This is my contribution to the 2016 Swords & Wizardry appreciation day, the entry for the 2013 appreciation day is here: Swords & Wizardry short review and new class.
In this article we propose an elven "racial class" adding a new class to the choice of character class for the S&W game and introducing the concept of racial classes in S&W. Racial classes can convive with the S&W rules as convincingly demonstrated in the excellent Fantastic Heroes & Witchery simulacrum.
Racial class add a distinctive class that is representative of the ideals of a certain race, the race in question have no level limits in the class while other races usually cannot progress in this class. For elven racial class Half-Elves can progress in elven class but have level limits. It's not possible to multi-class in racial classes.
The Seelie Knight
The Seelie Knight is a champion of the Seelie court, trained in combat (he fights as a Fighter) in poetry and gifted with glamorous magic. The fight for flowers and blood and wreak confusion in the middle of their enemies with their magic.
Prime Attribute: Charisma 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (a Seelie Knight gains just 1 hp/level after 9th.)
Armor/Shield Permitted: Seelie Knight are able to use armor up to chain mail or any shield effectively.
Weapons Permitted: Seelie Knight are able to use any weapon effectively
Race: Only elves and half-elves (max 12th level, 13th with 18 charisma) may become Seelie Knights.
In this article we propose an elven "racial class" adding a new class to the choice of character class for the S&W game and introducing the concept of racial classes in S&W. Racial classes can convive with the S&W rules as convincingly demonstrated in the excellent Fantastic Heroes & Witchery simulacrum.
Racial class add a distinctive class that is representative of the ideals of a certain race, the race in question have no level limits in the class while other races usually cannot progress in this class. For elven racial class Half-Elves can progress in elven class but have level limits. It's not possible to multi-class in racial classes.
The Seelie Knight
The Seelie Knight is a champion of the Seelie court, trained in combat (he fights as a Fighter) in poetry and gifted with glamorous magic. The fight for flowers and blood and wreak confusion in the middle of their enemies with their magic.
Prime Attribute: Charisma 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (a Seelie Knight gains just 1 hp/level after 9th.)
Armor/Shield Permitted: Seelie Knight are able to use armor up to chain mail or any shield effectively.
Weapons Permitted: Seelie Knight are able to use any weapon effectively
Race: Only elves and half-elves (max 12th level, 13th with 18 charisma) may become Seelie Knights.
Table: Seelie Knigh advancement
XP | Faerie Spells 1st/2nd/3rd/4th/5th | Level | Hit Dice | Saving Throw |
0 | -/-/-/-/- | 1 | 1d6 | 15 |
3'000 | 1/-/-/-/- | 2 | 2d6 | 14 |
6'000 | 2/-/-/-/- | 3 | 3d6 | 13 |
12'000 | 3/-/-/-/- | 4 | 4d6 | 12 |
24'000 | 3/1/-/-/- | 5 | 5d6 | 11 |
48'000 | 3/2/-/-/- | 6 | 6d6 | 10 |
96'000 | 3/3/-/-/- | 7 | 7d6 | 9 |
200'000 | 3/3/1/-/- | 8 | 8d6 | 8 |
330'000 | 3/3/2/-/- | 9 | 9d6 | 7 |
460'000 | 3/3/3/-/- | 10 | 9d6+1 | 6 |
590'000 | 3/3/3/1/- | 11 | 9d6+2 | 5 |
720'000 | 3/3/3/2/- | 12 | 9d6+3 | 4 |
850'000 | 3/3/3/3/- | 13 | 9d6+4 | 4 |
980'000 | 3/3/3/3/1 | 14 | 9d6+5 | 4 |
1'110'000 | 3/3/3/3/2 | 15 | 9d6+6 | 4 |
1'110'000 | 3/3/3/3/3 | 16 | 9d6+7 | 4 |
1'110'000 | 4/4/3/3/3 | 17 | 9d6+8 | 4 |
1'110'000 | 4/4/4/4/3 | 18 | 9d6+9 | 4 |
1'110'000 | 4/4/4/4/4 | 19 | 9d6+10 | 4 |
1'110'000 | 5/5/4/4/4 | 20 | 9d6+11 | 4 |
1'110'000 | 5/5/5/5/4 | 21 | 9d6+12 | 4 |
+130'000 per level | same progression | +1 | +1/Level | 4 |
Requirements and Limitations
Seelie Knight owe alliance to a Seelie Lord and the Seelie Queen, direct order from their lord cannot be ignored
Class Abilities
Weapon Training
Seelie Knights at 3rd level gain +1 to hit and damage with swords and spears
Spell Casting
Seelie Knights cast “faerie” spells from a specific list, with numbers as per Table: Seelie Kinght Advancement. Each day, the Seelie Knight can cast a number of spell from the standard list as shown in the table he needs not to prepare the spell and as long as has use he can cast the same spell over and over.
Saving Throw Bonuses
Seelie Knights gain a +2 bonus on saving throws against being paralyzed and illusion.
Establish Seelie Stronghold
At 9th level, a Seelie Baron (9th level title) may establish a stronghold and attract a body of Seelie Knight who will swear fealty to the character as loyal retainers.
Spell Lists
1st level: Charm Person, Cure Light Wounds, Detect Magic, Light, Purify Food and Drink, Shield, Sleep,
2nd level: Detect Invisibility, Hold Person, Invisibility, Mirror Image, Phantasmal Force, Snake Charm, Speak with Animals,
3rd level: Clairaudience, Clairvoyance, Cure Disease, Dispel Magic, Locate Object, Suggestion, Remove Curse,
4th level: Charm Monster, Cure Serious Wounds, Neutralize Poison, Hallucinatory Terrain, Massmorph, Polymorph Other, Polymorph Self
5th level: Create Food, Feeblemind, Finger of Death, Hold Monster, Quest, Telekinesis, Wizard Eye,