbarian 2 levels lower than her martial summoner level.

Soothing Presence

At 5th level, the martial summoner can grant her eidolon fast healing 1 for a number of rounds equal to double her class level once per day. She can use this ability twice per day at 10th level, and one additional time per day every 5 levels thereafter. The fast healing increases to fast healing 2 at 7th level, and by one more at 11th level and every 4 levels thereafter.

Unbreakable Team

At 7th level the martial summoner gains any one teamwork feat she meets the prerequisites for as a bonus feat. Her eidolon also gains this bonus feat. She gains an additional bonus teamwork feat at 9th level, and every two levels thereafter.

Second Martial Power

At 10th level the martial summoner can select a second martial power option, but this one functions with an effective class level equal to her martial summoner level -9.

Swift Call

At 16th level, once per day the martial summoner can perform the ritual to summon her eidolon as a full-round action.

True Martial Power

At 20th level, the martial summoner’s 3rd level martial power now functions using her full class level, and her 10th level martial power functions using her class level -5.

Patron Exclusive!

Over at my Patreon page, I had a thought for a single one-point evolution for a martial summoner’s ediolon which is currently available only to Patreon backers.

Check it out!

Unicorn Companions

It’s pretty common to want a unicorn companion in Pathfinder. It’s a neat idea, a common fiction trope, and a strong theme for mounted characters. The problem is, unicorns have lots of special abilities that make them too useful at low, and even mid levels, if they are just added to a character or are replacing a traditional animal companion. On the other hand, by higher level, unicorns are sure to be killed by high-level monsters.

In short there’s a very narrow level band where unicorns make sense (and even then they are a significant power boost), and that’s just not very satisfying for players who want a unicorn companion as a major part of their character concept.

With a little work, however, there’s another way to do the same idea. Rewrite unicorns using the animal companion rules, and require characters accessing them pay a price for the extra (balanced, scaling) power in the form of a feat.

Unicorn Companion

You have attracted the attention, and loyal service of a unicorn.

Prerequisites: Animal companion class feature (or ability that works as the animal companion class feature), alignment within 1 step of chaotic good.

Benefit: You can select a unicorn as your animal companion, using the special rules and Unicorn Companion Starting Statistics listed below. It otherwise follows the normal animal companion rules.

Special: If the campaign allows for unicorns of alignments other than chaotic good (ranging from black or red unicorns to simply a world with varying unicorn morality), this feat can be taken by a character of any alignment, and the unicorn companion gained is within 1 step of that alignment.

Unicorn Companion Starting Statistics

Size Large, Speed 40 ft.; AC +3 natural armor; Attack gore (1d6), 2 hooves (1d3)*; Ability Scores Str 16, Dex 14, Con 14, Int 11, Wis 15, Cha 17; Special Qualities darkvision (60 ft.), low-light vision, scent.

7th-Level Advancement

Speed 50 ft.; AC +1 natural armor; Attack gore (1d8), 2 hooves (1d3)*; Ability Scores Str +2, Dex +2, Con +2, Wis +4, Cha +4; Special Qualities +1 Unicorn progression.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.

Unicorn Progression

While the base unicorn companion is essentially a smart horse with a hron, it has access to a “unicorn progression” of special abilities. Each time the companion (not the player character it is a companion to) gains a feat, it may spend that feat to advance one more step along the unicorn progression, gaining more abilities. The abilities must be taken in order. One free progression occurs when the unicorn gains its 7th level advancement. The abilities are listed below, in order.

  1. Agent of Light: You can cast detect evil and light at will as spell-like abilities. You also gain a +1 bonus to saves against charm, compulsion, and poison, and on a single successful save negate such effects.
  2. Cure Light Wounds: You can cure light wounds as a spell-like ability a number of times per day equal to 1 + ¼ your HD. Your bonus to saves against charms, compulsions, and poisons increases to +2.
  3. Powerful Charge: You may end a charge attack with a single gore attack, that does double damage (as if using Spirited Charge). If you have a rider, the rider may also make a single melee attack at the end of your charge. If your rider has charge-related feats (such as Ride-By Attack) you may benefit from them when charging, though your charge damage multiple does not stack with any other effect that multiples your damage done on a charge. Also your gore attack is treated as magic and good for purposes of bypassing DR. Your bonus to saves against charms, compulsions, and poisons increases to +3.
  1. Mystic Creature: You can cast cure moderate wounds and neutralize poison, each ones per day, as spell-like abilities. Your movement speed increases by +10 feet. Your bonus to saves against charms, compulsions, and poisons increases to +4.
  1. Magic Circle Against Evil: You have this in effect constantly, as a spell-like ability, as an aura. Your bonus to saves against charms, compulsions, and poisons increases to +6.
  1. Alicorn Maxima: You can cast greater teleport (as the spell) as a spell-like ability once per day. You are immune to charms, compulsions, and poisons.

Patreon Exclusive Content

Of course once you are giving unicorns special abilities on a progression chart, you can use that same idea to add optional powers, like flight and magic horn abilities. I explore that idea over at my Patreon.

Check it out!

Totally Random Pathfinder Feat

Inspired by a DC Comics hero, and apropos of nothing:

Detonatable

You can blow up.

Benefit: You can cast a fireball at your location as a spell-like ability. Its caster level is equal to half your HD. This causes you to explode, as well. Your body flies apart as part of the fireball, but this does not kill you. Instead, your body exists as dust in the area of the fireball, and you reform (with all your gear and in the same condition as when you exploded) at a random point within the area of the fireball 1d4 rounds later. While you are dust, you can take no actions, and are subject only to effects that can impact a creature made of dust. You gain the fatigued condition (or exhausted if already fatigued, or unconscious of already exhausted) for 1 hour after reforming, even if you are normally immune to these conditions.

Patreon Exclusive

There’s a similarly random feat involving removing your own eyes and still looking around with them, Eye can See, as a patron exclusive over at my Patreon.

Check it out!

Concept Feat: Wings!

There are lots of different ways to pick a character concept to play in a roleplaying game. For class-and-level games like Pathfinder, I generally flip through the various core options and customizable choices, and those will spark a character concept. (If I’ve made characters in a specific game system many times, my process may be a little different). The advantage of this system is that my concept is inspired by mechanics, so I am unlikely to try to make a character the system doesn’t handle well.

But in my experience with players, it’s actually more common to be inspired by a character from fiction, or video games, or even other RPGS, and try to find a way to build that concept using whatever rules are available. That can cause issues, because not every RPG is designed to support every character concept. Extreme cases of this issue are fairly intuitive—no one seems surprised that Pathfinder is the wrong RPG to try to play Superman—but if the inspirational character is in a genre anywhere near the RPG’s genre, players get more annoyed. There’s no good way to play a rich princess with hundreds of servants and loyal knights as a 1st level character in Pathfinder except for the GM to decide the campaign being run will give you that position outside of anything on your character sheet.

Some people accept level limitations to character concepts (as soon as you can take Leadership that princess becomes easier, and most people understand in-his-prime Batman isn’t a 1st level character), but it chafes for people who just want to make something they think would be fun and run with it. And ideas that don’t integrate well with the rules at any level are even more disappointing.

In general, it’s up to a GM and players to ensure PC concepts are appropriate to a campaign, and no RPG handles every concept as attempted by any player, but some common difficult trops can be tackled in an effort to show how a GM CAN accommodate some character concepts with house rules, if the GM wants to.

One way to do that is “concept feats,” feats that do more than a typical feat but are taken only at character creation and only with GM approval to create a specific concept for a character. Such feats need to scale carefully, so they aren’t overpowering at low levels, and players just need to accept that the trappings of the idea may not come in at full power early on. Such feats aren’t designed for general use as available options for any character at any level, but as special options granted only at character creation when a GM and player want to stretch the rules a bit. To be most useful a GM needs to be able to create concept feats to match each PC concept the GM likes and wants to allow, but the rules don’t currently exist for. Most likely charatcers should be limited to one concept feat and they such have a notation to indicate their special nature, such as an explanation point in their title. Here’s an example concept feat, Wings!

Wings! (Concept)

Whether a result of a storied lineage or a strange mutation or special blessing, you have innate wings.

Prerequisites: Taken at character creation with GM permission to allow an otherwise-impossible character concept.

Benefit: You have wings. While they don’t weigh you down or cause problems with your gear, you can only use them when you are not suffering any penalties to your movement rate or mobility (such as from armor or encumbrance or slowing magic, or grappling), and only if you have enough room for a creature one size larger than you (though your actual space does not increase). If any effect disables one of your limbs, there is a 25% chance it instead disables a wing.

Fly is always a class skill for you, and you can make Fly checks in place of Acrobatics checks whenever you are able to use your wings, and for any Acrobatics-based prerequisites. At 1st level, your wings allow you to treat all jumps as running jumps, and to jump down a number of feet equal to double a Fly check result without taking damage or falling prone. At 3rd level you can fly downward with a fly speed equal to double your movement rate. At 5th level you double all Fly checks made as Acrobatics checks to jump. At 7th level you can fly with a fly speed equal to double your movement rate for a number of minutes per day equal to your level. At 9th level, you wings grant you a normal fly speed equal to double your movement rate.

Patreon Exclusive Content

I realized I never tackled the idea of the 1st level PC who is royalty, or something similar, so I created the Upper Class! concept feat, which is currently a patron-exclusive post over at my Patreon.

Check it out!

 

Optional Rule: Dolorous Wounds

This is an idea I have played with a lot, but never felt I had a good home for it or a final version of the rule.

New Optional Rule: Dolorous Wounds

Dolorous wounds are an option rule that both explains why the dead and undead are sometimes depicted with injuries sustained in life (if magic can make a skeleton get up and walk, why can’t it fix chipped ribs and cracked skulls?), and to give GMs another option to deal with questions of PC mortality and resurrection other than raise dead and similar spells.

The dolorous wounds rule assumes that some wounds are so deep, so horrific and life-threatening, that they damage the life force (or “soul) of their targets. Dolorous wounds never fully heal of their own accord, and because the wounded creature’s life force is also wounded, healing magic cannot restore them to full health. As long as the wounded creature’s soul has a piercing near its heart, for example, the creature’s heart will never be at full strength.

When using dolorous wounds, when a character would normally be killed, the player may instead choose for the character to suffer a “dolorous wound.” The dolorous wound produces some physical ailment, agreed upon by player and the GM (normally a -1 penalty to one category of skill checks, most often Str, Dex, Con, or Cha-based skills, though a penalty to range modifier for losing an eye or a reduction of movement rate for a limp are also appropriate). In general, the penalty should be to skills of an ability score that is one the character’s 3 highest, and that have related skills the character has put at least a few skill points in – a 7 Charisma fighter who never uses any Cha-based skills shouldn’t think he’s immortal because he’s willing to take penalties to social efforts and UMD.

A dolorous wound is so severe the damage is duplicated on the character’s soul, making it impossible to heal with normal magic. A special ritual may be able to fix a dolorous wound, but it has at least the cost and difficulty of a true resurrection spell. You cannot use the dolorous wound rule to escape death as a result of a coup de grace.

The dolorous wound rule should only be used for player characters and major NPCs. (In some campaigns it’s appropriate to restrict dolorous wounds to creatures with heroic class levels). These rules allow a game to make magic that raises the dead very rare, without having players constantly have to replace a favored PC (or GMs come up with a new master villain) when someone actually dies. The penalties for a dolorous wound are severe enough to encourage players to avoid dying, but not so great at to make characters unplayable. A campaign that allows dolorous wounds makes death a much rarer occurrence among players, and thus prevents it from losing all meaning and impact. A campaign using this rule can even eliminate such spells as raise dead, presenting a world where death is permanent (or much more so than in a typical campaign), without making it impossible for players to keep their PCs after a major defeat.

Alternatively, dolorous wounds can be a background rule, something the GM makes players aware of but largely as something that explains why the king has an old war wound while surrounded by 13th level spellcasters, and why some undead come back missing heads, arms, or other body parts. Dolorous wounds as a concept—injuries that inflict damage on the target’s soul and thus defy standard healing, can be useful purely for story purposes.

Patreon Exclusive Content

Over at my Patreon, I added an undead template, the gan ceann, which turns any corporeal undead into a headless monstrosity due to a dolorous wound preventing them from being whole, even in death. It’s a minor patron exclusive idea, check it out!

Esoteric Paladin Mercies

Unlike rogues or even rangers and fighters, paladins don’t have a lot of abilities where they get to select one of a list of class features. That can make it tricky to create new paladin options without going as far as building a whole archetype. But if you get creative with mercies, there are some interesting, balanced options you can use.

Esoteric Mercies

Esoteric mercies are special abilities paladins may select in place of a new mercy of the appropriate level, but which give them different mercies than the standard benefits to their lay on hands abilities.

3rd Level Esoteric Mercies

Final Mercy (Ex): The harsh reality of battle is, sometimes there is nothing a paladin can offer but a swift death. A paladin with this mercy can perform a coup de grace as a move action using a use of his mercy ability, and deals additional damage equal to his lay on hands dice. These additional dice are not multiplied by the weapon’s critical damage multiplier. If slain, the target is affected by sanctify corpse, but it gains no other lay on hands ability.

Swift Succor: The paladin has focused on granting her healing abilities to allies quickly. She can lay on hands to heal others as a move action.

6th Level Esoteric Mercies

Boon of Light (Sp): As a move action the paladin can create light, as the spell, at will. If the paladin is holding a magic weapon that produces magic light, this light illuminates to a radius of 40 feet, and counters darkness spells of a spell level equal to 1/3 the paladin’s class level. If the paladin has a holy magic weapon that creates light, this ability acts as the daylight spell, and can counter darkness spells with a spell level equal to half the paladin’s class level.

Ranged Succor: The paladin need not touch allies to grant the benefit of her lay on hands. She can use lay on hands on a target within 60 feet as a full round action (or a standard action, if she has the swift succor mercy).

 

9th Level Esoteric Mercies

Holy Avenger: When wielding a weapon with the holy or bane (vs. evil outsiders) magic special ability, the paladin gains SR equal to 10 + her paladin level + her Charisma modifier. This SR only applies against spells with the evil descriptor, and those from creatures with the evil subtype. Each time the SR successfully prevents a spell from affecting the paladin, the paladin expends one use of her lay on hands ability for the day. If she has no lay on hands uses left, she does not gain DR.

One More Patreon Exclusive Option

I have also played with options to allow paladins to expand their spell lists to be more deity-specific, and one of those ideas is essentially also an esoteric mercy. So I am including it over at my Patreon page as exclusive content (which just means it’s not available anywhere else right now — it may still show up elsewhere or in a product someday). Go check it out!

Monday Bad Idea: Gelatinous Ghoul

Monday Bad Idea

Monday Bad Ideas are periodic, and not fully fleshed out. because, you know, they’re bad ideas.

A gelatinous ghoul is a rare from of ooze undead that generally occurs when some object an undead is connected to and which allows it to reform after destruction (sometimes the phylactery of a weak rich, or an object tied to a ghost’s reason for existence) is consumed by a gelatinous cube, but not destroyed, When the undead’s essence reforms around the object, the necromantic energies infuse the square ooze, creating a hybrid mix of gel and corpse.

Gelatinous ghouls generally look like a skull or severed head floating in a cube of transparent snot, though sometimes only a single hand or a glowing green tibia is sign of the deathly influence. Gelatinous ghouls have all the powers and immunities of both the ooze and the undead, and any ability that affects only one or the other has only a 50% chance of affecting it.

On the other hand they lack appendages, and are generally pretty ticked off (though a few ex-lich gelatinous ghouls are telekinetic, and describe the new state as “surprisingly comfy”).

If I Haven’t Scared You Off Yet:

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Spring Elves

Spring Elves

Spring elves are between 25 and 110 years old—physically adult, but still in what staid and traditional elven society considers their “Spring Years,” too emotional and impulsive to be allowed to leave the safety and education of the home. They are essentially eternal teenagers, sure of their own intellect and ability, but largely incapable of considering the long-term consequences of their actions—a particularly troubling trait for the long-lived race. Spring elves are always, always supervised and watched over by older, most experienced elves, and kept from adventure, and as much as possible kept from any decision-making. While spring elves are physically and mentally capable of the same kind of training and education as young humans, these decades are a time when they are so wild, so free of consideration, that over the course of eight decades they only manage as much preparation for life as a typical human manages by age 16.

However, in rare circumstances, a spring elf lacks any of the careful parenting and sheltering from life the races has learned from long experience is necessary to prevent the just-post-adolescent elves from setting the world on fire. For example, the Elves of Solstice are an entire race rules by spring elves, given power and authority with no sense of responsibility. And the gods help everyone else.

Spring Elf

Standard Racial Traits

Ability Score Racial Traits: Spring elves are nimble and amazingly likable, and still have their youthful resilience, which is the only reason they aren’t all killed for weeklong benders and experimental magic, but they lack the intellectual focus of properly raised, adult elves. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Size: Most spring elves are Medium creatures and thus have a 30 foot base speed and receive no bonuses or penalties due to their size. Some are still size small, and have all the normal bonuses and penalties for that size and a base move of 20 feet.

Type: Elves are Humanoids with the elf subtype.

Languages: Spring elves begin play speaking Common and Elven. Those with high Intelligence scores are drawn to “fun” languages and can choose from the following: Abyssal, Aklo, Cyclops, Dark Folk, Draconic, Gnome, Necril, Protean, and Sylvan. See the Linguistics skill page for more information about these languages.

Keen Senses: Spring elves receive a +2 racial bonus on Perception checks.

Impulsive: Spring elves gain a +2 bonus to Initiative checks, but they cannot delay an action (though they can ready), and take twice as long to take 20 on skill checks (as they are constantly distracted).

Elven Proclivities: Spring elves are immune to magic sleep effects, but take a -2 saving throw penalty against enchantment spells and effects. They gain a +2 bonus to charisma checks, and to the save DCs of their own enchantment spells and effects.

Low-Light Vision: Spring elves can see twice as far as humans in conditions of dim light.

Reckless Abandon: A spring elf can reroll a single attack roll, ability check, skill check, or caster level check (but not concentration check) per encounter, immediately after determining the result of a failed roll. However, if the spring elf does this, the GM earns an impulsive token. The GM can later spend a token to force the spring elf to move to anyplace within the spring elf’s base move that is not obviously hazardous, as the spring elf is overcome by an impulse. This can begin a fight, set off a hidden trap and so on, though the spring elf gains +4 to AC and a +4 to saves against the initial effect of anything set off by this impulsive move.

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