| Prime Requisite: | WIS and DEX |
| Requirements: | CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |
Elves have a great love of music and dance. Elven bladedancers are priests who combine music and song with skill at arms.
Elven bladedancers are skilled combatants. At first level, elven bladedancers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience. Elven bladedancers focus all their training on weapons of the dance, and may only use piercing and slashing melee weapons, such as daggers, swords, spears, and polearms. They cannot use weapons such as clubs, maces, and warhammers, as well as bows, slings, and crossbows.
An elven bladedancer may wield a weapon in each hand, or fight with a two-handed weapon, but may not resort to shields. Elven bladedancers are only trained to fight in leather or lighter armor. However, they gain a +1 bonus to initiative and a +1 bonus to Armor Class if able to move freely. At level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases to +3.
Elves gain a +1 bonus to surprise rolls when in the wilderness due to their attunement to nature. Elves have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict, and the target values for all their saving throws versus Spells, Paralysis, and Petrification are reduced by 1. Elves are capable of elf running, increasing their movement speed to 150' when wearing chainmail or lighter armor, and do not need to rest every 6 turns. They can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
An elven bladedancer may turn undead like a cleric. Starting at 2nd level, an elven bladedancer may cast divine spells. Elven bladedancers follow the same spell progression as clerics and use the same rules for learning and casting spells. However, an elven bladedancer's spell list is slightly different than a cleric's (see below). See the Spells chapter for details. Like clerics, elven bladedancers must uphold the doctrines of their faith, and suffer penalties if they violate them.
When a bladedancer reaches 5th level (Blade-Brother), he may begin to research spells, scribe scrolls, and brew potions. At 9th level (Blade-Master), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, an elven bladedancer may learn and cast ritual divine spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues. If chaotic, the elven bladedancer will become able to create necromantic servants and even become undead himrself. These activities are explained in the Campaign chapter.
At 9th level (Blade-Master), the elven bladedancer may establish or build a temple. So long as the character is currently in favor with his tribe's powers, he may buy or build his temple at half the normal price due to divine intervention. Once a temple is established, the elven bladedancer's reputation will spread and he will attract 3d6×10 1st level elven NPCs to serve him and defend the shrine at no cost to the character.
Elven Bladedancer Proficiency List: Acrobatics, Ambushing, Apostasy, Battle Magic, Beast Friendship, Combat Reflexes, Combat Trickery (disarm, trip), Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Laying on Hands, Magical Music, Martial Training, Mystic Aura, Performance, Prestidigitation, Prophecy, Quiet Magic, Righteous Turning, Seduction, Skirmishing, Swashbuckling, Theology, Unflappable Casting, Weapon Finesse, Weapon Focus
| Spell Progression | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | AC Bonus | 1 | 2 | 3 | 4 | 5 |
| 0 | Blade-Initiate | 1 | 1d6 | +1 | — | — | — | — | — |
| 1,700 | Blade-Son | 2 | 2d6 | +1 | 1 | — | — | — | — |
| 3,400 | Blade-Singer | 3 | 3d6 | +1 | 2 | — | — | — | — |
| 6,800 | Blade-Weaver | 4 | 4d6 | +1 | 2 | 1 | — | — | — |
| 13,600 | Blade-Brother | 5 | 5d6 | +1 | 2 | 2 | — | — | — |
| 27,200 | Blade-Adept | 6 | 6d6 | +1 | 2 | 2 | 1 | 1 | — |
| 55,000 | Blade-Dancer | 7 | 7d6 | +2 | 2 | 2 | 2 | 1 | 1 |
| 110,000 | Blade-Priest | 8 | 8d6 | +2 | 3 | 3 | 2 | 2 | 1 |
| 260,000 | Blade-Master | 9 | 9d6 | +2 | 3 | 3 | 3 | 2 | 2 |
| 410,000 | Blade-Master, 10th level | 10 | 9d6+1* | +2 | 4 | 4 | 3 | 3 | 2 |
| 560,000 | Blade-Master, 11th level | 11 | 9d6+2* | +2 | 4 | 4 | 4 | 3 | 3 |
| 710,000 | Blade-Master, 12th level | 12 | 9d6+3* | +2 | 5 | 5 | 4 | 4 | 3 |
| 860,000 | Blade-Master, 13th level | 13 | 9d6+4* | +3 | 5 | 5 | 5 | 4 | 3 |
| * Hit point modifiers from Constitution are ignored | |||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 10+ | 16+ | 13+ | 15+ | 10+ |
| 3–4 | 12+ | 9+ | 15+ | 12+ | 14+ | 9+ |
| 5–6 | 11+ | 8+ | 14+ | 11+ | 13+ | 8+ |
| 7–8 | 10+ | 7+ | 13+ | 10+ | 12+ | 7+ |
| 9–10 | 9+ | 6+ | 12+ | 9+ | 11+ | 6+ |
| 11–12 | 8+ | 5+ | 11+ | 8+ | 10+ | 5+ |
| 13 | 7+ | 4+ | 10+ | 7+ | 9+ | 4+ |
Created with Hit Dice Value 1, Fighting Value 1, Divine Value 2, and Elf Value 0.
| First Level Divine Spells | |
|---|---|
| 1 | Angelic Choir PC |
| 2 | Command Word |
| 3 | Cure Light Wounds * |
| 4 | Detect Danger PC |
| 5 | Detect Magic |
| 6 | Pass Without Trace PC |
| 7 | Predict Weather PC |
| 8 | Purify Food and Water |
| 9 | Sanctuary |
| 10 | Trance PC |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Divine Grace PC |
| 3 | Holy Chant |
| 4 | Obscuring Cloud |
| 5 | Shimmer |
| 6 | Silence 15' Radius |
| 7 | Sleep |
| 8 | Swift Sword PC |
| 9 | Unseen Servant PC |
| 10 | Ventriloquism |
| Third Level Divine Spells | |
| 1 | Detect Invisible |
| 2 | ESP |
| 3 | Eyes of the Eagle PC |
| 4 | Feign Death |
| 5 | Levitate |
| 6 | Phantasmal Force |
| 7 | Prayer |
| 8 | Protection from Normal Missiles |
| 9 | Sphere of Visibility PC |
| 10 | Striking |
| Fourth Level Divine Spells | |
| 1 | Clairvoyance |
| 2 | Dispel Magic |
| 3 | Divination |
| 4 | Fly |
| 5 | Nondetection PC |
| 6 | Protection from Evil, Sustained * |
| 7 | Spirit of Healing PC |
| 8 | Telepathy PC |
| 9 | Tongues * |
| 10 | Vigor |
| Fifth Level Divine Spells | |
| 1 | Command Person PC |
| 2 | Commune |
| 3 | Cure Critical Wounds * PC |
| 4 | Fear PC |
| 5 | Insect Plague |
| 6 | Magic Carpet PC |
| 7 | Protection from Normal Weapons PC |
| 8 | Scry PC |
| 9 | Sword of Fire |
| 10 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |