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Chapter 1 - Class - Character Kits - Elven Kits

Collector

Occasionally, humans will come into possession of items that either aren't theirs or are too dangerous for these short-lived beings to have. The Collector is there to make sure these things return to elf hands.

The Collector must have a 13 Intelligence and 15 Charisma, for she must deal with both esoteric knowledge and people.

this item is a stolen suit of elven plate armor or an ancient, unearthed artifact, the Collector will get it back. When humans seem in danger of destroying things of beauty or of historical power, the Collector makes sure those objects are spirited away to safety.

The Collector is not only a thief, but an archaeologist as well. She uses all her classes' skills to retrieve the items from wherever they lie, even deep beneath the earth, then keeps them from the hands of the elves' enemies.

sword, whip, and small weapons that can fit into the tight places into which a Collector must sometimes venture.

Jumping, Modern Languages, Musical Instrument, Rope Use, Stonemasonry, Tightrope Walking.

equipment. She is prepared to dig in the earth, venture into a fortress, or swing between two tall towers. She is ready for nearly any eventuality in the quest of her prize.

Collectors are often rumpled and disheveled, more than likely covered with the dust and muck of their most recent adventure. Though they may wear fashionable clothing, Collectors simply cannot keep clothing neat and clean. There are always exceptions but, for the most part, Collectors appear musty and dirty.

and ancient civilizations, has a chance to know something about nearly every important magic item on her world. If she can lay her hands on an object and study it, she can attempt to identify it, much like the bard's ability.

Collectors have a 5% chance per two levels (that is, 5% at 1st to 2nd level, 10% at 3rd to 4th level, and so forth) to identify an item's history, purpose, and alignment (if it has one). The only idea a Collector has of an item's power lies within the pages of the histories the Collector has read.

This chance increases (at the DM's discretion) if the Collector has access to a research facility with an extensive collection of books on magical items and artifacts. If not, there is no bonus. The Collector spends 1d3 days finding the pertinent information.

Likewise, the Collector can find information leading to the discovery of such magical items, which is the main part of her job. If she spends a week or more in research, depending on the rarity of the item and the difficulty of finding it, she can discover the general area in which to begin her search.

The Collector is an expert at rumor gathering. By spending 10d100 gp and making a successful Intelligence and Charisma check, the Collector can usually get a lead on where an item lies. Sometimes the information received is as vague as a general location; sometimes it is as specific as the exact hiding place. Now all the Collector needs to do is to find a way past all the protections. . . .

Fortunately, Collectors gain a +10% bonus to their Find/Remove Traps skill. It is important to remember that finding a trap and removing a trap requires two separate rolls. Because so many of the old places are fraught with peril, the Collectors have found this benefit to be of inestimable value.

Finally, Collectors are rather lucky elves. Once a day, they may +1 or -1 from one of their rolls, if they desire. The modification may be to any roll, including attack rolls, damage rolls, saving throws, and so forth. It cannot be used in character creation, nor can it be saved from day to day! The player must declare that a modification is being used before the roll is actually made or the roll is void.

receive a -2 reaction penalty. The penalty reflects their tendency to lecture, forgetting that others do not share their passion for digging in the earth.

Far more hindering is the fact that Collectors will never knowingly use a magically charged item. They are afraid that the use of such items might deplete its last charge; their purpose is to ensure the preservation of such items. They are cautious around all other magical items unless certain they are not charged or are heavily charged.

Furthermore, Collectors will never perform an action that is potentially destructive to a magical item unless it is the only way to save their own lives and the lives of their companions. Even then, they will hesitate, agonizing over the loss to the world.

Collectors even have a difficult time destroying sentient, earth-shaking artifacts of utter evil. Although they know the artifact is irredeemably evil, they can barely bring themselves to destroy an item that has plagued the history of the world.

If she has been persuaded to eliminate an item or after she has destroyed an item to save a life, the Collector will go into a state of deep unhappiness, lasting for at least a week. During this time, she is not capable of intelligent discussion and her saves and attack rolls are all at -2. Note that this depression has a basis: If the Collector destroys more than five items during her career or simply allows five such items to be destroyed, she will lose all of the benefits of this kit.

this money must be spent on house-and lock-breaking equipment and on excavating tools such as shovels and picks. The rest of the money can be spent as the character desires.