TEXT: Lords of the Leaves
  Alex Riggs, Joshua Zaback
  Elven Archetypes
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  Introduction
   
  Relatively speaking, a character’s race generally isn’t 
  one of the most important choices you can make about them, 
  at least as far as the mechanics of the game are concerned. 
  Most racial abilities stop being particularly relevant after the 
  first few levels of play, and while ability bonuses and penalties 
  are certainly not insignificant, they ultimately result in only a 
  +1 bonus or -1 penalty on most rolls involving that ability.
   
  And yet, the idea of picking a race whose ability score 
  adjustments go against your choice of class just feels wrong, 
  like you’re making a huge mistake, and the option is barely 
  conceivable. You don’t see many dwarven bards, oracles, or 
  sorcerers. Why make your elf a druid or a sorcerer when he 
  could be a wizard and really make use of that +2 bonus to 
  intelligence? 
   
  This book aims to allow players who want their 
  race to have a more meaningful impact on their character 
  do so, while also helping to provide support for characters 
  with an unusual race and class combination. It does so by 
  providing several archetypes that are specifically designed for 
  elf characters, which provide a distinctly elvish spin on the 
  way the class works. A special emphasis has been placed on 
  finding classes that one might not normally associate with 
  elves at first glance, for mechanical reasons, and providing 
  solutions that make these classes more appealing.
   
  These racial archetypes are only available to elves. 
  Other races (including half-elves) cannot take them. They are 
  presented in alphabetical order, by the name of the class that 
  the archetype belongs to.
  Elven Berserker (Barbarian)
   
  While many elves prefer grace and precision over 
  raw power, referring to battles as dances and focusing on the 
  aesthetic value of their stances and styles, not all elves take 
  such a civilized approach to combat. Elven berserkers are 
  elves who are more in touch with their wild side, and draw 
  upon an inner rage and fury to demolish their opponents. 
  Although they still greatly value speed and maneuverability, 
  they use it to beat their foes into submission before they even 
  have a chance to react.
   
  Weapon and Armor Proficiency: An elven 
  berserker is proficient with all simple and martial weapons, 
  light armor, and shields (except tower shields). Unlike other 
  barbarians, an elven berserker is not proficient with medium 
  armor. 
   
  Fleet of Foot (Ex): An elven berserker’s land speed 
  increases by 10 feet at 1st level. This benefit applies only when 
  she is wearing no armor or light armor, and not carrying a 
  medium or heavy load. Apply this bonus before modifying 
  the elven berserker’s speed because of any load carried or 
  armor worn. This bonus stacks with any other bonuses to the 
  elven berserker’s land speed.
   
  Additionally, any round in which the elven berserker 
  moves at least 10 feet, she gains a +1 dodge bonus to AC.
   
  At 6th level, 11th level, and 16th level, the elven 
  berserker’s land speed increases by an additional 10 feet, and 
  the dodge bonus granted by this ability increases by 1 (to a 
  maximum increase of 40 feet and a +4 dodge bonus to AC at 
  16th level).
   
  This ability replaces the fast movement class feature.
   
  Inner Rage (Ex): An elven berserker calls upon 
  her strength of will and her indomitable fighting spirit for 
  strength, rather than relying on physical energy. At 1st level, 
  she can rage for a number of rounds per day equal to 4 + her 
  Wisdom modifier. At each level after 1st, she can rage for 2 
  additional rounds. Temporary increases to Wisdom, such as 
  those gained from spells like owl’s wisdom, do not increase 
  the total number of rounds that an elven berserker can rage 
  per day.
   
  This ability modifies the rage class features.
   
  Fighting Spirit (Ex): Elven berserkers are 
  unnaturally tough, and can withstand much more 
  punishment than their typically lithe appearance would 
  suggest. At 3rd level, an elven berserker’s maximum hit points 
  increase by 5, and she gains a +1 bonus on saving throws 
  made to resist effects with the fear or pain descriptors. At 
  6th level, and every three levels thereafter, her maximum hit 
  points increase by an additional 5, and the bonus on saving 
  throws made to resist effects with the fear or pain descriptors 
  increases by +1 (to a maximum of 30 extra hit points and a +6 
  bonus at 18th level).
   
  This ability replaces the trap sense class feature.
   
  Evasion (Ex): At 4th level and higher, an elven 
  berserker can avoid even magical and unusual attacks with 
  great agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion can be 
  used only if the elven berserker is wearing medium armor, 
  light armor, or no armor. A helpless elven berserker does not 
  gain the benefit of evasion.
   
  This ability replaces the rage power gained at 4th 
  level.
   
  Improved Evasion (Ex): At 12th level, even if an 
  elven berserker fails a saving throw against an attack that 
  normally deals half damage on a successful save, she still 
  suffers only half damage from the attack. Improved evasion 
  can be used only if the elven berserker is wearing medium 
  armor, light armor, or no armor. A helpless elven berserker 
  does not gain the benefit of evasion.
   
  This ability replaces the rage power gained at 12th 
  level.
  2
  
  Elven Lyrist (Bard)
   
  The elven love of music, poetry, and all other forms 
  of art and performance is well-known, so it’s no surprise 
  that elven bards are capable of feats that the bards of other 
  races can’t match. Elvish lyrists are known for making 
  music that can soothe, and even win the friendship of, wild 
  animals, and it is said that powerful elvish lyrists can even 
  unravel powerful magic with nothing but the power of their 
  performance.
   
  Classically Trained: An elven lyrist’s spellcasting 
  and bardic performance abilities rely more on technical 
  skill and dedicated training than on force of personality. 
  The elven lyrist uses his Intelligence score, rather than his 
  Charisma score, to determine the number of bonus spells 
  per day that he receives, the saving throw DCs of his spells, 
  and the highest spell-level of bard spells that he can cast. 
  Additionally, the saving throw DCs of any of his bardic 
  performance abilities that allow a saving throw are calculated 
  using the elven lyrist’s Intelligence modifier, instead of his 
  Charisma modifier.
   
  Soothe Beasts (Sp): Beginning at 8th level, an elven 
  lyrist can use his bardic performance to calm wild animals, 
  and possibly even cause them to see the elven lyrist as a 
  trusted friend. This ability can be used to affect animals, 
  magical beasts, and vermin, but only if their Intelligence 
  score is 2 or less, or if they have no Intelligence score. Each 
  such creature within 60 feet of the elven lyrist must succeed 
  on a Will save (DC 10 + 1/2 the elven lyrist’s class level + the 
  elven lyrist’s Intelligence modifier) or be compelled to remain 
  where they are, and not attack or flee. Affected creatures are 
  not helpless, and defend themselves normally if attacked. 
  Creatures that succeed on their saving throw must continue 
  to save each round that they are within range of the ability. 
  This compulsion lasts for as long as the elven lyrist maintains 
  the performance, plus an additional number of rounds equal 
  to the number of rounds that the elven lyrist maintained the 
  performance while the creature was affected by this ability. 
  This is a mind-affecting compulsion effect.
   
  A creature that fails its saving throw by 5 or more is 
  affected as though by dominate monster, instead. In this case, 
  the duration of the effect is 10 minutes per class level.
   
  This ability replaces the dirge of doom bardic 
  performance ability.
   
  Dispelling Song (Sp): At 14th level, an elven lyrist 
  gains the ability to use his bardic performance to suppress the 
  effects of spells. This functions as either the targeted dispel 
  or area dispel version of the greater dispel magic spell. Rather 
  than making a caster level check to determine if any given 
  spell is affected, the elven lyrist must make a Perform check 
  (the DC remains 11 + the spell’s caster level). Any spell that 
  would be dispelled in this way is suppressed for as long as the 
  elven lyrist continues to maintain the performance, instead, 
  and resumes its effects after the elven lyrist ceases to perform 
  (the spell’s duration continues to elapse while it is suppressed 
  in this way). Similarly, if a magic item is affected by the 
  ability, its magical abilities are suppressed for as long as the 
  elven lyrist continues his performance, instead of being 
  suppressed for 1d4 rounds.
   
  This ability replaces the frightening tune bardic 
  performance ability.
  Willow Blade (Fighter)
   
  With their love of graceful and swift movements, 
  even in combat, it’s no surprise that the versatile and 
  powerful curve blade was invented by the elves. While 
  nearly all elves are able to handle a curve blade proficiently, 
  and often with a flair of style, some elves choose to devote 
  themselves specifically to a style of combat that relies 
  on the curve blade’s curious combination of heft and 
  maneuverability to work. These elves, known as willow blades 
  (for the way that their style, and the weapon itself, bends 
  before greater force, only to strike unexpectedly from another 
  direction), are highly respected in elven communities, and 
  often called upon to perform special dances that demonstrate 
  their fighting skill.
   
  Curve Blade Focus: A willow blade gains Weapon 
  Focus (elven curve blade) as a bonus feat at 1st level.
   
  This replaces the fighter bonus feat normally gained 
  at 1st level.
   
  Defensive Posture (Ex): Beginning at 2nd level, a 
  willow blade adopts a stance that allows him to better resist 
  the maneuvers of his opponents. He gains a +1 bonus to 
  3
  
  CMD. At 6th level, and every 4 levels thereafter, this bonus 
  increases by 1 (to a maximum of +5 at 18th level).
   
  This ability replaces the bravery class feature.
   
  Curve Blade Specialization: At 4th level, a willow 
  blade gains Weapon Specialization (elven curve blade) as a 
  bonus feat.
   
  This replaces the fighter bonus feat normally gained 
  at 4th level.
   
  Curve Blade Training (Ex): Beginning at 5th level, 
  a willow blade gains a +1 bonus on attack and damage rolls 
  made with an elven curve blade. The bonus on attack rolls 
  is doubled for the purposes of confirming a critical threat. 
  Further, in the event of a confirmed critical hit, the bonus on 
  damage rolls is added again, in addition to being multiplied 
  by the weapon’s critical multiplier (so a 5th-level willow blade 
  who normally dealt 1d10+5 damage would deal 2d10+11 damage 
  on a critical hit).
   
  At 9th level, and every 4 levels thereafter, these 
  bonuses increase by 1 (to a maximum of +4 attack and 
  damage at 17th level).
   
  This ability replaces the weapon training class 
  feature.
   
  Curve Blade Expertise: At 8th level, a willow blade 
  gains Improved Critical (elven curve blade) as a bonus feat.
   
  This replaces the fighter bonus feat normally gained 
  at 8th level.
  Glade Guardian (Ranger)
   
  Elves are the undisputed masters of the forest, and 
  there are no humanoids who are as at home in the woods as 
  elves. The close ties that the elves have to the natural world 
  are what allow them to flourish in this environment, and at 
  the core of those close ties is a fundamental respect for nature 
  that nearly all elves hold in the bottom of their hearts. There 
  are few elves who are more at one with nature than the elite 
  glade guardians, elven warrior-sages who protect the sanctity 
  of the forest’s sacred places against intruders.
   
  Favored Enemy: A glade guardian cannot choose 
  animal, fey, humanoid (elf), magical beast, or plant when 
  selecting their favored enemies.
   
  This ability modifies the favored enemy class feature.
   
  Improved Initiative: A glade guardian gains 
  Improved Initiative as a bonus feat at 3rd level.
   
  This ability replaces the endurance class feature.
   
  Woodland Magic: At 4th level, and every 2 levels 
  thereafter, a glade guardian can choose a single spell from 
  the druid spell list, whose level is no higher than the highest 
  level spell the glade guardian can currently cast. The glade 
  guardian treats this spell as though it appeared on the ranger 
  spell list at the same level that it appears on the druid spell 
  list. Additionally, the glade guardian can cast 1 additional 
  spell each day for each spell level that he can currently cast.
   
  This ability replaces the hunter’s bond class feature.
  Spirit Speaker (Shaman)
   
  The elven affinities for magic and the natural 
  world make it easier for them to attune themselves to the 
  whisperings of the spirit world, and many elves become 
  shamans. Truly gifted elven shamans are able to commune 
  with more spirits than other shamans are, and are able to 
  awaken the spirits of trees and animals, granting them brief 
  sentience. Further, these spirit speakers, as they are known 
  amongst the elves, can draw more heavily upon natural 
  magic, allowing them to better interact with the spirits of the 
  wilderness.
   
  Nature Magic: At 2nd level, and every 2 levels 
  thereafter, the spirit speaker may select a single spell from 
  the druid spell list, whose spell level is no higher than the 
  highest-level spell she can cast. She adds the chosen spell to 
  the list of spells that she can cast using her spirit magic class 
  feature. These spells are in addition to the ones granted by 
  her spirit and any wandering spirits.
   
  Beginning at 5th level, the spirit speaker gains one 
  additional 1st-level spell slot per day that can be used for 
  her spirit magic ability. At 7th level, and every two levels 
  thereafter, she gains one additional spell slot of the next-
  highest spell level that she can use for her spirit magic ability 
  (a 2nd-level slot at 7th level, a 3rd-level slot at 9th level, a 4th-level 
  slot at 11th level, and so on).
   
  This ability replaces the hex gained at 2nd level.
   
  Spirit Conference (Su): Beginning at 10th level, 
  the spirit speaker can form temporary bonds with more 
  spirits than other shamans are able to, although these bonds 
  are somewhat lesser in nature. Whenever she selects her 
  wandering spirit each day, she can choose two different 
  spirits. She does not gain the benefits of both spirits. Instead, 
  she can choose either spirit for each of the following: the 
  spirit ability, the greater spirit ability, the true spirit ability, 
  the spells granted by the spirit, and wandering hexes. For 
  each ability, she gains the benefits based on the spirit that she 
  selected.
   
  At 15th level, she can choose up to three spirits in this 
  way, instead.
   
  This ability replaces the hex gained at 10th level.
   
  Awaken Spirit (Sp): Beginning at 12th level, a spirit 
  speaker can awaken the spirits of trees and animals, granting 
  them intelligence and allowing her to call upon them for aid. 
  This functions as awakening, except that it takes only a full-
  round action to use, and the effect only lasts for 10 minutes 
  per caster level. The spirit speaker can use this ability 3 times 
  per day at 12th level, plus an additional time per day at 15th and 
  18th levels.
   
  This ability replaces the hex gained at 12th level.
  4
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
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  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
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  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
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  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
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  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the 
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  END OF LICENSE 
  
   
  Majestic and graceful, ageless and wise, beautiful and terrible, there’s a lot that can be 
  said about elves. They are often praised for their close bonds with the natural world, and at 
  the same time are responsible for breathtaking and beautiful feats of engineering in their 
  glistening, artistic cities. They are masters of sword and bow, but also great adepts at 
  magic. It seems like there’s nothing that an elves aren’t good at.
   
  Of course, when you choose to make your player character an elf, all that you really care 
  about is the +2 bonus to your Dexterity and Intelligence scores (and who needs 
  Constitution, anyway?), so why bother playing an elven shaman or bard? Even if a 
  Constitution, anyway?), so why bother playing an elven shaman or bard? Even if a +2 
  bonus doesn’t really make that much of a difference, it just feels so wrong to knowingly 
  combine a race and class that don’t go well together, and, as a result, many players never 
  bother to consider it.
   
  This book aims to give players who want the fact that their character is an elf to 
  matter more a way to make that happen, while also providing support for elven characters 
  of a variety of classes that don’t typically make much mechanical sense for elves. Included 
  are the elven berserker, a barbarian archetype that turns elves into more primal and savage 
  warriors, the elven lyrist, a bard archetype that allows for classically-trained elves to 
  perform with their skill and prowess instead of their charm and good looks, 
  the willow blade, a fighter archetype that focuses on using the famed elven 
  curve blade, the glade guardian, a ranger archetype for elven rangers who 
  curve blade, the glade guardian, a ranger archetype for elven rangers who 
  are a bit more in touch with the natural world than most, and the spirit 
  speaker, a shaman archetype for elves in greater communion with the 
  spirit world.
  Be the Best Elf You Can Be
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Lords of the Leaves - Elven Archetypes.pdf