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 explore dungeons side by side with all the other classes present in the S&W rules as convincingly demonstrated by the excellent Fantastic Heroes & Witchery simulacrum.
Racial class add one or more distinctive class that are representative of the ideals of a certain race, the race in question have no level limits in its racial class while other races usually cannot progress in this class, half-races are the exception. For example Half-Elves can progress in elven racial classes but have level limits, human and other races will have stricter 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. They fight for flowers and blood wreaking confusion in the battle 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
Requirements and Limitations
Seelie Knight owe alliance to a Seelie Lord and the Seelie Queen, direct order from their lord cannot be ignored
Seelie Knights at 3rd level gain +1 to hit and damage with swords and spears
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.
Seelie Knights gain a +2 bonus on saving throws against being paralyzed and illusion.
At 9th level, a Seelie Baron (9th level title) may establish a stronghold and attract 1d4 3rd level Seelie Knights and 2d6 1st level Seelie Knights who will swear fealty to the character as loyal retainers.
Spell Lists ("Known spells")
|1||Charm Person||Detect Invisibility||Clairaudience||Charm Monster||Create Food|
|2||Cure Light Wounds||Hold Person||Clairvoyance||Cure Serious Wounds||Feeblemind|
|3||Detect Magic||Invisibility||Cure Disease||Neutralize Poison||Finger of Death|
|4||Light||Mirror Image||Dispel Magic||Hallucinatory Terrain||Hold Monster|
|5||Purify Food and Drink||Phantasmal Force||Locate Object||Massmorph||Quest|
|6||Shield||Snake Charm||Suggestion||Polymorph Other||Telekinesis|
|7||Sleep||Speak With Animals||Remove Curse||Polymorph Self||Wizard Eye|