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  Credits 
  Designed & Written by: PJ Harn 
  Additional Content by: Chris Bayes, Brian Berg, Matt Everhart, Kevin Glusing, Frank Gori, Hal Greenberg, 
  Matthew Hamman, Jason Linker, Neal Litherland, Dale McCoy, Tom Phillips, Jason Rice and Alex Riggs 
  Editing: T.R. Knight, Michael Ritter and Skip Twitchell 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: Cover art by Anna Pazinuk; Interior artwork by Tawny Fritz, Tony Szczudlo and Terry Pavlet.  
  Other art by Dave Alsop, Gary Dupuis, Some artwork by Publisher’s Choice Quality Stock Art ©Rick 
  Hershey/Fat Goblin Games, Some artwork © 2015 Eric Lofgren, used with permission. All rights reserved.  
  Jesus Garcia Lopez published by 1manstudio.de, Enmanuel "Lema" Martinez, Marc Radle, Michael A Scotta, 
  some artwork ©Dean Spencer 2015, used with permission.  All rights reserved. 
   
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  identity as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
   
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  Except material designated as Product Identity, the contents of Wardens of the Wild are Open Game Content 
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  Published by Total Party Kill Games, LLC. 1st printing, May 20, 2016 
   
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  4 
   
  Introduction 
  FOREWORD BY PJ HARN -------------------------------------------------------------------------------------------------------------- p. 6 
  INTRODUCTION -------------------------------------------------------------------------------------------------------------------------- p. 7 
  SHORT FICTION: ‘THE CULLING’ --------------------------------------------------------------------------------------------------  p. 8 
   
  Chapter One: Daoine Crann’Moradh 
  THE SYLVAN ELVES -----------------------------------------------------------------------------------------------------------------------p. 14 
   
  Chapter Two: High Elves 
  THE HIGHBORN (HIGH ELVES) -----------------------------------------------------------------------------------------------------p. 30 
   
  Chapter Three: Laith Seachran 
  THE GREY WANDERERS (GREY ELVES) -------------------------------------------------------------------------------------------p. 46 
   
  Chapter Four: Daoine Scath 
  THE WRAITHE ELVES (UMBRAL ELVES) ------------------------------------------------------------------------------------------p. 56 
   
  Chapter Five: Luathaigh 
  THE ELFLINGS ------------------------------------------------------------------------------------------------------------------------------p. 67 
   
  Chapter Six: Leath Fir 
  THE HALF-ELVES --------------------------------------------------------------------------------------------------------------------------p. 77 
   
  Chapter Seven: Arms & Equipment 
  ELVEN ARMS & EQUIPMENT ---------------------------------------------------------------------------------------------------------p. 87 
   
  Chapter Eight: Feats 
  GENERAL ELVEN FEATS ---------------------------------------------------------------------------------------------------------------p. 106 
  REVERIE FEATS ---------------------------------------------------------------------------------------------------------------------------p. 131 
  THE DANCE OF SWORDS ------------------------------------------------------------------------------------------------------------p. 135 
   
   
  
   
  5 
   
  Chapter Eight: Traits 
  ELVEN TRAITS----------------------------------------------------------------------------------------------------------------------------- p. 138 
   
  Racial Traits ---------------------------------------------------------------------------------------------------------------------p. 138 
   
  Combat Traits ------------------------------------------------------------------------------------------------------------------p. 139 
   
  Magic Traits ---------------------------------------------------------------------------------------------------------------------p. 139 
   
  Regional Traits -----------------------------------------------------------------------------------------------------------------p. 139 
   
  Religious Traits -----------------------------------------------------------------------------------------------------------------p. 140 
   
  Social Traits ----------------------------------------------------------------------------------------------------------------------p. 140 
   
  Chapter Eight: Archetypes 
  ELVEN ARCHETYPES --------------------------------------------------------------------------------------------------------------------p. 141 
   
  Alchemist Archetypes --------------------------------------------------------------------------------------------------------p. 141 
   
  Antipaladin Archetypes ------------------------------------------------------------------------------------------------------p. 142 
   
  Cavalier Orders ----------------------------------------------------------------------------------------------------------------p. 143 
   
  Druid Archetypes --------------------------------------------------------------------------------------------------------------p. 144 
   
  Fighter Archetypes ------------------------------------------------------------------------------------------------------------p. 150 
   
  Magus Archetypes -------------------------------------------------------------------------------------------------------------p. 152 
   
  Oracle Archetypes -------------------------------------------------------------------------------------------------------------p. 152 
   
  Ranger Archetypes ------------------------------------------------------------------------------------------------------------p. 153 
   
  Rogue Archetypes -------------------------------------------------------------------------------------------------------------p. 156 
   
  Summoner Archetypes -------------------------------------------------------------------------------------------------------p. 156 
   
  Witch Archetypes --------------------------------------------------------------------------------------------------------------p. 157 
   
  Witch Archetypes --------------------------------------------------------------------------------------------------------------p. 158  
   
  Chapter Eight: New Classes 
  THE RAMPART, MAGUS ALTERNATE CLASS ----------------------------------------------------------------------------------p. 159 
  THE THORN WARDEN CLASS ------------------------------------------------------------------------------------------------------p. 169 
   
  Chapter Eight: Magic 
  ELVEN SPELLS (PATHFINDER) -------------------------------------------------------------------------------------------------------p. 175 
  ELVEN SPELLS (5th EDITION) ---------------------------------------------------------------------------------------------------------p. 186 
  MAGIC ITEMS (PATHFINDER) ------------------------------------------------------------------------------------------------------p. 194 
  MAGIC ITEMS (5th EDITION) -------------------------------------------------------------------------------------------------------p. 201 
   
  Chapter Eight: Flora and Fauna 
  ELVEN FLORA AND FAUNA --------------------------------------------------------------------------------------------------------p. 207 
   
  
   
  6 
   
  “Glorfindel was tall and straight; his hair was of 
  shining gold, his face fair and young and fearless 
  and full of joy; his eyes were bright and keen, and 
  his voice like music; on his brow sat wisdom, and 
  in his hand was strength.” 
   
  -J.R.R. Tolkien, The Fellowship of the Ring 
   
  Before Total Party Kill Games was even a vision, 
  before I even played RPG’s, I loved elves. I was ten 
  years old when Ralph Bakshi’s version of JRR 
  Tolkien’s epic was in the theaters. My sister, 
  thinking it was going to be like the Rankin & Bass 
  version of ‘The Hobbit’ took her son (my nephew) 
  and I to see it. To say that I sat slack-jawed in the 
  theater for the entire time Bakshi’s film played, and 
  that I still remember walking out of the theater 
  exalting with my nephew that we had just seen the 
  coolest thing in the world, does not bring justice to 
  the memory. I remember clutching my chest each 
  time Boromir took an arrow to his. I remember 
  cheering when Gandalf came riding in with the 
  Rohirrim to save the day at Helm’s Deep. I still 
  remember how the air smelt that night.  I was ten, 
  and life was a lot more innocent in the 70’s -- at 
  least for a 10 year old. 
   
  But why elves? Certainly the cartoon version of 
  LOTR didn’t paint them in any extraordinary light. 
  But seeing that movie was the lightswitch. Very 
  soon I devoured The Hobbit and had read The Lord 
  of the Rings by the time I was twelve. There is a lot 
  going on in LOTR, a lot more than a twelve year 
  old could comprehend, but the mystery of Tolkien’s 
  elves was a lure in my imagination that kept 
  bringing me back in. I still sometimes just read The 
  Council of Elrond. 
   
  About this time I was introduced to a purple box 
  with a female mage and male warrior fighting a 
  dragon on the cover, a strange game with odd 
  shaped dice. Soon the world’s most popular RPG in 
  a red, then blue, then green box, was a staple in my 
  life. I had a period where girls and beer were more 
  important (or proved more distracting) than the 
  game, but Tolkien’s lure managed to keep his world 
  and elves in my life; reading the trilogy again by the 
  time I was 14, 16, 18 and so on. Yes, even in my 
  alcohol soaked 20’s I managed to read it at least 
  twice. Every time I read it, I became more engrossed 
  with the past described in Tolkien’s world. Who 
  was Glorfindel, and why wasn’t he afraid of the 
  Nazgul?  
   
  Finally the Silmarillion made its way to me, and it 
  all fell into place. The Elves were Firstborn – 
  supernaturally gifted - and superior. That is all 
  anyone ever needed to know. I mean, c’mon. They 
  live 
  forever, 
  were 
  immune 
  to 
  disease, 
  communicated with the Valar, and magic was so 
  common to them that they didn’t even refer to it as 
  magic. Some elves existed in “both worlds” – 
  heaven and the prime material – at the same time, 
  so the Nazgul had no power over them. Elves in the 
  red blue and green box were pretty cool, but they 
  weren’t Silmarillion cool. Sadly, I was under-
  exposed to the RPG world, and missed I.C.E’s role-
  playing game of this most famous of fantasy worlds. 
   
  This lack of exposure did however foster my drive 
  to tinker with rulesets in the World’s Most Popular 
  Role-Playing game. I was determined to make elves 
  in the game... better. Oh let’s not kid ourselves, I 
  was trying to make them SUPERIOR…. Or as Brian 
  Berg would say, “You know, the master race. 
  Nazis.” He always had a way of knocking me back 
  into reality when I would get on the “elves are 
  better” kick. That isn’t to say that Brian doesn’t like 
  elves. He just prefers drow… Kidding aside, we did 
  share a common historical/fiction/RPG belief: from 
  Earth history (Nordic Dark Elves) to modern fiction 
  (Moorcock’s Elric), the Elves were around first, and 
  they did it, whatever it is, or was, better than 
  everyone else. And, well, we thought that current 
  version of elves was a bit narrow – at least 
  mechanically. 
   
  Harken back to the days when game modules were 
  written to make sense of the situation/storyline, 
  balance be damned, and you have the ingredients 
  for the recipe that is TPK Games. Not that we ignore 
  balance. But we want to give some meat to the fact 
  Elves are over a hundred years old when they start 
  the game. What did they do with that hundred 
  years? Surely not all elves are the same, and a 
  hundred years adolescence should master itself in a 
  few different ways. Most RPGs paint elven history 
  
   
  7 
   
  as old before the other races were born. What do 
  they know? What can one benefit from such an old 
  and well educated culture? Options are needed. We 
  like to provide. 
   
  Tolkien may have been the inspiration for fantasy 
  role-playing games, and he certainly was my 
  inspiration into finding (the One) rpg. His mastery 
  of words and mystery of elves has been ever-
  burning kindling for my imagination; to create and 
  not just emulate. Writing for this project has truly 
  brought my past back to me, remembering the 
  magic of my youth. 
   
  Thank you, J.R.R. Tolkien, I hope our efforts here 
  spark others to create, dream, and maybe one day 
  reminisce as well. 
                                                        
   
  -PJ Harn 
   
  Today, elves are generally accepted by most 
  humanoids to be one of the civilized races, and can 
  be found rubbing shoulders and living peacefully 
  with humans, dwarves, halflings, half-orcs, and 
  gnomes, without anyone thinking twice about 
  them. But there was a time, in the ancient past, 
  when the elves first encountered the other 
  humanoid races, when they were not seen as simply 
  agile humans with long lives and pointed ears, but 
  were in fact an alien and entirely hostile race that 
  appeared one day as if from nowhere. 
   
  Sages are uncertain exactly where it is that elves 
  came from, or exactly when it was that they 
  arrived, or under what circumstances, but it is 
  widely accepted that their origins lie in a far off and 
  inaccessible place. One first-hand account from the 
  time, the Journal of Saeran Ashby, several copies of 
  which have miraculously survived to present day, 
  recounts the story of Saeran's accidental foray into 
  the elves' home realm, which he described as "a 
  beautiful and pristine forest, more lush and vibrant 
  than any I had ever seen," and his terrifying 
  encounters with the ethereally-beautiful, yet callous 
  and cold elves, who hunted him through their realm 
  for sport before he finally escaped and returned 
  home. 
  Some believe the place that Saeran describes to be 
  another plane of existence, a more natural and 
  primordial plane, inhabited by fey creatures, and 
  that these first elves were, in fact, a type of fey, who 
  have, after generations living on the Material Plane, 
  lost touch with much of their supernatural heritage. 
  Others claim that the place is actually a distant 
  planet, which, while fantastic in appearance, is 
  actually a part of the Material Plane itself, and its 
  natural and fey-like appearance is simply an 
  outgrowth of the elves' natural tendencies towards 
  these things. 
   
  While the nature of their home is unclear, it is 
  established fact that, millennia ago, passage 
  between that place and the world we know became 
  very commonplace, with portals opening in sylvan 
  glades, usually in rings of stones or of toadstools. 
  Humans and other humanoids would stumble quite 
  by accident into elven territory, often meeting 
  tragic ends, while elves eventually began sending 
  hunting and scouting parties into the world of the 
  humans, hunting them for sport, luring them back 
  to their lands for unknown purposes, and generally 
  toying with the strange, ugly, short-lived creatures 
  that they encountered. 
   
  There are not many records from this time left 
  today, but those few that remain record that in this 
  time, the elves had a few particular approaches that 
  they preferred, which differ somewhat from the 
  elves of the modern world. At that time, the elves 
  were known for their incredible beauty, as well as 
  its darker side, for elven men and women alike 
  would seduce other humanoids, using their 
  bewitching beauty to ensnare them for evil 
  purposes. The other hallmark of the ancient elves 
  was their affinity for disease. Some modern scholars 
  argue that this may be somewhat misleading, and 
  that the elves merely brought with them diseases 
  from their own realm which were unknown here, 
  and that while the elves were quite used to them, 
  the humanoid races had no resistance. They go on 
  to say that rather than using these diseases 
  deliberately, the ancient elves inflicted them on the 
  world quite by accident. Other scholars are less 
  trusting in their interpretations. 
   
  Though relations between elves and the other 
  humanoid races began quite antagonistically, at 
  some point the portals connecting to the elven 
  
   
  8 
   
  realm began to close. Like much else about the time, 
  the reason for this is lost to history, but it left a 
  number of elves stranded in the humanoid world, 
  and, over time, they began to adjust, and relations 
  with the other races improved, until they eventually 
  became the elves that we know today, many of 
  whom know as little about their ancient ancestors 
  as members of other races do. Scholars well-versed 
  in this ancient history wonder, however, what must 
  have happened to the elves who remained in their 
  strange and insular realm, and what would happen 
  if the portals between the two worlds were to open 
  once more… 
   
  We saw the smoke as our longship pushed up 
  stream towards our home. Rounding the bend and 
  nearing the dock, we saw that several buildings had 
  been on fire, though only a few were destroyed: 
  one home, the mead hall, a storage building that 
  did not hold grain. The tactics looked too familiar. 
  We often left villages with enough provisions to 
  survive, so that they could be pillaged again. We 
  generally only took a few slaves, mostly young 
  women, but never enough to reduce their capacity 
  to reproduce, and rebuild the village. Our “Jarl” 
  called it ‘sustainable culling’. It did not truly 
  resemble the strikes the Northmen conducted along 
  our shores. No, they were far more brutal.  We had 
  found that less fighting and not having to travel as 
  far between raids had become beneficial. After all, 
  we weren’t really Vikings. We were just pretending 
  to be, so nobody came looking for us. We had 
  thought placing our base on one of the mist 
  shrouded “Forbidden Islands” and placing our small 
  village in this forested cul-de-sac would have kept 
  us hidden from the real northmen raids.   
  We lashed the ship to the pier, eyes searching the 
  village. Something wasn’t right. Druen, my brother-
  in-law voiced my thoughts.  “Looks like something 
  we would have done.” 
  “Yes,” I said, “except for one thing.” Druen looked 
  at me. I nodded back to the village. “What’s 
  missing?”  
  It was then the quiet hit him like a fist in the 
  stomach. His whisper was heard by all of the crew 
  as if he had been screaming. 
  “Survivors…” The packs of stolen goods dropped 
  to the pier and boat. Steel hissed out of scabbards.  
  I looked the pier over. Everything seemed in order, 
  no signs of disarray. We advanced as a unit, 
  mimicking the Northmen shield wall. By the time 
  we had made it past the first burnt home and 
  storage unit, the lack of movement and utter quiet 
  had become deafening. What made men break 
  ranks and sign against evil was what was left of the 
  ‘mead hall’. Four interior wooden beams, which 
  had originally supported the roof, now served as 
  gallows poles, three bodies to a shaft. Dead bodies 
  did not scare these men; we had killed plenty in our 
  time. It was the missing facial features and the fact 
  they had obviously been bitten off, by another 
  humanoid. The bite marks were undeniable. Eyes, 
  nose, ears, and lips. Even the tongues had the ends 
  bitten off. Bile rose in my throat.  
  Karl vomited. Rafden visibly shook with fear. “We 
  should never have come to this island…” his voice 
  cracked. Druen stared at the disfigured body of our 
  “Jarl”, Victor Nine-Lives - named so because of his 
  numerous tales of surviving when he shouldn’t 
  have.  I lowered my head in silent reverence, 
  kicking the coals of the hall. The coals… This fire 
  was a day or two old, smoldering in places. So the 
  bodies should have been… I crept closer. No signs 
  of crows eating the bodies. No signs of rats. There 
  weren’t even maggots. The silence suddenly made 
  sense. 
  “Magic!” I hissed. The men signed for a second time 
  and stepped away from the bodies, once again 
  forming the shield wall. The eyeless bodies stared at 
  us without moving. After a few tense moments my 
  breath escaped my clenched teeth. ” I don’t think 
  they have been left to kill us. I think they were 
  preserved so that we would see them this way.” 
  “Sowing fear…” Druen said. I nodded. 
  “It’s working,” said Rafden. His eyes were wide and 
  stark. “We all knew the rumors of these islands.” 
  The others chimed in. Picts. Haunted.  Banshees. 
  Fey warded. The old tales of no one ever coming 
  back. 
  
   
  9 
   
  “Stop it!” I roared. “The fact that ‘A Warning’ was 
  left behind should be telling you something.” I 
  looked each of them in the eye, those that would 
  meet my stare. A few nodded. “You leave behind 
  scare tactics when you don’t want people to follow 
  you.” We had crucified a few men before. A few 
  bodies missing hands and feet generally kept 
  villagers with torches and pitchforks in their place. 
  Digsby waved his sword at the bodies. “But we 
  didn’t eat their…” His shield rubbed his midsection. 
  His look of distaste was shared by most. 
  Druen’s face, however, had become a mask of steel. 
  “They have Kaitlyn,” he said with that stark ferocity 
  I most admired about him. Kaitlyn. Druen’s wife. 
  My sister. “They have all of our womenfolk.”  
  A sudden ever sinking pit opened in my stomach. 
  So this is how it felt. Not so nice to be on the 
  receiving end. Didn’t matter.  All that did matter 
  now was vengeance. 
  I cornered and fanned my vengeance to flames and 
  followed Druen’s lead. “They have your mother, 
  Karl.” Karl’s young eyes went from frightened to 
  fierce in a heartbeat. Some men nodded and 
  mumbled their agreement.  It was obvious others 
  were willing to cut their losses. Not me. I helped 
  build this place. I had “raided” from here for three 
  years. I knew I was getting old. I was going to do it 
  here. “Listen,” I waved my sword for attention. I 
  drew their eyes in. I made sure mine had that ‘easy 
  pickings’ glow, followed by the hint of madness I 
  was famed for. “If we run away scared, where are 
  we gonna go? We have no other ‘home’. 
  Furthermore,” I paused for dramatic effect, “how 
  many houses are here?” 
  “Twenty-three,” Karl bolstered up, “minus Boyd’s, 
  which was burnt.” A few men stole a glance at Boyd 
  hanging on one of the poles. 
  “Twenty-three.” I echoed. “And how many men 
  stand here?” They knew the number. We had 
  almost lost Kennan and Digsby on our raid. 
  
   
  10 
   
  “Twelve.” Most answered in unison. “Twelve,” I 
  repeated, “The people that did this, that took our 
  women and children, have to know this. Twelve 
  are dead here, caught by surprise, no doubt.”  My 
  emphasis was important. “Because they left a ‘fear 
  marker’ for twelve more men.”  I eyed them each, 
  especially young Karl. “They don’t want us to 
  follow, because they know in a fair fight, they don’t 
  stand a chance, let alone if the tables of surprise 
  were turned on them.” Another pause, “I bet they 
  knew we were gone...” I let that last one sink in a 
  bit. 
  The looks of fear were being replaced by… 
  something eager. I took it as my cue.” You men go 
  and gather armor, provisions and the fixin’s for a 
  hunt. Druen and I will go and see if we can scare up 
  a trail.” 
  Barely an hour had passed when Druen and I had a 
  good trail, if not a couple days old. Hard to hide 
  that many people walking together. The crew did 
  not disappoint. They had gathered light armor for 
  travelling and several days travel food, along with 
  a few of the repeating crossbows we had recently 
  “received”. 
  The trail was easy to follow and we made good 
  time. Though neither Druen nor I said it out-loud, I 
  could see it on his face. According to the trail, the 
  captors all seemed to be barefoot. It was late fall. It 
  was cold outside. Not sure if we were actually 
  following Picts or not. Hell, most of us had only 
  heard old wives tales of Picts; naked inhuman 
  savages that ate man flesh. Hunting another group 
  of ‘raiders’ was one thing, hunting unpredictable 
  savages was another. I readjusted the weight of my 
  shield and soldiered my fear. No-one was scaring 
  me from my home. 
  Day four of the hunt, and the trail was getting 
  fresher. We were gaining on them. Druen and I kept 
  quiet that some of the bones we found at one of 
  their campfires looked human. It was mid-day on 
  this fourth day when the widely spaced oak trees 
  gave way to… giants. There was no other way to 
  describe the trees. If all twelve of us had circled a 
  tree holding hands we would not have made it 
  around half of one. The canopy was so high and 
  thick it nearly blotted out the sun. An odd emerald 
  green light permeated this forest, sunlight struggling 
  to penetrate the foliage. The bird calls from within 
  echoed, as if the open area beneath the canopy 
  were a cavern. Though it was fall and most trees 
  had turned and some had even dumped their 
  leaves, this forest seemed reluctant to do so. 
  In fact, it felt like this forest not only seemed 
  reluctant to drop leaves, it seemed unhappy to see 
  us. Like a father that was unhappy in the boy his 
  daughter had brought to meet him, and the boy 
  knew it. Unsettling was an inaccurate description. I 
  kept looking at my feet, like I couldn’t meet the 
  forest father’s eyes. The others looked the same 
  way. Shoulders hunched, heads down. 
  Day six and the trail vanished. Literally. One 
  moment we were following obvious trail sign, the 
  next moment, we could not even find our own 
  trail. I looked up into the canopy. It looked eerily 
  familiar. We could not tell what direction the 
  sunlight came from. The moss grew on all sides of 
  the trees. I was not even sure we were travelling in 
  a straight line. 
  Day seven and Rafden broke.  
  “I can’t! I won’t! Aaagh! Let me be!” He was 
  screaming at the trees. We could feel them watching 
  us. I kept rubbing at my skin, looking for the insects 
  crawling there. There were none. 
  Day nine. Rafden chittered in his sleep. ‘No’ was the 
  only comprehensible word. It kept the others 
  awake. 
  Day twelve and the food was almost gone. We had 
  decided to turn back the day before yesterday. But 
  Druen and I admitted to each other, if not to the 
  others, that we had no idea where we were. All the 
  trees looked the same. Or was it that we couldn’t 
  remember details? 
  On the thirteenth night we heard the howls. We 
  scrambled to our feet and drew weapons. If those 
  were wolves, it was unlike any I have ever heard. 
  Part howl, part roar, and part scream. Our fire, 
  though large enough to cook a boar on, barely gave 
  off any light. The owls stopped their nocturnal 
  chatter. Then the fog rolled in. 
  It didn’t just creep in like regular fog, or rise from 
  the ground. It danced and whirled and gathered 
  
   
  11 
   
  and spread. It was thick. And wispy. It clung to 
  trees. It crashed through foliage. It hushed the sound 
  of our fire.  The howls intensified. The baying was 
  so unnatural the hair on the back of my neck ached 
  from standing on end. 
  We saw the eyes first. Animal eyes reflecting what 
  light there was, or were they glowing? You could 
  tell the way they circled us that they were wolves 
  or hounds sizing us up. It was impossible to tell how 
  many there were. The fog seemed to follow them, 
  and gave us berth. Gods, the eyes had to be at 
  about chest height. 
  “No. No! NO!” Rafden murmured and then yelled. 
  He broke from our circle around the fire and tore 
  off into the woods where there were the least 
  amount of eyes, a howl and the eyes disappeared 
  in the direction Rafden had gone. We could hear 
  him screaming “Bastards! Come out where I can see 
  ya!” There was more baying that sounded horribly 
  like laughter, another scream and then silence. 
  The howls stopped. The silence suddenly made the 
  fire crackling behind us sound like an inferno. Karl 
  nearly screamed when the body dropped from 
  above and landed not three feet from us. It was 
  Rafden. He was not moving. 
  “What are you doing here?” the voice was like 
  music. And steel. It nearly commanded me to speak. 
  “Show yourself!” I half-shouted at the mist. A 
  measureable silence followed. The strain of those 
  seconds made my shield heavy and my sword grip 
  sweaty. 
  Green reflective eyes showed first. Then shapes 
  took form in the mist. A tall man carrying a great 
  longbow with an impossibly huge hound at his side 
  emerged. At least I think it was a hound. It looked 
  like a wolf, and a tiger, with the green glowing eyes. 
  But its head was above the man’s hips. And he was 
  tall. Much taller than Druen. And Druen towered 
  over most men. 
  Now in the firelight, I sized him up. He was tall, but 
  not overly muscular. His armor, if you could call it 
  that, looked like leaves made of leather and fit 
  tightly over him. I could not tell if the ‘leaves’ were 
  brown or green, or gold and red. It seemed to be 
  all of them, depending on which way he turned in 
  the firelight. He moved forward without a sound, 
  as did his wolf-hound, whose fur seemed to be 
  brown and gray, with black stripes. His movement 
  was deliberate, but somehow seemed like he was 
  unaware of it. His bow was larger than anything I 
  had ever seen. The grip and arrow shelf were not in 
  the middle of the bow, but closer to the bottom. 
  Besides being different than other re-curve bows, it 
  was visually stunning, layered with motifs of 
  animals and trees. The blade at his hip seemed part 
  rapier, part scimitar, and part longsword. I had 
  never seen its like. Overly long, slightly curved 
  daggers were strapped to his chest and back on a 
  baldric filled with clasps. 
  His hair was impossibly gold and long, hanging past 
  his chest. The hair on his brow was thin, almost 
  feminine, and his cheekbones were clearly defined 
  surrounding a hawkish but well-rounded nose. His 
  chin may have been the squarest I have ever seen, 
  yet it looked like sculpted marble. I looked into his 
  eyes and nearly stammered. They were not round, 
  not altogether round anyway. They were longer 
  and thinner, the iris purple, and the pupil green. He 
  was not human.  
  “Elfin” I said. The man nodded and his pointed ears 
  pushed through his locks. Some of the men 
  whispered ‘the Fey Lords’ and ‘Forest Spirits’. I 
  thought I saw the man’s eyes roll… 
  “Very well, courtesy shown.” Again, the voice like 
  a lullaby. And icicles. “Now, again. What are you 
  doing here?” It was not so much a question as a 
  command. Almost to a man we stepped backwards.  
  Karl gathered his nerve first. “We are tracking the 
  Pict bastards that took our mothers and wives! The 
  lecherous beasts even bit off the eyes and ears of 
  our friends and fathers!” 
  His feigned look of surprise did not fool me. My 
  look of distaste was plain as day to him. Druen read 
  my face and shifted his weight into a fighting stance. 
  The rest of the men did likewise. The man’s smile 
  was genuine. He showed absolutely no fear. 
  “The ‘Picts’, as you call them, have long since 
  eluded you.” 
  “How many more of you are out there?” I stated 
  more than asked. 
  
   
  12 
   
  “None.” It was not a lie. “At least to my 
  knowledge.” Again, not a lie. Unless he was really 
  good at hiding it. 
  “Where are all your hounds?” 
  He smiled and put his hand on his beasts’ head. 
  “Right here.” 
  Magic. Hate that vile stuff. 
  “You know what they have done and you let them 
  pass, yet hinder us?! They are going to eat our 
  women!” 
  “The Cru’thaur are not going to eat your females. 
  That would be a waste of breeding stock to them.” 
  Gasps were heard from the crew. Another smile 
  from the blonde man. 
  The smile enraged Karl who screamed and charged 
  him swinging a wild arc at the man’s neck. He 
  ducked under Karl’s swing and the momentum of it 
  sent Karl flying over the man’s back and face first 
  into the dirt beyond. “Cu Ieil!” the man said and his 
  wolf pounced on Karl. I heard Digsby’s crossbow 
  twang. Faster than I could blink the elf knocked the 
  bolt aside with his bow. In a breath the repeating 
  crossbow fired again, in the same moment the elf 
  drew an arrow and shot the bolt out of the air, and 
  before the crossbow could load another bolt, an 
  arrow rammed into the firing mechanism seizing it 
  up. The force of the impact sent Digsby sprawling 
  back into the fire. Druen, Kennan, and William 
  charged. Kennan and William died with arrows in 
  their throats. Druen was on him, too close for bow 
  work. The man ducked around Druen, away from 
  his shield and under his sword arm. The curved 
  dagger came out shining with blood. Before Druen 
  fell to the ground, the man’s bow came up and 
  smashed my gaping jaw shut, shattering teeth. I had 
  to leap awkwardly to avoid landing in the fire. 
  “Now, does anyone else wish to die?” the man 
  looked at my crew like they were misbehaving 
  children. Swords dropped. “Cu I’liel.” The man said 
  and the wolf hound stepped away from Karl, who 
  got up rubbing his neck where the beast had him 
  pinned. 
  I spluttered through blood and broken teeth. “What 
  have we done to you, that you would let the flesh 
  eating savages raid our village, and then hinder us 
  when we try to take vengeance? Why do you 
  protect them?” 
  The smile was gone, and those purple and green 
  eyes had become narrow slits, fierce and predatory. 
  His face a stern mask of resolute conviction. The 
  music in his voice had taken a sharp note, the icicles 
  made of steel and falling everywhere. 
  “The Cru’thaur, or ‘Misbegotten’, will be dealt 
  with, eventually. But for now,” he pointed at me 
  “you” then eyed us all “Eater of Worlds-” He 
  paused, making the name stick to us, “Consider 
  them the plague that thins your herds...” 
   
   
  
   
  13 
   
   
   
   
  
   
  14 
   
  It is but a whisper, yet it resounds throughout the 
  world, the dreaming realm, and all creatures within. 
  I find it amazing that it is not heard, how so many 
  choose not to listen. All one has to do to not hear 
  the whisper is to choose to ignore it, and be caught 
  up with frivolity, unnecessary struggles, and allow 
  the ordinary affairs of life to lead you into despair - 
  to harbor a belief that one is somehow superior to 
  their milieu.  
  I am not saying that there are no reasons to fight or 
  struggle, or to focus attention on essential matters. 
  But one should not endeavor to make that a center 
  of their entire lives. Reflection on immersion and 
  equilibrium with Danu, the earth, family, and each 
  other, this is what truly matters with the passing of 
  time. We have often tried to teach this to the other 
  races, and even some of our own kin, but far too 
  often it seems to fall on deaf ears. The Young Races 
  especially, time and again refuse to listen to that 
  simple wisdom.  
  Perhaps when the blood in their veins returns to the 
  sea, and the earth in their bones returns to the 
  ground... Perhaps then they will remember that the 
  world does not belong to them, but it is they that 
  belong to the land. For that is the Resounding 
  Whisper, the Ageless Hum, that we are not only 
  stewards, but an interconnected part of the cycle. I 
  fear someday the whisper and hum will eventually 
  fall utterly silent. Then Danu, the fey, the elves, and 
  mayhaps the entire world, will be nevermore. 
  - An excerpt from the ledgers of Celinarion Ana’th 
  Elrahdavar, Eldest Tree Singer, first adviser to the 
  Arboreal Queen. 
  Introduction 
  People of the Trees, Spirits of the Shadow Wood, 
  Silent Lords of the Great Wood; all of these are 
  names of the Daoine Crann’Moradh, the sylvan 
  elves. The sylvan elves themselves, prefer the term 
  Sylvan Daoine or simply Daoine, which is to say 
  “forest elves” or “forest folk”. 
  This lack of self-aggrandizement in naming 
  themselves is typical of the wood elves. Though 
  they are tall and beautiful, and graceful beyond 
  compare, they are much more interested in the 
  environment than themselves or how outsiders 
  perceive them. Though impeccably elegant, and 
  always appearing well groomed, few sylvan elves 
  own mirrors or any items considered necessary to 
  maintain a fair appearance. Untarnished beauty is 
  but a small part of the fey spirit they have inherited. 
  An undeniable tether to the land is a far greater seed 
  that has been planted in their soul by the Great 
  Spirit Danu. 
  True stewards of the land, the sylvan elves gave 
  birth to druids and their many circles, imparting 
  their knowledge and guidance to both the willing 
  and unwilling. Some human druids are marveled by 
  the deep reverence that even sylvan children seem 
  to have for their forests, or any land that they are 
  currently in. Some may ask, ‘why such devotion?’ 
  Aern Rugadh scholars teach that while the Highborn 
  are the warriors sent here to clean the Eldar Fae’s 
  mistakes, the Daoine Crann’Moradh were sent here 
  to husband the land back to health after the touch 
  of chaos that the firbolg and formorians emanate.  
  In some lands, the sylvan elves must even nurture 
  the land back from human misuse.  
  While this is not an untruth, the Sylvan elves know 
  a deeper truth, one that each person of any given 
  race, must come to on their own: most individuals 
  will only ever see one earth; it is both mother and 
  father to all that live on it and those that treat it as 
  such will live longer, happier, more fruitful lives. As 
  will their own children, grandchildren and so on. 
  This is the true Will of Danu. 
  Physical Description 
  The physical aspects of the Daoine are as myriad as 
  the trees. All are tall and unearthly beautiful, but of 
  all the elves, the sylvan most reflect their connection 
  to the fey and the forests. Sylvan elf hair color runs 
  the gambit from midnight black, a thousand shades
   
   
  
   
  15 
   
   
   
  
   
  16 
   
  of brown, and to every color ever seen on the 
  leaves of a tree or petals of a flower, be it purple, 
  green, orange or red.  A radiant gold blonde also 
  persists on more than a fair number of the forest 
  folk. Sylvan eyes are universally almond shaped, 
  and iris colors range from hazel to brilliant shining 
  blue to a striking purple. Sylvan elf pupils are a 
  different matter. While some maintain the 
  reciprocal purple and green iris/pupils that most 
  elves have, some have pupils that appear to be deep 
  black glass, or reflective pools of water with hints 
  of starlight shining on the surface.  This is most 
  notable in older sylvan elves. Indeed this is the only 
  way to notice the age of a sylvan elf, as even the 
  extremely venerable show no other outward sign of 
  age. It is thought that sylvan elves first taught the 
  druids the secret of the timeless body.  
  Random Starting Ages 
  Adulthood 
  Intuitive1 
  Self-
  Taught2 
  Trained3 
  110 years 
  +4d6 years 
  (114 - 134 
  years) 
  +6d6 
  years 
  (116 - 146 
  years) 
  +10d6 
  years 
  (120 - 170 
  years) 
  1 This category includes, oracles, rogues, and sorcerers. 
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, 
  rangers, summoners, and witches. 
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, 
  and wizards. 
   
  Random Height and Weight 
  Gender Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Male 
  5 ft. 6 
  in. 
  +2d8 in. 
  (5 ft. 8 in. - 6 
  ft 10 in.) 
  110 lbs. 
  +(2d8×5 
  lbs.) 
  (120 - 190 
  lbs.) 
  Female 5 ft. 4 
  in. 
  +2d6 in. 
  (5 ft. 6 in. - 6 
  ft. 6 in.) 
  90 lbs. 
  +(2d6×5 
  lbs.) 
  (100 - 150 
  lbs.) 
   
  Society 
  The sylvan elves are a people that prefer tradition 
  over innovation. That is not to say that discoveries 
  are shunned - quite the contrary. If something new 
  is found to bring joy, it is celebrated and quickly 
  becomes a new or altered tradition. More correctly 
  it should be said that elves live very long lives 
  (sylvan some of the longest), and they have found 
  solace in many of their traditions. As such, there is 
  ‘no grand rush to change a good thing’. 
   
  Tradition aside, there is plenty of innovation 
  amongst the sylvan elves, and interestingly enough, 
  it goes right in hand with tradition. From the first 
  time the elves stepped from the dreaming into the 
  prime material plane, they were aware that things 
  lived and died. Dying vegetation rotted, became 
  food for insects and fungi and eventually became 
  earth full of nutrients for new vegetation. Hence, 
  composting of waste (of which there is very little) 
  was an innovation that the sylvan elves first did and 
  that most of the other races do not even know or 
  care about. The fact that they create little waste by 
  utilizing everything is innovation in and of itself. 
  Hunting entrails are used to lure dangerous 
  predators away from elven villages, or fed to pets 
  and animal companions. Fishing entrails are mixed 
  back into garden beds. The druids have found a way 
  to make body waste into tree nutrients or poison to 
  use on foes. Even those elves not gifted with magic 
  have learned to bend the boughs of trees together 
  to grow anything from tools to furniture to homes. 
  Fortunately the elves’ lifespan is long enough to see 
  these slow forming creations come to fruition.  
   
  Sylvan villages are not like human villages. There 
  are no bakeries or butchers or shops of curios or 
  cloth makers. There are elves that excel in these 
  areas, but they do not make a living doing so. 
  Almost every sylvan elf has their own family 
  garden, or spends time in a community garden or 
  green house. Often if a particular elf is a renowned 
  cloth maker or glass blower and his craft is needed 
  by another elf, and barter is struck between the 
  two. Even courtesans who wait upon the queen 
  spend time in the gardens. Greed is almost unheard 
  of, and the close knit community does not let 
  anyone take more than their share for more than a 
  few days. Generally, if someone seems to be a non-
  participant in community gardening or other crafts, 
  friends will try to discover why and help with any 
  personal adversity to get the fellow elf back on 
  track. The human practice of ‘not nosing in a 
  
   
  17 
   
  neighbor’s business is not even a concept amongst 
  the sylvan elves.  
   
  Almost all sylvan elves hunt, and very few animals 
  are kept in captivity for meat purposes. Indeed, 
  meat is eaten sparingly, because sylvan elves do not 
  want to over-hunt an area, and feeding livestock 
  requires a lot of farmland and time. The hard work, 
  long hours and ultimately dull routine of 
  maintaining a farm may suit other races, but the 
  sylvan would rather spend time in the wild. 
  Hunting is more than stalking prey and bringing 
  home the kill. It is time spent quietly listening to a 
  river go by, watching otters play, or simply feeling 
  the wind in one’s face. It is a religion in and of itself.  
   
  This brings us to the other side of the sylvan elves’ 
  disposition. The forests, glades, meadows, and 
  watersheds that the elves find this solace in is 
  fiercely and violently protected. If intrusions are 
  made into sylvan elf forests, a modicum of space 
  and time is waited out, to see if the peoples are 
  coming to settle or are just passing through. This 
  time is also spent watching to see if the trespassers 
  are willing to live in balance with the land.  
   
  Offending settlers are often confronted before any 
  ground is broken or trees felled. If they are simply 
  too close to an elven settlement, they are told in no 
  uncertain terms to leave and not come back. Verbal 
  resistance is met with a stern verbal warning, leave 
  or die. Persistence in ignoring the warning ends with 
  all but one adult and any children being slain. The 
  survivors escorted far away. This is not done with 
  any racial hatred, or territorial greed. It literally is 
  about maintaining equilibrium with the land, and 
  ensuring that the balance which nature has set out 
  is maintained. Sylvan elves are true, zealous, 
  stewards of the land. 
   
  The Daoine do not fear repercussions when 
  performing these acts. It is unlikely anyone would 
  be able to navigate an army into an elfwood. Even 
  if a large warband was to make its way relatively 
  deep into the forest, it would be under the watchful 
  eyes of hundreds of rangers and forest sentinels. The 
  sylvan have no true standing army, but by the time 
  almost any one of them reaches an adult age, they 
  are warriors fully trained in the use of blade, bow 
  and spear, and are all but invisible in the forest 
  foliage. Since the elves live so long, it is almost a 
  surety that any one of them you meet has spent 
  more than a few seasons as a ranger, hunter, or 
  forest slayers. Imagine if the entirety of a race had 
  the weapon training and wilderness survival 
  experience of what only a few thousands of 
  individuals from other races attain. Added to this is 
  the fact that the sylvan elf literally cares more about 
  the dirt beneath his opponent’s feet than he does 
  about their life.  
   
  The Daoine Crann’Moradh may be the wisest of the 
  elven races, but inciting their wrath is an invitation 
  to war with one of the largest, most experienced 
  and ruthless forces of the world. 
   
  Relations 
  Sylvan elves generally live so deep in forests that 
  they rarely have visitors from other races. As such, 
  their outlook on other races tends to be narrow, but 
  judged with the wisdom of ages. 
  First, individuals met are given the opportunity to 
  prove themselves regardless of race. This is a small 
  window of time, but possibly one of the most 
  outwardly uncharacteristic of sylvan facets. 
  Second, all other elves, halflings and gnomes are 
  treated with respect, as long as this respect is 
  reciprocated. Humans and dwarves are given this 
  benefit as well, assuming they attempt to show 
  themselves as allies. Dwarves may be treated a bit 
  more gruffly than humans, but this is possibly just a 
  perception of the dwarves. Elves would never pass 
  judgement on a race because they are not 
  considered beautiful to look at. Almost never… 
  Humans however, can be beautiful, and possess 
  obscure souls. So many are capable of great and 
  wonderful passions, as well as truly horrific, 
  despotic actions. Actions speak louder than words 
  though, and all are judged on those actions. 
  After this, it gets simpler. Destroy evil races, 
  especially drow, who have turned their back on the 
  Danu, but do not eliminate them. There may be 
  hope for some if they are no longer influenced by 
  evil overlords.  This hope and compassion is one of 
  their strongest traits, and one that other races often 
  misunderstand or misperceive as weakness. 
   
  
   
  18 
   
  Alignment and  Religion 
  Danu decided to be, and the Dreaming was born. A 
  place of raw thought where ideas could flourish and 
  the seeds of creation could be made. Danu then 
  wished to have separate places for his creations that 
  he enjoyed and the planes of existence were born; 
  inner, outer, transitive and even more exclusive 
  planes such as shadow, fire, and alignment. All of 
  these formed amidst and from the Dreaming. Danu 
  then begat life, creating the aether dragons and the 
  eldar fae, whose sole function is to simultaneously 
  tear and repair the great tapestry of the multiverse 
  in the eternal cycle of death and life. To be the 
  endless progenitors and recyclers of the energy 
  needed for creation. This is the origin of all as the 
  Daoine Crann’Moradh know and teach it. 
  It is most likely true that elves were created after the 
  fae, and maybe even created for the purpose of 
  reigning in some of the more chaotic “children” of 
  the fae. However, a great truth was bestowed upon 
  the first elf, Sylvannari. She was told that the elves 
  would separate from the fae and become mortal. 
  That they, the elves, would separate further and 
  become distinct individual races, and this was 
  necessary for the continuous cycle of destruction 
  and creation. However, in the sorrow that 
  mortality would bring, a great happiness could be 
  found, a constant calming pleasure called The 
  Ageless Hum, or the Resounding Whisper. A simple 
  thought that, home and hearth, earth and sea, flora, 
  fauna, and sky should be cared for as your own 
  child and respected with the reverence you have for 
  your parents and elders. For the world is all those 
  things; children, parents, and elders - and to deny it 
  that respect, is to live without harmony. Life spent 
  discordant with the Ageless Hum is a life spent in 
  struggle and despair.  
  It is also known to the sylvan elves that the Ageless 
  Hum is not simply an esoteric thought to create 
  harmony. Those that actually do live in harmony 
  with the land will hear messages from the land, be 
  it the rustling of leaves, or the echo of dew dripping 
  from leaves in a sun strewn glen. These messages 
  can help someone to find sustenance in the wild, 
  warn them of inclement weather or imminent 
  danger. Those that have dedicated their lives to 
  listening to the hum have been known to know 
  when something is truly wrong in the forest and 
  where to go to help, or warned to stay far away. 
  Some sylvan elves even learn to reflect the grace 
  and respect they have given the land upon 
  themselves, manifesting a great presence in 
  themselves, an awe that holds sway over others. 
  Any elven god or pantheon that holds to the belief 
  of the Ageless Hum, or at the very least venerates 
  the cycle of life, may be worshipped by sylvan elves. 
  Most hold to the Will of Danu, but more distant or 
  savage cousins may have found some other focus 
  and maybe even eschewed the Will of Danu 
  altogether. There are places in the multiverse where 
  the elves have become so estranged from the eldar 
  fae that they are worshipped as deities. 
  Adventurers 
  Sylvan elves become adventurers for about the 
  same reason as any other race. To see life beyond 
  the forest, perhaps sent on a mission, decided to 
  visit a grey elf cousin, gathering exotic spell 
  components, or perhaps they are performing a rite 
  of passage. Being a traditional people does not 
  exclude them from being curious, rather tradition 
  may make the sylvan elf the most balanced member 
  of a party. 
   
  Male Names 
  Given Names 
  Erestor Taeleamnar   Eärendur Naegriond   Aisleod 
  C’Ancaimë   Fëanáro Súrion  Maeglin Oronar    
  
   
  19 
   
  Haeor Telrúnya   Finarein Elensar   Gwinor 
  Mithrandír   Daeron Amandil   Findecáno 
  Silimaurë 
  Female Names 
  Given Names 
  Itarildë  Dorthonion   Tári Telperiën   Anaranë 
  Celebrindal   Idril Coamenel   Eámanë Ealensar 
  Eáránë Númenessë   Nessa Celerindal   Gilraen 
  Arcamenel   Morwen Felarund   Tarí Eärfalas 
   
  Sylvan Elf Player 
  Characters 
  Alchemist: Add one extract formula from the 
  alchemist's list to his formula book. This formula 
  must be at least one level lower than the highest-
  level formula the alchemist can create. 
  Arcanist: Increase total number of points in the 
  arcanist's arcane reservoir by 1. 
  Barbarian: Add +1 feet to the barbarian's base 
  speed. In combat this option has no effect unless the 
  barbarian has selected it five times (or another 
  increment of five). This bonus stacks with the 
  barbarian's fast movement feature and applies 
  under the same conditions as that feature. 
  Bard: The bard gains +1/6th of a bardic performance 
  or 1/6 to the DC of their bardic performance. 
  Bloodrager: Add +1/4th to the brawler’s effective 
  level to determine her unarmed strike damage. 
  Brawler: Add +1 feet to the brawler's base speed. In 
  combat, this has an effect only for every five 
  increases in the brawler's base speed. 
  Cavalier: Add +1 hit point to the cavalier's mount. 
  If the cavalier ever replaces his mount, the new 
  mount gains these bonus hit points. Sylvan elves 
  may add the great stag to his choice of mounts. 
  Cleric: Select one domain power granted at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the cleric's Wisdom modifier. The cleric 
  adds +1/2 to the number of uses per day of that 
  domain power. 
  Druid: Add +1/3rd to the druid's natural armor 
  bonus when using wild shape. 
  Fighter: Add +1 to the fighter's CMD when resisting 
  a disarm or sunder attempt, or gain a +1 to the 
  fighter’s CMB on awesome blow, disarm, or sunder 
  attempts. 
  Gunslinger: Add +1/3rd on critical hit confirmation 
  rolls made with firearms (maximum bonus of +5). 
  This bonus does not stack with Critical Focus. 
  Hunter: Choose a weapon from the following list: 
  longbow, 
  longsword, 
  rapier, 
  short 
  sword, 
  shortbow, or any weapon with "elven" in its name. 
  Gain a +1/2 bonus on critical hit confirmation rolls 
  made while using that type of weapon (maximum 
  bonus +4). This bonus does not stack with those 
  gained through Critical Focus and similar effects. 
  Inquisitor: Add one spell known from the 
  inquisitor's spell list. This spell must be at least one 
  level below the highest-level spell the inquisitor can 
  cast. 
  Investigator: Increase the total number of points in 
  the investigator's inspiration pool by 1/3rd. 
  Magus: A sylvan elf magus gains +1/5th of a new 
  magus arcana. 
  Monk: Add +1/4th point to the monk's ki pool. 
  Oracle: Add +½ to the oracle's level for the purpose 
  of determining the effects of one revelation. 
  Paladin: Add +½ hit point to the paladin's lay on 
  hands ability (whether using it to heal or harm). 
  Ranger: Choose a weapon from the following list: 
  longbow, longsword, rapier, shortbow, short 
  sword, or any weapon with “elven” in its name. 
  Add +½ on critical hit confirmation rolls made 
  while using that weapon (maximum bonus of +4). 
  This bonus does not stack with Critical Focus. Or the 
  ranger may add magic weapon and greater magic 
  weapon to his spell list. These spells will be the same 
  level as magic fang and greater magic fang. 
  Rogue: Add +1 to the number of times per day the 
  rogue can cast a cantrip or 1st-level spell gained 
  from the minor magic or major magic talent. The 
  number of times this bonus is selected for the major 
  
   
  20 
   
  magic talent cannot exceed the number of times it 
  is selected for the minor magic talent. The rogue 
  must possess the associated rogue talent to select 
  these options. 
  Shaman: Add +5 feet to the range of a chosen 
  shaman hex. Multiple bonuses from this ability can 
  apply to the same hex, to a maximum of an 
  additional 30 feet for any single hex. 
  Skald: Increase the bonus granted by the well-
  versed class feature by +1/4th (maximum +8). 
  Slayer: Increase the studied target bonus on 
  Perception and Survival checks by +1/4th . When the 
  slayer gains the stalker class feature, he also gains 
  this increase to the studied target bonus on Stealth 
  checks. 
  Sorcerer: Select one bloodline power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the sorcerer's Charisma modifier. The 
  sorcerer adds +½ to the number of uses per day of 
  that bloodline power. 
  Summoner: The amount of time the summoner 
  must spend to summon his eidolon is reduced by -1 
  round, to a minimum of 1 round. 
  Swashbuckler: Increase the total number of points 
  in the swashbuckler's panache pool by +1/4th. 
  Warpriest: Add +½ to the number of times per day 
  the warpriest can use blessings, but he can use these 
  additional blessings on only those from the Air, 
  Animal, Charm, Magic, Plant or Sun domains. 
  Witch: Add one spell from the witch spell list to the 
  witch's familiar. This spell must be at least one level 
  lower than the highest-level spell she can cast. If the 
  witch ever replaces her familiar, the new familiar 
  knows these bonus spells. 
  Wizard: Select one arcane school power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the wizard's Intelligence modifier. The 
  wizard adds +½ to the number of uses per day of 
  that arcane school power. 
  *Classes not covered above gain the standard options for favored 
  classes, a +1 bonus to hp or +1 skill point for each level. 
   
  Standard Racial Abilities 
  (Pathfinder) 
  Ability Scores: Sylvan elves gain +2 Dex and –2 Int. 
  They may also choose to add a +2 to either Wis or 
  Cha. Sylvan elves are nimble and are regarded as 
  some of the wisest mortal beings in the world. Their 
  allure and power of presence is well known as well. 
  The sylvan rely more on tradition than innovation.  
   
  Size: Elves are medium creatures and thus receive 
  no bonuses or penalties due to their size. 
   
  Type: Elves are humanoids with the elf subtype. 
   
  Base Speed: Elves have a base speed of 30 feet. 
   
  Languages: Elves begin play speaking Common and 
  Elven. Elves with high Intelligence scores can choose 
  from the following: Celestial, Draconic, Gnoll, 
  Gnome, Goblin, Orc, and Sylvan. See the Linguistics 
  skill page for more information about these 
  languages. 
   
  Racial Points: 15 
   
  Effective Level: +0 
   
  Defenses 
  Elven Sleep Immunity: The sylvan elves are immune 
  to magic sleep effects. 
  Steel Mind: Sylvan elves have a mindset that is very 
  fey-like, and it is hard to fathom what they are 
  thinking and to overpower them mentally. They are 
  naturally resilient in matters of the mind, and gain 
  a +2 bonus on all Will saving throws. 
  Feats and Skills 
  Keen Senses: Sylvan elves receive a +2 racial bonus 
  on Perception checks. 
  Elven Weapon Focus: You gain the Elven Weapon 
  Focus feat*. 
  Natural Stride: The sylvan tie to the Dreaming and 
  their fey kin manifests itself in a lightness of being. 
  They may move through natural difficult terrain at 
  their normal speed. Sylvan elves can ignore the 
  effects of difficult terrain in natural environments, 
  as if it were normal terrain. Magically altered 
  
   
  21 
   
  terrain affects them normally. 
   
  Magical Abilities 
  Magic in the Blood: Once per day, members of this 
  race may increase the DC of any spell they cast by 
  +1. Members of this race with a Charisma score of 
  11 or higher also gain the following spell-like abilities 
  (the caster level is equal to the user's character 
  level): 
  1/day— create water, know direction, light, and 
  purify food and drink. 
  The DC is equal to 10 + the spell's level + the user's 
  Charisma modifier. 
  Offenses 
  Weapon Familiarity: Sylvan elves are proficient 
  with all bows (including composite longbows and 
  shortbows), and treat any weapon with the word 
  “elven” in its name as a martial weapon. Most 
  sylvan elves will only wield elven weapons, 
  especially since their homes are so far away from 
  other races’ civilized areas. There are some though, 
  that understand the benefit of having a wide range 
  of options and that it is good to have training in all 
  manner of weapons. 
  Senses  
  Low-Light Vision: Elves can see twice as far as 
  humans in conditions of dim light. 
   
  Standard Racial Abilities [5E] 
  Ability Scores: Sylvan elves gain +2 Dex and +1 Wis 
  or Cha.  Sylvan elves are nimble and are regarded 
  as some of the wisest mortal beings in the world. 
  Their allure and power of presence is well known. 
  The sylvan rely more on tradition than innovation.  
   
  Size: Elves are medium creatures and thus receive 
  no bonuses or penalties due to their size. 
   
  Type: Elves are humanoids with the elf subtype. 
   
  Base Speed: Sylvan elves have a base speed of 35 
  feet. 
   
  Languages: Elves begin play speaking Common and 
  Elven.  
  Defenses 
  Elven Sleep Immunity. The sylvan elves are immune 
  to magic sleep effects. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to 
  sleep. 
   
  Feats and Skills 
  Keen Senses. You have proficiency in the Perception 
  skill. 
   
  Elven Weapon Focus: You gain the Elven Weapon 
  Focus Feat*. 
   
  Reverie.  Elves don’t need to sleep. Instead, they 
  meditate deeply, remaining semiconscious, for 4 
  hours a day. While meditating, you can dream after 
  a fashion; such dreams are actually mental exercises 
  that have become reflexive through years of 
  practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep. If 
  your GM allows it, you may qualify for the Reverie 
  feats in this book. 
   
  Natural Stride: The sylvan tie to the Dreaming and 
  their fey kin manifests itself in a lightness of being. 
  They may move through natural difficult terrain at 
  their normal speed. Sylvan elves can ignore the 
  effects of difficult terrain in natural environments, 
  as if it were normal terrain. Magically altered terrain 
  affects them normally. 
   
  Hide in Natural Surroundings: You can attempt to 
  hide even when you are only lightly obscured by 
  natural foliage, heavy rain, falling snow, mist, or 
  other similar conditions. 
   
  Magical Abilities 
  Magic in the Blood: You know one cantrip of your 
  choice from the druid spell list. Wisdom is your 
  spellcasting ability for it. 
  Offenses 
  Elf  Weapon Training. You have proficiency with all 
  elvish weapons, the longsword, shortsword, 
  shortbow, and longbow. 
  
   
  22 
   
  Senses  
  Darkvision. Accustomed to twilight forests and the 
  night sky, you have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if 
  it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
   
  ALTERNATE ABILITIES 
  Ambidextrous: It was said that ages ago all elves 
  could use either hand to perform any action and the 
  outcome would be the same. However it has 
  become more of a hereditary characteristic in the 
  last five or six generations. With this trait you 
  reduce any penalty incurred by using two hands 
  (such as two weapon fighting) by 1. You may also 
  increase your off-hand damage by +1 to a 
  maximum of your full ability score modifier.  
  Furthermore, you can throw weapons, fire a bow 
  or crossbow right or left handed, write, perform on 
  instruments, or make skill checks with either hand 
  at no penalty. You consider either hand your 
  primary hand. 
  This replaces the Elven Weapon Focus trait. 
  5e: You can use two-weapon fighting even when 
  the one-handed melee weapons you are wielding 
  aren’t light. 
  Born of the Wild: Sylvan elves gain a +4 racial 
  bonus on Stealth checks while within a forest 
  terrain.  
  This replaces the Elven Weapon Focus trait. 
  5e: While in a forest terrain, you may Disengage or 
  Hide as a bonus action on any of your turns. 
  Darkvision: Some sylvan elves eyes adapt to the 
  utter dark of the dense canopy of elfwood forests. 
  They gain Darkvision up to 60 feet. 
  This replaces the Low Light Vision trait. 
  Elusive Grace: The sylvan elves have a grace of 
  movement that has helped safeguard them for 
  millenia. Sylvan elves with this trait gain a +1 dodge 
  bonus to Armor Class. 
  This replaces the Elven Weapon Focus trait. 
  5e: You may use the Dodge or Disengage action 
  as a bonus Action during any of your turns. 
  
   
  23 
   
  Elven Magic: Sylvan elves receive a +2 racial bonus 
  on caster level checks made to overcome spell 
  resistance. In addition, sylvan elves receive a +2 
  racial bonus on Spellcraft skill checks made to 
  identify the properties of magic items. 
  This replaces the Magic in the Blood trait. 
  5e: The sylvan elf with this trait can choose to 
  know a wizard cantrip instead of a druid cantrip. 
  Intelligence becomes your spellcasting ability for 
  this cantrip.  
  Elven Presence: The sylvan elves are able to 
  manifest the power of the Ageless Hum into their 
  bodies to awe those they wish to have as allies or 
  intimidate those that attempt to thwart them or are 
  flat out adversaries. Three times per day when the 
  sylvan elf makes a Diplomacy or an Intimidate 
  check, they gain a +10 racial bonus to the check. If 
  speaking to a crowd, the elf may make these checks 
  simultaneously, hopefully silencing naysayers while 
  encouraging those that agree with him.   
  This replaces the Magic in the Blood trait. 
  5e: Three times per day the sylvan elf may gain a 
  +1d6 bonus on any Charisma-based skill check. At 
  10th level, they gain an additional die and the 
  bonus increases to +1d8.  At 15th level, they gain 
  an additional die. 
  Lithe Step: Sylvan elves may move at full speed 
  across narrow surfaces using acrobatics without 
  penalty. They are not considered flat-footed when 
  making Climb checks or Acrobatics checks when 
  climbing or to cross narrow or slippery surfaces. You 
  may maintain a climb and fire your bow without 
  penalty while climbing. 
  This replaces the Natural Stride trait. 
  5e: Sylvan elves gain proficiency in the Acrobatics 
  skill. 
  Natural Climbers: The sylvan elves live amongst the 
  trees, and therefore have a climb speed of 20 feet, 
  and gain the +8 racial bonus on Climb checks that 
  a climb speed normally grants. 
  This replaces the Natural Stride trait. 
  5e: Sylvan elves add their proficiency bonus to all 
  climb checks when climbing trees or vines. 
  Quick and Quiet: Tapping into their fey-like 
  lightness of being, the sylvan elf gains a +10 foot 
  bonus to their base speed and a +4 bonus to Stealth 
  checks. 
  This replaces the Natural Stride trait. 
  5e: The sylvan elf with this trait has a 40 foot 
  movement rate and gains proficiency on Stealth. 
  Silent Hunter: Members of this race reduce the 
  penalty for using Stealth while moving by 5 and can 
  make Stealth checks while running at a –20 penalty 
  (this number includes the penalty reduction from 
  this trait). 
  This replaces the Natural Stride trait. 
  5e: Sylvan elves gain proficiency on Stealth and 
  may Hide as a bonus action on any of his turns. 
  Swift as Shadows: Members of this race reduce the 
  penalty for using Stealth while moving at full speed 
  by 5, and reduce the Stealth check penalty for 
  sniping by 10. 
  This replaces the Natural Stride trait. 
  5e: You do not suffer disadvantage on Stealth 
  checks when running. 
  Tree Walker: Sylvan elves gain a +2 racial bonus 
  on Acrobatics checks made to cross narrow ledges, 
  tree limbs, and on reflex saving throws made to 
  stay on such surfaces. You do not lose your 
  Dexterity bonus to AC when making Climb checks 
  or Acrobatics checks to cross narrow or slippery 
  surfaces. You may maintain a climb and fire your 
  bow without penalty while climbing. 
  This replaces the Natural Stride trait. 
  5e: Sylvan elves gain proficiency on Athletics and 
  may use the Dash action as a bonus action while in 
  trees, as long as the trees are big enough to allow 
  such action. Furthermore, you are considered to 
  weigh only half your normal weight while in trees. 
  
   
  24 
   
  Warrior Caste: Many elves devote large portions of 
  their youth to the use of bow and blade rather than 
  the study of magic. Sylvan elves with this racial trait 
  gain proficiency with two (non-exotic) weapons of 
  their choice and gain either the Weapon Finesse or 
  Precise Shot feat.  
  This replaces the Elven Weapon Focus trait. 
  5e: The sylvan elf with this trait may choose a 
  fighting style from the ranger class. 
  *Elven Weapon Focus is a feat in this book. 
  RACIAL ARCHETYPE 
  Stone Crow (Brawler Archetype) 
  The sylvan elves generally prefer avoidance rather 
  than direct conflict, but at times there are no other 
  options.  When these times come, the sylvan turn 
  to the Stone Crow, a sect of warriors who practice 
  intense hand-to-hand combat every day, preparing 
  for their every possibility and opponent.  The stone 
  crow are extremely efficient warriors, swift and 
  ruthless, whose lightning strikes are often only 
  known by the carnage they leave behind.  When 
  they paint their faces for war, they leave behind all 
  traces of their former selves, existing only to purge 
  their enemies from the land. 
  Prerequisite: Sylvan elf 
  Skills: 
  The 
  Stone 
  Crow 
  loses 
  Knowledge 
  (dungeoneering) but adds Stealth to his list of class 
  skills. 
  Sneak Attack 
  At 1st level, a stone crow gains +1d6 sneak attack 
  damage as per the rogue ability. This damage 
  increases by +1d6 at 2nd, 8th and 15th levels. 
  This ability replaces brawler's flurry. 
  Adaptable Favored Enemy (Ex) 
  At 5th level, a stone crow selects a creature type 
  from the ranger favored enemies table. He gains a 
  +2 bonus on Bluff, Knowledge, Perception, Sense 
  Motive, and Survival checks against creatures of his 
  selected type. Likewise, he gets a +2 bonus on 
  weapon attack and damage rolls against them just 
  like a ranger.  However, by spending 1 week in 
  training and preparation, the stone crow may 
  change his favored enemy, choosing a new one. 
  This replaces Brawler’s Strike. 
  Close Weapon Expert (Ex) 
  The stone crow is a capable unarmed warrior, but 
  a master of small handheld weapons such as knives 
  and hand axes.  The stone crow uses his brawler 
  level unarmed damage for all such close weapon 
  damage, but treats his damage when unarmed as his 
  brawler level -5. 
  This changes the brawler’s Unarmed Strike and 
  Close Weapon Mastery abilities. 
   
   
   
  
   
  25 
   
  The Stone Crow (Monk Archetype) [5e] 
   
  Close Weapon Expert 
  At 3rd level, the Stone Crow Monk treats all monk 
  weapon’s damage dice as one size higher (to a 
  maximum of 2d6).  You treat all unarmed attacks as 
  one die size less.  Example: A 3rd level monk’s d4 
  unarmed damage decreases to d3, but with monk 
  weapons it increases to d6. 
  Sneak Attack 
  At 6th level, the Stone Crow knows how to strike 
  subtly and exploit a foe’s distraction. Once per turn, 
  you can deal an extra 1d6 damage to one creature 
  you hit with an attack if you have advantage on the 
  attack roll. The attack must use a finesse or a ranged 
  monk weapon. 
  You don’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll. 
  At 11th and 17th level you gain an additional d6 of 
  Sneak Attack damage. 
  Sacred Enemy 
  At 11th level, the Stone Crow can spend 2 ki points 
  and choose one type of creature.  For the next 
  minute, the Stone Crow increases their threat range 
  by +1 against all creatures of that type.  
  Spirit Protectors 
  At 17th level, the Stone Crow can spend 2 points of 
  ki and call upon their ancestors for protection.  For 
  the next minute, they gain resistance to all 
  nonmagical piercing, slashing, and bludgeoning 
  damage. 
  Sylvan Elf Paragon Prestige Class 
  Role: While the highborn may be considered an 
  instrument of war, the sylvan elf paragon is an 
  enigma. Above all other races of elves the sylvan  
  are the most reclusive, and yet possibly even more 
  so than their outgoing grey elf kindred, the sylvan 
  are willing to listen and use diplomacy to listen to 
  another race’s plea. Sylvan elf paragons excel in 
  skills important to the survival of their people and 
  have abilities that harken back to the elder days of 
  this ancient race. Sylvan elf paragons are renowned 
  protectors of elven realms, and are often chosen to 
  go on the most perilous quests, sometimes even far 
  outside their forest homes. 
  Alignment: Any non-evil. 
  Hit Die: d8. 
  Requirements 
  To qualify to become a sylvan elf paragon, a 
  character must fulfill all the following criteria. 
  Skills: Climb and Survival 3 ranks. 
  Class Skills 
  The sylvan elf paragon’s class skills are Acrobatics 
  (Dex), Climb (Str), Craft (Int), Diplomacy (Cha),  
  Escape Artist (Dex), Intimidate (Cha), Knowledge 
  (all) (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Spellcraft 
  (Int), Stealth (Dex), and Use Magic Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier.  
  Class Features 
  All of the following are class features of the sylvan 
  elf paragon prestige class.
   
   
   
   
   
  
   
  26 
   
  Table: Sylvan Elf Paragon 
  Level Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +2 
  +2 
  +0 
  Ambidextrous, Ability Score Improvement, Breadth of 
  Experience, Forest Born 
   _ 
  2nd 
  +1 
  +3 
  +3 
  +1 
  Bonus Feat, Elven Magic  
  +1 level of 
  existing class 
  3rd 
  +2 
  +3 
  +3 
  +1 
  Bonus Reverie Feat, Fey Step 
  +1 level of 
  existing class 
   
  Weapon and Armor Proficiency: A sylvan elf 
  paragon is proficient with all simple and martial 
  weapons, light armor, medium armor, and shields. 
  Ambidextrous: It is said that ages ago all elves could 
  use either hand to perform any action and the 
  outcome would be the same. However it has 
  become more of a hereditary characteristic in the 
  last five or six generations. With this trait you 
  reduce any penalty incurred by using two hands 
  (such as two weapon fighting) by 1. You may also 
  increase your off-hand damage by +1 to a 
  maximum of your full ability score modifier.  
  Furthermore, you can throw weapons or fire a bow 
  or crossbow right or left handed, write, perform on 
  instruments, or make skill checks with either hand 
  at no penalty. You consider either hand your 
  primary hand. 
  Breadth of Experience (Ex): At 1st level, the sylvan 
  elf paragon gains the Breadth of Experience feat, 
  regardless of age. If she already has this feat, she 
  gains a bonus to her Knowledge and Profession skill 
  checks equal to her paragon class level. 
  Ability Score Improvement: The sylvan elf may 
  increase any one ability score by 2, or any two 
  ability scores by 1. 
  Forest-Born: Sylvan elves treat forests as if they had 
  the ranger’s Favored Terrain ability. He gains a +2 
  bonus on initiative checks and Knowledge 
  (geography), Perception, Stealth, and Survival skill 
  checks when he is in this terrain. A sylvan elf 
  traveling through forest terrain normally leaves no 
  trail and cannot be tracked (though he may leave a 
  trail if he so chooses). This is an innate ability, as 
  sylvan elves’ understanding of forests is beyond 
  other race’s ken. Hence, regardless of his future 
  classes, this bonus increases by +2 every five levels, 
  but only in forest terrain. If the sylvan elf already 
  has Favored Terrain: Forest from another class, the 
  bonuses stack. Additionally, the sylvan elves’ 
  affinity with the forest allows them to climb and 
  move amongst trees at normal speed without 
  penalty. You may maintain a climb and fire your 
  bow without penalty while climbing. Their superb 
  sense of balance means they do not lose their 
  Dexterity bonus to AC when making Climb checks 
  or Acrobatics checks to cross (any) narrow or 
  slippery surfaces. 
  Bonus Feat: The sylvan elf paragon may choose any 
  one feat she qualifies for. 
  Elven Magic: At 3rd level, sylvan elf paragons 
  receive a +2 racial bonus on caster level checks 
  made to overcome spell resistance. In addition, 
  sylvan elves receive a +2 racial bonus on Spellcraft 
  skill checks made to identify the properties of magic 
  items.  
  Spells per day: The sylvan elves do not rely on 
  magic as much as the other elven races do. At 
  second level the sylvan elf paragon gains new spells 
  per day as if she had also gained a level in any 
  spellcasting class she belonged to before she added 
  the prestige class or any one divine spellcasting class 
  she belonged to previously. She does not, however, 
  gain other benefits a character of that class would 
  have gained. This essentially means that she adds 
  the level of sylvan elf paragon to the level of 
  whatever other spellcasting class the character has, 
  
   
  27 
   
  then determines spells per day, spells known, and 
  caster level accordingly. If a character had more 
  than one arcane spellcasting class or more than one 
  divine spellcasting class before she became a sylvan 
  elf paragon, she must decide to which class she adds 
  each level of the paragon for the purpose of 
  determining spells per day. If she did not have a 
  previous spellcasting class, she may choose one. 
  Fey Step: Sylvan elves are preternaturally light on 
  their feet, likely part of their ancient fey heritage. 
  Stealth comes naturally to them, and likewise they 
  learn to hone it at an early age as all of them learn 
  to hunt. Later this is one of the primary tools used 
  to keep track of those that enter their forests, or to 
  hunt down those that are considered enemies. This 
  ability allows the sylvan elf to move at full speed 
  using the Stealth skill without penalty. 
  Bonus Reverie Feat: At 3rd level, the sylvan elf gains 
  a reverie feat (from the feat section of this book) 
  that she qualifies for. 
  Sylvan Elf Settlements 
  Sylvan elf settlements tend to be part of nature, 
  rather than harnessing it for their own ends.  Their 
  homes often exist among the great forests, 
  magically altering wood and stone to form stunning 
  works of natural art that are both beautiful and 
  functional.  Sylvan elf cities are also generally well 
  away from the eyes of outsiders and deep into 
  unmapped wilderness.  They use such measures in 
  place of massive walls and fortifications.  While 
  their cities are not as well defended as those of other 
  elves, their scouts cleverly misdirect those who 
  approach, or worse. 
  Below is an example of a typical sylvan elf city. 
  Andoril  
  The main homestead of the Sylvan elves of the 
  Nemethil is a grand city built among and anchored 
  to the ancient trees themselves.  The massive trees 
  dwarf the elven homesteads and their limbs 
  intertwine allowing for literal roads among their 
  branches.  While other elven cities pair arcane magic 
  to nature, Andoril pairs the divine.  Here the great 
  druids hold council and maintain a pulse on the 
  great forest itself, while their more aloof 
  counterparts in the great forest plot the elven 
  nation as a whole. 
  NG Large city 
  Corruption +0; Crime +1; Economy +3; Law +2; 
  Lore +2; Society +7 
  Qualities academic, holy site, insular, magically 
  attuned, military presence 
  Danger +10; Disadvantages – 
   
   
  
   
  28 
   
  DEMOGRAPHICS 
  Government Council 
  Population 12,000 (10000 sylvan elves, 2000 high 
  elves, 2000 grey elves, 500 centaur, 500 
  briarborn)  
  Notable NPCs 
   
  Loras, sylvan elf lord of Andoril, true 
  neutral hunter 15 
   
  Enlith, sylvan elf loremaster, bard 13 
   
  Stoneroot, treant elder, true neutral druid 
  15 
   
  Aelrindel, sylvan elf elder, true neutral 
  druid 16 
  MARKETPLACE  
  Base Value 10,400 gp; Purchase Limit 60,000 gp; 
  Spellcasting 9th 
  Minor Items 4d4; Medium Items 3d4; Major Items 
  2d4 
  DESCRIPTION  
  The main homestead of the wood elves of the 
  Nemethil is a grand city built among and anchored 
  to the ancient trees themselves.  The massive trees 
  dwarf the elven homesteads and their limbs 
  intertwine allowing for literal roads among their 
  branches.  While Nemethil pairs arcane magic to 
  nature, Andoril pairs the divine.  Here the great 
  druids hold council and maintain a pulse on the 
  great forest itself, while their more aloof 
  counterparts in Nemethil plot the elven nation as a 
  whole. 
  GROUPS/FACTIONS  
  Grand Council – The grand druid council is a circle 
  of sylvan elf elders, mostly druids, who seek to 
  guide the sylvan elves as they in turn guide the rest 
  of humanity to live harmoniously with nature. 
   
  Sylvan Elf NPC 
   
  Sylvan Elf Scout  
   
   
         CR 1/2 
  XP 200 
  Sylvan Elf Ranger 1 
  LN Medium humanoid (elf) 
  Init +3; Senses low-light vision; Perception +8 
   
  DEFENSE 
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 
  Dex) 
  hp 12 (1d10+2) 
  Fort +3, Ref +5, Will +1; +2 vs. enchantments 
  Immune sleep 
   
  OFFENSE 
  Speed 30 ft. 
  Melee shortsword +3 (1d6+3/19–20) or shortspear 
  +3 (1d6+2) 
  Ranged longbow +4 (1d8/×3) 
  Special Attacks favored enemy (goblinoids +2) 
   
  TACTICS 
  During Combat The scout ambushes her target from 
  stealth or takes cover in tree branches. If she has 
  allies, she attacks enemies that her allies have 
  injured. She uses a smokestick to signal trouble or 
  cover her retreat. 
   
  STATISTICS 
  Str 14, Dex 17, Con 12, Int 10, Wis 15, Cha 8 
  Base Atk +1; CMB +3; CMD 16 
  Feats Point-Blank Shot, Skill Focus (stealth) 
  Skills Climb +6, Knowledge (local) +1, Knowledge 
  (nature) +4, Perception +8, Stealth +10, Survival 
  +6 
  Languages Common, Elven 
  SQ track +1, wild empathy +0 
  Combat Gear potion of cure light wounds, 
  alchemist's fire, masterwork arrows (3), 
  smokestick; Other Gear masterwork studded 
  leather, longbow with 20 arrows, shortsword, 
  shortspear, 15 gp 
   
  DESCRIPTION 
  The sylvan elf scout is a whisper in the wind, a leaf 
  that floats silently through the great forests, forever 
  watching those that pass by.  Rarely do the scouts 
  engage in combat, rather they choose to report 
  back to the larger elven militias. 
   
   
  
   
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  30 
   
   
  “We may have not been the first beings on this 
  earth, but it is certain that we are the first of any 
  creatures 
  here 
  that 
  had 
  any 
  beauty, 
  or 
  acknowledged the beauty of the world. If the 
  Firbolg and Fomorians were here before us, then 
  the Eldar visited an age before then, as surely the 
  Firbolg and Fomorians are the remnants of a fey-
  tampered race. Races damned, and races doomed 
  to extinction. We came here to lay waste to them, 
  to clean up the Eldar’s tinkering. We indeed killed 
  millions, but we also scattered the survivors across 
  this globe, and their will to survive has created 
  many breeds. Some very hard to kill, and some 
  prolific in their ability to produce offspring. 
  “We have been here so long, that we do not 
  remember home - the Dreaming – properly, and 
  only visit it in the reverie. We travel the fey roads, 
  but we do not stay, because home has become 
  strange to us, and the Eldar laugh at our inability to 
  cope with the home place’s mind affecting miasma. 
  We are almost as estranged from our brethren Eldar 
  as a race created by some god.  
  “The great spirit Danu has allowed many creations, 
  some with what many consider deific power. And 
  some of those have indeed created races. The 
  dwarves come from such a being. But the Tuatha 
  De Danann, - the Aern Rugadh, Aes Sidhe, and the 
  Eldar Fae - we were not created by some lesser 
  being. Always remember my son, though we are 
  now mortal, we were shaped by the very will of 
  Danu, and as such we sit as high as any other races’ 
  gods.” 
  -Aulierien Caerthril, elven loremaster - in a letter to 
  his son, Morothnaor, Lord High General of the 
  Third Highborn Army, and Slayer of Avatars. 
  Introduction 
  Aern Rugadh, or Highborn, are known as high elves 
  amongst the lesser races. These elves always stand 
  tall and regal, are always impeccably dressed, and 
  forever carry the honor that they are the 
  representation of Danu – the great spirit that is and 
  always will be the creator of everything, including 
  the other gods.  
  To understand the Aern Rugadh and their 
  downward look upon the other races, their origin 
  (at least as they retell it) must be divulged. Though 
  the Aes Sidhe (sylvan elves) are as old as the 
  highborn, the only other race older than themselves 
  are the eldar fae. Danu had need of such a fickle and 
  powerful race as the eldar, otherwise they would 
  not have been created. The eldar helped populate 
  all of the multiverse created by Danu. The eldar 
  were given free reign over the Dreaming, and to 
  any world that Danu had created from it. The eldar, 
  once given the power of creation, spread amongst 
  
   
  31 
   
  all the multiverse the Dreaming touched and 
  became the tool, the integral part of all worlds. 
  Sometimes, however, the chaotic nature of the 
  eldar fae got carried away in their creations. The 
  eldar, being fickle and carefree, might simply hide 
  from some of their own creations, or leave a world 
  to the devices of the beings they created, however 
  loving or cruel that creation may be. 
  Enter the Aern Rugadh, another direct aspect of the 
  Will of Danu. Aern Rugadh, as they have recorded 
  history, were created to reign in some of the more 
  harrowing and out of control creations of the eldar. 
  They too once had free reign over the Dreaming, 
  and went about the myriad worlds cleaning up after 
  the eldar, or in some cases teaching the eldar’s 
  “offspring”; how to make fire, how to read and 
  write, to work metal and stone. And on some 
  worlds, they were the first sentient creatures. On 
  many of these worlds, the elves simply decided to 
  stay and live out their lives. 
  Physical Description 
  The highborn vary little from one another in height, 
  weight, hair and eye color. People from outside of 
  their society may even think they are all copies of 
  each other. Most of the highborn are tall, have jet 
  black hair, almond shaped steel blue/grey or purple 
  eyes (iris) with green pupils. That being said, there 
  are those with platinum blonde hair, and a few 
  where the iris and pupil colors of their eyes are 
  inverted. Their skin is usually pallid, but without 
  blemish, and only the extremely venerable ever 
  show signs of aging. Facial features, while mostly 
  angular and hawkish, are no less than perfect, and 
  all are breathtakingly beautiful. Many times this 
  beauty is lost on other races, as highborn are mostly 
  stern in their demeanor unless among their own 
  kind. 
  Random Starting Ages 
  Adulthood 
  Intuitive1 
  Self-
  Taught2 
  Trained3 
  110 years 
  +4d6 years 
  (114 - 134 
  years) 
  +6d6 
  years 
  (116 - 146 
  years) 
  +10d6 
  years 
  (120 - 170 
  years) 
  1 This category includes, oracles, rogues, and sorcerers. There are 
  no barbarian Highborn 
  2 This category includes bards, cavaliers, fighters, gunslingers, 
  paladins, rangers, summoners, and witches. 
  3 This category includes alchemists, clerics, druids, inquisitors, 
  magi, monks, and wizards. 
  Random Height and Weight 
  Gender Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Male 
  5 ft. 10 
  in. 
  +2d6 in. 
  (6 ft. - 6 ft 10 
  in.) 
  110 lbs. 
  +(2d8×5 
  lbs.) 
  (120 - 190 
  lbs.) 
  Female 5 ft. 8 
  in. 
  +2d4 in. 
  (5 ft. 10 in. - 
  6 ft. 4 in.) 
  90 lbs. 
  +(2d6×5 
  lbs.) 
  (100 - 150 
  lbs.) 
   
  Society 
  Highborn society is possibly the most stoic of the 
  elven races. Surely they are capable of showing all 
  of the myriad spectrum of emotions, but most often 
  these are reserved for other highborn that they are 
  very familiar with. To outside races, they may seem 
  emotionless and rather pretentious, as most high 
  elves do not even consider other races worthy of 
  speaking to.  
  High elf professions and means of livelihood are 
  perhaps where the race truly differs from other 
  races, including other subraces of elves. While there 
  are many smiths amongst the high elves, there are 
  no miners. Plenty of bakers and butchers, but rarely 
  farmers. It is often said that the Highborn consider 
  themselves too important for menial tasks, or for 
  work that would require them to get “dirty”. To 
  visit one of their settlements, it would seem the 
  truth. Highborn trade or buy the minerals and ore 
  needed to smith their fine elvish steel. Almost all 
  high elf settlements have expansive farms that are 
  operated and ran mostly by halflings, and quite a 
  few sylvan and grey elves. However, the lack of 
  highborn in these professions, is not because they 
  consider it beneath them. Rather, it is because these 
  professions are viewed as the foundations of 
  civilization, and these foundations must be 
  protected at all costs. Hence, the most abundant 
  and the most time honored profession of the high 
  elves is the soldier. The protection of these 
  “foundations of civilization” – especially for the 
  
   
  32 
   
  sustaining of elven societies – is not a badge worn 
  as a matter of pride, rather it is something that is 
  often carried out with remorseless zeal. 
  All highborn spend time in a military encampment 
  before they are considered mature enough to 
  choose their own profession. This is where the elven 
  proficiency with bows and swords ideology was 
  born, and adamantly retained. In the one hundred 
  plus years of elven adolescence, more time is spent 
  becoming familiar with a bow than most other 
  races’ “accomplished” bowmen have had in their 
  entire lives. 
  Martial training is not the only focus of the 
  highborn elves. While it is a factor in every one of 
  their lives, it is not the only means of battle, or 
  center of focus. Magic, in all of its forms is 
  considered as important as early martial training. 
  Magic is recognized for what it is though – a tough 
  and extremely demanding vocation - and no high 
  elf is chastised for not having the aptitude to be able 
  to master it. Those that do, however, are often held 
  in the highest esteem. Wizards are often warranted 
  the highest honor, and likewise held to the most 
  duty bound professions as leaders and protectors of 
  all the elven races. Most high elven sorcerers are 
  trained with tight knit groups of highly effective 
  military skirmish squads, sometimes containing 
  more than one sorcerer, so that their grouping of 
  spells complements each other. Even druids, who 
  consider the protection of nature and terra firma a 
  higher cause than the protection of humanoid lives, 
  are trained with at least some military background, 
  so that their magic might help the elven nation 
  someday as well. 
  Highborn are more than just militaristic zealots 
  though. High elves do not just protect “foundations 
  of civilization”, they exemplify it. Elves in general 
  live very long lives, and they also require very little 
  sleep. This leaves a multitude of time to do almost 
  anything, and certainly it can be said that high elves 
  are considered skillful in a wide variety of things. A 
  typical loaf of bread bought from a high elf baker 
  may make a human chef cry from the sheer joy of 
  the flavor in it. It is not only important that 
  humanoids are different from beasts in their ability 
  to read and write, but you should take pride in it, 
  and form every word whether written or spoken 
  with all the beauty and grace that you have. From 
  the moment they wake, the highborn devote 
  themselves to the perfection of whatever they 
  pursue. This philosophy is called the Sublime Way. 
  Relations 
  It would be easy to say that the highborn consider 
  all other non-elvish humanoid races as inferior to 
  elves, and especially to the high elves themselves. 
  That is because it is a valid belief. The highborn see 
  themselves as creations of the very fabric of reality, 
  the essence that is Danu, that which created all other 
  things, even the gods. As such, all other non-elvish 
  races are first judged on very basic merits of good 
  and evil and from there lumped into two other 
  simplistic categories of useful and non-useful. 
  A typical racial relation would be broad in its first 
  “screening”. Orcs (and all other blackblooded races 
  – goblinoids, gnolls, ogres, etc) for instance, would 
  fall into the category of evil, which almost always 
  translates into being “non-useful” and henceforth 
  into the subcategory of “must be eliminated from 
  the world”. Sure there may be a few “good” 
  individuals of those races, but not enough to 
  warrant letting the species propagate. 
  Humans, dwarves, gnomes and halflings are viewed 
  in much the same way, but are more often than not 
  judged based on the community in which they live. 
  A short-lived racial kingdom or country that 
  supported or exalted a tyrant or despotic ruler 
  would probably be considered the same as the orc 
  nation above. Exceptions to this “rule of thumb” 
  would be in trains of thought like, “how useful 
  would this nation be in destroying or reducing this 
  other nation…” 
  Celestial and fiendish races are generally judged by 
  their planar origin, and then follow the “rule of 
  thumb”. 
  Other elven races however, are warranted an actual 
  thoughtful review, at least by highborn standards: 
  Drow: [Hatred] The drow are considered to be a 
  lower species than even goblins. Drow were once 
  “normal” elves, and turned their back on what is 
  considered the true Will of Danu, which is to reign 
  in the more chaotic or destructive races and forces 
  created by the eldar, to foster those in need, and be 
  stewards of the land. Those that became drow 
  
   
  33 
   
  started as elves who deigned to master the other 
  “lesser” races (instead of helping them) and began a 
  never ending quest to satisfy their own selfish 
  desires. Not only that, but most abandoned Danu 
  completely, and began worshipping evil gods or 
  demons. There is hope for some individuals to 
  come back to the light of Danu, but “elimination on 
  sight” is a general standing order. 
  Elflings: [Friendly] The “half-sprites,” as they are 
  affectionately called, are actually held in high favor 
  by the highborn, as they make excellent spies and 
  scouts. They can be disguised as gnomes or halflings, 
  and use that advantage to gain entrance where 
  elves might not be allowed. The capricious nature 
  of the elflings, however, does mean keeping an eye 
  on them, and the elflings often make light of the 
  situation, if only to let the highborn know that the 
  elflings are aware of their racial profiling. 
   
  Grey Elves: [Indifferent] The grey elves are viewed 
  in a somewhat harsh light. Still considered “true 
  elves,” the grey are considered to have also ignored 
  the Will of Danu, by becoming explorers for 
  exploration’s sake. Some highborn scholars claim 
  that the restless exploration of the various worlds is 
  in fact a different manifestation of the Will of Danu. 
  The fact that the grey do not hold to mastering 
  other races tempers this impression as well. Even 
  those highborn that accept this interpretation of the 
  grey elves’ free will, still hold them in great disdain 
  for another reason. Grey elves far too often adopt 
  other races non-elvish penchants, such as haste and 
  recklessness. “Fools they are, for fools rush in, and 
  fools and their heads are soon separated.” 
   
  Half Elves: [Indifferent] Half-elves are treated with 
  the rule of thumb or but are given preference if 
  raised by elves. If not raised by elves they are 
  treated much like humans, but are given every 
  chance to prove themselves loyal to the elves to a 
  fault. It is a simple and effective means of protecting 
  the elven nation. 
   
  Sylvan Elves: [Friendly] If ever there was a double-
  edged sword in the relationship of sibling races, it 
  would be that of the sylvan and highborn. The 
  sylvan are recognized as the equal to the highborn 
  in the aspect that they were both born to the Will 
  of Danu and as far as any elf knows, they were born 
  at the same time. The greatest chagrin the highborn 
  have about the sylvan is their lack of pursuit of 
  perfection. While the sylvan elves are certainly 
  masters of terrain, they do not see every waking 
  moment as a moment to try and become better at 
  mastering the higher forms of civilized culture, such 
  as architecture, art, and education. Thusly, sylvan 
  are often viewed as the relatives that never rose to 
  their potential. “Why live in the forest, when you 
  could build magnificent cities as such that one’s 
  heart would nearly burst at the beauty of it? Druidic 
  magic will never compare to those that have 
  mastered the arcane art. Magic is a force to control, 
  much as the other races sometimes have to be for 
  their own good! Hiding in the forest instead of 
  acknowledging your place as greater beings? The 
  sylvan waste their lives, it is no wonder that so 
  many of their kind end up as the grey wanderers.” 
   
  Umbral Elves: [Indifferent] Ancient records point to 
  the fact that the umbral elves were once highborn, 
  and were lost on a trip to find a permanent road 
  back to The Dreaming. For this reason, the umbral 
  are accepted as elves, and not a race of the shadow 
  plane. The highborn take the umbral zealotry of the 
  fetchlings as a double-edged sword: the fact that the 
  umbral are dedicated to an ideal and vie to perfect 
  the 
  hunt 
  of 
  the 
  wretched 
  creatures 
  is 
  countermanded by the fact that they (the umbral) 
  are not perfecting themselves just to be perfecting 
  themselves. The highborn also understand that the 
  umbral feel betrayed by other elves, despite 
  documented proof a search was made for them 
  after their disappearance. Seeing the penchant the 
  umbral have for hatred against the fetchlings, and 
  because of their extended stay in the shadow realm, 
  a wary eye is kept on the more powerful members 
  of the subrace. 
   
  Alignment &  Religion 
  Although the highborn consider themselves superior 
  to most other races, they are by no means evil as a 
  race. Individuals however, can be of any alignment, 
  though certain types would certainly stand out in a 
  high elven society. High elven cities and settlements 
  tend to be very lawful, so a chaotic evil individual 
  would be easily noticed. 
  Religion could be viewed as a difficult matter, but 
  in actuality it is not. Most likely, if Danu is a strong 
  presence, then devotion to he/she/it is all there is. 
  
   
  34 
   
  However if Danu has willed the creation of elven 
  gods or gods worthy of the Will of Danu, then they 
  may be venerated. On some worlds, Danu has 
  taken the form of whole pantheons of gods, and 
  that is all that is available to worship. The elves 
  there have been separated from The Dreaming so 
  long that it is all that they know. 
  On worlds where Danu’s presence is unknown or 
  little felt, High elven worship tends to venerate 
  gods or ideals which best represent their society as 
  a whole. 
  Adventurers 
  Considering their devotion to the protection of 
  elven society, it may be thought of as odd to see the 
  highborn alone and out in the world. The exact 
  opposite of that is the truth of the matter, 
  conversely. 
  Young 
  highborn 
  that 
  display 
  inclinations of falling prey to wanderlust, are 
  indoctrinated to go out and learn about the world 
  surrounding them. This serves two purposes. First, 
  any information deemed relevant by high elven 
  standards should (and will be) reported to the 
  nearest highborn settlement. Second, being out in 
  the world tends to season individuals best, and 
  when they return home, they may better serve 
  elven causes or Danu’s Will. 
  Male Names 
  Eruaias , Alawë , Glanion , Melforton , Vanirond , 
  Indómion, Lairlaithas, Alyapantron , Nimtarion, 
  Taurthanar 
  Female Names 
  Given Names 
  Daufindwen, Cadilwen , Amonien , Tisardaawen , 
  Alalotiel , Iorinniel , Iorinnya , Caunima , Beriiel , 
  Maethensinria 
   
  Highborn Elf Player 
  Characters 
  Alchemist: Add one extract formula from the 
  alchemist's list to his formula book. This formula 
  must be at least one level lower than the highest-
  level formula the alchemist can create. 
  Arcanist: Increase total number of points in the 
  arcanist's arcane reservoir by 1. 
  Barbarian: Highborn elven barbarians do not exist. 
  Bard: The bard gains 1/6th of a bardic performance. 
  Bloodrager: Highborn elven bloodragers do not 
  exist. 
  Cavalier: Add +1 hit point to the cavalier's mount. 
  If the cavalier ever replaces his mount, the new 
  mount gains these bonus hit points. 
  Cleric: Select one domain power granted at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the cleric's Wisdom modifier. The cleric 
  adds +½ to the number of uses per day of that 
  domain power. 
  Druid: Add + 1/3rd to the druid's natural armor 
  bonus when using wild shape. 
  Fighter: Add +1 to the fighter's CMD when resisting 
  a disarm or sunder attempt, or gain a +1 to the 
  fighter’s CMB on awesome blow, disarm or sunder 
  attempts. 
  Gunslinger: Add +1/3rd on critical hit confirmation 
  rolls made with firearms (maximum bonus of +5). 
  This bonus does not stack with Critical Focus. 
  Hunter: Choose a weapon from the following list: 
  longbow, 
  longsword, 
  rapier, 
  short 
  sword, 
  shortbow, or any weapon with "elven" in its name. 
  Gain a +1/2 bonus on critical hit confirmation rolls 
  made while using that type of weapon (maximum 
  bonus +4). This bonus does not stack with those 
  gained through Critical Focus and similar effects. 
  Inquisitor: Add one spell known from the 
  inquisitor's spell list. This spell must be at least one 
  level below the highest-level spell the inquisitor can 
  cast. 
  Investigator: Increase the total number of points in 
  the investigator's inspiration pool by 1/3rd. 
  Magus: Highborn magus gains 1/5th of a new magus 
  arcana. 
  Monk: Add +1 to the monk's base speed. In combat 
  this option has no effect unless the monk has 
  selected it five times (or another increment of five). 
  
   
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  This bonus stacks with the monk's fast movement 
  class feature and applies under the same conditions 
  as that feature. 
  Oracle: Add +1/2 to the oracle's level for the 
  purpose of determining the effects of one 
  revelation. 
  Paladin: Add +1/2 hit point to the paladin's lay on 
  hands ability (whether using it to heal or harm). 
  Ranger: Choose a weapon from the following list: 
  longbow, longsword, rapier, shortbow, short 
  sword, or any weapon with “elven” in its name. 
  Add +1/2 on critical hit confirmation rolls made 
  while using that weapon (maximum bonus of +4). 
  This bonus does not stack with Critical Focus. 
  Rogue: Add +1 to the number of times per day the 
  rogue can cast a cantrip or 1st-level spell gained 
  from the minor magic or major magic talent. The 
  number of times this bonus is selected for the major 
  magic talent cannot exceed the number of times it 
  is selected for the minor magic talent. The rogue 
  must possess the associated rogue talent to select 
  these options. 
  Shaman: Add 5 feet to the range of a chosen 
  shaman hex. Multiple bonuses from this ability can 
  apply to the same hex, to a maximum of an 
  additional 30 feet for any single hex. 
  Skald: Increase the bonus granted by the well-
  versed class feature by 1/4th (maximum +8). 
  Slayer: 
  Increase 
  the 
  studied 
  target 
  bonus 
  on Perception and Survival checks by 1/4th. When 
  the slayer gains the stalker class feature, he also gains 
  this 
  increase 
  to 
  the 
  studied 
  target 
  bonus 
  on Stealth checks. 
  Sorcerer: Select one bloodline power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the sorcerer's Charisma modifier. The 
  sorcerer adds +1/2 to the number of uses per day of 
  that bloodline power. 
  Summoner: The amount of time the summoner 
  must spend to summon his eidolon is reduced by 1 
  round, to a minimum of 1 round. 
  Swashbuckler: Increase the total number of points 
  in the swashbuckler's panache pool by 1/4th. 
  Warpriest: Add ½ to the number of times per day 
  the warpriest can use blessings, but he can use these 
  additional 
  blessings 
  on 
  only 
  those 
  from 
  the Air, Animal, Charm, 
  Magic, Plant, 
  or 
  Sun 
  domains. 
  Witch: Amongst the highborn, children suspected of 
  being witches are usually outcast or sometimes even 
  killed unless the source of the witch’s power can be 
  proven to be of fey origin. Add one spell from the 
  witch spell list to the witch's familiar. This spell must 
  be at least one level lower than the highest-level 
  spell she can cast. If the witch ever replaces her 
  familiar, the new familiar knows these bonus spells. 
  Wizard: Select one arcane school power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the wizard's Intelligence modifier. The 
  wizard adds +1/2 to the number of uses per day of 
  that arcane school power. 
  *Classes not covered above gain the standard options for favored 
  classes, a +1 bonus to hp or +1 skill point for each level. 
  Standard Racial Abilities 
  (Pathfinder) 
  Ability Scores: Standard: Highborn gain +2 Dex, 
  +2 Int, and –2 Cha. Elves are nimble and their 
  knowledge is vast and formidable. Regardless of 
  their cold beauty, their relations with other races 
  often suffer from their sense of superiority. 
  Size: Elves are medium creatures and thus receive 
  no bonuses or penalties due to their size. 
  Type: Elves are humanoids with the elf subtype. 
  Base Speed: Elves have a base speed of 30 feet. 
  Languages: Elves begin play speaking Common 
  and Elven. Elves with high Intelligence scores can 
  choose from the following: Celestial, Draconic, 
  Gnoll, Gnome, Goblin, Orc, and Sylvan. See the 
  Linguistics skill page for more information about 
  these languages. 
  Racial Points: 15 
  Effective Level: +0 
   
   
  
   
  36 
   
  Defenses 
  Elven Sleep Immunity: The highborn are immune 
  to magic sleep effects. 
  Steel Mind: High elves have a mindset that is 
  foreign, even to other elves. The highborn do not 
  consider a contest of wills with other races a 
  contest at all. They are naturally resilient in matters 
  of the mind, and gain a +2 bonus on all Will 
  saving throws. 
  Feats and Skills 
  Keen Senses: High elves receive a +2 racial bonus 
  on Perception checks. 
  Elven Weapon Focus: You gain the Elven Weapon 
  Focus Feat*. 
  Learned: Highborn elves make it a point to be well 
  rounded. They may choose two skills at character 
  creation. Those skills will always be class skills for 
  the character. 
  Magical Abilities 
  Elven Magic: Elves receive a +2 racial bonus on 
  caster level checks made to overcome spell 
  resistance. In addition, elves receive a +2 racial 
  bonus on Spellcraft skill checks made to identify 
  the properties of magic items. 
  Magic in the Blood: Once per day, high elves may 
  increase the DC of any spell they cast by +1. High 
  elves with a Charisma score of 11 or higher also 
  gain the following spell-like abilities (the caster 
  level is equal to the user's character level): 
  1/day— light, mage hand, prestidigitation, true 
  strike. 
  The DC is equal to 10 + the spell's level + the user's 
  Charisma modifier. 
  Offenses 
  Weapon Familiarity: High elves are proficient with 
  longbows (including composite longbows), and 
  shortbows (including composite shortbows), and 
  treat any weapon with the word “elven” in its 
  name as a martial weapon. Most high elves will 
  only wield elven weapons, considering other 
  weapons inferior. There are some though, that 
  understand having a wide range of options is good 
  to have training in all manner of weapons. 
  Senses  
  Low-Light Vision: Elves can see twice as far as 
  humans in conditions of dim light. 
   
  Standard Racial Abilities (5e) 
  Ability Scores: Standard: Highborn gain +2 Dex 
  and +1 Int. Highborn Elves are nimble and their 
  knowledge is vast and formidable. Regardless of 
  their cold beauty, their relations with other races 
  often suffer from their sense of superiority. 
  Size: Elves are medium creatures and thus receive 
  no bonuses or penalties due to their size. 
  Type: Elves are humanoids with the elf subtype. 
  Base Speed: Elves have a base speed of 30 feet. 
  Languages: Highborn elves begin play speaking 
  Common and Elven.  
  Defenses 
  Elven Sleep Immunity: The highborn are immune 
  to magic sleep effects. 
  Steel Mind: High elves have a mind-set that is 
  foreign, even to other elves. The highborn do not 
  consider a contest of wills with other races a 
  contest at all. They are naturally resilient in matters 
  of the mind, and gain proficiency on all Wisdom 
  saving throws. 
  Feats and Skills 
  Keen Senses: Highborn elves gain proficiency in 
  Perception skill checks. 
  Elven Weapon Focus: You gain the Elven Weapon 
  Focus Feat*. 
  Learned: Highborn elves make it a point to be well 
  rounded. They may choose proficiency in one 
  additional skill of their choice at character 
  creation.  
   
   
   
  
   
  37 
   
  Magical Abilities 
  Elven Magic Lore: Highborn elves gain proficiency 
  in the Arcana skill, or expertise if they have 
  already selected it. 
  Magic in the Blood: Once per day, members of 
  this race may increase the DC of any spell they cast 
  by +1. Members of this race with a Charisma score 
  of 11 or higher also gain the following spell-like 
  abilities (the caster level is equal to the user's 
  character level): 
  1/day— light, mage hand, prestidigitation, true 
  strike. 
  The DC is equal to 8 + your proficiency bonus + 
  the user's Charisma modifier. 
  Offenses 
  Weapon Familiarity: Elves gain proficiency with 
  longbows (including composite longbows), and 
  shortbows (including composite shortbows), and 
  any weapon with the word “elven” in its name. 
  Most highborn elves will only wield elven 
  weapons, considering other weapons inferior. 
  There are some though, that understand having a 
  wide range of options is good to have training in 
  all manner of weapons. 
  Senses  
  Darkvision: You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if 
  it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
   
  Alternate Abilities 
  Ambidextrous: It was said that ages ago all elves 
  could use either hand to perform any action and the 
  outcome would be the same. However it has 
  become more of a hereditary characteristic in the 
  last five or six generations. With this trait you 
  reduce any penalty incurred by using two hands 
  (such as two weapon fighting) by 1. You may also 
  increase your off-hand damage by +1, to a 
  maximum of your full ability score modifier.  
  Furthermore, you can throw weapons, fire a bow 
  or crossbow right or left handed, write, perform on 
  instruments, or make skill checks with either hand 
  at no penalty. You consider either hand your 
  primary hand. 
  This replaces the Elven Weapon Focus trait. 
  5e: You can use two-weapon fighting even when 
  the one-handed melee weapons you are wielding 
  aren’t light. 
  Dedicated Acolyte: The lure of arcane power led 
  you to shun your martial studies. Elves with this 
  racial trait treat their Intelligence score as one higher 
  for the purposes of determining bonus spells based 
  on their Intelligence score.  
  This replaces the Weapon Familiarity racial trait. 
  5e: Your Intelligence increases by +1 to a maximum 
  of 20. 
  Elusive Grace: The elves have a grace of movement 
  that has helped safeguard them for millenia. Elves 
  with this trait gain a +1 dodge bonus to Armor 
  Class. 
  This replaces the Elven Weapon Focus trait. 
  5e: You may use the Dodge or Disengage action as 
  a bonus Action during any of your turns. 
  Elven Presence: The highborn are able to manifest 
  the power of the Ageless Hum into their bodies to 
  awe those they wish to have as allies or intimidate 
  those that attempt to thwart them or are flat out 
  adversaries. Three times per day when the highborn 
  makes a Diplomacy or an Intimidate check, they 
  gain a +10 bonus to the check. If speaking to a 
  crowd 
  the 
  elf 
  may 
  make 
  these 
  checks 
  simultaneously, hopefully silencing naysayers while 
  encouraging those that agree with them.   
  This trait replaces the Elven Magic trait. 
  5e: Once per short rest the highborn elf may gain 
  advantage and a +1d6 bonus on any Charisma-
  based skill check. At 10th level, they gain an 
  additional die and the bonus increases to +1d8.  At 
  15th level, they gain a third die. 
  Warrior Caste: Many elves devote large portions of 
  their youth to the use of bow and blade rather than 
  
   
  38 
   
  the study of magic. Highborn elves with this racial 
  trait gain proficiency with two (non-exotic) 
  weapons of their choice and gain either Weapon 
  Finesse or Precise Shot feat.  
  This racial trait replaces the Elven Magic trait. 
  5e: The elf with this trait may choose a Fighting 
  Style from the ranger class. 
  Wisdom of the Ancients: The long lives of the elves 
  manifest in more than one attribute. Not all spend 
  their time in study; some spend it transitive 
  reflective thought often in the deepest and most 
  secluded section of the forest. These elves gain a +2 
  to Wisdom instead of Intelligence. The elf retains his 
  standard +2 bonus to Dexterity and -2 to Charisma.  
  This changes the normal elven ability score racial 
  trait. 
  *Elven Weapon Focus is a feat in this book. 
  Racial Archetype 
  Mage Knight (Magus Archetype) 
  The mage knights are a group within the already 
  deadly magus forces of the highborn who are able 
  to summon weapons of force and wield powers of 
  telekinesis. 
  Arcane Pool (Su) 
  The mage knight may add the following weapon 
  properties to his list of enhancement bonuses he 
  may place on his weapon: agile, corrosive, 
  corrosive burst, thundering and wounding. 
  Telekinesis (Su) 
  At 1st level, the mage knight may expend a point 
  from his Arcane Pool to swap any prepared spell to 
  cast a form of telekinesis. This spell works in all ways 
  as the telekinesis spell cast as a level of the spell 
  swapped out. For example, a 4th level mage knight 
  may dump a 2nd level spell to use telekinesis; it 
  would function normally, but the spell would be 
  altered by its level limit. This would affect the DC 
  of the spell, how many pounds the mage knight 
  may lift (100 lbs. as a 2nd level spell) and any other 
  level aspect of the spell. It also only has a range of 
  70 feet per level of the spell swapped. The mage 
  knight may use his telekinesis ability as a spell when 
  performing Spell Combat. 
  Force Weapon (Su) 
  At 4th level, the mage knight may expend a point of 
  his arcana pool to cast the spell instant weapon as 
  a swift action. He may enhance this weapon with 
  his arcana pool as normal. At 7th level, he may do 
  this as a reaction. The Force Weapon is always 
  considered a light weapon and may be wielded 
  with Weapon Finesse, regardless of the actual 
  weapon summoned. 
  This ability replaces Spell Recall. 
  Blade Magic (Su) 
  At 11th level, the mage knight may summon two 
  force weapons and dual wield them as if he had the 
  two-weapon fighting feat. Alternatively, the mage 
  knight may summon a two-handed or double 
  weapon. This still only costs the mage knight one 
  arcana pool point. As per the spell, the mage knight 
  is considered proficient with the weapon and may 
  use his arcana pool to enhance both weapons (at 
  the extra cost) as per normal. The mage knight may 
  use his Spell Strike ability through either weapon, 
  either end of a double weapon or even if he is using 
  a two-handed weapon. The mage knight may also 
  use his Force Weapons to block incoming arrows, 
  bolts, bullets or other such sized ammunition as if 
  he had the Deflect Arrows feat. Furthermore, as an 
  immediate action, the Mage Knight may absorb 
  part of any spell that is he is a target of that does 
  energy damage. He must first make a concentration 
  check equal to the DC of the spell being cast, and 
  he may use his +2 racial bonus from his elven magic 
  trait as a bonus on this check. Doing so however 
  uses the racial ability bonus to overcome spell 
  resistance for the mage knight’s next whole turn. If 
  his concentration check is successful, he takes half 
  damage from the spell and he regains arcana pool 
  points equal to half of the spell level cast at him, 
  rounded down (minimum one). 
  This ability replaces Improved Spell Recall. 
   
   
  
   
  39 
   
  The Mage Knight 
  (Fighter Archetype) [5e] 
  The mage knight is the consummate warrior-
  arcanist, and to the highborn, magic and swordplay 
  are both so closely ingrained in their cultures they 
  often are seen as one. 
  Spellcasting 
  When you reach 3rd level, you learn two cantrips 
  and three first level spells.  You learn an additional 
  cantrip at level 9.  When you gain a new spell slot, 
  you learn a new spell up to your maximum spell 
  level and maximum spells known.  You may also 
  exchange a spell known at each new mage knight 
  level. 
   
  Your spells are cast using Charisma as your primary 
  spellcasting attribute, as the elves are innately 
  magical.  You calculate your save DCs for spells as 8 
  + your proficiency bonus + CHA modifier and your 
  magical attack as your proficiency bonus + CHA 
  modifier. 
   
  FORCE WEAPON 
  At 3rd level l, the mage knight can instantly create a 
  melee weapon of magical force as a bonus action.  
  The weapon takes a form of the Mage Knight’s 
  choosing.  The weapon may be wielded with 
  finesse, regardless of the type created.  This 
  weapon, as pure force, is indestructible (though it 
  may be dispelled).  If the weapon ever leaves the 
  mage knight’s hands, it immediately disappears.   
  WAR WIZARDRY 
  At 7th level, the mage knight learns to deliver spells 
  in combat.  You may cast a cantrip as a bonus action 
  when making an attack action, or make a weapon 
  attack as a bonus action when casting a spell. 
  IMPROVED FORCE WEAPON 
  At 10th level, the mage knight can create two force 
  weapons.  He may dual wield such weapons if they 
  are sized appropriately.  Additionally, the weapons 
  become effectively magical and grant a +1 bonus to 
  attacks and damage.  
  Telekinesis 
  At 15th level, the mage knight can use telekinesis as 
  a spell-like ability once per short rest. 
   
  IMPROVED WAR WIZARDRY 
  At 18th level, when the mage knight takes an action 
  to cast a spell, they can make a weapon attack as a 
  bonus action. 
   
  Mage Knight Spellcasting: 
  Fighter 
  Level 
  Cantrips 
  Known 
  Spells 
  Known 
  Spell Slots per Spell Level 
  1st 
  2nd 
  3rd 
  4th 
  3rd 
  2 
  3 
  2 
  - 
  - 
  - 
  4th 
  2 
  4 
  3 
  - 
  - 
  - 
  5th 
  2 
  4 
  3 
  - 
  - 
  - 
  6th 
  2 
  5 
  3 
  - 
  - 
  - 
  7th 
  2 
  5 
  4 
  2 
  - 
  - 
  8th 
  3 
  6 
  4 
  2 
  - 
  - 
  9th 
  3 
  6 
  4 
  2 
  - 
  - 
  10th 
  3 
  7 
  4 
  3 
  - 
  - 
  11th 
  3 
  7 
  4 
  3 
  - 
  - 
  12th 
  3 
  8 
  4 
  3 
  - 
  - 
  13th 
  3 
  8 
  4 
  3 
  2 
  - 
  14th 
  3 
  9 
  4 
  3 
  2 
  - 
  15th 
  3 
  9 
  4 
  3 
  2 
  - 
  16th 
  3 
  10 
  4 
  3 
  3 
  - 
  17th 
  3 
  10 
  4 
  3 
  3 
  - 
  18th 
  4 
  11 
  4 
  3 
  3 
  1 
  19th 
  4 
  11 
  4 
  3 
  3 
  1 
  20th 
  4 
  12 
  4 
  3 
  3 
  1 
   
  Highborn Elf Paragon 
  Prestige Class 
  Role: The highborn paragon are purists, and have a 
  tendency to focus on one or two things in life, do 
  them exceedingly well and yet be well rounded 
  enough to perform almost any task as if they have 
  trained in that task alone for all of their lives. Given 
  the elves long lives and a heady age to be 
  considered mature by their own standards, it is no 
  wonder all things flourish at their touch. 
  Alignment: Any 
  Hit Die: d8. 
  Requirements 
  To qualify to become a highborn elf paragon, a 
  character must fulfill all the following criteria. 
  Skills: 2 ranks in Knowledge (history), Knowledge 
  (nature) and Knowledge (nobility). 
  Spells: Ability to cast 1st-level arcane or divine spells. 
  
   
  40 
   
  Class Skills 
  The high elf paragon’s class skills are Acrobatics 
  (Dex), Appraise (Int), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (all) (Int), Linguistics (Int), 
  Perception (Wis), Perform (Cha), Profession (Wis), 
  Sense Motive (Wis), Sleight of Hand (Dex), 
  Spellcraft (Int), Stealth (Dex), and Use Magic 
  Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier.  
   
  Class Features 
  All of the following are class features of the 
  Highborn Elf paragon prestige class. 
   
  Weapon and Armor Proficiency: A highborn elf 
  paragon is proficient with all simple and martial 
  weapons, light armor, medium armor, and shields. 
  Spells per day: When a highborn elf paragon level 
  is gained, the character gains new spells per day as 
  if she had also gained a level in any one arcane 
  spellcasting class she belonged to before she added 
  the prestige class or any one divine spellcasting 
  class she belonged to previously. She does not, 
  however, gain other benefits a character of that 
  class would have gained. This essentially means 
  that she adds the level of highborn elf paragon to 
  the level of whatever other arcane spellcasting 
  class or divine spellcasting class the character has, 
  then determines spells per day, spells known, and 
  caster level accordingly. If a character had more 
  than one arcane spellcasting class or more than 
  one divine spellcasting class before she became a 
  highborn elf paragon, she must decide to which 
  class she adds each level of the paragon for the 
  purpose of determining spells per day.  If she did 
  not have a previous spellcasting class, she may 
  choose one. 
   
   
  Table: Highborn Elf Paragon 
  Level Base Attack Bonus Fort Save Ref Save Will Save Special 
  Spells per Day 
  1st 
  +0 
  +2 
  +2 
  +0 
  Breadth of Experience, Sublime Self 
  +1 level of existing class 
  2nd 
  +1 
  +3 
  +3 
  +1 
  Ability Score Improvement, Bonus Feat  +1 level of existing class 
  3rd 
  +2 
  +3 
  +3 
  +1 
  Bonus Reverie Feat, Elven Presence 
  +1 level of existing class 
   
   
   
  
   
  41 
   
  Breadth of Experience (Ex): At 1st level, the highborn 
  elf paragon gains the Breadth of Experience feat, 
  regardless of age. If she already has this feat, she 
  gains a racial bonus to her Knowledge and 
  Profession skill checks equal to her Paragon class 
  level. 
  Sublime Self (Ex): The highborn paragon picks four 
  of her class skills, two mental and two physical. She 
  gains a racial bonus equal to her class level in these 
  skills.  
  Ability Score Improvement: The highborn elf may 
  increase any one ability score by 2, or any two 
  ability scores by 1.  
  Bonus Feat: The highborn elf paragon may choose 
  any one feat she qualifies for. 
  Bonus Reverie Feat: The highborn elf paragon may 
  choose any one reverie feat she qualifies for. 
  Reverie feats are listed in the feat section of this 
  book. 
  Elven Presence: The highborn are able to manifest 
  the power of the Ageless Hum into their bodies to 
  awe those they wish to have as allies or intimidate 
  those that attempt to thwart them or are flat out 
  adversaries. Three times per day when the highborn 
  makes a Diplomacy or an Intimidate check, they 
  gain a +10 racial bonus to the check. If speaking to 
  a crowd the elf may make these checks 
  simultaneously, hopefully silencing naysayers while 
  encouraging those that agree with them. 
   
  Highborn Elf Settlements 
  Highborn settlements are usually grand expanses of 
  beautifully sculpted cities seemingly molded directly 
  from the stone and marble mountainous terrain 
  they favor. The Aern Rugadh have a tendency to 
  find rings of mountains and use them as natural 
  defense against their enemies. These mountains are 
  always well forested on either side of the natural 
  barrier, and gleaming towers surround the city at 
  outposts as a means of seeing potential threats 
  before they arrive at any gate. Indeed there are no 
  crafted walls around an elven city. The whole 
  mountain ring is considered their wall and a 
  fortnight’s travel in any direction from it is 
  considered part of the elven realm. These realms are 
  guarded zealously and most other humanoid races 
  other than Halflings are not allowed to even 
  traverse there.  
  Below is an example of a typical High Born Elf City. 
  The Dragon Eyrie  
  NG Large city 
  Corruption +0; Crime +1; Economy +3; Law +4; 
  Lore +6; Society +1 
  Qualities academic, insular, magically attuned, 
  military presence, racially intolerant (humans, 
  blackbloods) 
  Danger +10; Disadvantages wild magic 
  DEMOGRAPHICS 
  Government Magical 
  Population 15,200 (10000 highborn, 4000 sylvan, 
  500 grey, 700 halflings)  
  Notable NPCs 
   
  Aulierien Caerthril, Loremaster (Lawful 
  Good male highborn elf wizard 5 
  loremaster 10) 
   
  Lord High General Morothnaor (Neutral 
  Good male highborn warpriest 10) 
   
  Ealorin Laeil, Realm Mother (Chaotic 
  Good female sylvan druid 6, oracle of 
  nature 6) 
  MARKETPLACE  
  Base Value 10,400 gp; Purchase Limit 60,000 gp; 
  Spellcasting 9th 
  Minor Items 4d4; Medium Items 3d4; Major Items 
  2d4 
  DESCRIPTION  
  Dragon Eyrie is a modest city based in the southern 
  portion of a small mountain range. It is one of seven 
  cities that are part of a ring of protection around a 
  great sylvan home tree which lies in a vast forest in 
  the crater of the mountain range. 
  The city sprawls in the valley between two 
  mountain ranges which form natural barriers and 
  keep the city safe from most invasions. The cities 
  primary function is to house the standing Army of 
  
   
  42 
   
  7000 highborn drake riders, warriors, warpriests 
  and 
  magus, 
  and 
  well 
  over 
  a 
  thousand 
  ranger/hunters serving as border patrol. They also 
  tend to protect caravans of metal coming from 
  dwarven strongholds deeper in the mountain 
  range.  
  The sylvan elves living there are largely farmers as 
  are the halflings who live in the city proper, though 
  some of the short folk tend to make a living running 
  shops. Some halfling villages lie outside the 
  protective ring of mountains and are not considered 
  part of the city's populace, but are protected 
  nonetheless. 
  GROUPS/FACTIONS  
  Cavalier and magus drake riders: these groups tend 
  to have favored status as they can use their flying 
  mounts to travel quickly to any potential threat and 
  deal with it through flame, magic and steel. 
  ADVENTURE HOOKS/RUMORS  
  A magic stone of great power is hidden here. 
  This is partially true. In the main high tower of 
  magic in this city is a portion of a standing stone 
  that has a tendency to tap into the ley lines and 
  affect ritual magic being cast in its presence.  
  Aulierien Caerthril, the elven loremaster thinks he is 
  close to figuring out why the magical surge seems to 
  be random. 
  High Elf NPC 
  Indómion Mithdrilhûn 
  Indómion Mithdrilhûn is a captain of the 1st 
  Garrison at the city of Dragon Eyrie, and so 
  therefore also the captain of the watch. All matters 
  of the city come through him before going to the 
  generals or the council. His outer presence is one of 
  stern command, and a fearless leader. If ever singled 
  out for one on one combat, Indómion lets his true 
  inner-self show through. He is a flamboyant 
  swordsman, but never letting showmanship get the 
  upper hand on solid tactics. He is also known for 
  devious spell combinations using spellstrike and 
  spell combat to their utmost potential.  
   
   
   
  Highborn elf fighter 1/magus 7 (mage knight) 
  Chaotic Good medium humanoid (highborn elf) 
  Init +4; Senses low-light vision; Perception +8 
  Defense 
  AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, 
  +1 natural) 
  HP 67 (8 HD; 7d8+1d10+23) 
  Fort +9, Ref +6, Will +8; 
  Defensive Abilities elven immunities; Immune sleep 
  Steel Mind +2 to Will Saves 
   
  Offense 
  Speed 30 ft. 
  Melee +1 elven long sword +12/+7 (1d8+6/19-20) 
  or +14/+9 (1d8+8/19-20) w/Arcane Strike or 
  force weapon (elven longsword) same stats. 
  Special Attacks arcane pool (+2, 5 points), arcane 
  strike +2 to hit and damage, magus arcana (close 
  range, wand wielder), spell combat, force 
  weapon, spellstrike, telekinesis. 
  Magus Spells Prepared (CL 7th; concentration +11) 
  3rd—vampiric touch 
  2nd—bear's endurance, bladed dash, shield, frigid 
  touch UM, 
  1st—color spray (DC 13), corrosive touch UM, 
  shocking grasp, recharge innate magic, lightning 
  lash**, 
  0 (at will)— acid splash , dancing lights , daze (DC 
  12), ray of frost , read magic 
   
  Statistics 
  Str 13, Dex 18, Con 14, Int 14, Wis 12, Cha 11 
  Base Atk +6; CMB +7; CMD 22 
  Feats Arcane Strike, Dodge, Mobility, Quicken 
  Spell-Like Ability (true strike), Slashing Grace ACG, 
  Weapon Finesse, Elven Weapon Focus* 
  Traits Armor Expert (When you wear armor of 
  any sort, reduce that suit's armor check penalty by 
  1, to a minimum check penalty of 0). Desperate 
  Focus (You gain a +2 trait bonus on concentration 
  checks). 
  Skills Acrobatics +6, Bluff +1, Climb +5, Craft 
  (alchemy) +6, Craft (armor) +4, Craft (calligraphy) 
  +4, Craft (weapons) +4, Diplomacy +1, Escape 
  Artist +5, Fly +8, Handle Animal +4, Heal +3, 
  Intimidate +4, Knowledge (arcana) +6, 
  Knowledge (dungeoneering) +6, Knowledge 
  (planes) +6, Perception +8, Profession 
  
   
  43 
   
  (astronomer) +5, Profession (courtesan) +5, 
  Profession (soldier) +5, Ride +8, Sense Motive +2, 
  Spellcraft +6, Stealth +8, Survival +6, Swim +6, 
  Use Magic Device +4 
  Languages Common, Draconic, Elven, Sylvan 
  SQ elven magic, knowledge pool, medium armor 
  Combat Gear acolyte ale (potions of cure light 
  wounds x5), oil of bless weapon (3), potion of 
  bear's endurance, potion of bull's strength, potion 
  of cat's grace ; +1 elven chain, +1 elven long 
  sword, amulet of natural armor +1, 
  Other Gear backpack, bedroll, belt pouch, flint 
  and steel, silk rope (50 ft.), ink, black, ink pen, 
  mess kit, pot, soap, spell component pouch, torch 
  (10), trail rations (5), waterskin, 150 gp 
   
  Spell-Like Abilities 
  Quicken Spell-Like Ability (Spell-Like Ability, True 
  Strike, 1/day) - 0/1 
  Spell-Like Ability, Lesser (Light, 1/day) (Sp) - 0/1 
  Spell-Like Ability, Lesser (Mage Hand, 1/day) (Sp) - 
  0/1 
  Spell-Like Ability, Lesser (Prestidigitation, 1/day) 
  (Sp) - 0/1 
  Spell-Like Ability, Lesser (True Strike, 1/day) (Sp) - 
  0/1 
   
  Special Abilities 
  Arcane Pool +2 (5/day) (Su) Infuse own power 
  into a held weapon, granting enhancement bonus 
  or selected item powers. 
  Arcane Strike As a swift action, add +1 damage, +1 
  per 5 caster levels and your weapons are treated 
  as magic for the purpose of overcoming damage 
  reduction. 
  Armor Expert -1 Armor check penalty. 
  Close Range (Ex) Using spellstrike, deliver ranged 
  touch spells as melee touch spells. 
  Elven Magic (Ex) +2 to Spellcraft checks to 
  determine the properties of a magic item. 
  Immunity to Magic Sleep You are immune to 
  magic sleep effects. 
  Knowledge Pool (Su) Spend Arcane Pool points to 
  prepare a magus spell that is not in your spellbook 
  for 1 day. 
  Low-Light Vision See twice as far as a human in 
  low light, distinguishing color and detail. 
  Mobility +4 to AC vs. AoO provoked by moving 
  out of or through a threatened area. 
  Quicken Spell-Like Ability (Spell-Like Ability, 
  Lesser, 1/day) Spell-like ability is cast as a swift 
  action up to 3/day. 
  Slashing Grace (Elven Long Sword) Treat chosen 
  weapon as 1-handed piercing weapon and can add 
  Dex instead of Str to damage. 
  Elven Weapon Focus* (weapon focus with all 
  weapons covered by the weapon familiarity trait) 
  Spell Combat (Ex) Use a weapon with one hand at 
  -2 and cast a spell with the other. 
  Force Weapon (Su) At 4th level, the mage knight 
  may expend a point of his arcana pool to cast the 
  spell instant weapon as a swift action. He may 
  enhance this weapon with his arcana pool as 
  normal. At 7th level, he may do this as a swift 
  action. The force weapon is always considered a 
  light weapon and may be wielded with weapon 
  finesse. 
  Spellstrike (Su) Deliver touch spells as part of a 
  melee attack. 
  Wand Wielder (Su) The magus can activate a 
  wand or staff in place of casting a spell when using 
  spell combat. 
  Arcane Pool (Su) The mage knight may add the 
  following weapon properties to his list of 
  enhancement bonuses he may place on his 
  weapon: agile, corrosive, corrosive burst, 
  thundering, and wounding. 
  Telekinesis (Su) At 1st level, the mage knight may 
  expend a point from his Arcane Pool to swap any 
  prepared spell to cast a form of telekinesis. This 
  spell works in all ways as the telekinesis spell cast 
  as a level of the spell swapped out. For example, a 
  4th level mage knight may expend a 2nd level spell 
  to use telekinesis; it would function normally, but 
  the spell would be altered by its level limit. This 
  would affect the DC of the spell, how many lbs. 
  the mage knight may lift (100 lbs. as a 2nd level 
  spell) and any other level aspect of the spell. It 
  also only has a range of 70 feet per level of the 
  spell swapped. The mage knight may use his 
  telekinesis ability as a spell when performing Spell 
  Combat. 
   
   
  
   
  44 
   
   
   
   
   
  
   
  45 
   
  I am my father’s son. Long has he spent exploring 
  the world. He would often say, “There is much to 
  see since the Changing of the World. Our ancestors 
  ruled the whole of it, once. But now many races 
  claim dominance. The great change has created new 
  mountains, new forests, seas and cavernous depths. 
  So much of our power was spent holding our 
  precious islands apart from the cataclysm, and now 
  our race sits there and rots. That is why I and others 
  like me took to the new world. To see, to sow,” 
  Then he would look down to me with such passion 
  in his eyes, “To live.” 
   
  -Entry in Cariesael Lithluend’s journal – elven guide 
  for a human expedition into uncharted territory. 
   
  Introduction 
  The Laith Seachran (Grey Wanderers) are the elves 
  most typically encountered by the other races. 
  However it should be noted the grey elf is not, or 
  more precisely, was not originally a subrace in and 
  of itself. Some elves are born with an insatiable 
  hunger to explore and see every new horizon as 
  unique and beautiful enough to be worthy of being 
  seen by the eldest race on earth. Those elves that 
  heed the call often never look back and have taken 
  to populating the world in almost every climate and 
  region. 
   
  This zest for life burns hotly, and the Grey are often 
  found sharing similar outlooks and urgencies as their 
  non-elf neighbors with shorter life spans, albeit 
  tempered with the wisdom of a long lived race. As 
  such, the grey are the one race of elves that does 
  not always share the typical elven contemptuous 
  outlook of other races. 
   
  Grey elves can actually be from any other subrace 
  of the elves, however enough of them have taken 
  to the wander-mien and found each other to have 
  actually created lineages and communities. The 
  term grey wanderers is actually a slanderous 
  moniker given to this group by the other races of 
  elves, grey being a color lacking any true distinction 
  or vibrancy. The other elves consider the grey 
  directionless or lack focus. Claiming they are not 
  devoted to any particular elven cause, and are more 
  likely wrapped up in their own affairs. The greys do 
  not overly concern themselves with the derisive 
  comments of their cousins. It is often the grey’s 
  reports from far flung lands that give the other races 
  of elves early warning of any threat to elven kind. 
   
  Physical Description 
  The grey are a cross-section of all other elven races, 
  therefore they share the same attributes of other 
  elves. They are tall and lithe, with pointed ears, 
  angular features and a wide variety of hair colors, 
  though most of them tend to have an earthy brown 
  tint to their locks. Perhaps most different from other 
  elves is eye coloration. While most of the other 
  races of elves have vibrant and stunning iris eye 
  colors, the grey elves eyes have almost all uniformly 
  
   
  46 
   
  become an icy steel grey, as if their namesake has 
  defined them in this fashion. Variants exist, but they 
  have become few and far between. Also, while 
  most elves pupils are green or amber, the grey have 
  turned a near hazel. Still, for those not used to it, 
  staring into a grey elf’s eyes is still as unsettling as 
  staring into sylvan or highborn’s. 
   
  Random Starting Ages 
  Adulthood 
  Intuitive1 
  Self-
  Taught2 
  Trained3 
  110 Years 
  +4d6 years 
  (114 - 134 
  years) 
  +6d6 
  years (116 - 
  146 years) 
  +10d6 
  years (120 
  – 170 
  years) 
  1 This category includes barbarians, oracles, rogues, and sorcerers. 
  2 This category includes bards, cavaliers, fighters, gunslingers, 
  paladins, rangers, summoners, and witches. 
  3 This category includes alchemists, clerics, druids, inquisitors, 
  magi, monks, and wizards. 
   
  Random Height and Weight 
  Gender 
  Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Male 
  5 ft. 4 
  in. 
  +2d8 in. 
  (5 ft. 6 in. 
  - 6 ft. 8 
  in.) 
  110 lbs. +(2d8×5 
  lbs.) 
  (120 - 
  190 lbs.) 
  Female 5 ft. 4 
  in. 
  +2d6 in. 
  (5 ft. 6 in. 
  - 6 ft. 4 
  in.) 
  90 lbs. 
  +(2d6×5 
  lbs.) 
  (100 - 
  150 lbs.) 
   
  Society 
  The grey elves are most often travelers, those 
  looking for adventure or simply to explore the 
  world. However, they do have communities, 
  mostly established by those getting on in years. The 
  structures in these villages, towns, and cities, most 
  often reflect the amount of other elven subrace’s 
  blood in that community, or what race the original 
  founding members hail from. 
   
  A very old grey elf city may look very much like a 
  sylvan forest home, with homes in trees because the 
  founders were originally sylvan, and wanted to rest 
  in a home that was familiar to them. This city may 
  be influenced by other greys among them that have 
  highborn blood, and could have adobe homes 
  among the base of the trees or in a clearing of the 
  forest. Likewise, a grey elf city could be in the 
  mountains and almost reflect perfectly the great 
  marbled cities of the highborn. Sometimes, a grey 
  elf town or village may even look human with 
  hewn lumber and tiled roofing. Not that one would 
  mistake the homes for human made once you got 
  into the city proper, as the amount of detailed 
  beauty in everything from roof design to doorknobs 
  would take several human lifetimes to complete. 
  Some elves might even say that humans are 
  incapable of creating beauty by elven standards, 
  because they do not live long enough to truly finish 
  a product. 
   
  Life in a grey elf town, village or city might seem a 
  bit stuffy by human standards, as the elven 
  formalities (always greet your elders and superiors 
  with respect and dignity) and general congeniality 
  (kindness to others is almost a law) is ever present. 
  Such cities may seem to have a lack of young adults, 
  as these are most often the ones gone adventuring, 
  and indeed this form of life is encouraged. Other 
  races that are familiar with grey elven society often 
  call their settlements retirement villages, as most of 
  the elves that live there are of venerable age, even 
  though they hardly look it. 
   
  The greater grey elven cities (there are few) often 
  have a highborn elf as a ruler (often called regents). 
  This is because any large elven city becomes a 
  priority to be protected, not only for the sake of 
  elven lives, but for trade and commerce as well. 
  Protection of elven well-being is a duty the 
  highborn take very seriously. If a large grey elf city 
  seems to be cycling through regents rather quickly, 
  the highborn come for a visit, and often leave a 
  more stable ruler in the seat of power. Any elf that 
  has proven not only his power, but also his desire 
  to protect the city is eligible to be voted in as regent, 
  however. 
   
  Relations 
  The grey elves are the most far flung race of elves, 
  and therefore have had many more opportunities 
  to interact with the other races. While this does not 
  quell the elven superiority characteristic, it does 
  make them at least more sociable than their cousins. 
   
  
   
  47 
   
  Dwarves and Gnomes – [Indifferent] Greys may 
  consider both dwarves and gnomes as noisy, the 
  former dour and the latter a bit too chatty, but 
  recognize both as having worthy attributes 
  (smithing and magical talent respectively), and 
  therefore worthy of being neighbors or friends. 
   
  Halflings – [Friendly] Halflings are most often to be 
  found in the companionship of greys. Halflings are 
  creatures of habit, and that habit is often to live and 
  eat well, regardless of circumstances. This is 
  considered a very good outlook on life, and it often 
  mirrors the grey’s take on life. Though to be fair, 
  the grey’s outlook is tempered with longevity – “we 
  have time to do it right, let us pause for 
  nourishment” while the halfling’s outlook is more 
  “that’s close enough! Let’s eat!” 
   
  Black-bloods - [Hatred] All black-bloods are treated 
  roughly the same, which is most often “kill on 
  sight”, and this usually includes half orcs. A grey 
  may be willing to listen to a friend speak for a half-
  orc and then judge him on his own merits, but just 
  as often will not deal with them at all. 
   
  Humans – [Indifferent] Humans are the most 
  interesting of all the other humanoid races to the 
  greys. Humans often share the same zeal for 
  adventure or exploring as the grey does. Human 
  lives burn hotly, and this draws the greys as moths 
  to a flame. Grey’s are just as quick to turn their 
  backs on humans though, especially those that live 
  in cities that sit in squander and ruin, or those who 
  rule through terror and fear. 
   
  Half-elves – [Friendly] Grey elves could be the 
  source of many half-elven children, as they wander 
  and sow their oats. Perhaps this is the reason many 
  half-elves are forlorn, as they never truly know both 
  of their parents. The grey elven wanderlust often 
  burns so hot that the grey cannot or will not set 
  roots down. Especially to raise a child he or she will 
  likely outlive. Elven intimacy among family is felt 
  fiercely. It has often been noted that when an elven 
  parent has a young offspring that perishes before his 
  time, that one or both of the parents simply wither 
  and die within a decade, their will to live 
  extinguished by the tragedy. This may be the reason 
  the elven parent of a half-elf is virtually unknown 
  to them. 
   
  Other Elves – [Indifferent/Friendly] To the high 
  elves, the grey elves would mostly be thought of as 
  contemptible. The grey are seen as not having any 
  true loyalties other than to themselves. Even so, a 
  grey elf is better than any of the other non-elven 
  races. To the sylvan elves, who seek enlightenment 
  through wisdom, the grey elf would be viewed with 
  a modicum of understanding. This insight would 
  come laced with the realization that self-awareness 
  about one’s place in the circle of life can only come 
  through life’s journeys, and obviously the grey elf 
  has more roads to travel before he comes home. 
   
  The grey elves view themselves as restless and 
  charismatic, yearning to see the world beyond the 
  confines of the forest or of the stifling, regimented 
  city.  The Laith Seachran or “Grey Wanderers” is a 
  name given derogatorily to those that “dare” to 
  leave the elven homesteads on their own and they 
  wear the name with pride. At least they were not 
  afraid to leave home on their own. Sure the other 
  elves send out their minions on quests, but the few 
  grey are free, and no amount of name calling will 
  ever take that away. There are too many wonders 
  in the world to see, and the freedom to do so is a 
  true elf’s calling... 
   
  Alignment & Religion 
  As a race that spans the globe to see what there is 
  to see, the Laith Seachran often grow to reflect any 
  region they encounter for a lengthy period of time. 
  Their chaotic behavior is most evident in their 
  wanderlust, or in their sense of self preservation, 
  however most grey’s have a true desire to see all 
  other peoples (except perhaps black-bloods) live in 
  peace and prosper, while respecting nature’s 
  bounty. Most greys are chaotic and good, however, 
  as they are influenced more easily than the other 
  sub-races of elves, the grey can just as easily be of 
  any alignment or religion. 
   
  Adventurers 
  Grey elves become adventurers for adventure’s 
  sake. To explore the world, see stunning vistas, face 
  the unknown, and rise above any challenges, these 
  are life goals. That and to come home every few 
  centuries and tell the tales of all that they have 
  encountered. 
   
   
  
   
  48 
   
  Male Names 
  Given Names 
   
  Aindil, Dûrdur, Ealoron, Falastoron, Larbrinil, 
  Laryaeth, Taniborn 
   
  Female Names 
  Given Names 
   
  Aranpandómien, 
  Dlarethina 
  Îdhdil, 
  Mithlaryl, 
  Yraulinde 
   
  Grey Elf Player Characters 
  Laith Seachran run the gambit on classes. They are 
  heavily influenced by the world and what they see. 
  Any class is open to them, and may have the normal 
  +1 to hit points or +1 skill point or the stated 
  bonuses listed below for favored classes. 
   
   
  Alchemist: Add one extract formula from the 
  alchemist's list to his formula book. This formula 
  must be at least one level lower than the highest-
  level formula the alchemist can create. 
   
   
  Barbarian: Add +1 to the barbarian's base speed. In 
  combat this option has no effect unless the 
  barbarian has selected it five times (or another 
  increment of five). This bonus stacks with the 
  barbarian's fast movement feature and applies 
  under the same conditions as that feature. 
   
   
  Bard: Add +1 to the bard's CMD when resisting a 
  disarm or sunder attempt. 
   
  Cavalier: Add +1 hit point to the cavalier's mount. 
  If the cavalier ever replaces his mount, the new 
  mount gains these bonus hit points. 
   
   
  Cleric: Select one domain power granted at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the cleric's Wisdom modifier. The cleric 
  adds +½ to the number of uses per day of that 
  domain power. 
   
   
  Druid: Add +1/3rd to the druid's natural armor 
  bonus when using wild shape. 
   
   
  Fighter: Add +1 to the fighter's CMD when resisting 
  a disarm or sunder attempt. 
   
   
  Gunslinger: Add +1/3rd on critical hit confirmation 
  rolls made with firearms (maximum bonus of +5). 
  This bonus does not stack with Critical Focus. 
   
  Inquisitor: Add one spell known from the 
  inquisitor's spell list. This spell must be at least one 
  level below the highest-level spell the inquisitor can 
  cast. 
   
   
  Magus: The magus gains 1/6th of a new magus 
  arcana. 
   
   
  Monk: Add +1 to the monk's base speed. In combat, 
  this option has no effect unless the monk has 
  selected it five times (or another increment of five). 
  This bonus stacks with the monk's fast movement 
  class feature and applies under the same conditions 
  as that feature. 
   
   
  Ninja: Add +1/4th point to the ninja’s ki pool. 
   
   
  Oracle: Add +½ to the oracle's level for the purpose 
  of determining the effects of one revelation. 
   
   
  Paladin: Add +½ hit point to the paladin's lay on 
  hands ability (whether using it to heal or harm). 
   
   
  Ranger: Choose a weapon from the following list: 
  longbow, longsword, rapier, shortbow, short 
  sword, or any weapon with “elven” in its name. 
  Add +½ on critical hit confirmation rolls made 
  while using that weapon (maximum bonus of +4). 
  This bonus does not stack with Critical Focus. 
   
   
  Rogue: Add +1 to the number of times per day the 
  rogue can cast a cantrip or 1st-level spell gained 
  from the minor magic or major magic talent. The 
  number of times this bonus is selected for the major 
  magic talent cannot exceed the number of times it 
  is selected for the minor magic talent. The rogue 
  must possess the associated rogue talent to select 
  these options. 
   
   
  Samurai: The elven samurai may select two 
  weapons he is proficient with for the purposes of 
  his weapon expertise class ability. 
   
   
  Sorcerer: Select one bloodline power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the sorcerer's Charisma modifier. The 
  
   
  49 
   
  sorcerer adds +½ to the number of uses per day of 
  that bloodline power. 
   
   
  Summoner: The amount of time the summoner 
  must spend to summon his eidolon is reduced by 1 
  round, to a minimum of 1 round. 
   
   
  Witch: Add one spell from the witch spell list to the 
  witch's familiar. This spell must be at least one level 
  lower than the highest-level spell she can cast. If the 
  witch ever replaces her familiar, the new familiar 
  knows these bonus spells. 
   
   
  Wizard: Select one arcane school power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the wizard's Intelligence modifier. The 
  wizard adds +½ to the number of uses per day of 
  that arcane school power. 
   
  *Classes not covered above gain the standard options for favored 
  classes, a +1 bonus to hp or +1 skill point for each level. 
   
   
  Standard Racial Abilities 
  (Pathfinder) 
  Ability Scores: As grey elves are an amalgam of the 
  elven races, they share their physical abilities. 
  However, because they are also found the world 
  over, they often have to rely on many different 
  mental and diplomatic aspects to achieve 
  dominance or acceptance in a region. The Laith 
  Seachran have become very versatile, and have 
  learned to take advantage of different intellectual 
  abilities. Grey elves have the standard +2 to Dex 
  and -2 Con, but may choose to either have a +2 
  to Cha, Int or Wis. 
   
  Size: Elves are medium creatures and thus receive 
  no bonuses or penalties due to their size. 
   
  Type: Elves are humanoids with the elf subtype. 
   
  Base Speed: Elves have a base speed of 30 feet. 
   
  Languages: Elves begin play speaking Common 
  and Elven. Elves with high Intelligence scores can 
  choose from the following: Celestial, Draconic, 
  Gnoll, Gnome, Goblin, Orc, and Sylvan. See the 
  Linguistics skill page for more information about 
  these languages. 
  Racial Points: 14 
  Effective Level: +0 
   
  Defenses 
  Elven Immunities: Grey elves are immune to magic 
  sleep effects and gain a +2 racial saving throw 
  bonus against enchantment spells and effects. 
   
  Feats and Skills 
  Alluring Aura: The wandering grey elves are the 
  most likely to be making their livelihoods outside of 
  their ancestral homes, often relying on their 
  unearthly beauty to win over opinions, smooth 
  over disagreements or just to be beguiling. They 
  gain a +2 racial bonus to Bluff and Diplomacy 
  checks, and once per day may roll twice on either 
  of these checks and take the higher roll when 
  dealing with non-elves. 
   
  Keen Senses: Grey elves receive a +2 racial bonus 
  on Perception checks. 
   
  Diverse Heritage: Grey elves gain the Additional 
  Traits feat. They may select two additional 
  character traits to reflect both their complicated 
  bloodline and their study of different cultures. 
   
  Magical Abilities 
  Magic in the Blood: Once per day, members of 
  this race may increase the DC of any spell they cast 
  by +1. Members of this race with a Charisma score 
  of 11 or higher also gain the following spell-like 
  abilities (the caster level is equal to the user's 
  character level): 
   
  1/day—dancing lights, ghost sound, mage hand, 
  blend. 
   
  The DC is equal to 10 + the spell's level + the user's 
  Charisma modifier. 
   
  Offenses 
  Elven Weapon Familiarity: Elves are proficient with 
  longbows 
  (including 
  composite 
  longbows), 
  longswords, rapiers, and shortbows (including 
  composite shortbows), and treat any weapon with 
  the word “elven” in its name as a martial weapon. 
  
   
  50 
   
  Warrior Caste: Many elves devote large portions of 
  their youth to the use of bow and blade rather than 
  the study of magic. Grey elves with this racial trait 
  gain proficiency with two (non-exotic) weapons of 
  their choice and gain either Weapon Finesse or 
  Precise Shot feat.  
   
  Senses 
  Low-Light Vision: Elves can see twice as far as 
  humans in conditions of dim light. 
   
  Standard Racial Abilities (5e) 
  Ability Scores: As grey elves are an amalgam of the 
  elven races, they share their physical abilities. 
  However, because they are also found the world 
  over, they often have to rely on many different 
  mental and diplomatic aspects to achieve 
  dominance or acceptance in a region. The Laith 
  Seachran have become very versatile, and have 
  learned to take advantage of different intellectual 
  abilities. Grey elves have the standard +2 to 
  Dexterity, but may choose to have a +1 in either 
  Charisma, Intelligence or Wisdom. 
   
  Size: Elves are medium creatures and thus receive 
  no bonuses or penalties due to their size. 
   
  Type: Elves are humanoids with the elf subtype. 
   
  Base Speed: Elves have a base speed of 30 feet. 
   
  Languages: Elves begin play speaking Common 
  and Elven.  
   
  Defenses 
  Elven Immunities: Grey elves are immune to magic 
  sleep effects and gain advantage on saves against 
  charm magic. 
   
  Feats and Skills 
  Alluring Aura: The wandering grey elves are the 
  most likely to be making their livelihoods outside of 
  their ancestral homes, often relying on their 
  unearthly beauty to win over opinions, smooth 
  over disagreements or just to be beguiling. They 
  add a bonus equal to half their proficiency modifier 
  to Deception and Persuasion skill checks, and once 
  per long rest may gain advantage on either of these 
  checks when interacting with a non-elf. 
   
  Keen Senses: Grey elves gain proficiency in 
  Perception skill checks. 
   
  Diverse Heritage: Grey elves gain one additional 
  skill or tool proficiency to reflect both their 
  complicated bloodline and their study of different 
  cultures. 
   
  Magical Abilities 
  Magic in the Blood: Once per day, members of 
  this race may increase the DC of any spell they cast 
  by +1 a number of times per long rest equal to 
  their Charisma modifier.  
   
  Members of this race with a Charisma score of 11 
  or higher also gain the following spell-like abilities 
  (the caster level is equal to the user's character 
  level): 
   
  1/day—dancing lights, ghost sound, mage hand, 
  blend. 
   
  The DC is equal to 8 + your proficiency bonus + 
  your Charisma modifier. 
   
  Offenses 
  Elven Weapon Familiarity: Grey elves are proficient 
  with longbows (including composite longbows), 
  longswords, rapiers, and shortbows (including 
  composite shortbows), and any weapon with the 
  word “elven” in its name. 
   
  Warrior Caste: Many elves devote large portions of 
  their youth to the use of bow and blade rather than 
  the study of magic. Grey elves with this racial trait 
  may choose one fighting style from the ranger class. 
   
  Senses 
  Darkvision: You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as 
  if it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
   
   
   
  
   
  51 
   
  Alternate Abilities 
  Not all Laith Seachran manifest their innate abilities 
  the same way. Some retain typical elven prowess 
  and capabilities, while others strive to be as 
  adaptable as possible. 
   
  Ambidextrous: It was said that ages ago all elves 
  could use either hand to perform any action and the 
  outcome would be the same. However it has 
  become more of a hereditary characteristic in the 
  last five or six generations. With this trait you 
  reduce any penalty incurred by using two hands 
  (such as two weapon fighting) by 1. You may also 
  increase your off-hand damage by +1 to a 
  maximum of your full ability score modifier.  
  Furthermore, you can throw weapons, fire a bow 
  or crossbow right or left handed, write, perform on 
  instruments, or make skill checks with either hand 
  at no penalty. You consider either hand your 
  primary hand. 
  This racial trait replaces the Warrior Caste trait. 
  5e: You can use two-weapon fighting even when 
  the one-handed melee weapons you are wielding 
  aren’t light. 
   
  Elusive Grace: The elves have a grace of movement 
  that has helped safeguard them for a millenia. Elves 
  with this trait gain a +1 dodge bonus to Armor 
  Class. 
  This racial trait replaces the Warrior Caste trait. 
  5e: You may use the Dodge or Disengage action 
  as a bonus Action during any of your turns. 
  Elven Magic: Elves receive a +2 racial bonus on 
  caster level checks made to overcome spell 
  resistance. In addition, elves receive a +2 racial 
  bonus on Spellcraft skill checks made to identify the 
  properties of magic items.  
   
  This racial trait replaces the Magic in the Blood trait. 
   
  Multitalented: Grey elves choose two favored 
  classes at 1st level and gain +1 hit points or +1 skill 
  rank whenever they take a level in either of those 
  classes.  
  This racial trait replaces the Diverse Heritage trait. 
   
  Breadth of Experience: Grey elves gain the Breadth 
  of Experience feat regardless of age, due to their 
  extensive roaming of the world.  
   
  This racial trait replaces the Diverse Heritage trait. 
   
  Exotic Weapon Proficiency: Grey elves have 
  travelled the world over and many have adopted 
  weapon choices and fighting styles from these 
  locales. Some of these weapons and styles have 
  been handed down for generations. Grey elves may 
  choose two exotic weapons to be proficient with 
  rather than learning to use traditional elven 
  weaponry.  
   
  This racial trait replaces the Elven Weapon 
  Familiarity trait. 
   
  
   
  52 
   
  Hale: You spent excessive amounts of time and 
  effort trying to overcome your inherent elven 
  frailty. Subsequently, your training of the mind and 
  social mores suffered as a result. Elves with this racial 
  trait do not suffer the -2 penalty to Constitution, 
  but they do not gain a bonus to Charisma, 
  Intelligence or Wisdom either.  
   
  This racial trait replaces the normal elven ability 
  scores racial trait. 
   
  Racial Archetype 
  Laith Seachran Unfettered (Grey Elf Fighter 
  Archetype) 
  The unfettered is a prime example of the grey elves 
  at their wandering best. These fighters have 
  eschewed medium and heavy armors and even the 
  use of shields for freedom of movement and the use 
  of terrain to their advantage. 
   
  Weapon and Armor Proficiency 
  An unfettered is proficient with all simple and 
  martial weapons and with light armor. An 
  unfettered wearing any armor other than light, 
  under a medium or heavy load, or carrying a shield 
  loses the use of his AC bonus, climb ability, and 
  Favored Terrain bonuses. 
   
  AC Bonus (Ex) 
  At 
  4th 
  level, 
  when 
  lightly 
  armored 
  and 
  unencumbered, an unfettered gains a +1 dodge 
  bonus to AC. This bonus increases by 1 for every 
  four unfettered levels thereafter, up to a maximum 
  of +5 at 20th level. 
   
  These bonuses to AC apply even against touch 
  attacks or when the unfettered is flat-footed. He 
  loses these bonuses when he is immobilized or 
  helpless, when he wears any armor heavier than 
  light, when he carries a shield, or when he carries a 
  medium or heavy load. 
   
  This ability replaces medium and heavy armor 
  proficiencies. 
   
  Fluid Feats 
  Upon reaching 4th level, and every four levels 
  thereafter (8th, 12th, 16th and 20th), an unfettered 
  fighter can choose to learn a new bonus feat in place 
  of a bonus feat he has already learned. In effect, the 
  fighter loses the bonus feat in exchange for the new 
  one. The old feat cannot be one that was used as a 
  prerequisite for another feat, prestige class, or other 
  ability. A fighter can only change one feat at any 
  given level and must choose whether or not to 
  swap the feat at the time he gains a new bonus feat 
  for the level. 
   
  Climb (Ex) 
  The unfettered gain a +4 racial bonus on Climb 
  checks. While in one of their favored terrains, they 
  do not lose their Dexterity or class bonus to AC 
  while climbing. He loses this bonus when he is 
  immobilized or helpless, when he wears any armor 
  heavier than light, when he carries a shield, or when 
  he carries a medium or heavy load. 
   
  This ability replaces shield and tower shield 
  proficiencies. 
   
  Unfettered Mind and Body (Ex) 
  Starting at 2nd level, the unfettered gains a +1 
  bonus on either Will or Reflex saves. This bonus 
  increases by +1 for every four levels beyond 2nd. At 
  each level he gains a bonus he may decide to either 
  add the bonus to Will saves or Reflex saves, but not 
  both. 
   
  This ability replaces Bravery. 
   
  Favored Terrain (Ex) 
  Starting at 3rd level, the unfettered learns to digest 
  more about the locales he has seen and learned to 
  use their terrain to his advantage.  The unfettered 
  may select a type of terrain from the Ranger 
  Favored Terrains table. The unfettered gains a +2 
  bonus on Initiative checks and Knowledge 
  (geography), Perception, Stealth, and Survival skill 
  checks when he is in this terrain. An unfettered 
  traveling through his favored terrain normally 
  leaves no trail and cannot be tracked (though he 
  may leave a trail if he so chooses). 
   
  At 7th level, 11th and 15th levels, the unfettered may 
  select an additional favored terrain. In addition, at 
  each such interval, the skill bonus and initiative 
  bonus in any one favored terrain (including the one 
  just selected, if so desired), increases by +2. 
   
  
   
  53 
   
  If a specific terrain falls into more than one category 
  of favored terrain, the unfettered’s bonuses do not 
  stack; he simply uses whichever bonus is higher. 
   
  This replaces the Armor Training 1, 2, 3, and 4 
  abilities. 
   
  The Unfettered (Fighter 
  Archetype) [5e] 
  The unfettered is a prime example of the grey 
  elves at their wandering best. These fighters have 
  eschewed medium and heavy armors and even the 
  use of shields for freedom of movement and the 
  use of terrain to their advantage. 
   
  Unfettered maneuverability 
  At 3rd level, the unfettered fighter gains a +1 bonus 
  to AC when wearing light or no armor and may 
  ignore a number of squares of difficult terrain each 
  round equal to their Wisdom modifier.   
   
  Unfettered terrain 
  At 7th level, the unfettered fighter may select a 
  favored terrain from the list of ranger favored 
  terrains.  This feature works exactly like the ranger 
  class ability. 
   
  Leaf on the wind 
  At 10th level, you gain a bonus equal to half your 
  proficiency modifier on all Athletics and Acrobatics 
  skill checks made within your favored terrain. 
   
  Unfettered mind and body 
  At 15th level, the unfettered fighter may gain 
  proficiency in either Wisdom or Dexterity saves. 
   
   
   
  Improved unfettered terrain 
  At 18th level, when the unfettered fighter is within 
  his chosen terrain, the unfettered fighter’s AC 
  bonus (see above) increases to +2. 
   
   
  Grey Elf Paragon Prestige Class 
  Role: The Laith Seachran or grey elf paragon is a 
  jack of all, master of none. She excels at the art of 
  gathering a bit of knowledge from all walks of life, 
  and using it on her travels. Whether just to acquire 
  knowledge, keep out of trouble, or sometimes to 
  get into it… 
   
  Alignment: Any 
   
  Hit Die: d8. 
   
  Requirements 
  To qualify to become a grey elf paragon, a character 
  must fulfill all the following criteria. 
   
  Skills: 3 ranks in Bluff and Diplomacy 
   
  Spells: Ability to cast 1st-level arcane or divine spells. 
   
  Class Skills 
  The grey elf Paragon’s class skills are Acrobatics 
  (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft 
  (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist 
  (Dex), Intimidate (Cha), Knowledge (all) (Int), 
  Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight of 
  Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use 
  Magic Device (Cha). 
   
  Skill Ranks at Each Level: 4 + Int modifier. 
   
   
  Table: Grey Elf Paragon 
  Level 
  Base 
  Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  Spells Per Day 
  1st 
  +0 
  +0 
  +2 
  +2 
  Breadth of 
  Experience 
  +1 level of existing 
  class 
  2nd  
  +1 
  +1 
  +3 
  +3 
  Skill Jack 
  +1 level of existing 
  class 
  3rd  
  +2 
  +1 
  +3 
  +3 
  Bonus Feat 
  +1 level of existing 
  class 
  
   
  54 
   
  Class Features 
  All of the following are class features of the grey elf 
  paragon prestige class. 
   
  Weapon and Armor Proficiency: A grey elf 
  paragon is proficient with all simple and martial 
  weapons, light armor, medium armor, and 
  shields. 
   
  Breadth of Experience (Ex): At 1st level, the grey 
  elf paragon gains the Breadth of Experience 
  feat, regardless of age. If she already has this 
  feat, she gains a bonus to her Knowledge and 
  Profession skill checks equal to her Paragon class 
  level. 
   
  Skill Jack (Ex): The grey elf paragon picks four of 
  her class skills, two mental and two physical. She 
  gains a racial bonus equal to her paragon class level 
  in these skills. Furthermore, these skills will always 
  be class skills for her. 
   
  Bonus Feat: The grey elf paragon may choose any 
  one feat she qualifies for. 
   
  Spells per day: When a grey elf paragon level is 
  gained, the character gains new spells per day as if 
  she had also gained a level in any one arcane 
  spellcasting class she belonged to before she added 
  the prestige class or any one divine spellcasting class 
  she belonged to previously. She does not, however, 
  gain other benefits a character of that class would 
  have gained. This essentially means that she adds 
  the level of grey elf paragon to the level of 
  whatever other arcane spellcasting class or divine 
  spellcasting class the character has, then determines 
  spells per day, spells known, and caster level 
  accordingly. If a character had more than one 
  arcane spellcasting class or more than one divine 
  spellcasting class before she became a grey elf 
  paragon, she must decide to which class she adds 
  each level of the paragon for the purpose of 
  determining spells per day. 
   
  Grey Elf Settlements 
  Grey elf settlements tend to be small and located 
  somewhere between a larger city and a large 
  expanse of open wilderness. Even though most of 
  these villages are known to the city’s population, 
  the grey elf villages tend to remain more of a tourist 
  attraction for the wealthy, 
  and less of a trading center for elven goods. This is 
  most often by design of the greys themselves, as 
  they impose strict trading privileges and insist on 
  self-sustaining lifestyles. 
   
  Below is an example of a typical grey elf small 
  town. 
   
  Windhome 
  NG Small town 
  Corruption -2; Crime -1; Economy -1; Law +3; 
  Lore +1; Society -1 
  Qualities insular, tourist attraction 
  Danger +0; Disadvantages cursed 
  DEMOGRAPHICS 
  Government Commune 
  Population 204 (170 grey elves, 2 sylvan elves, 2 
  highborn elves, 20 half-elves, 6 halflings, 4 
  gnomes) 
  Noteable NPCs 
   
  Arinae Kalimnor, Wise One (CG female 
  grey elf druid 6) 
   
  Aris Caeliel,  Village Protector (CG male 
  grey elf ranger 4) 
   
  Garret Everyson, Village Protector/Inter-
  racial Diplomat (NG male half-elf ranger 
  2/expert 1) 
   
  MARKETPLACE 
  Base Value 1,200 gp; Purchase Limit 5,000 gp; 
  Spellcasting 4th 
  
   
  55 
   
  Minor Items 3d4; Medium Items 1d6; Major Items 
  None 
   
  DESCRIPTION 
  Windhome is a grey elf village about a fortnights 
  travel from a larger human city. It sees a lot of 
  visitors, but strives to keep its elven heritage. Some 
  older sylvan elves live here (village founders), as 
  well as a few highborn. Some believe the highborn 
  are here just in case the village expands into a 
  trading center. Several half-elves have made the 
  village their home, likely because it is close to a 
  human settlement where they can go to blow off 
  steam. Most of the grey elves in this village are of 
  venerable age, with the few young taking up 
  protector's posts. A smattering of halflings and 
  gnomes have taken up residence here as well, away 
  from the bustle of the human city. 
   
  The village has about sixty tree-homes, which seem 
  to be the center of attraction among the wealthy of 
  the human city. The rest of the homes are elven 
  style adobe homes, usually crafted with magic made 
  to be very beautiful and comfortable. 
   
  Grey Elf NPC 
   
  Anodurien Seantril 
  Anodurien Seantril is a typical adventuring grey elf 
  fighter. Most grey elves prefer to be fast on their 
  feet and have some form of terrain advantage over 
  inexperienced foes. Their elven reflexes serve 
  almost as well as armor, and they usually maintain 
  equal combat abilities with bow and blade. 
   
  Male Grey Elf Fighter (Unfettered Archetype) 5 
  CG Medium humanoid (elf) 
  Init +4 (+6 in forests); Senses low-light vision; 
  Perception +4 (+6 in forests) 
   
  DEFENSE 
  AC 21, touch 16, flat-footed 17 (+4 Dex +5 Armor) 
  hp 40 (5d10+10) 
  Fort +5, Ref +6, Will +3; +2 vs. enchantments 
  Defensive Abilities unfettered mind and body +1, 
  elven immunities, AC Bonus +2; Immune sleep  
   
  OFFENSE 
  Speed 30 ft. 
  Melee +1 elven curve blade +10 (1d10+13/18-20) 
  and unarmed strike +6 (1d3+6 nonlethal) 
  Ranged masterwork composite longbow +9 
  (1d8+7/×3) 
  Special Attacks weapon trainings (heavy blades +1) 
  Spell-Like Abilities (CL 5th; concentration +6) 
  1/day—dancing lights, ghost sound, mage hand, 
  blend. 
   
  STATISTICS 
  Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 12 
  Base Atk +5; CMB +5; CMD 23 
  Feats Additional Traits, Deadly Aim, Point-Blank 
  Shot, Power Attack, Weapon Finesse, Weapon 
  Focus (elven curve blade), Weapon Specialization 
  (elven curve blade) 
  Traits Bounty Hunter, Deft Dodger 
  Skills Bluff +4, Climb +6, Diplomacy +4, Escape 
  Artist +5, Knowledge Geography +0, Intimidate 
  +5, Perception +4 (+6), Ride +8, Stealth +4 (+6), 
  Survival, +5 (+7); Racial Modifiers Alluring Aura, 
  Keen Senses 
  Languages Common, Elven 
  SQ Favored Terrain (forest), the unfettered gains a 
  +2 bonus on initiative checks and Knowledge 
  (geography), Perception, Stealth, and Survival skill 
  checks when he is in this terrain. An unfettered 
  traveling through his favored terrain normally 
  leaves no trail and cannot be tracked (though he 
  may leave a trail if he so chooses). 
  Combat Gear acolyte ale (5), potion of jump; 
  Other Gear +1 chain shirt, +1 elven curve blade, 
  masterwork composite longbow, ioun torch, 
  backpack, masterwork, silk rope, 35 gp 
  Ioun torch This item is merely a burned out, dull 
  gray ioun stone with a continual flame spell cast 
  upon it. It retains the ability to float and orbit, and 
  allows the bearer to carry light and still have his 
  hands free. It may be in any crystalline shape 
  common to ioun stones (ellipsoid, prism, sphere, 
  and so on). 
   
  
   
  56 
   
   
  When our eyes adapted to the dark, what we saw 
  in the shadows was terrifying.  There are shadow-
  creatures that take the shape of men and they 
  infiltrate all levels of society.  Undead huddle in the 
  corners of the darkness, waiting for those who 
  would enter or open the gates to the shadow realm.  
  We have been there and back again.  We will be 
  your guide and protectors.  Do not fear my pallor, 
  to us it is a badge of honor, it reminds of where we 
  have been and what we have lost.   
  –Umbral Elf Ranger 
  Introduction 
  The Northmen speak of dusky elves who are born 
  of the shadows, tireless hunters of the Night People, 
  those shadow-men born of the Shadelands, dark 
  mirrors of our own life.  The umbral elves swoop 
  out of the forests and mercilessly eradicate the Night 
  People wherever they are found.  Despite their 
  hatred for the evil shadowfolk, they seem to be 
  dispassionate towards the mortal men and women 
  of the world.  The people call them wraithe elves 
  and their true history is tangled in antiquity. 
  When the elves came to this land, they came 
  through the Dreaming Realm.  It was not long after, 
  they discovered a shadow realm surrounding the 
  world.  A large force of elves left to scout this 
  tenebrous realm and learn of its dangers, never to 
  return—having become lost in this strange 
  unnatural shadow world.  It has been a millennia or 
  more since their excursion, and only recently have 
  the sightings of these strange wraithe elves been 
  recorded. 
  While within the tenebrous realm, the umbral elves 
  found Glōmung City and its inhabitants, the 
  fetchlings.  They called them the Night People, and 
  sought their aid.  Instead, they found only betrayal 
  and treachery.  The elves retreated to the ancient 
  Glōmwood Forest, a shadowy parallel of an ancient 
  forest of their own lands and learned to adapt to 
  their new environment.  They fought packs of 
  wandering undead and other denizens of the 
  shadows.  Over the ages, the magics of the shadow 
  realm altered and adapted the elves to the 
  tenebrous realm and the elves learned to use 
  guerilla tactics to take down the Night People at 
  every opportunity.  When the fetchlings came 
  through to the Shadelands, some of the umbral 
  elves found their way back to this realm, and 
  continue their eternal hunt against their hated 
  fetchling foes. 
  Physical Description 
  Umbral elves are pale, thin and have near-colorless 
  blue or grey sunken eyes as well as white or grey 
  hair.  Their appearance and pallor is cold and 
  leeched of the vibrancy elves are typically known 
  
   
  57 
   
  for.  Their faces appear more aged than their 
  timeless brethren and devoid of happiness. 
  Random Starting Ages 
  Adulthood 
  Intuitive1 
  Self-
  Taught2 
  Trained3 
  110 years 
  +4d6 years 
  (114 - 134 
  years) 
  +6d6 
  years 
  (116 - 146 
  years) 
  +10d6 
  years 
  (120 - 170 
  years) 
  1 This category includes, barbarians, oracles, rogues, and sorcerers. 
  2 This category includes bards, cavaliers, fighters, gunslingers, 
  paladins, rangers, summoners, and witches. 
  3 This category includes alchemists, clerics, druids, inquisitors, 
  magi, monks, and wizards. 
  Random Height and Weight 
  Gender Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Male 
  5 ft. 10 
  in. 
  +2d6 in. 
  (6 ft. - 6 ft 10 
  in.) 
  110 lbs. 
  +(2d8×5 
  lbs.) 
  (120 - 190 
  lbs.) 
  Female 5 ft. 8 
  in. 
  +2d4 in. 
  (5 ft. 10 in. - 
  6 ft. 4 in.) 
  90 lbs. 
  +(2d6×5 
  lbs.) 
  (100 - 150 
  lbs.) 
   
  Society 
  The umbral elves live deep in seclusion, often 
  changing their locations once outsiders know of 
  their existence.  They live in constant fear of 
  infiltration from the fetchlings.  They are few in 
  number, with only a few hundred living on the 
  material plane and the remaining several thousand 
  hidden away still in the shadow realm. 
   
  The umbral elves, as they call themselves, now 
  intermix themselves amongst the other races of the 
  realms, constantly searching out the fetchlings, 
  waging a shadow war unbeknownst to all other 
  mortal races. 
   
  Relations 
  The umbral elves have little formal relations.  They 
  seem to appreciate the dwarves’ efficiency for war, 
  but care little for humans.  They despise the 
  fetchlings and will slay them on sight.  However, 
  they shy from their own elven brethren, feeling as 
  though they are no longer worthy of the light of 
  their people. 
   
  Dwarves [Indifferent] Efficient warriors.  We should 
  direct their axes towards the fetchlings as well as 
  giants and goblins. 
   
  Drow [Hatred] The umbral elves remember the 
  treachery of the dark elves, but it is no less than the 
  treachery of their surface brethren.  Still, the drow 
  are pure evil and to be destroyed on sight. 
   
  Dhampir [Unfriendly] The umbral elves find the 
  dhampir dangerous.  They are born of darkness and 
  undeath, but sometimes fight against it.  Still, it’s 
  easier to slay them on sight rather than ask questions 
  and sift through their lies. 
   
  Elves [Indifferent] The high elves abandoned us on 
  the realm of shadow.  We have returned, but we 
  will never again bow to those cowards.  The sylvan 
  elves are most worthy of our admiration, though 
  they are simple people who still believe that spirits 
  inhabit every object in the world.  Where were 
  those spirits when we were trapped in the Shadow 
  Realm? 
   
  Fetchling [Hatred] The night people are an 
  epidemic upon the world.  They are a disease that 
  pools in the dark corners of the world and must be 
  eradicated. 
   
  Gnomes [Indifferent] The fey and their kin did 
  nothing to aid the umbral elves when they were 
  trapped on the shadow realm.  We care little for 
  their plight. 
   
  Half-Elves [Helfpful] Any half-elf born of our blood 
  is a warrior born to fight the night people.  They 
  must be shown the way and taught their gifts. 
   
  Halflings [Indifferent] Halflings are a weak race, one 
  incapable of helping us in the war against the 
  shadow. 
   
  Half-Orcs [Unfriendly] The umbral elves have little 
  time to adjudicate good from evil.  Orcs are evil 
  and those with orc blood fall under the same 
  
   
  58 
   
  category in their eyes.  While this is unfair to those 
  few good or neutral half-orcs, the umbral elves care 
  little.  
   
  Humans 
  [Indifferent] The 
  fools 
  have 
  been 
  infiltrated by the night people.  If we do not aid 
  them, the fetchlings will wipe them out. 
   
  Orcs [Hatred] Their passion rivals our own, and 
  they too have been wronged by the elves, but their 
  slavery to the dark gods though is their undoing. 
   
  Tieflings [Hatred] Another race born of evil that the 
  umbral elves would rather remove than allow to 
  perform evil deeds.   
   
  Alignment &  Religion 
  The so-called wraithe elves have a pretty dangerous 
  reputation, and deservedly so.  However, they are 
  not evil, merely pragmatic.  They suffer no evil to 
  live and if a creature is a suspected shadow usurper, 
  than it is better dead.  By necessity they are neutral, 
  and generally true neutral. 
   
  The umbral elves worship Sin, goddess of the moon.  
  She cloaks them in darkness and grants them the 
  luck to survive in the tenebrous realm and the 
  mortal. 
   
  Adventurers 
  Few umbral elves become adventurers.  Their sense 
  of duty is too strong.  They serve to vindicate their 
  race against the dreaded night people.  Those that 
  do become adventurers are often spies/scouts or 
  seeking powerful items to use against the fetchlings. 
   
  Male Names 
  Given Names 
  Andaerean, Baerithryn, Delsaran, Eriladar, Gaelin, 
  Hatharal, Jharak, Lianthorn, Melandrach, Norlorn, 
  Rauthomyr, Sythaeryn, Vesperr 
   
  Female Names 
  Given Names 
  Amaranthae, Delshana, Elvandaruil, Ilyrana, 
  Lyraesel, Maeralya, Rathiain, Seldanna, 
  Shadowmoon, Talaedra, Valindra, Zhuirentel 
  Umbral-Elf Player Characters 
  Alchemist: Add +½ to the number of bombs per 
  day the alchemist can create. 
  Arcanist: Increase total number of points in the 
  arcanist’s arcane reservoir by 1. 
  Barbarian: Add +⅙ the number of attacks of 
  opportunity per round. This does not stack with the 
  Combat Reflexes feat. 
  Bard: Add +½ on Bluff checks to pass secret 
  messages and +½ on Diplomacy checks to gather 
  information. 
  Bloodrager: Add ¼ to the bloodrager’s effective 
  class level when determining the power of her 
  bloodrager bloodline powers. 
  Brawler: Add 1 foot to the brawler’s base speed. In 
  combat, this has an effect only for every five 
  increases in the brawler’s base speed. 
  Cavalier: Add +½ to the cavalier's bonus to damage 
  against targets of the cavalier's challenge. 
  Cleric: Select one domain power granted at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the cleric's Wisdom modifier. The cleric 
  adds +½ to the number of uses per day of that 
  domain power. 
  Druid: The druid’s animal companion gains 
  resistance 1 against either cold or electricity. Each 
  time the druid selects this reward, he increases his 
  companion’s resistance to one of those energy types 
  by 1 (to a maximum of 10 for any one energy type). 
  Fighter: Add +1 to the fighter's CMD when resisting 
  a disarm or overrun combat maneuver. 
  Gunslinger: Add +¼ to the number of grit points in 
  the gunslinger's grit pool.  
   
  Hunter: Choose a weapon from the following list: 
  longbow, 
  longsword, 
  rapier, 
  short 
  sword, 
  shortbow, or any weapon with “elven” in its name. 
  Gain a +½ bonus on critical hit confirmation rolls 
  made while using that type of weapon (maximum 
  bonus +4). This bonus does not stack with those 
  gained through Critical Focus and similar effects. 
  
   
  59 
   
  Inquisitor: Add +½ on Intimidate, Knowledge, and 
  Sense Motive checks made against outsiders. 
  Investigator: Increase the total number of points in 
  the investigator’s inspiration pool by ⅓. 
  Kineticist: Gain a +¼ bonus on damage rolls that 
  apply the kineticist's elemental overflow bonus.  
  Magus: Add +⅙ of a new magus arcana. 
  Medium: Gain a +⅓ bonus on all skill checks using 
  occult skill unlocks.  
  Mesmerist: When casting mesmerist enchantment 
  spells, add +½ to the effective caster level of the 
  spell, but only to determine the spell's duration.  
  Monk: Add a +¼ bonus on combat maneuver 
  checks made to grapple or trip. 
  Occultist: Gain a +½ bonus on Spellcraft checks to 
  identify the properties of magic items and a +½ 
  bonus on Use Magic Device checks to emulate a 
  race.  
  Oracle: Add +½ to the oracle’s level for the 
  purpose of determining the effects of one 
  revelation. 
  Paladin: Add +⅓ on critical hit confirmation rolls 
  made while using smite evil (maximum bonus of 
  +5). This bonus does not stack with Critical Focus. 
  Psychic: Gain +⅙ of a new phrenic amplification.  
  
   
  60 
   
  Ranger: Choose a weapon from the following list: 
  longbow, longsword, rapier, shortbow, short 
  sword, or any weapon with “elven” in its name. 
  Add a +½ circumstance bonus on critical hit 
  confirmation rolls with that weapon (maximum 
  bonus of +4). This bonus does not stack with 
  Critical Focus. 
  Rogue: Gain a +⅙ of a new rogue talent. 
  Shaman: The shaman gains ⅙ of a new shaman hex. 
  Skald: Increase the skald's total number of raging 
  song rounds per day by 1. 
  Slayer: Gain +⅙ of a new slayer talent. 
  Sorcerer: Select one bloodline power at 1st level that 
  is normally usable a number of times per day equal 
  to 3 + the sorcerer's Charisma modifier. The 
  sorcerer adds +½ to the number of uses per day of 
  that bloodline power. 
  Spiritualist: Add 1 skill rank to the spiritualist's 
  phantom.  
  Summoner: 
  The 
  summoner's 
  eidolon 
  gains 
  resistance 1 against either cold or electricity. Each 
  time the summoner selects this reward, he increases 
  his eidolon's resistance to one of those energy types 
  by 1 (maximum 10 for any one energy type). 
  Swashbuckler: Gain a +¼ bonus on all critical hit 
  confirmation rolls made while using the precise 
  strike deed (maximum bonus of +5). This bonus 
  doesn’t stack with those gained through Critical 
  Focus and similar effects. 
  Warpriest: Add ¼ to the warpriest’s effective level 
  when determining the damage of his sacred 
  weapon. 
  Witch: The witch's familiar gains resistance 1 against 
  either cold or electricity. Each time the witch selects 
  this reward, he increases his familiar's resistance to 
  one of those energy types by 1 (to a maximum of 
  10 for any one energy type). 
  Wizard: Select one arcane school power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the wizard's Intelligence modifier. The 
  wizard adds +½ to the number of uses per day of 
  that arcane school power. 
  *Classes not covered above gain the standard options for favored 
  classes, a +1 bonus to hp or +1 skill point for each level. 
  Standard Racial Abilities 
  (Pathfinder) 
  Ability Scores: Umbral elves have a +2 Dex, -2 Con, 
  and a +2 Int or Cha.   
   
  Size: Umbral elves are medium creatures and thus 
  receive no bonuses or penalties due to their size. 
   
  Type: Umbral elves are humanoids with the elf 
  subtype. 
   
  Base Speed: Umbral elves have a base speed of 30 
  feet. 
   
  Languages: Umbral elves begin play speaking 
  Common and Elven. Those with high Intelligence 
  scores can choose from the following: Aklo, Dark 
  Folk, Goblin, Necril, Orc, Shadowtongue and 
  Sylvan. See the Linguistics skill page for more 
  information about these languages. 
   
  Racial Points: 15 
   
  Effective Level: +0 
   
  Offenses 
  Hatred: Umbral elves gain a +1 bonus to attacks 
  against fetchlings and undead.   
   
  Shadow Caster: Umbral elves add +1 to the saving 
  throw DCs for their spells and spell-like abilities of 
  the illusion (shadow) subschool. 
   
  Defenses 
  Shadow Blending: Attacks against an umbral elf in 
  dim light have a 50% miss chance instead of the 
  normal 20% miss chance. This ability does not grant 
  total concealment; it just increases the miss chance.  
   
  Shadow Resistance: Umbral elves have cold 
  resistance 5.  
   
  Feats and Skills 
  Keen Senses: Umbral elves receive a +2 racial bonus 
  on Perception checks.  
  
   
  61 
   
  Shadowborn: You gain skill training and a +2 racial 
  bonus to Knowledge (planes) and Stealth checks.  
  Senses  
  Low-Light Vision: Elves can see twice as far as 
  humans in conditions of dim light.  
  Light Sensitivity: Umbral elves are dazzled as long 
  as they remain in areas of bright light.  
  Darkvision: Umbral elves can see in the dark up to 
  60’.  
  Other Racial Traits 
  Disconnected: The time spent in the tenebrous 
  realm severed the umbral elves’ ties to the 
  Dreaming Realm.  They do not have access to the 
  reverie or any feats that require connection to it. 
   
  Standard Racial Abilities [5e] 
  Ability Scores: Umbral elves have a +2 Dex and a 
  +1 Int or Cha.   
   
  Size: Umbral elves are medium creatures. 
   
  Type: Umbral elves are humanoids with the elf 
  subtype. 
   
  Base Speed: Umbral elves have a base speed of 30 
  feet. 
   
  Languages: Umbral begin play speaking Elven and 
  either Common or Shadowtongue. 
   
  Offenses 
  Hatred: Umbral elves gain a +1 bonus to damage 
  against fetchlings and undead.   
   
  Shadow Caster: Umbral elves add +1 to the saving 
  throw DCs for their spells when they are cast in 
  dim light or darkness. 
   
  Defenses 
  Shadow Blending: When in conditions of dim or no 
  light, attacks made against the umbral elves are 
  made with disadvantage.   
   
  Shadow Resistance: Umbral elves have resistance 
  to cold damage. 
   
  Feats and Skills 
  Keen Senses: You gain proficiency in the Perception 
  skill. 
  Shadowborn: You gain proficiency with the Stealth 
  skill.  If you gain proficiency from another source, 
  you gain expertise instead. 
  Senses  
  Low-Light Vision: Elves can see twice as far as 
  humans in conditions of dim light. 
  Light Sensitivity: While in sunlight, the umbral elf 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.  
  Darkvision: Umbral elves can see in the dark up to 
  60’.  
  Other Racial Traits 
  Disconnected: The time spent in the tenebrous 
  realm severed the umbral elves’ ties to the 
  Dreaming Realm.  They do not have access to the 
  reverie or any feats that require connection to it. 
   
   
  Alternate Abilities 
  Ambidextrous: It was said that ages ago all elves 
  could use either hand to perform any action and the 
  outcome would be the same. However it has 
  become more of a hereditary characteristic in the 
  last five or six generations. With this trait you 
  reduce any penalty incurred by using two hands 
  (such as two weapon fighting) by 1. You may also 
  increase your off-hand damage by +1 to a 
  maximum of your full ability score modifier.  
  Furthermore, you can throw weapons, fire a bow 
  or crossbow right or left handed, write, perform on 
  instruments, or make skill checks with either hand 
  at no penalty. You consider either hand your 
  primary hand. 
  This trait replaces the Shadow Caster trait. 
  5e: You can use two-weapon fighting even when 
  the one-handed melee weapons you are wielding 
  aren’t light. 
   
  Battle-Hardened: The umbral elves are a race 
  always at war.  You gain a +1 bonus to your CMD.  
  
   
  62 
   
  This racial trait replaces the Shadow Blending racial 
  trait. 
   
  5e: You gain a +1 bonus to your AC. 
   
  Blessings of the Moon Goddess: You gain a +1 racial 
  bonus on all saving throws when in shadows or 
  darkness.  
   
  This racial trait replaces the shadow resistance racial 
  trait. 
   
  5e: Once per short rest, when you are in dim light 
  or no light, you can gain advantage on a saving 
  throw. 
   
  Elven Weapon Focus: Some umbral elves focus their 
  training with elven weapons.  You gain the Elven 
  Weapon Focus feat. 
   
  This racial trait replaces the shadow caster racial 
  trait. 
   
  Lithe Step: Umbral elves may move at full speed 
  across narrow surfaces using acrobatics without 
  penalty. They are not considered flat-footed when 
  making Climb checks or Acrobatics checks when 
  climbing or to cross narrow or slippery surfaces. You 
  may maintain a climb and fire your bow without 
  penalty while climbing. 
  This racial trait replaces the Shadowcaster racial 
  trait. 
  5e: Umbral elves gain proficiency in the Acrobatics 
  skill. 
  Shadow Warrior: Umbral elves gain strength from 
  the shadows.  When within shadows, you gain a +2 
  dodge bonus to AC.  
   
  This racial trait replaces the Cold Resistance racial 
  trait. 
   
  5e: When in dim or no light, you gain a +1 bonus 
  to AC. 
   
  Silent Hunter: Members of this race reduce the 
  penalty for using Stealth while moving by 5 and can 
  make Stealth checks while running at a –20 penalty 
  (this number includes the penalty reduction from 
  this trait). 
  This racial trait replaces the Shadowborn racial trait. 
  5e: The umbral elves gain proficiency on Stealth 
  skill checks and may Hide as bonus Action on any 
  of his turns. 
  Swift as Shadows: Members of this race reduce the 
  penalty for using Stealth while moving at full speed 
  by 5, and reduce the Stealth check penalty for 
  sniping by 10. 
  This racial trait replaces the Shadowborn racial trait. 
  5e: You do not suffer disadvantage on Stealth 
  checks when running. 
  Warrior Caste: Many Elves devote large portions of 
  their youth to the use of bow and blade rather than 
  the study of magic. Umbral elves with this racial 
  trait gain Proficiency with two (non-exotic) 
  weapons of their choice and gain either the 
  Weapon Finesse or Precise Shot feat.  
  This racial trait replaces the Shadow Caster racial 
  trait. 
  5e: The umbral elf with this trait may choose a 
  Fighting Style from the fighter or ranger class. 
   
  Racial Archetype 
   
  Shadow Hunter (Slayer Archetype) 
  Some umbral elves venerate the moon goddess and 
  receive her gifts, using them to take the fight against 
  the fetchlings.  To such slayers, it is more than 
  killing, it is a sacred obligation, and one with which 
  they are most zealous. 
  Prerequisite: Umbral elf 
  Cloak of Shadows (Su) 
  At 1st level, whenever you are not in normal light, 
  you gain a +2 sacred bonus to Stealth checks.  At 
  5th level this bonus increases to +4. 
  
   
  63 
   
  This ability replaces the slayer’s 1st and 2nd studied 
  target. 
  Cold Stare (Ex) 
  At 1st level, the umbral elf gains a +2 competence 
  bonus on Intimidate checks and Perception checks 
  made to see through disguises. 
  This ability replaces the slayer’s 3rd studied target. 
  Blessing of the Moon Goddess (Ex) 
  At 4th level, the slayer gains DR 5/silver. 
  This replaces the slayer’s 4th level slayer talent. 
  Shadow Walk (Su) 
  At 8th level, the slayer gains the ability to shadow 
  walk, as per the spell, a number of times per day 
  equal to their Charisma modifier (minimum 1).   
  This ability replaces the slayer’s 8th level slayer 
  talent. 
  The Shadow Hunter 
  (Ranger Archetype) [5e] 
   
  Prerequisite: Umbral elf 
   
  Cloak of Shadows 
  At 3rd level, as long as the shadow hunter is not in 
  complete light, daylight, etc., they gain advantage 
  on all Stealth checks. 
   
  Cold Stare 
  At 7th level, the umbral elf may add half their 
  proficiency bonus as an additional bonus to all 
  Intimidate skill checks, and Perception checks to 
  see through disguises. 
   
  Blessing of the Moon Goddess 
  At 11th level, the shadow hunter gains resistance 
  against all physical attacks that are not silver or 
  magic. 
   
  Shadow Walk 
  At 15th level, the shadow hunter may cast 
  dimension door as per the spell once per short 
  rest. 
   
  Umbral Elf Paragon Prestige Class 
  Role: The umbral elf paragon is a umbral elf who 
  has devoted their life to the cause.  They are 
  consummate hunters and slayers of the fetchling 
  menace.  They are possessed of tremendous 
  fortitude and willpower, relentlessly hunting their 
  hated foes, seeking them out in every shadow. 
  Hit Die: d8. 
  Requirements 
  To qualify to become a umbral elf paragon, a 
  character must fulfill all the following criteria. 
  Skills: Knowledge (nature), Knowledge (planes) and 
  Survival 3+ ranks 
  Other: Favored Enemy class feature 
  Class Skills 
  The umbral elf paragon’s class skills are Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable 
  Device (Dex), Disguise (Cha), Intimidate (Cha), 
  Knowledge 
  (Arcana, 
  Planes, 
  Religion) 
  (Int), 
  Perception (Wis), Sense Motive (Wis), Stealth (Dex), 
  Survival (Wis) and Swim (Str). 
  
   
  64 
   
  Skill Ranks at Each Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the umbral 
  elf paragon prestige class. 
  Weapon and Armor Proficiency: An umbral elf 
  paragon is proficient with all simple and martial 
  weapons, light armor, medium armor, and shields.  
  They also treat any exotic elven weapons as martial 
  weapons. 
  Ancient Foe: Umbral elves gain a +2 dodge bonus 
  to AC against fetchling attacks and a +2 racial bonus 
  on combat maneuver checks made to grapple 
  fetchlings. 
  Fearless Hunter: Umbral elf paragons gain a +2 
  racial bonus on all saving throws against fear effects. 
  Table: Umbral Elf Paragon 
  Level Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  Ancient Foe, Fearless Hunter, Sneak Attack +1d6 
   
  2nd 
  +1 
  +1 
  +1 
  +3 
  Bonus Feat, Improved Darkvision, Ability Score 
  Improvement 
  +1 level of existing 
  class 
  3rd 
  +2 
  +2 
  +2 
  +3 
  Improved Shadow Resistance, Deathless Spirit, 
  Sneak Attack +2d6 
  +1 level of existing 
  class 
   
  Sneak Attack: At 1st level, if an umbral elf paragon 
  catches an opponent unable to defend itself 
  effectively from his attack, he can strike a vital spot 
  for extra damage. The umbral elf paragon's attack 
  deals extra damage anytime his target would be 
  denied a Dexterity bonus to AC (whether the target 
  actually has a Dexterity bonus or not), or when the 
  umbral elf paragon flanks his target. This additional 
  damage is 1d6 at 1st level, and increases by 1d6 
  every 2 levels thereafter. Should the umbral elf 
  paragon score a critical hit with a sneak attack, this 
  additional damage is not multiplied. Ranged attacks 
  can count as sneak attacks only if the target is within 
  30 feet. 
  With a weapon that deals nonlethal damage (like a 
  sap, whip, or unarmed strike), an umbral elf 
  paragon can make a sneak attack that deals 
  nonlethal damage instead of lethal damage. They 
  cannot use a weapon that deals lethal damage to 
  deal nonlethal damage in a sneak attack, not even 
  with the usual –4 penalty. 
  The umbral elf paragon must be able to see the 
  target well enough to pick out a vital spot and must 
  be able to reach such a spot. An umbral elf paragon 
  cannot use sneak attack while striking a creature 
  with concealment. 
  Bonus Feat: The umbral elf paragon may choose 
  any one feat she qualifies for. 
  Improved Darkvision: Your darkvision increases to 
  120’. 
  Ability Score Improvement: The umbral elf paragon 
  may increase either their Dex or Cha by +2 points 
  or each by +1 point. 
  Improved Shadow Resistance: Your cold resistance 
  increases to 10.   
  Deathless Spirit: Due to their proximity and time in 
  the tenebrous realm, umbral elves gain resistance 5 
  against negative energy damage. They do not lose 
  hit points when they gain a negative level, and they 
  gain a +2 racial bonus on saving throws against 
  death effects, energy drain, negative energy, and 
  
   
  65 
   
  spells or spell-like abilities of the necromancy 
  school. 
  Spells per day: At second level, the umbral elf 
  paragon gains new spells per day as if she had also 
  gained a level in any spellcasting class she belonged 
  to before she added the prestige class or any one 
  divine spellcasting class she belonged to previously. 
  She does not, however, gain other benefits a 
  character of that class would have gained.  
   
  Umbral Elf Settlements 
  The so-called wraithe elves live in places unseen by 
  mortal eyes.  They understand how the shadow 
  realm interacts with the mortal plane and their 
  fortifications and cities are cloaked in that strange 
  umbrage.  Unfortunately, the fetchlings also know 
  of these places, meaning the umbral elves are either 
  unsafe or guarding these slips in the veil. 
  Thanatou, City Beyond the Veil 
  N Small city 
  Corruption -3; Crime -4; Economy +2; Law +7; 
  Lore +3; Society -1 
  Qualities hardened, insular, military presence, 
  pious (Moon Goddess) 
  Danger +0 
   
  DEMOGRAPHICS 
  Government Military 
  Population 7,500 (Umbral Elves) 
  Notable NPCs 
   
  Lashrael, umbral elf ranger (corpse hunter) 
  17 
   
  Syleth, umbral elf slayer 15 
   
  Imazael, umbral elf inquisitor (sacred 
  huntmaster) 16 
   
  Merlara, umbral elf hunter (divine hunter) 
  12 
   
  Nolorn, umbral elf warpriest (champion of 
  the faith) 14 
  MARKETPLACE 
  Base Value 4,400 gp; Purchase Limit 25,000 gp; 
  Spellcasting 7th 
  Minor Items 4d4; Medium Items 3d4; Major Items 
  1d6 
   
  DESCRIPTION 
  Thanatou is called the city beyond the veil, as it 
  exists in the mysterious gateway between the 
  tenebrous realm and this earthly realm.  This city is 
  the main home of the umbral elves, who are 
  unwilling to truly return to the material plane and 
  to their brethren they feel betrayed them and cost 
  them their connection to nature and the fey.   
  Instead, they remain in-between realms, torn 
  between duty against the undead and fetchlings and 
  their wish to seek revenge against their own kin.  
  For now they infiltrate the mortal plane and 
  disguise themselves as normal elves, seeking out the 
  undead and fetchlings wherever they can. 
  Umbral Elf NPC 
   
  Tannithil Blackstar        
   
            CR 7 
  XP 3,200 
  Male umbral elf slayer (stygian slayer) 8  
  N Medium humanoid (elf) 
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +12 
   
  Defense 
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) 
  hp 68 (8d10+16) 
  Fort +7, Ref +10, Will +4; +2 vs. shadow spells 
  Defensive Abilities shadow blending, shadow 
  resistance 
  Weaknesses light sensitivity 
   
  Offense 
  Speed 30 ft. 
  Melee mwk short sword +7/+7/+2 (1d6+2/19-20) 
  Ranged +1 composite longbow +13/+8 (1d8+3/×3) 
  Special Attacks hatred (one type), sneak attack 
  +2d6 +2 bleed, studied target +2 (2nd, swift 
  action) 
  Slayer Spell-Like Abilities (CL 8th; concentration 
  +10) 
     2/day—invisibility 
   
  Statistics 
  Str 14, Dex 18, Con 12, Int 14, Wis 14, Cha 15 
  
   
  66 
   
  Base Atk +8; CMB +10; CMD 24 
  Feats Deadly Aim, Manyshot, Point-Blank Shot, 
  Rapid Shot, Two-weapon Fighting 
  Skills Acrobatics +12, Bluff +12, Climb +6, Disguise 
  +12, Heal +6, Intimidate +12, Knowledge (nature) 
  +5, Knowledge (planes) +5, Knowledge (religion) 
  +5, Linguistics +3, Perception +12, Sense Motive 
  +12, Sleight of Hand +6, Stealth +16, Survival +8, 
  Swim +7 
  Languages Aklo, Common, Elven, Shadowtongue, 
  Sylvan 
  SQ combat style (archery), slayer talents (bleeding 
  attack +2, deadly range, ranger combat style), spell 
  use, track +4 
  Other Gear mithral chain shirt, +1 composite 
  longbow (+2 Str), mwk short sword, mwk short 
  sword 
   
  Special Abilities 
  Bleeding Attack +2 (Ex) Sneak attacks also deal 2 
  bleed damage/round. 
  Darkvision (60 feet) You can see in the dark (black 
  and white vision only). 
  Deadly Aim -3/+6 Trade a penalty to ranged attacks 
  for a bonus to ranged damage. 
  Deadly Range +10 (Ex) Increase the range at which 
  can make ranged sneak attacks. 
  Hatred (Undead) (Ex) +1 bonus to attacks vs. 
  chosen type/subtype. 
  Light Sensitivity (Ex) Dazzled as long as remain in 
  bright light. 
  Low-Light Vision See twice as far as a human in low 
  light, distinguishing color and detail. 
  Manyshot You can shoot two arrows as the first 
  attack of a full attack action. 
  Point-Blank Shot +1 to attack and damage rolls with 
  ranged weapons at up to 30 feet. 
  Rapid Shot You get an extra attack with ranged 
  weapons. Each attack is at -2. 
  Shadow Blending (Su) Miss chance increases to 50% 
  in dim light. 
  Shadow Resistance (Ex) +2 on saves vs. shadow 
  spells. 
  Sneak Attack +2d6 Attacks deal extra dam if flank 
  foe or if foe is flat-footed. 
  Spell Use Can use spell completion/trigger items as 
  though had narrow spell list. 
  Studied Target +2 (swift action, 2 at a time) (Ex) 
  Study foe as a Swift action, gain +2 to attack and 
  damage and some skills vs. them. 
  Track +4 Add the listed bonus to survival checks 
  made to track. 
   
   
   
   
   
  
   
  67 
   
  I had been traveling for many a day, and it’s true 
  that my eyes were considerably more tired than my 
  feet, if you can imagine that!  I thought perhaps that 
  my mind had snapped, that the apparitions of elves 
  were dancing in my peripheral vision.  Nay, no 
  dwarf daydreams of elves, despite the mead I 
  drank.  Magic then?  No!  I saw him again, and he 
  was real, curiously looking at me.  But as I turned 
  to him, he was gone again.  He was very short, like 
  a halfling, but with the body of an elf.  I only got a 
  glimpse, but my kinsmen assured me that I was 
  lucky to not have been filched of all my belongings.  
  For these elf-kin were said to have been born of 
  mischievious forest spirits.  Yes, yes, I prattle on.  Of 
  course I’ll pay for my drinks—now wait a minute, 
  where is my gold? Son-of-a-motherless-troglodyte!!! 
  - Tale of an unknown dwarven tavern patron. 
   
   
   
  Introduction 
  Elven scholars are unsure of the origin of the elfling. 
  It is known that several ages ago, a segregated 
  nation of elves took a large number of halfling, 
  gnomes and other fey refugees under their 
  protection. The forest they dwelled in came under 
  a crushing assault of the combined forces of several 
  black-blood races led by a powerful warpriest of the 
  orcish god of war.  
   
  This war lasted for several decades of skirmishes and 
  guerilla warfare, and the elves, halflings, gnomes 
  and fey alike all were forced to coexist in a well-
  defended city.  Their numbers were diminished 
  severely from the warfare, and when the bloodshed 
  was over, bloodlines were born and mixed from 
  love and camaraderie in those dangerous times.   
   
  These luathaigh (as they have come to call 
  themselves) are not evil, but their curiosity and 
  capriciousness is as pure as any true fey creature.  
  They maintain a deep connection to the fey, 
  praying to elder fey creatures of the Seelie and 
  Unseelie courts for guidance and strength.  Most 
  races call them elflings, due to their diminutive size, 
  thinking they are merely hybrid elves and halflings.  
  The truth is simply that the elflings are a melting pot 
  of fey races. 
   
  Physical Description 
  The luathaigh appear much like miniaturized elves, 
  with slightly exaggerated ears and more pointed 
  features.  They stand at three and a half to four feet 
  tall, and are sometimes mistaken for thin halflings, 
  a point of contention for these proud fey-blooded 
  elves. 
  Some bear the beauty of the elves, and their grace.  
  Others enjoy the charisma and luck of the halflings. 
  Others have more pronounced fey features, such as 
  mouths that seem to be perpetually smirking or 
  smiling at some joke only they know about, or eyes 
  that seem to visibly twinkle. 
   
  The Luathaigh, the Elflings 
  
   
  68 
   
  Random Starting Ages 
  Adulthood 
  Intuitive1 
  Self-
  Taught2 
  Trained3 
  55 years 
  +3d6 years 
  (58 – 73 
  years) 
  +4d6 
  years 
  (59 – 79 
  years) 
  +6d6 years 
  (61 – 91 
  years) 
  1 This category includes, oracles, rogues, and sorcerers.  
  2 This category includes bards, cavaliers, fighters, gunslingers, 
  paladins, rangers, summoners, and witches. 
  3 This category includes alchemists, clerics, druids, inquisitors, 
  magi, monks, and wizards. 
   
  Random Height and Weight 
  Gender Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Male 
  3 ft. 0 
  in. 
  +2d4 in. 
  (3 ft. 2 in. - 
  3 ft. 10 in.) 
  30 lbs. 
  +(2d4 
  lbs.) 
  (32 - 38 
  lbs.) 
  Female 2 ft. 8 
  in. 
  +2d4 in. 
  (2 ft. 10 in. - 
  3 ft. 6 in.) 
  25 lbs. 
  +(2d4 
  lbs.) 
  (27 - 33 
  lbs.) 
   
  Society 
  The elflings live in seclusion, hidden away from 
  most of the world’s prying eyes.  They have odd 
  cultures and are a fairly superstitious lot.  They tend 
  to know little of the outside world, and many 
  mistake their “curiosity” as an innate desire for 
  thievery, which is wholly untrue.  They often see 
  intriguing objects within a person’s belongings, pick 
  them up and inspect them.  Sometimes these 
  baubles are far from their owner, and unprotected! 
  The elfling merely stows them away to safely return 
  later. 
  Rarely, 
  or 
  sometimes, 
  or 
  habitually 
  (“Frequency is relative, after all”) after these 
  “secured” items have been thoroughly inspected, 
  they may be discarded or “lost”. If the luathaigh had 
  lost interest in it, surely so has everyone else.  Had 
  the owner really prized them, they would have 
  been there to protect them! Or at least would have 
  hidden them better. 
  These “little elves” are also notoriously protective 
  of their kind and territory.  Rumors persist of 
  harmful intruders being hamstrung and left to bleed 
  to death when nearing their lands.  They also view 
  some of the more wild creatures of the forest, 
  including other fey, as their kin, not just other 
  humanoids. 
   
  While there are likely small thorps of elflings deep 
  within great forests, it is much more probable to 
  find them at home intermixed within other nature-
  oriented societies.  Some, however, have terrible 
  bouts of wanderlust and curiosity, causing them to 
  visit all the strange cities of the world, even those 
  teeming with humans. 
   
  Relations 
  The “elflings,” as they are commonly known, are 
  generally good-natured and likable.  Some of the 
  more dour races find their hijinks and chaotic 
  natures entirely too much to handle.  Many races 
  do not even realize their true nature, thinking them 
  short elves or thin halflings.  Those that do befriend 
  them find an eternal friend, despite their capricious 
  natures.  To the luathaigh, friends and family are 
  rare and to be cherished.  The methods they show 
  this appreciation are questionable however… 
   
  The following are the typical reactions to the 
  luathaigh by most races they would interact with: 
   
  *Briarborn – [Friendly] The luathaigh find the 
  briarborn fascinating.  As creatures truly of the 
  sylvan world, they have a deep respect for these 
  “tree men.”  It is not unheard of for the luathaigh 
  to watch the briarborn in rapt fascination from the 
  shadows.  The briarborn in return see them as 
  innocent creatures of nature, to be protected. 
   
  Catfolk – [Friendly] Catfolk are by nature explorers 
  and filled with good-natured curiosity.  This makes 
  them naturally tolerant and understanding, even 
  philosophically aligned with the luathaigh.  The 
  luathaigh themselves find the catfolk just as 
  interesting and are often fast friends. 
   
  Dwarves – [Unfriendly] Dwarves find the “elflings” 
  rather detestable.  They simply disregard almost 
  everything a dwarf stands for.  While they 
  somewhat distrust elves, they show outright disgust 
  
   
  69 
   
  for the so-called “elflings.”  The luathaigh find 
  dwarves interesting, as they are so different from 
  themselves culturally.  This means they pester the 
  dwarves incessantly, sometimes bringing violence 
  upon themselves unwittingly. 
   
  Drow – [Hostile] The drow are purely evil and have 
  a deep hatred for both elves and sylvanfolk.  When 
  encountering the luathaigh, they will cut them 
  down with glee.  Occasionally though, the dark 
  elves will capture these diminutive elves and torture 
  and imprison them until they are willing to work 
  for them as spies.  The luathaigh know of the drow, 
  and while they are very interesting to observe, they 
  are also a very well-known danger and given wide 
  berth. 
   
  Elves – [Helpful] The elves feel a connection to the 
  luathaigh, a paternal need to protect their kin.  The 
  sylvan elves more so than most, but all the elves 
  (aside from the drow) love and respect their 
  “elfling” brethren.  The luathaigh themselves hold 
  deep respect and love for their sylvan kin, and dote 
  on the other elven subraces as though they were 
  angelic creatures. 
   
  *Glimmerkin 
  – 
  [Friendly] 
  The 
  glimmerkin 
  themselves are misfits of arcane magics, and feel 
  empathy for the odd bloodline of elves and 
  quicklings.  While they are mysterious and 
  introspective, they are no less born of the same 
  elven blood, and luathaigh find the mysterious 
  glimmerkin to be allies when the need arises.  The 
  luathaigh though are thoroughly entranced by the 
  odd glimmerkin, sometimes to the point of being 
  nuisances. 
   
  Gnomes – [Helpful] These once-fey creatures see 
  eye-to-eye with the luathaigh on many different 
  levels, not just the obvious.  The gnomes see the 
  elflings as a curiosity of sorts, but also a fellow 
  feyborn creature and natural part of the world.  The 
  luathaigh feel the same of the gnomes.  They make 
  for fast friends, and the adventures of such 
  companions the thing of great tales.   
   
  Goblinoids – [Unfriendly] The luathaigh have long 
  been enemies of the goblinoids.  The fey are often 
  subject to the brunt of goblinoid cruelties, and the 
  elves fare no better.  The luathaigh do their best to 
  remove any goblins, orcs or their ilk from their 
  forests upon sight.  Unfortunately, the goblinoids 
  feel the same way about the “elflings.” 
   
  Half-Elves – [Indifferent] Tall, beautiful and 
  accepted by most all races, the half-elves 
  surprisingly do not seem to connect with the 
  luathaigh, even considering their common ancestry.  
  The luathaigh do not trust these tall “human-
  bloods.”  Half-elves are wary of the luathaigh and 
  find them hard to understand.  Occasionally they 
  make friends, and such friendships are lasting. 
   
  Halflings – [Friendly] Aside from gnomes and elves, 
  there are few races the luathaigh find more 
  enjoyable.  The halfling way of life is a bit too slow-
  paced and dull for the luathaigh’s tastes, but they 
  are viewed very much as equals and family.  The 
  halflings themselves enjoy the company of the 
  luathaigh though they can’t always support their 
  brash nature. 
   
  Half-Orcs – [Unfriendly] As a member of both 
  goblinoid and human bloodlines, the luathaigh find 
  half-orcs to be dangerous and contemptible.  They 
  sometimes give them the benefit of the doubt, but 
  are more likely to misinterpret any actions they take 
  as hostile.  Half-orcs generally find the luathaigh’s 
  stinging words and blades laughable until their 
  heads are removed from their bodies. 
   
  Humans – [Indifferent] Even creatures seemingly 
  infused with fey chaos cannot fathom the myriad 
  humans.  They have many nations, cultures and 
  laws and seem to contradict as many laws and 
  beliefs as they create.  The luathaigh have learned 
  to keep away from humankind and distrust them 
  until proven.  The humans range from amusement 
  to hostility when encountering them, often treating 
  the “elflings” as a circus curiosity. 
   
  *Sylfaen – [Indifferent] The sylfaen are magical fey 
  defenders of elder forests.  They are believed to be 
  vengeful spirits given flesh, and the luathaigh both 
  revere and fear them.  The sylfaen understand the 
  luathaigh’s place in the world and leave them in 
  peace. 
   
  *The Briarborn, Glimmerkin and Sylfaen races appears in Dwellers 
  in Dream, ©2013, Total Party Kill Games. 
   
  
   
  70 
   
  Alignment & Religion 
  The luathaigh are born of a mysterious pairing 
  between the chaotic fey, halflings and elves.  Chaos 
  runs in their blood and they rarely, if ever, deviate 
  from its grip.  An introspective or foresighted 
  luathaigh would be extremely rare.  They are also 
  typically neutral, preferring their lives to maintain 
  their current balance.  They care little for the 
  concerns of mankind, though some who leave their 
  world behind can become good or evil, depending 
  on how they are received in the world at large. 
  While not overly religious, the luathaigh are fairly 
  spiritual people.  They recognize the world in 
  ancient ways, giving names and attributes to forest 
  spirits thought foolish by more civilized folk.  They 
  know the names of ancient beings that dwell hidden 
  from the eyes of most mortals and dance in the 
  shadows.  Those few luathaigh that do choose to 
  become adherents of gods often take to gods of 
  nature. 
  Adventurers 
  The very name adventurer is ironic to a luathaigh, 
  for is not all of life an adventure?  Therefore those 
  that are alive are adventurers.  Do not the humans 
  truly live?  Most luathaigh have adventurer levels 
  early in their lives, having explored their world and 
  found adventure long before most would consider 
  the risk.  To the luathaigh, the real risk is not to live. 
   
  Male Names 
  Given Names 
  Arcill, Baíthín, Colbán, Eachann, Feradach, Giric, 
  Íomhar, Léod, Pilip, Ruadhán, Trálín 
  Female Names 
  Given Names 
  Aingeal, Brígh, Caitria, Deòiridh, Éirinn, Fíona, 
  Isibéal, Máirín, Nuala, Ríona, Siofra, Tuilelaith 
   
  Elfling Player Characters 
  The luathaigh are a very skilled lot.  They take to 
  the forest like a leaf to the wind.  They tend to have 
  at least some of their early levels in classes that 
  involve nature and stealth. 
  Barbarian – Luathaigh are true creatures of the wild.  
  They may not be big, but that does not mean they 
  are not capable of savagery or rage.  Luathaigh are 
  most frequently of the Hurler, Mad Dog, Savage 
  Barbarian, True Primitive or Wild Rager archetypes. 
  Add +1/6 to the barbarian’s Dexterity score when 
  raging. 
  Bard – At times, the sounds of pipes carry on the 
  wind within elven woods.  It is believed the chaotic 
  melodies come from the elves, but in truth it is often 
  the luathaigh, heeding the call of the music in their 
  soul, content to sing or play their music in the solace 
  of nature.  Luathaigh bards are frequently of the 
  Animal 
  Speaker, 
  Daredevil, 
  Dervish 
  Dancer, 
  Magician, Sandman, Savage Skald, and Songhealer 
  archetypes. 
  Treat the bard’s level as +1/2 level higher for the 
  purpose of determining the effect of the fascinate 
  bardic performance. 
  Druid – Nature’s call reaches out to the very heart 
  and soul of the luathaigh.  They find a certain 
  responsibility to nature, and elder luathaigh carry a 
  surprising amount of nature’s wisdom.  Elfling 
  druids are most often of the Feral Shifter, Green 
  Faith Initiate, Leshy Warden, Mooncaller, Nature 
  Fang, Pack Lord or Wild Whisperer archetypes. 
  Add +1/5 of an extra 5’ movement when in wild 
  shape. 
  Fighter – The luathaigh tend towards stealth, but 
  there is no doubt that some of their kind excel at 
  handling a blade.  Luathaigh fighters are frequently 
  of the Archer, Buckler Duelist, Cad, Mobile Fighter, 
  Savage Warrior, or Two Weapon Warrior 
  archetypes. 
  Add +1/6 dodge bonus to AC when moving at least 
  10’ in a round. 
  Hunter – The bond of man and beast is greatly 
  appreciated by the small “elflings.”  They find the 
  friendship of wild beasts touching and often make 
  lethal hunters.  They are most often of the Feral 
  Hunter, 
  Packmaster 
  and 
  Primal 
  Companion 
  archetypes. 
  
   
  71 
   
  Add DR 1/cold iron to the hunter’s animal 
  companion. Each time the hunter gains another 
  level, the DR increases by ½ (maximum DR 10/cold 
  iron). If the hunter replaces her animal companion, 
  the new companion gains this damage reduction. 
  Oracle – The luathaigh are sometimes touched by 
  forces greater than their understanding.  These few 
  become oracles, and are granted great wisdom.  
  These oracles are most frequently of the Ancestor, 
  Life, Nature, Wind or Wood mysteries.  They are 
  frequently of the Possessed Oracle, Seer, Seeker or 
  Stargazer archetypes.    
  Add +1/2 for the purpose of determining the effects 
  of the oracle’s curse ability. 
  Ranger – Luathaigh Rangers are stealthy, fast and 
  dangerous.  They serve as huntsmen, defenders and 
  scouts.  Luathaigh Rangers are often of the Battle 
  Scout, Skirmisher, Infiltrator, Woodland Skirmisher, 
  Shapeshifter, Spirit Ranger, Wild Stalker or Warden 
  archetypes.  
  Add +1/3 dodge bonus to armor Class against the 
  elfling’s favored enemies. 
  Rogue – Luathaigh rogues are forest whispers, 
  skillful and deadly.  Luathaigh Rogues are frequently 
  of the Bandit, Burglar, Chameleon, Cutpurse, Knife 
  Master, 
  Rake, 
  Scout, 
  Survivalist, 
  Sniper, 
  Swashbuckler, Thug or Trapsmith archetypes. 
  Add +1/2 bonus damage whenever the rogue 
  successfully deals Sneak Attack damage. 
  Sorcerer – The blood of the fey and the elves 
  combine 
  within 
  the 
  luathaigh, 
  awakening 
  mysterious powers often unforseen.  Sometimes 
  that blood awakens sorcerous powers of the Fey or 
  Verdant bloodlines.  Luathaigh sorcerers are often 
  of 
  the 
  Tattooed 
  Sorcerer 
  or 
  Wildblooded 
  archetypes. 
  Select one bloodline power at 1st level that is 
  normally usable a number of times per day equal to 
  3 + the sorcerer's Charisma modifier. The sorcerer 
  adds +1/2 to the number of uses per day of that 
  bloodline power. 
  Summoner – Sharing an affinity for nature and 
  creatures of the fey realms, elfling summoners are 
  often very powerful, their eidolons manifesting 
  awesome abilities.  Luathaigh summoners are often 
  of the First Worlder, Master Summoner or 
  Synthesist archetypes. 
  Add +1/4 evolution point to the eidolon's evolution 
  pool. 
  Swashbuckler – Few races are as suited to the daring 
  lifestyle of the swashbuckler as the elflings.  Their 
  charisma, speed and wit make them masterful 
  swashbucklers, eager to dash towards their next 
  adventure.  Elfling swashbucklers are most often of 
  the Daring Infiltrator, Flying Blade, Inspired Blade, 
  Mouser or Mysterious Avenger archetypes.  
  Increase the total number of points in the 
  swashbuckler’s panache pool by ¼. 
  *Classes not covered above gain the standard options for favored 
  classes, a +1 bonus to hp or +1 skill point for each level. 
  Standard Racial Abilities 
  (Pathfinder) 
  Ability Score Racial Traits: Elflings gain a -2 Str, +2 
  Dex and a +2 Cha.  Luathaigh elves are smaller than 
  normal elves, but their agility and personality are 
  boundless.  
   
  Size: Luathaigh are small creatures and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, a 
  –1 penalty on combat maneuver checks and to their 
  CMD, and a +4 size bonus on Stealth checks. 
   
  Type: Luathaigh elves are fey with the elf and 
  halfling subtypes.  You are considered elf, fey and 
  halfling for the purpose of qualifying for abilities 
  regarding race. 
   
  Base Speed: Luathaigh elves have a base speed of 30 
  feet. 
   
  Languages: Luathaigh elves begin play speaking 
  Common and Elven. Elflings with high Intelligence 
  scores can choose from the following: Celestial, 
  Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. 
  See the Linguistics skill page for more information 
  about these languages.  
   
  Racial Points: 15 
   
  
   
  72 
   
  Effective Level: +0 
   
  Defenses 
  Elven Immunities: Luathaigh elves are immune to 
  magic sleep effects and gain a +2 racial saving throw 
  bonus against enchantment spells and effects.  
   
  Fey Luck: Three times per day, an elfling can gain a 
  +2 luck bonus on an ability check, attack roll, saving 
  throw, or skill check. If the elfling chooses to use the 
  ability before they make the roll or check, they gain 
  the full +2 bonus; if they choose to do so afterward, 
  they only gain a +1 bonus. Using fey luck in this way 
  is not an action.  
   
  Feats and Skills 
  Keen Senses: Elflings receive a +2 racial bonus on 
  Perception checks.  
  Shifty: Elflings have a reputation for larceny and 
  guile—and sometimes it's well deserved. Elflings 
  with this racial trait gain a +2 racial bonus on Bluff 
  and Sleight of Hand checks, and Bluff, Stealth and 
  Sleight of Hand are always class skills for them. 
   
  Senses  
  Low-Light Vision: Elflings can see twice as far as 
  humans in conditions of dim light.  
   
  Standard Racial Abilities (5e) 
  Ability Score Racial Traits: Elflings gain a +2 Dex 
  and a +1 Cha.  Luathaigh elves are smaller than 
  normal elves, but their agility and personality are 
  boundless.  
   
  Size: Luathaigh are small creatures. 
   
  Type: Luathaigh elves are fey with the elf and 
  halfling subtypes.  You are considered elf, fey and 
  halfling for the purpose of qualifying for abilities 
  regarding race. 
   
  Base Speed: Luathaigh elves have a base speed of 30 
  feet. 
   
  Languages: Luathaigh elves begin play speaking 
  Common and Elven.  
  Defenses 
  Fey Ancestry: Luathaigh elves are immune to magic 
  sleep effects and have advantage on all saves against 
  enchantment magic. 
   
  Fey Luck: Once per long rest, the elfling may reroll 
  any failed attack, save or skill check.  
   
  Feats and Skills 
  Keen Senses: Elflings are proficient in the Perception 
  skill. 
  Shifty: Elflings have a reputation for larceny and 
  guile—and sometimes it's well deserved. Elflings 
  gain proficiency in the Deception and Sleight of 
  Hand skills. 
   
  Senses  
  Darkvision: You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if 
  it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
   
  Alternate Abilities 
  Fey Magic: The character has a mystic connection 
  to one terrain type, selected from the ranger’s 
  favored terrain list. The character selects three 0-
  level druid spells and one 1st-level druid spell. If the 
  character has a Charisma score of 11 or higher, when 
  in the selected terrain, she gains these spells as spell-
  like abilities that can be cast once per day. The caster 
  level for these effects is equal to the user's character 
  level. The DC for the spell-like abilities is equal to 
  10 + the spell's level + the user's Charisma modifier. 
  These spells are treated as being from a fey source 
  for the purposes of the druid's resist nature's lure 
  class feature and similar abilities.  
  This trait replaces keen senses. 
  5e: As above, but your primary spellcasting stat for 
  this ability is Charisma and the DC to save against 
  your spells is 8 + your proficiency modifier + 
  Charisma modifier. 
  Quickling Ancestry: The Elfling has a base 
  movement of 40’ instead of the standard 30’.  They 
  
   
  73 
   
  also receive Run as a bonus feat and a +2 racial 
  bonus on initiative checks.  
  This replaces Fey Luck and Keen Senses. 
  5e: You gain a +2 bonus on initiative checks and 
  your movement increases to 40 feet. 
  Skittish: Some elflings are skittish, making them 
  particularly alert. Elflings with this racial trait gain a 
  +2 bonus on initiative and Perception checks. They 
  take a –2 penalty on saves against fear effects and 
  gain no benefit from morale bonuses on such saves. 
  When affected by a fear effect, their base speed 
  increases by 10 feet and they gain a +1 dodge bonus 
  to Armor Class.  
  This racial trait replaces Fey Luck. 
  5e: You may add half your proficiency bonus to 
  Initiative and Perception checks.  You have 
  disadvantage on all saves against fear effects.  When 
  you are affected by a fear effect, your base speed 
  increases by +10’ and your AC increases by +1. 
  Swift as Shadows: Halflings possess incredible 
  stealth even while moving through obstructed 
  areas. Halflings with this racial trait reduce the 
  penalty for using Stealth while moving by 5, and 
  reduce the Stealth check penalty for sniping by 10.  
  This racial trait replaces Fey Luck. 
  5e: You do not suffer disadvantage on Stealth 
  checks when running. 
  Underfoot: Luathaigh must train hard to effectively 
  fight bigger opponents. Elflings with this racial trait 
  gain a +1 dodge bonus to AC against foes larger 
  than themselves and a +1 bonus on Reflex saving 
  throws to avoid trample attacks.  
  This racial trait replaces Keen Senses.   
  5e: You gain a +1 bonus to AC and Dexterity saves 
  against attacks by foes larger than you. 
  Wanderlust: Halflings love travel and maps. 
  Halflings with this racial trait receive a +2 bonus on 
  Knowledge (geography) and Survival checks. When 
  casting spells or using abilities that provide or 
  enhance movement, halflings treat their caster level 
  as +1 higher than normal.  
  This racial trait replaces fey luck. 
  5e: You gain proficiency in the Nature and Survival 
  skills. 
  Weapon Familiarity: Taught to fight by the elves, 
  you are proficient with longbows (including 
  composite longbows), longswords, rapiers, and 
  shortbows (including composite shortbows), and 
  treat any weapon with the word “elven” in its name 
  as a martial weapon. 
  This replaces either the Keen Senses or Fey Luck 
  ability. 
  5e: You gain proficiency with longbows (including 
  composite longbows), longswords, rapiers, and 
  shortbows (including composite shortbows), plus 
  any weapon with the word “elven” in its name. 
   
  Racial Archetype 
  Elfling Harrier (Ranger Archetype) 
  The elfling harrier is a ranger that utilizes guerilla hit 
  and run techniques along with stealth to do far 
  more damage to opponents than they would be 
  able to in a fair fight.  
  Harrier’s Strike (Ex) 
  At 1st level, when the elfling harrier moves at least 
  10’ on their turn, their attack deals +1d6 sneak 
  attack damage as per the rogue ability. At 5th level, 
  and every additional 5 levels the Harrier’s Strike 
  increases by +1d6.  Foes with uncanny dodge are 
  immune to this ability.  You may not wear medium 
  armor and use this ability. 
  This replaces the ranger’s favored enemy ability. 
  Favored Trapfinding (Ex) 
  At 3rd level the elfling harrier gains trapfinding 
  when within their favored terrains.   
  
   
  74 
   
  This replaces Endurance. 
  Alacricity (Ex) 
  At 4th level the elfling harrier gains the ability to 
  move at nearly supernatural speeds.  If moving at 
  their full base speed, they gain a +1 dodge bonus to 
  their AC.  This bonus increases by an additional +1 
  at 8th level and every fourth level thereafter.  In 
  addition, this ability counts as the dodge feat in all 
  regards for purposes of qualifying for other feats. 
  This replaces Hunter’s Bond. 
  Elfling Harrier (Ranger 
  Archetype) [5e] 
   
  Harrier’s Strike 
  At 3rd level, when the elfling harrier moves at least 
  10’ on their turn, their attack deals +1d6 sneak 
  attack damage as per the rogue ability. 
   
  Favored Trapfinding 
  At 7th level, you gain proficiency in thieves’ tools 
  and add half your proficiency bonus as an 
  additional bonus to Perception checks to detect 
  traps. 
   
  Improved Harrier’s Strike 
  At 11th level, your sneak attack damage from 
  Harrier’s Strike increases to +2d6. 
  Elfling Alacricity 
  At 15th level, the elfling harrier gains the ability to 
  move at nearly supernatural speeds.  If moving at 
  their full base speed, they gain a +2 bonus to their 
  AC.   
   
  Elfling Paragon Prestige Class 
  Role: The elflings are often messengers and scouts 
  for other sylvan communities.  They continue to 
  grow their innate abilities of quickness and stealth, 
  and are masters of quick movement. 
  Hit Die: d8. 
  RequirementsTo qualify to become an elfling 
  paragon, a character must fulfill all the following 
  criteria. 
  Other: Dex and Cha 15+, Knowledge (nature) 3+ 
  ranks. 
  Class Skills 
  The elfling paragon’s class skills (and the key ability 
  for each skill) are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (geography) (Int), Knowledge (nature) 
  (Int), Perception (Wis), Profession (Wis), Ride 
  (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), 
  and Swim (Str). 
  Skill Ranks at Each Level: 4 + Int modifier. 
   
  
   
  75 
   
  Table: Elfling Paragon 
  Level Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +2 
  +2 
  Fey Damage Reduction (DR 1/cold iron), Elfling 
  Curiosity, Forest Stride 
  - 
  2nd 
  +1 
  +1 
  +3 
  +3 
  Ability Score Improvement, Fey Damage Reduction 
  (DR 3/cold iron) 
  +1 level of existing 
  class 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Fey Damage Reduction (DR 5/cold iron), Freedom of 
  Movement 
  +1 level of existing 
  class 
   
  Class Features 
  All of the following are class features of the elfling 
  paragon prestige class. 
  Weapon and Armor Proficiency: An elfling paragon 
  is proficient with all simple and martial weapons 
  and with light armor, medium armor, and shields 
  (except tower shields) and treats all elven weapons 
  as martial weapons. 
  Fey Damage Reduction: At 1st level, the elfling 
  paragon’s fey ancestry begins to shine through.  
  You gain damage reduction 1/cold iron.  At 2nd 
  level, this increases to DR 3/cold iron and at 3rd 
  level it increases to DR 5/cold iron. 
  Elfling Curiosity: Members of this race are naturally 
  inquisitive about the world around them. They gain 
  a +4 racial bonus on Diplomacy checks to gather 
  information, 
  and 
  Knowledge 
  (history) 
  and 
  Knowledge (local) become class skills for them. If 
  they choose a class that has either of these 
  Knowledge skills as class skills, they gain a +2 racial 
  bonus on those skills instead.  
  Forest Stride: While within forest terrain, the elfling 
  ignores all non-magical difficult terrain.   
  
   
  76 
   
  Ability Score Improvement: The elfling may 
  increase any one ability score by 2, or any two 
  ability scores by 1. 
  Spells per day: At second level the elfling paragon 
  gains new spells per day as if she had also gained a 
  level in any spellcasting class she belonged to before 
  she added the prestige class or any one divine 
  spellcasting class she belonged to previously. She 
  does not, however, gain other benefits a character 
  of that class would have gained.  
  Freedom of Movement: At 3rd level, the elfling 
  paragon gains the ability to enact a freedom of 
  movement effect, as per the spell, upon themselves 
  a number of minutes per day equal to their 
  Charisma modifier (minimum 1). 
   
  Luathaigh  Elf Settlements 
  Elfling settlements are almost mythical in their 
  rarity.  Few outsiders, meaning non-elves, halflings 
  or fey are every allowed to see such a thing.  Most 
  elflings live as citizens within other race’s cities, and 
  most of those on wild frontiers and pastoral 
  societies. 
   
  Elfling NPC 
   
  Elfling Forest Warden  
          
            CR 2 
  XP 400 
  Halfling Ranger 2 
  LN Small fey (elfling) 
  Init +3; Senses Perception +10 
   
  DEFENSE 
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, 
  +1 size) 
  hp 15 (2d10) 
  Fort +4, Ref +7, Will +2 
   
  OFFENSE 
  Speed 30 ft. 
  Melee short sword +4 (1d4+1/19–20) 
  Ranged mwk shortbow +7 (1d4/×3) 
  Special Attacks favored enemy (magical beasts +2) 
  SQ Fey Luck, Shifty 
   
  TACTICS 
  During Combat The ranger shoots at opponents 
  who attempt to harm innocents or his allies. If 
  trying to capture someone alive, he uses a 
  tanglefoot bag. If trying to disperse a hostile crowd, 
  he throws a thunderstone. 
   
  STATISTICS 
  Str 12, Dex 17, Con 10, Int 13, Wis 12, Cha 10 
  Base Atk +2; CMB +2; CMD 15 
  Feats Point-Blank Shot, Precise Shot 
  Skills Acrobatics +7 (+3 when jumping), Bluff +2, 
  Climb 
  +8, 
  Diplomacy 
  +1, 
  Intimidate 
  +4, 
  Knowledge (geography, nature) +5, Knowledge 
  (local) +2, Perception +8, Sleight of Hand +5, 
  Stealth +12, Survival +6, Swim +5 
  Languages Common, Halfling 
  SQ track +1, wild empathy +2 
  Combat Gear potion of cure light wounds, 
  tanglefoot bags (2), thunderstone; Other Gear 
  masterwork studded leather, masterwork shortbow 
  with 20 arrows, short sword, 84 gp 
   
  DESCRIPTION 
  The elfling forest warden protects a settlement from 
  hostile creatures, misdirecting them or leading them 
  to traps. 
   
   
   
   
   
   
   
  
   
  77 
   
  The elves call us Leath Fir, the half-bloods, but this 
  does not do our kind justice. We are more than half 
  an elf and half a man, we embody the best of both 
  races. For to be a half-elf is to be both elf and man, 
  to see the world through the lens of the reclusive 
  elf, who listens to the Ageless Hum and the 
  pragmatic human who forges his own destiny. I am 
  both bloodlines, yet wholly defined by neither. To 
  be a half-elf is to be truly gifted, and yet free to 
  decide how to use those gifts.  
  - Aegominnon, half-elf diplomat to Helia. 
  Introduction 
  Half-elves are the result of interbreeding between 
  elves and men. Once, there were many half-elves. 
  In the days when elves, men, and dwarves ruled the 
  world 
  together, 
  such 
  dalliances 
  were 
  not 
  uncommon. Today, the elves are reclusive, men 
  mistrusting, and half-elves somewhat more rare. 
  Still, they do appear, and the resulting unions often 
  produce the best qualities of each race in a very 
  unique offspring. 
  Physical Description 
  Half-elves tend to show off the best traits of both 
  species, being tall and lithe, with bodies that 
  combine both athletic ability and frequently great 
  beauty. 
  Random Starting Ages 
  Adulthood 
  Intuitive1 
  Self-
  Taught2 
  Trained3 
  20 years 
  +1d6 years 
  (21 – 26 
  years) 
  +2d6 
  years 
  (22 - 32 
  years) 
  +3d6 years 
  (23 - 38 
  years) 
  1 This category includes, oracles, rogues, and sorcerers.  
  2 This category includes bards, cavaliers, fighters, gunslingers, 
  paladins, rangers, summoners, and witches. 
  3 This category includes alchemists, clerics, druids, inquisitors, 
  magi, monks, and wizards. 
   
  Random Height and Weight 
  Gender Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Male 
  5 ft. 2 
  in. 
  +2d8 in. 
  (5 ft. 4 in. - 
  6 ft 6 in.) 
  100 lbs. 
  +(2d8×5 
  lbs.) 
  (120 - 190 
  lbs.) 
  Female 5 ft. 0 
  in. 
  +2d6 in. 
  (5 ft. 2 in. - 
  6 ft. 4 in.) 
  90 lbs. 
  +(2d8×5 
  lbs.) 
  (100 - 170 
  lbs.) 
   
  Society 
  Typically, half-elves do not have their own society 
  and culture. Instead, they intermingle and absorb 
  the culture of one set of parents (those they were 
  raised by). A half-elf generally seeks out the other 
  society, and is deeply drawn to it, often becoming 
  obsessed with learning as much as possible of both 
  
   
  78 
   
  cultures. As such, half-elves make outstanding 
  diplomats between the two cultures. 
   
  Relations 
  Half-elves are generally extremely tolerant of the 
  other races. They themselves are sometimes viewed 
  as outcasts, and this understanding allows them to 
  be more empathic and understanding with regards 
  to other races. 
   
  Aasimar [Friendly] Half-elves have a deep respect 
  for the aasimar, whom they see as a mixed race akin 
  to themselves. They are often awed by the sheer 
  radiance and good projected by these beings. 
   
  Briarborn [Helpful] Half-elves are curious, but 
  helpful towards the briarborn. They find the plant-
  like creatures a wonder of the natural world; a 
  treasure to be protected and befriended. 
   
  Catfolk [Indifferent] The various breeds of catfolk 
  have many personalities and attitudes. The half-
  elves have learned to be wary of their claws, but 
  bear them no ill will. 
   
  Dwarves [Indifferent] The Leath Fir have lives that 
  are very different from the average dwarf, and yet 
  they have begrudging respect for the stocky 
  warriors. 
   
  Drow [Unfriendly] The half-elves generally have no 
  love for dark elves, knowing their vile nature. 
  However, there are times when the drow 
  themselves create half-elves. These unfortunate 
  souls have lives worse than any surface half-elf and 
  endure much. 
   
  Elves [Helpful] The Leath Fir are enamored with 
  their elven brethren, often seeking to prove 
  themselves worthy their respect. 
   
  Gnomes [Friendly] Half-elves find the gnomish race 
  a curiosity, and while generally friendly, they 
  maintain some reservations. 
   
  Halflings [Friendly] The pastoral halflings are found 
  to be fine allies and companions. 
   
  Half-Orcs [Unfriendly] Half-elves immediately 
  dislike any creatures of orc or goblin origin, having 
  learned such hatred from their parent races. They 
  often are at odds with half-orcs, but sometimes feel 
  pity for these creatures who are neither human nor 
  orc, much like how they are neither human nor elf. 
   
  Humans [Friendly] Half-elves tend to be friendly 
  with humankind, but understand that not all 
  humans are good or evil. They mix into their 
  societies with ease and are often well received. 
   
  Tiefling [Indifferent] The Leath Fir find tieflings to 
  be an oddity, as any pairing with creatures of the 
  Lower Planes cannot bear good news. They tend to 
  be wary, but are somewhat sympathetic to their 
  natures. 
   
  Alignment & Religion 
  Most half-elves follow the moral codes and beliefs 
  of the culture they were raised in. Others rebel and 
  choose their own way. Half-elves tend to be NG, 
  CG, N, or CN, but are not limited to any one 
  particular alignment or set of ideals. It is also not 
  uncommon for half-elves to undergo alignment 
  shifts or even change religions during their lifetimes 
  as they dig deeper in self-discovery. 
  Adventurers 
  Half-elves are frequently adventurers. They have 
  both the wanderlust of the elves and the innate 
  need for greatness of humanity. They can be found 
  anywhere elves or humans dwell, and each seems 
  drawn to adventure as a moth to the flame. 
   
  Names 
  Half-elves generally have human or elven-sounding 
  names, reflecting the culture they were born to. 
  Sometimes, they are given names of their displaced 
  culture in order to draw attention to the fact that 
  they are different and special. Other times during 
  their periods of self-discovery they choose a name 
  that is personal to themselves, and identify with this 
  new name. 
   
  Male Names 
  Given Names 
  Calathes, Encinal, Iradli, Kyras, Narciso, Quinray, 
  Seltyiel, Zirul 
   
  
   
  79 
   
  Female Names 
  Given Names 
  Cathran, Elsbeth, Iandoli, Kieyanna, Lialda, 
  Maddela, Reda, Tamarie 
   
  Half-Elf Player Characters 
  Alchemist: Add +1 foot to the range increment of 
  the alchemist's thrown splash weapons (including 
  the alchemist's bombs). This option has no effect 
  unless the alchemist has selected it 5 times (or 
  another increment of 5); a range increment of 24 
  feet is effectively the same as a range increment of 
  20 feet, for example. 
  Arcanist: When casting arcanist enchantment spells, 
  add 1/3 to the effective caster level, but only for the 
  purpose of determining duration. 
  Barbarian: Add +1/4 to the bonus on Reflex saves 
  and dodge bonus to AC against attacks made by 
  traps granted by trap sense. 
  Bard: Add +1 to the bard's total number of bardic 
  performance rounds per day. 
  Bloodrager: Increase the bonus gained from blood 
  sanctuary by 1/4. 
  Brawler: Add 1 to the brawler's CMD when she's 
  resisting a trip or overrun combat maneuver. 
  Cavalier: Add +1 foot to the cavalier's mount's base 
  speed. This option has no effect unless the cavalier 
  has selected it 5 times (or another increment of 5); 
  a speed of 54 feet is effectively a speed of 50 feet, 
  for example. If the cavalier ever replaces his mount, 
  the new companion gains this base speed bonus. 
  Cleric: Add +1/3 to the amount of damage dealt or 
  damage healed when the cleric uses channel energy. 
  Druid: Select one cleric domain power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the druid's Wisdom modifier. The 
  druid adds +1/2 to the number of uses per day of 
  that domain power. For druids whose nature bond 
  gives them an animal companion, add +1 skill rank 
  to the animal companion. If the druid ever replaces 
  her animal companion, the new companion gains 
  these bonus skill ranks. 
  Fighter: Add +1 to the fighter's CMD when resisting 
  a disarm or overrun combat maneuver. 
  Gunslinger: Add +1/4 to the number of grit points 
  in the gunslinger's grit pool. 
  Hunter: Add 1 foot to the hunter's companion's base 
  speed. In combat, this has an effect only for every 
  five increases in base speed. 
  Inquisitor: Add +1/4 to the number of times per day 
  the inquisitor can change her most recent teamwork 
  feat. 
  Investigator: Gain a +1/4 bonus on all inspiration 
  rolls. 
  Kineticist: Gain a +1/4 bonus on damage rolls that 
  apply the kineticist's elemental overflow bonus.  
  Magus: Add +1/4 to the magus's arcane pool. 
  Medium: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks. 
  Mesmerist: When casting mesmerist enchantment 
  spells, add 1/2 to the effective caster level of the 
  spell, but only to determine the spell's duration. 
  Monk: Add +1/2 on Escape Artist checks and on 
  Acrobatics checks to cross narrow surfaces. 
  Occultist: Gain a +1/2 bonus on Spellcraft checks to 
  identify the properties of magic items and a +1/2 
  bonus on Use Magic Device checks to emulate a 
  race. 
  Oracle: Add one spell known from the oracle spell 
  list. This spell must be at least one level below the 
  highest spell level the oracle can cast. 
  Paladin: Add +1 foot to the size of all the paladin's 
  aura class features. This option has no effect unless 
  the paladin has selected it 5 times (or another 
  increment of 5); an aura of 14 feet is effectively the 
  same as a 10-foot aura, for example. 
  Psychic: Gain 1/6 of a new phrenic amplification. 
  Ranger: Add +1 skill rank to the ranger's animal 
  companion. If the ranger ever replaces his 
  companion, the new companion gains these bonus 
  skill ranks. 
  
   
  80 
   
  Rogue: Add a +1/2 bonus on Bluff checks to feint 
  and Diplomacy checks to gather information. 
  Shaman: Add one spell from the cleric spell list that 
  isn't on the shaman spell list to the list of spells the 
  shaman knows. This spell must be at least 1 level 
  below the highest spell level the shaman can cast. 
  Skald: Increase the skald's total number of raging 
  song rounds per day by 1. 
  Slayer: Gain a +1/2 bonus on Bluff checks to feint 
  and Diplomacy checks to gain information. 
  Sorcerer: Select one bloodline power at 1st level 
  that is normally usable a number of times per day 
  equal to 3 + the sorcerer's Charisma modifier. The 
  sorcerer adds +1/2 to the number of uses per day of 
  that bloodline power. 
  Spiritualist: Add 1 skill rank to the spiritualist's 
  phantom. 
  Summoner: Add +1/4 to the eidolon's evolution 
  pool. 
  Swashbuckler: Increase the number of times per day 
  the swashbuckler can use charmed life by 1/4. 
  Warpriest: Gain a +1/3 bonus on the damage dealt 
  or healed with the warpriest's channel energy 
  ability. 
  Witch: Add one spell from the witch spell list to the 
  witch's familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the 
  witch ever replaces her familiar, the new familiar 
  knows these bonus spells. 
  Wizard: When casting wizard enchantment spells, 
  add +1/3 to the effective caster level of the spell, 
  but only to determine the spell's duration. 
  *Classes not covered above gain the standard options for favored 
  classes, a +1 bonus to hp or +1 skill point for each level. 
  Standard Racial Abilities 
  (Pathfinder) 
  Ability Scores: Half-elves gain a +2 Dex bonus and 
  another bonus from their bloodline (see below).  
   
  Half-Drow: +2 Int or Cha  
  Half-Grey: +2 Int or Cha 
  Half-High: +2 Int or Cha 
  Half-Sylvan: +2 Wis or Cha 
  Half-Umbral: +2 Int or Cha 
   
  Size: Half-elves are medium creatures and thus 
  receive no bonuses or penalties due to their size. 
   
  Type: Half-elves are humanoids with the human 
  and elf subtypes. 
   
  Base Speed: Half-elves have a base speed of 30 feet. 
   
  Languages: Half-elves begin play speaking Common 
  and Elven. Half-elves with high Intelligence scores 
  can choose any additional languages they choose 
  (except secret languages, such as druidic). See the 
  Linguistics skill page for more information about 
  these languages.  
   
  Racial Points: 14 
   
  Effective Level: +0 
   
  Defenses 
  Dual Minded The mixed ancestry of some half-elves 
  makes them resistant to mental attacks. Half-elves 
  gain a +2 bonus on all Will saving throws.  
   
  Elven Ancestry: Half-elves are immune to magic 
  sleep effects and get a +2 racial saving throw bonus 
  against enchantment spells or effects.  
  Feats and Skills 
  Bonus Feat: You gain a single bonus feat at 1st level. 
  You must meet all prerequisites for that feat.  
  Keen Senses: Half-elves receive a +2 racial bonus on 
  Perception checks.  
  Senses  
  Low-Light Vision: Elves can see twice as far as 
  humans in conditions of dim light.  
  Other Racial Traits 
  Elf Blood: Half-elves count as both elves and 
  humans for any effect related to race. 
   
  
   
  81 
   
  Multitalented: Half-elves choose two favored 
  classes at first level and gain +1 hit point or +1 skill 
  point whenever they take a level in either one of 
  those classes. 
   
  Standard Racial Abilities (5e) 
  Ability Scores: Half-elves gain a +2 Dex bonus and 
  another bonus from their bloodline (see below).  
   
  Half-Drow: +1 Int and Cha 
  Half-Grey: +1 Int and Cha 
  Half-High: +1 Int and Cha 
  Half-Sylvan: +1 Wis and Cha 
  Half-Umbral: +1 Int and Cha 
   
  Size: Half-elves are medium creatures and thus 
  receive no bonuses or penalties due to their size. 
   
  Type: Half-elves are humanoids that count as both 
  human and elf for all purposes. 
   
  Base Speed: Half-elves have a base speed of 30 feet. 
   
  Languages: Half-elves begin play speaking Common 
  and Elven, plus one additional language of your 
  choice. 
   
  Defenses 
  Dual Minded The mixed ancestry of some half-elves 
  makes them resistant to mental attacks. Half-elves 
  gain proficiency in Wisdom saving throws.  
   
  Fey Ancestry: You have advantage on saving throws 
  against being charmed, and are immune to magic 
  sleep effects.  
  Feats and Skills 
  Versatile: You gain a single bonus feat at 1st level. 
  You must meet all prerequisites for that feat. You 
  may choose the Skilled feat to gain additional skill 
  proficiencies instead. 
  Senses  
  Darkvision: Thanks to your elf blood, you can see 
  in dim light within 60’ of you as if it were bright 
  light, and darkness as if it were dim light.  
   
  Other Racial Traits 
  Elf Blood: Half-elves count as both elves and 
  humans for any effect related to race. 
   
  Alternate Abilities 
  Ambidextrous: It was said that ages ago all elves 
  could use either hand to perform any action and the 
  outcome would be the same. However it has 
  become more of a hereditary characteristic in the 
  last five or six generations. With this trait you 
  reduce any penalty incurred by using two hands 
  (such as two weapon fighting) by 1. You may also 
  increase your off-hand damage by +1 to a 
  maximum of your full ability score modifier. 
  Furthermore, you can throw weapons, fire a bow 
  or crossbow right or left handed, write, perform on 
  instruments, or make skill checks with either hand 
  at no penalty. You consider either hand your 
  primary hand (should your GM penalize such 
  actions). 
  This racial trait replaces the dual-minded racial trait. 
  5e: You can use two-weapon fighting even when 
  the one-handed melee weapons you are wielding 
  aren’t light. 
   
  This replaces the versatile racial trait. 
   
  Ancestral Arms Some half-elves receive training in 
  elven weapons. Half-elves with this racial trait 
  treat all “elven” weapons as martial weapons 
  instead of exotic weapons.  
   
  This racial trait replaces the bonus feat racial trait. 
   
  5e: You gain proficiency in all weapons with the 
  “elven” name in them. 
   
  This replaces the versatile racial trait. 
   
  Arcane Training Half-elves occasionally seek 
  tutoring to help them master the magic in their 
  blood. Half-elves with this racial trait have only one 
  favored class, and it must be an arcane spellcasting 
  class. They can use spell trigger and spell completion 
  items for their favored class as if one level higher. 
   
  
   
  82 
   
  This racial trait replaces the multitalented racial 
  trait. 
   
  5e: You may use magic items that require you to 
  have arcane caster levels, even if you do not have 
  arcane caster levels. 
   
  This replaces the versatile racial trait. 
   
  Child of the Sea Half-elves from a coastal region 
  with this racial trait gain a +4 racial bonus on Swim 
  checks as well as on Profession (sailor) and Wisdom 
  checks to pilot a sea vessel. They also have an innate 
  sense of direction and can never get lost at sea.  
   
  This racial trait replaces the low-light vision and 
  keen senses racial traits. 
   
  5e: You gain advantage on all Athletics checks 
  made to swim and Survival checks to determine 
  direction or navigate on the water. 
   
  This replaces the versatile racial trait. 
   
  Cold-Honed Half-elves from arctic regions with this 
  racial trait can move through natural snow and ice 
  at their normal speed and gain a +4 racial bonus on 
  Fortitude saves to avoid nonlethal damage from 
  cold environments.  
   
  This racial trait replaces the elven ancestry racial 
  trait. 
   
  5e: You are never slowed by natural snow or ice 
  terrain and have advantage on all Constitution 
  saving throws to avoid damage from cold 
  environments. 
   
  This replaces the versatile racial trait. 
   
  Curious Some half-elves are naturally inquisitive 
  about the world around them. They gain a +4 
  bonus on Diplomacy checks to gather information, 
  and Knowledge (history) and Knowledge (local) 
  become class skills for them. If they choose a class 
  that has either of these Knowledge skills as class 
  skills, they gain a +2 racial bonus on those skills 
  instead. 
   
  This replaces the half-elf’s bonus feat. 
   
  5e: You gain a bonus equal to half your 
  proficiency bonus in the Persuasion and History 
  skills. 
   
  This replaces the versatile racial trait. 
   
  Drow-Blooded Some half-elves born of drow 
  parents exhibit more drow traits than others—
  particularly many of the physical features of the 
  drow—and have darkvision 60 feet and light 
  blindness.   
   
  This racial trait replaces the low-light vision racial 
  trait. 
   
  Drow Magic A few half-elves with drow ancestry 
  exhibit the innate magic of that race. Half-elves with 
  this trait have drow blood somewhere in their 
  background, and can cast dancing lights, darkness, 
  and faerie fire each once per day, using the half-elf's 
  character level as the caster level for these spell-like 
  abilities.  
   
  This racial trait replaces the adaptability and 
  multitalented racial traits. 
   
  5e: You can cast dancing lights as a cantrip, and 
  may cast darkness and faerie fire each once per 
  long rest. Charisma is your primary casting ability 
  for these innate spells. 
   
  This replaces the versatile racial trait. 
   
  Fey Magic: The character has a mystic connection 
  to one terrain type, selected from the ranger's 
  favored terrain list. The character selects three 0-
  level druid spells and one 1st-level druid spell. If the 
  character has a Charisma score of 11 or higher, when 
  in the selected terrain, she gains these spells as spell-
  like abilities that can be cast once per day. The caster 
  level for these effects is equal to the user's character 
  level. The DC for the spell-like abilities is equal to 
  10 + the spell's level + the user's Charisma modifier. 
  These spells are treated as being from a fey source 
  for the purposes of the druid's resist nature's lure 
  class feature and similar abilities.  
   
  
   
  83 
   
  This trait replaces the keen senses racial trait.  
   
  5e: You know two druid cantrips and one first 
  level druid spell. You may cast this spell once per 
  long rest. Charisma is your primary casting stat for 
  these spell-like abilities. 
   
  This replaces the versatile racial trait. 
   
  Fey Thoughts: Select two of the following skills: 
  Acrobatics, Bluff, Climb, Diplomacy, Disguise, 
  Escape Artist, Fly, Knowledge (nature), Perception, 
  Perform, Sense Motive, Sleight of Hand, Stealth, 
  Swim, or Use Magic Device. The selected skills are 
  always class skills for the character.  
   
  This trait replaces the multitalented racial trait.  
   
  Gifted Linguist Some half-elves find that a mastery 
  of many languages comes easy to them. They gain 
  a +4 racial bonus on Linguistics checks, and they 
  learn one additional language every time they put 
  a rank in the Linguistics skill. 
   
  This replaces the half-elf’s keen senses racial trait. 
   
  5e: You know three additional languages. 
   
  This replaces the versatile racial trait. 
   
  Integrated Many half-elves are skilled in the art of 
  ingratiating themselves into a community as if they 
  were natives. Half-elves with this racial trait gain a 
  +1 bonus on Bluff, Disguise, and Knowledge (local) 
  checks.  
   
  This racial trait replaces the adaptability racial trait. 
   
  5e: You gain a bonus equal to half your 
  proficiency bonus on Deception and Persuasion 
  checks made while in your own community. 
   
  This replaces the versatile racial trait. 
   
  Jungle Affinity Half-elves from a jungle with this 
  racial trait gain a +4 racial bonus on Stealth checks 
  while within jungle terrain, and can move through 
  natural difficult terrain at their normal speed while 
  within jungle.  
   
  This racial trait replaces the multi-talented racial 
  trait. 
   
  5e: You know two druid cantrips, and one first 
  level druid spell. You may cast this spell once per 
  long rest. Charisma is your primary casting stat for 
  these spell-like abilities.  
   
  This replaces the versatile racial trait. 
   
  
   
  84 
   
  Skilled: You gain an extra skill point at 1st level and 
  an additional skill point per level.  
   
  This replaces the bonus feat racial trait. 
   
  5e: You gain three proficiencies of your choice.  
   
  This replaces the versatile racial trait. 
   
  Sociable Half-elves are skilled at charming others 
  and recovering from faux pas. If half-elves with this 
  racial trait attempt to change a creature's attitude 
  with a Diplomacy check and fail by 5 or more, they 
  can try to influence the creature a second time even 
  if 24 hours have not passed.  
   
  This racial trait replaces the adaptability racial trait. 
   
  5e: You gain proficiency in Persuasion (or 
  expertise if you already have proficiency) and 
  become proficient in Charisma saving throws. 
   
  This replaces the versatile racial trait. 
   
  Thinblood Resilience: Half-elves from the under-
  realms with this racial trait are accustomed to 
  torture at the hands of their drow forebears, and 
  gain a +2 racial bonus on Fortitude saves against 
  poison and disease, including magical diseases. They 
  also gain the poison use ability and never risk 
  accidentally poisoning themselves.  
   
  This racial trait replaces the elven ancestry racial 
  trait. 
   
  5e: You gain advantage on Constitution saving 
  throws made against poison and disease and never 
  risk poisoning yourself when using poison. 
   
  This replaces the dual minded racial trait. 
   
  Wary Many half-elves have spent their long lives 
  moving from place to place, often driven out by the 
  hostility of others. Such experiences have made 
  them wary of others' motivations. Half-elves with 
  this trait gain a +1 racial bonus on Sense Motive and 
  Bluff checks.  
   
  This racial trait replaces the keen senses racial trait. 
  Racial Archetype 
  Half-Elf Consul (Bard Archetype) 
  The half-elves make exceptional diplomats thanks 
  to their intellects, canny senses and prodigious 
  charisma. The half-elf consul is an ambassador to 
  other human and elven nations, sometimes even to 
  other more exotic races. The half-elf consul uses his 
  natural connection to other races and innate 
  presence to wield great power as a diplomat and 
  political figure. 
  Prerequisite: Half-Elf 
  Emissary 
  Starting at 1st level, a consul gains the ability to roll 
  twice when making a Bluff or Diplomacy check, 
  taking the most favorable result. The consul can use 
  this ability a number of times per day equal to his 
  Charisma modifier (minimum 1). 
  This ability replaces countersong. 
  Silver Tongued 
  At 1st level, the consul gains a +2 bonus on 
  Diplomacy and Bluff checks. In addition, when they 
  use Diplomacy to shift a creature's attitude, they can 
  do so up to three steps up rather than just two. 
  This ability replaces distraction. 
  Master of Rhetoric (Ex) 
  At 5th level, the consul can take 10 on any Bluff, 
  Diplomacy, Intimidate, Knowledge (local), or Sense 
  Motive check if he has ranks in that skill. 
  A consul can choose not to take 10 and can instead 
  roll normally. In addition, the consul can take 20 
  on one of those skill checks (without spending any 
  additional time). The consul can do this once per 
  day at 5th level, twice per day at 11th level, and 
  three times per day at 17th level. 
  This ability replaces lore master. 
   
   
   
  
   
  85 
   
  Half-Elf Paragon Prestige Class 
  Role: The half-elf paragon embraces his dual nature, 
  becoming more than just the sum of his parts. Half-
  elf paragons are legendary figures that seem 
  unbound by the limitations of elves and men.  
  Hit Die: d8. 
  Requirements 
  To qualify to become a half-elf paragon, a character 
  must fulfill all the following criteria. 
  Skills: Knowledge (nature), Knowledge (local) and 
  Diplomacy 3+ ranks. 
  Class Skills 
  The half-elf paragon’s class skills are Acrobatics 
  (Dex), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Handle Animal (Cha), Knowledge (all) (Int), 
  Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Ride (Wis), Sense Motive (Wis), 
  Spellcraft (Int), Stealth (Dex), Survival (Wis) and Use 
  Magic Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier. 
  Table: Half-Elf Paragon 
  Level Base Attack Bonus Fort Save Ref Save Will Save Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +2 
  +2 
  Ability Score Improvement, Adaptable 
  _ 
  2nd 
  +1 
  +1 
  +3 
  +3 
  Bonus Feat, One of Many  
  +1 level of existing class 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Chimeric Dreams 
  +1 level of existing class 
   
  Class Features 
  All of the following are class features of the half-elf 
  paragon prestige class. 
  Weapon and Armor Proficiency: A half-elf paragon 
  is proficient with all simple and martial weapons, 
  light armor, medium armor, and shields. They also 
  treat any exotic elven weapons as martial weapons. 
  Ability Score Improvement: The half-elf paragon 
  may increase either their Charisma or Dexterity 
  scores by +2 points or each by +1 point. 
  Adaptable (Ex): The half-elf paragon gains the 
  favored terrain ability, much like a ranger. 
  However, the half-elf begins with forest or urban. 
  Once chosen, the half-elf paragon may exchange 
  one for the other after being within a forest or 
  urban area respectively for a period of one week. 
  Spells Per Day: At 2nd level, the half-elf paragon 
  gains new spells per day as if she had also gained a 
  level in any spellcasting class she belonged to before 
  she added the prestige class or any one divine 
  spellcasting class she belonged to previously. She 
  does not, however, gain other benefits a character 
  of that class would have gained.  
  Bonus Feat: The half-elf paragon may choose any 
  one feat she qualifies for. 
  One of Many (Ex): The half-elf can spend one week 
  blending in with any human or elven city. The half-
  elf paragon now appears as a member of that race, 
  and only under close observation does their 
  appearance or accent give them away as a non-
  native. They receive a +10 racial bonus to Disguise 
  and Bluff checks to appear as a member of the target 
  race.  
  Chimeric Dreams (Ex): You gain the ability to touch 
  the Dreaming Realm during reverie like a true elf, 
  but you must still rest for 8 hours. That rest may be 
  meditating in reverie however. In addition, you 
  
   
  86 
   
  may now choose reverie feats and other abilities 
  requiring the reverie. 
   
  Half-Elf Settlements 
  Half-elves are almost exclusively integrated into 
  civilizations as citizens of that society. They do not 
  build communities of their own, nor do they 
  attempt to make their own communities within 
  those society’s cities. They are adaptable and blend 
  in easily. Most half-elves simply tend to live among 
  their human or elven relatives or within those 
  neighborhoods in larger cities. 
   
  Half-Elf NPC 
   
  Half-Elf Diplomat  
   
   
           CR 6 
  XP 2,400 
  Half-Elf Aristocrat 8 
  N Medium humanoid (elf, human)  
  Init +2; Senses low-light vision; Perception +12 
   
  DEFENSE 
  AC 12, touch 12, flat-footed 10 (+2 Dex) 
  hp 28 (8d8–8) 
  Fort +2, Ref +5, Will +11 (+2 vs. enchantments) 
   
  OFFENSE 
  Speed 30 ft. 
  Melee mwk rapier +8/+3 (1d6-1/18–20) 
  Ranged dagger +8 (1d4–1/19–20) 
   
  TACTICS 
  During Combat The diplomat prefers to fence with 
  words rather than blades, but handles a rapier 
  competently. She tries to talk her opponents out of 
  fighting, emphasizing the legal and political trouble 
  caused by harming an official diplomat. 
   
  STATISTICS 
  Str 9, Dex 14, Con 8, Int 12, Wis 10, Cha 16 
  Base Atk +6; CMB +5; CMD 16 
  Feats Alertness, Iron Will, Persuasive, Skill Focus 
  (Diplomacy, Knowledge [history]), Weapon Finesse 
  Skills Bluff +14, Diplomacy +19, Intimidate +10, 
  Knowledge (geography, religion) +5, Knowledge 
  (history) +14, Knowledge (nobility) +8, Linguistics 
  +6, Perception +12, Perform (dance) +7, Ride +6, 
  Sense Motive +13 
  Languages Common, Dwarven, Elven, Giant, 
  Goblin 
  SQ elf blood, dual minded (+2 Will) 
  Combat Gear potion of cure moderate wounds; 
  Other Gear dagger, masterwork rapier, cloak of 
  resistance +1, figurine of wondrous power (silver 
  raven), antitoxin (4), noble's outfit, signet ring, 298 
  gp 
   
  DESCRIPTION 
  Exposed since birth to the contentious relationships 
  between disparate races and nationalities, the 
  diplomat found her calling in resolving the 
  differences of others. Her half-elven lifespan means 
  she has dealt with three or more generations of 
  human nobility in various countries and is well 
  versed in evolving etiquette. Slow-burning feuds 
  and several attempts on her life have made her 
  cautious and patient in her work. 
   
  Some of her remaining wealth is in the form of 
  jewelry 
  appropriate 
  to 
  her 
  station 
  (worth 
  approximately 50 gp). 
   
   
   
   
   
  
   
  87 
   
   
   
  
   
  88 
   
  Tearlach leaned lazily against a door jamb while the 
  human Veceras had put on his display of his 
  “expertly crafted” swords in the harker’s square. 
  Veceras was a good craftsman, for his race, and his 
  wares were generally better than average. This 
  particular display of cutting prowess and flexibility 
  was designed to sell more of his swords, obviously. 
  It seemed to be working on the less seasoned in the 
  crowd, as many were coming forward to “swish” 
  the swords for themselves. The various cutting tests 
  did indeed prove the weapons sharp, but even from 
  across the square Tearlach could see most lacked 
  grace and seemed a bit heavy, as a swing seemed to 
  carry the weaker individuals through in an arc, 
  setting them off balance.  
  No wonder the other races considered the elves’ 
  grace and speed as mythic. Elven weapons in 
  comparison were considerably lighter than - but just 
  as durable as - the human’s version. Not to mention 
  the several nuances that an elven weaponsmith 
  could weave into elven blades; refined balance, 
  keener edges, and durability to name a few. 
  Furthermore, centuries of knowledge of the craft 
  were inside each weapon smiths’ mind, as each 
  were centuries old. There was no diluting of craft in 
  “passed on” information, nothing lost. He had 
  heard that many human craftsmen could not even 
  read. How they managed to pass anything from 
  generation to generation was a wonder to Tearlach.  
  He lightly touched the pommel of the sword at his 
  hip. His lips curled at the ends in an inward smile as 
  he thought of what the trade tongue translation 
  would be for elven swords. Corran Anbhas would 
  mean Crescent Death, or Violent Crescent Death, 
  depending on the inflection given at the time. He 
  had heard it diluted down to “curve” and “blade” 
  before. Barbarians.  
  Tearlach looked to see who was next to occupy the 
  square and harp their wares. Dreglan the dwarf. 
  Now there was a smith. Dreglan not only crafted 
  handsome weapons, but he had seen his dwarven 
  axes hew through several hundred suits of armor 
  before needing sharpening. Tearlach, however, did 
  not even consider dwarven weaponry as a viable 
  option. If one wanted to carry around an extra 20 
  stone in weight, why not simply put stones in one’s 
  pockets? 
  Elven Craftsmanship 
  Elven craftsmanship is at once beautiful and 
  remarkably functional. Thanks to their expanded 
  life spans, the reverie, and centuries of technique 
  built upon in each long-lived generation, their 
  craftsmanship takes on extraordinary shapes, means 
  and measures. Trees are grown into homes, the 
  furniture inside grown as well. Items are made for 
  extended use and often when old or broken, they 
  are made into new items so that nothing is wasted. 
  Armor is often made of hundreds of pieces all 
  working together, but also designed to be able to 
  replace individual pieces when damaged instead of 
  whole suits. It is not uncommon for a suit of elven 
  armor to last for thousands of years, because it can 
  be easily repaired.  
  This respect for the world, to recycle and not waste, 
  and the point of view that anything taken from the 
  earth is a gift, are reflected not only in the beauty 
  of its craftsmanship, but in its functionality as well. 
  When making equipment or even arms for war, this 
  facet is never overlooked. While some races look at 
  an elven warrior and think that his armor and 
  weapon is too fashionable to be of any use, that 
  perspective is instantly changed when they see him 
  in action utilizing his “beautiful” tools. 
  Elven warfare and all the crafts associated with it 
  reached its pinnacle a thousand centuries before the 
  humans even walked the earth. During the elven 
  civil war, elven designs of armor and weaponry 
  achieved zeniths that will likely never be duplicated. 
  Since the end of that war, there has been little 
  internal racial strife, but much of the craft secrets 
  persisted, 
  maintained 
  from 
  generation 
  to 
  generation. This is contrary to human development 
  of armor and weaponry, as they tend to lose their 
  racial secrets after the collapse of each empire. 
  Master elven craftsmen have double or even triple 
  the lifetimes of human craftsmen to learn their art 
  and double that again to master it. It should be 
  noted that all master elven craftsmen possess the 
  Master Craftsman feat. Complement this abundance 
  of time with ancient racial secrets and it is easy to 
  envision armor that wears like doeskin gloves, that 
  flexes at pivotal points as if in anticipation of the 
  wearer’s needs, and weapons that are as beautiful 
  
   
  89 
   
  as they are deadly. Naturally the elves would not 
  want their superior equipment manufactured and 
  used against them, nor do they worry about this as 
  master elven craftsmen are patriots of their race, 
  and never live or create their works outside of well-
  guarded communities, unless the circumstances 
  demand otherwise, such as at the battle site of a war 
  waged in a land far away from the elven forests, for 
  instance. When these situations arise, these 
  craftsmen are usually guarded and warded better 
  than most elven nobility. 
  Elvencraft Items 
  Elven masterwork items have a Craft DC of 25. 
  They have the standard features of ordinary 
  masterwork items, but also have other various 
  features. 
  The 
  cost 
  for 
  elven 
  masterwork 
  craftsmanship is listed below. In addition to this, 
  specific features may be worked into any item, 
  though may only be done at the item’s creation. 
   
  Elven Masterwork Weapons 
  All elven masterwork weapons have the following 
  qualities as standard in their making: +1 to attack 
  rolls, are 2/3 the weight of equivalent items, 
  maintains item hardness and hit points, have the 
  deadly quality (+4 bonus to damage when 
  calculating the DC of the Fortitude saving throw to 
  see whether or not the target of a coup de grace 
  dies from the attack), and cost 25% less to enchant 
  than normal masterwork items. Additionally, elven 
  masterwork bows do not suffer from any normal 
  weather (wet, cold, or hot) conditions, and they do 
  not have to be stored unstrung. Elven masterwork 
  blades and scabbards are similarly resilient, not 
  requiring oiling and are impervious to natural rust.  
  : Elven masterwork weapons gain a +1 bonus to 
  attack rolls, weigh 2/3 the normal item weight, 
  ignore non-magical environmental conditions, and 
  bows do not have to be unstrung when stored.  
  Example of Elven Masterwork Crafting Costs 
  To create a masterwork elven item, an elven 
  craftsman needs to achieve a DC 25 Craft check 
  each week to make progress in crafting the item. 
  The item costs an additional 1000 gp in addition to 
  the base cost. 
  Advanced Elven Masterwork Items 
  This is not the culmination of elven ingenuity in 
  weaponsmithing however. Individual elven smiths 
  have been renowned for their uniqueness in the 
  additional qualities they have created, most coming 
  from urgent need. The elderly sylvan elf smith 
  Taniborn Lar’brinil created the Enduring quality 
  because a great half giant warlord ravaging a nearby 
  forest had taken to sundering the weapons of the 
  elven heroes that went to face him. Some heroes 
  travel great distances to not only meet the 
  craftsman and have such weapons created by them, 
  but maybe to see if the secret may be passed on. 
  Unlike many other craftsmen from other races, 
  Elven craftsmen do not covet fame and wealth. 
  Indeed they are more concerned with elven nations 
  and individuals being able to protect themselves. 
  Such secrets are not given lightly, however. The 
  aspiring student must show aptitude as well as 
  earnestness.  
  Those that wish to learn the secrets of creating these 
  elven weapon qualities must have the Elfcraft feat 
  and 10+ ranks in the appropriate Craft skill (bows, 
  weapons, and/or armor). Elven masterwork 
  qualities are never taught to non-elves. 
  Elven Masterwork Weapon Qualities 
  Elven masterwork weapons cost an additional 
  +1000 gp. Any two of the following special 
  qualities may be added to any elven masterwork 
  weapon during its creation. Unless otherwise noted, 
  each quality costs an additional +500 gp extra, and 
  adds another month to the creation time. 
   
  Enduring: Enduring masterwork weapons 
  have +2 hardness and +10 hit points, 
  making these weapons harder to sunder. 
  Furthermore, if an Enduring weapon is 
  broken or sundered, any elven craftsman 
  trying to re-forge or rebuild it gains a +4 on 
  the skill check to do so. 
  5e Enduring: These weapons have the 
  AC of Mithril (21) and hit points of resilient 
  Medium objects.  
   
  Exacting: For as long as history has been 
  recorded, it has been known that the elves 
  consider it blasphemy when they see their 
  
   
  90 
   
  own racial weapons in the hands of other 
  races. Weapons created with this quality are 
  one of the major reasons why. Weapons 
  with the Exacting quality increase the base 
  threat range of the weapon by 1.  If an 
  exacting weapon becomes gains the Keen 
  weapon property or is used with Improved 
  Critical feat, modify the new expanded 
  threat range.  The Exacting quality costs 
  1500 gp and two months (total) of extra 
  creation time. 
  5e Exacting: Elven weapons with this 
  quality cause critical hits on a natural roll of 
  19–20. 
   
   
  Maneuverable: Elven masterwork weapons 
  are already extraordinary lightweight, but 
  are also balanced beyond compare. The 
  user may use their Dexterity modifier 
  instead of their Strength modifier on CMB 
  checks made with these weapons. One-
  handed weapons are treated as if they were 
  a light weapon for the purpose of the Two-
  Weapon Fighting feat. Furthermore, two-
  handed weapons such as the elven curve 
  blade made with the Maneuverable quality 
  may be used with one hand with a -2 
  penalty. The Maneuverable quality costs 
  1000 gp and two months of extra creation 
  time. 
  5e Maneuverable: Elven weapons 
  with this quality allow the user to add his 
  ability modifier to damage rolls on off-hand 
  attacks, as if he had the Two-Weapon 
  Fighting Style. Also, two-handed weapons 
  with this quality gain the versatile property, 
  dealing one damage die smaller when 
  wielding with one hand.  
   
  Precise: Elven bows are flawless, objects of 
  art and war. This quality reduces the 
  penalty for firing into melee by -2. This may 
  be placed on elven made bows or 
  crossbows, though the latter is unlikely. 
  5e Precise: Elven bows with this weapon 
  quality allow you to ignore half cover when 
  firing into melee. 
   
  Quick: Exquisite balance and design grants 
  a +2 bonus on initiative checks when 
  wielding a weapon with the Quick quality. 
  Quick weapons may be drawn as a swift 
  action instead of (as part of) a move action. 
  5e Quick: Weapons with this quality 
  grant the wielder a +2 bonus to initiative. 
   
  Lethal: Elven steel has long been known to 
  have many mysterious qualities, and this 
  quality is one that is highly sought after. 
  Whether it is a secret chemical used in the 
  forging of the weapon, or unique design, 
  weapons with this quality grant a +1 bonus 
  to damage rolls 
  5e Lethal: Weapons with this quality 
  deal a +1 bonus to damage rolls. 
   
  Sharp: This quality grants a +2 equipment 
  bonus to confirm critical hits and allows you 
  to reroll any damage die result of ‘1’. You 
  must use the new result. This may be placed 
  on slashing and piercing weapons, including 
  ammunition. 
  5e Sharp: Slashing or piercing weapons 
  with this quality allow you to reroll damage 
  dice results of ‘1’. You must use the new 
  result. 
   
  Elven Masterwork Armor Qualities 
  Elven masterwork armor rarely fits anyone other 
  than elves or half-elves, as it is designed for the 
  more graceful, slender forms of the elves. Getting a 
  master elven craftsman to create armor for a human 
  would be extremely difficult at best, unless an 
  individual was being rewarded for some deed done 
  for the elven nation or one of its heroes. All elven 
  masterwork armor reduces armor check penalties 
  by -2 (instead of -1 as normal masterwork armor), 
  increases the maximum Dexterity bonus by +1, and 
  
   
  91 
   
  is 2/3 the weight of equivalent items, and maintains 
  the item’s hardness and hit points. Elven 
  masterwork armor is resilient and does not suffer 
  from any normal weather (wet, cold, or hot) 
  conditions. It does not require oiling, metal armor 
  is impervious to natural rust, and leather or other 
  organic armors are immune to normal rot, 
  increasing the lifespan of these items by thousands 
  of years. Elven masterwork armor costs an 
  additional 500 gp to craft. 
   
  5e Elven Masterwork Armor: Elven 
  armor (including heavy) increases the maximum 
  Dexterity bonus by +1, is 2/3 the weight of 
  equivalent item, and maintains item AC and hit 
  points. 
   
  Up to three of the following special qualities may 
  be added to any elven masterwork set of armor 
  during its creation. Unless otherwise noted, each 
  quality costs an additional 250 gp towards the 
  item’s creation costs. 
   
   
  Arcane: Reduces arcane spell failure chance 
  by 5%. Special: This quality may be added 
  up to three times and its effects stack. Each 
  addition of this quality uses one of the three 
  qualities that may be added to elven 
  masterwork armor. 
   
  5e Arcane: This quality may be added to 
  light armor, and casters may wear that light 
  armor as if they were proficient in it. 
   
   
  Enduring: Enduring armor has +2 hardness 
  and +10 hit points, making them harder to 
  sunder or damage. Furthermore, if Enduring 
  armor is broken or sundered, any elven 
  craftsman trying to re-forge or rebuild it 
  gains a +4 on the skill check to do so. 
   
  5e Enduring: Armor with this quality has 
  the AC of Mithril (21) and resilient hit points 
  of Medium objects. If the item is actually 
  made of Mithril it gains the resilient hit 
  points of a Large object. 
   
   
  Lithe: Anyone sleeping in medium or heavy 
  elven masterwork armor with this quality 
  suffers no fatigue from sleeping in armor. 
   
  5e Lithe: Characters may sleep in armor 
  with this quality and suffer no ill effects (if 
  your GM imposes any such penalties). 
   
   
  Grace: Increases the maximum Dexterity 
  bonus by an additional +1 and reduces the 
  armor check penalty by an additional -1. 
   
  5e Grace: Wearers of this armor do not 
  suffer disadvantage when making Dexterity 
  (Stealth) checks. 
   
   
  Mobile: Reduce speed penalty of medium 
  and heavy armor by 10 ft. When running in 
  elven masterwork heavy armor, you may 
  still move quadruple your speed, instead of 
  the normal triple speed for heavy armor. 
   
  5e Mobile: Armor with this quality never 
  reduces the wearer’s speed.  
   
   
  Rapid Donning: Elven armor created with 
  this function is quicker to doff and don. 
  Reduce time to don or doff by 50%. This 
  modification only costs 150 gp. 
   
  5e Rapid Donning: Elven armor 
  created with this function is quicker to doff 
  and don. Reduce time to don or doff by 
  50%. This modification only costs 150 gp. 
   
   
   
   
  
   
  92 
   
  Exotic Elven Weapons 
  (Exotic) 
  Light Melee Weapons Cost 
  Dmg (S) Dmg (M) Critical 
  Range Weight1 Type2 Special 
  Bow Blade, Elven 
  15 gp 
  1d4 
  1d6 
  19-20/×2 
  - 
  1 lb. 
  P or S 
  see text 
  Glaive Knife, Elven 
  30 gp 
  1d4 
  1d6 
  19-20/x3 
  - 
  1 lbs. 
  S 
  see text 
  Long Razor, Elven 
  30 gp 
  1d4 
  1d6 
  18-20/x2 
  - 
  1 lbs. 
  P or S 
  see text 
  War Knife, Elven 
  15 gp 
  1d3 
  1d4 
  19-20/×3 10 ft. 
  1 lb. 
  P or S Entangle, see text 
   
  5e: Only elves are proficient with elven weaponry, 
  and half-elves with GM consent.  Elven weapons do 
  not have increased threat ranges for critical hits 
  unless they buy the Exacting weapon quality (see 
  above), and then the range is only 19-20.  All elven 
  weapons have the finesse property.  Other 
  properties are listed in the item descriptions. 
   
  Elven Bow Blades (Bogha Lann)  
  These perfectly balanced bayonets can be affixed to 
  the top of any bow. They are often crafted with a 
  slight curve in them for better slashing, but straight 
  bladed bow blades are not infrequent. A wielder 
  can make slashing or piercing attacks with these 
  using their bow as a melee weapon without 
  penalty. Sylvan elves often affix one to their 
  elvencraft bows giving them piercing and slashing 
  options with one end, and bludgeoning with the 
  other. May be used with Weapon Finesse.  
   
  5e: Finesse. 
   
  Elven Glaive Knife (Trom Scian)  
  Certainly more than a knife, this hafted weapon is 
  a small one-handed version of a glaive. The blade is 
  shaped like a traditional glaive blade, though 
  smaller, and heftier than any dagger. The haft has 
  an enlarged pommel which provides exquisite 
  balance and a secure grip. May be used with 
  Weapon Finesse. 
   
  5e: Finesse. 
   
  Elven Long Razor (Fada Rasuir)  
  This short sword is similar in shape to the 
  Luathalann, designed for quick thrusts and slashes, 
  but short enough to be used in confined spaces. 
  May be used with Weapon Finesse. 
   
  5e: Finesse. 
   
  Elven War Knife (Cogadh Scian)  
  These weapons are superbly balanced and a tad 
  more lethal than their cousin, the dagger. The blade 
  - which is sharpened the full length of one side and 
  one half of the other, is a design to do extra slashing 
  damage on either a forward or back slash. This, 
  coupled with a razor sharp notch on the back side 
  which is designed to rip flesh and cut armor straps 
  when the weapon is pulled free from the victim, 
  ensures the blade’s lethality, and gives a +2 bonus 
  to CMB checks when using dirty tricks to entangle 
  someone in their own armor. May be used with 
  Weapon Finesse.  
   
  5E: Finesse. 
   
   
   
   
   
  
   
  93 
   
  (Exotic) 
  One Handed Melee Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range Weight Type 
  Special 
  Swift Blade, Elven 
  45 gp 
  1d6 
  1d8 
  18-20/×2 
  - 
  2 lbs. 
  P or S 
  see text 
  War Claw, Elven (Axe) 
  30 gp 
  1d4 
  1d6 
  18-20/x2 20 ft. 
  2 lbs. 
  P or S 
  Entangle 
  5e: Swift Blade, Elven 
  45 gp 1d6(1d8) 1d8(1d10) 18-20/×2 
  - 
  2 lbs. 
  P or S Finesse, versatile 
  5e: War Claw, Elven (Axe) 
  30 gp 1d4(1d6) 1d6(1d8) 
  18-20/x2 20 ft. 
  2 lbs. 
  P or S Finesse, versatile 
   
  Elven Swift Blade (Luathalann) 
  Otherwise known as the elven long sword, this 
  blade resembles a mixture between a rapier and a 
  katana. The blade is thicker than a rapier and 
  tapered like a katana, but the handle is a slight 
  reverse curve from the blade, similar to the elven 
  curve blade, but not quite as long. It can be used 
  with two hands (as one can use two hands on a 
  standard longsword), but its design is made for 
  quickness and is light enough for the weapon to be 
  used with Weapon Finesse. 
   
   
  5e: Finesse, Versatile 
   
  Elven War Claw (Tua Cogadh)  
  The elven hand or throwing axe is slightly different 
  than normal single handed axes. First the “beard” 
  of the axe is on the top of the weapon, slandering 
  to a point that can be used to do piercing damage, 
  and thin enough to be slid into armor to cut straps 
  (the user gets a +2 bonus on dirty tricks to 
  entangle). Like some axes, it also has a single point 
  on the reverse of the head which is a piercing 
  weapon as well. The weapon is well balanced, has 
  a range of 20’ and may be used with Weapon 
  Finesse.  
   
  5e: Finesse, Versatile 
  (Exotic) 
  Two Handed Melee Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range Weight Type 
  Special 
  Curve Blade, Elven 
  80 gp 
  1d8 
  1d10 
  18-20/×2 
  - 
  7 lbs. 
  S 
  see text 
  Double Curve Blade, Elven 
  160gp 1d8/1d8 1d10/1d10 18-20/x2 
  - 
  10 lbs. 
  S 
  Double, see text 
   
  Elven Curve Blade (Corran Anbhas)  
  Essentially a longer version of a scimitar, but with a 
  thinner blade, the elven curve blade is exceptionally 
  rare. You receive a +2 circumstance bonus to your 
  CMD whenever a foe attempts to sunder your elven 
  curve blade due to its flexible metal. You can use 
  the Weapon Finesse feat to apply your Dexterity 
  modifier instead of your Strength modifier to attack 
  rolls with an elven curve blade sized for you, even 
  though it isn't a light weapon. 
   
   
  5e: Finesse. 
  Elven Double Curve Blade (Dúbailte 
  Corran Anbhas)  
  Considered a “great weapon” amongst the elves, 
  the double curve blade is similar to a two-bladed 
  sword.  You receive a +2 circumstance bonus to 
  your CMD whenever a foe attempts to sunder your 
  elven double curve blade due to its flexible metal. 
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier 
  to attack rolls with an elven double curve blade 
  sized for you, even though it isn't a light weapon. 
   
  5e: Finesse. 
  
   
  94 
   
  (Exotic) 
  Ranged Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range Weight1 Type2 
  Special 
  Greatbow, Elven (Bogha Mor) 
  4000 gp 
  -- 
  1d10/1d6* 19-20/×3 150 ft. 
  2 lb. 
  P or S* see text 
  Longbow, Elvencraft (Fada Bogha Ceird) 
  1000 gp 
  1d6 
  1d8 
  20/×3 
  120 ft. 
  3 lb. 
  P 
  see text 
  Shortbow, Elvencraft (Gaerr Bogha Ceird) 1000 gp 
  1d4 
  1d6 
  20/×3 
  120 ft. 
  2 lb. 
  P 
  see text 
  * 1d6 slashing from permanently affixed bow blade. See text. 
  Elven Greatbow (Bogha Mor)  
  These magnificent bows can only be made with the 
  tree song and only from the great home tree, the 
  Arsae’Laidir. They are works of art in both form and 
  functionality, are crafted only by master elven 
  craftsmen with the help of elven druids who coax a 
  tiny spark of the tree’s spirit to reside within the 
  bow. A small portion of the living strength and 
  resiliency of the mighty Arsae’Laidir tree is given to 
  these bows which the druids sing from the tree, as 
  the wood must not be felled or hewn. All Bogha 
  Mor are longbows that have unique qualities 
  unknown to any other bows or even bow makers 
  throughout the world. The living strength trapped 
  within the bow bestows the following exceptional 
  qualities upon it. 
   
  First, the Bogha Mor functions the same as an 
  elvencraft bow in all ways (this includes the extra 
  attack for 5e players). These greatbows are sang out 
  of trees with a permanent bow blade (or set of) 
  affixed to it. The blades are treated as if they had 
  the ironwood spell upon them. 
   
  Second, the tree sung Bogha Mor are created with 
  three weapon qualities; Enduring, Exacting, and 
  Precise. Only tree sung Bogha Mora are known to 
  have three weapon qualities. 
   
  Lastly, although not any larger than a normal 
  composite long bow, the Bogha Mor (through its 
  quasi-living components) retains some of the 
  strength and flexibility of the original tree it was 
  sang from. As a result, the elven great bows do 
  damage one die higher (1d10) than traditional long 
  bows.  
  All Bogha Mor Bows are elven masterwork 
  weapons and are considered priceless heirlooms. A 
  Bogha Mor costs 4000 gp. Unless given freely by an 
  elf to a non elf or an heirloom thereof, any non-
  elven creature (with the exception of the fey or 
  sylfaen) seen (by an elf) possessing a Bogha Mor, 
  has likely seen his last day. 
   
  5e: The Bogha Mor is an elvencraft bow (extra 
  attack, see below) with the Enduring, Exact, and 
  Precise weapon qualities (see above). A bow blade 
  is permanently affixed to it (see above).  
   
  Elvencraft Bow (Bogha Ceird)  
  Elvencraft bows are unique by design in three ways. 
  They are crafted sturdily, and may be used as a club 
  equal to its size. The bow may be used as a dual 
  weapon and wielded as a quarterstaff or club, but 
  attacking with it as a dual weapon incurs all of the 
  natural penalties of fighting with two weapons. 
  Attacking with the bow in this manner does not 
  damage the bow in any way. Also, the arrow shelf 
  is lower, so the bow is asymmetrical. This gives it 
  two bonuses: the bow is more easily fired from the 
  kneeling position, or while perched in a tree or even 
  while mounted.  
   
  Using the bow reduces the penalties for sniping by 
  5, and when using the Mounted Archery feat, 
  penalties are halved. Lastly, the Bogha Ceird’s 
  arrow shelves are designed for the arrow to be 
  knocked/placed on either side of the bow. It is 
  extremely hard to knock an arrow on the outside 
  of the bow, but elves are trained both ways 
  (knocking an arrow on either side) before they are 
  even considered a young adult. The ability to use 
  this function allows the elves to use their superior 
  
   
  95 
   
  dexterity and fire more reflexively. Elves may use 
  their Dexterity as a bonus to damage instead of 
  Strength, when using an elvencraft bow. Since the 
  bonus to damage is not reliant upon a complex 
  creation of layering wood or bone there isn’t a limit 
  to the amount of Dexterity bonus that can be used. 
  Furthermore, since they don’t have to fumble with 
  putting the arrow “through” the bow to draw it, 
  elves with the Rapid Shot feat do not suffer the -2 
  penalty when utilizing the feat. Elvencraft bows are 
  fairly expensive, costing 1000 gp for either a short 
  or long bow.  
   
  5e: Only elves are proficient with elvencraft bows. 
  Half-elves have not lived long enough to become 
  proficient with elvencraft bows. Elves using an 
  elvencraft bow gain an extra attack with the 
  weapon, though the extra attack does not include 
  the attacker’s Dexterity bonus to damage  
   
   
   
  Ammunition 
  Ammunition (Arrows) 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special 
  Arrow, assassin root (1) 
  500 gp 
  1d4 
  1d4 
  -- 
  - 
  .25 lb. 
  P 
  see 
  text 
  Arrow, baensidhe (20) 
  50 gp 
  -- 
  -- 
  -- 
  50 ft. 
  1 lb. 
  P 
  see 
  text 
  Arrow, bleeding (1) 
  360 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, charged lodestone (50) 
  +2 bonus 
  -- 
  -- 
  -- 
  - 
  1 lb. 
  -- 
  see 
  text 
  Arrow, durable (1) 
  1 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, dye (1) 
  1 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  4 lbs. 
  — 
  see 
  text 
  Arrow, entangle (10) 
  500 gp 
  -- 
  -- 
  -- 
  - 
  10 lbs. 
  -- 
  see 
  text 
  Arrow, foe wile (1) 
  150 gp 
  -- 
  -- 
  -- 
  - 
  - 
  P 
  see 
  text 
  Arrow, hawthorne (20) 
  300 gp 
  -- 
  -- 
  -- 
  - 
  5 lbs. 
  P 
  see 
  text 
  Arrow, hollow shaft (10) 
  10 gp 
  -- 
  -- 
  -- 
  - 
  1.5 lbs. 
  see 
  text 
  see 
  text 
  Arrow, life sapping (1) 
  150 gp 
  -- 
  -- 
  -- 
  - 
  - 
  P 
  see 
  text 
  Arrow, lodestone (1) 
  10 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, pheromone (1) 
  15 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, pilum (50) 
  +1 bonus 
  -- 
  -- 
  -- 
  - 
  .5 lbs. 
  P 
  see 
  text 
  Arrow, poison leaf (10) 
  140 gp 
  -- 
  -- 
  -- 
  - 
  1.5 lbs. 
  P 
  see 
  text 
  Arrow, raining (1) 
  30 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, razor leaf (10) 
  30 gp 
  -- 
  -- 
  19-
  20/x3 
  60’ 
  1.5 lbs. 
  P 
  see 
  text 
  Arrow, slow burn (1) 
  150 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  
   
  96 
   
  Arrow, splintercloud (1) 
  25 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, tanglefoot (1) 
  20 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, trip (1) 
  25 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
  Arrow, wolvesbane (1) 
  26 gp 
  see text 
  see text 
  see 
  text 
  see 
  text 
  see text 
  see 
  text 
  see 
  text 
   
  Magical Arrows 
  Charged Lodestone Arrow  
  This arrow has a magnetic charge in it that is set 
  off upon impact. A ranged touch attack is all that 
  is needed for these arrows to be effective against 
  creatures wearing metal armor or metallic 
  creatures. The arrow itself does no damage as it 
  explodes upon impact dispersing its magnetic 
  energies into the metal armor. A successful attack 
  will reduce the speed of a metal armored target 
  by 10’ and imposes a -2 penalty to its skill checks, 
  and attack and damage rolls for 1d4 rounds. A DC 
  15 Strength check may be attempted to partially 
  shrug off these effects and halve the movement, 
  attack penalties and number of rounds affected. 
  This effect is only partially cumulative; multiple 
  charged lodestone arrows will not further reduce 
  speed or increase the penalty to attacks, damage 
  or skill checks. However, each arrow that strikes 
  the same target increases the number of rounds the 
  target is affected by 2 rounds, and increases the 
  ability score DC check by 2, as long as each arrow 
  strikes while the previous arrow is in effect. 
   
  Construction Requirements: Spells; magnetic field 
  [PotR], Feats: Craft Magic Arms and Armor, Cost: +1 
  bonus Aura: moderate abjuration. CL: 13 
   
   
  5e: These highly prized magical arrows wreak 
  havoc against creatures wearing metal armor or 
  metallic creatures. These arrows are heavy and are 
  fired at a -2 penalty. A successful attack causes no 
  damage, but reduces the victim’s speed by 10 feet 
  and attacks, physical skill checks and Dexterity 
  saving throws are made at disadvantage for 1d4 
  rounds. A DC 14 Strength saving throw can be 
  made to partially shrug off these effects by halving 
  the movement penalty and number of rounds 
  affected. This effect is only partially cumulative; 
  multiple charged lodestone arrows will not further 
  reduce speed or increase the penalty to attacks or 
  skill checks. However, each arrow that strikes the 
  same target increases the number of rounds the 
  target is affected by 2 rounds, and increases the 
  DC for the Strength saving throw by 2, as long as 
  each arrow strikes while the previous arrow is in 
  effect. 
   
  Pilum Arrows  
  These arrows are meant to be shot at an 
  opponent's shield or armor. Targeting a shield or 
  armor suffers a -2 penalty, but you only need to 
  strike the opponent’s touch AC. These arrows (or 
  arrowheads, more precisely) carry a potent 
  magical effect, causing the object struck (usually 
  armor) to suddenly be doubly affected by its own 
  weight. Once the arrow strikes its target, that item 
  doubles its own weight, check penalties, and 
  arcane spell failure percentages. In addition, 
  armor struck now is treated as one category 
  higher, reducing movement as appropriate. 
  Targets wearing heavy armor are reduced to 10 ft 
  of movement while shields lose half of their AC 
  bonus (minimum 0) as they are too heavy to wield 
  effectively. This only affects non-living materials (a 
  person or animal remain unaffected if targeted, 
  but their equipment is subject). The arrowheads 
  are hard to remove (as part of the enchantment) 
  and require a DC 20 Strength check and a full-
  round 
  action 
  which 
  provokes 
  attacks 
  of 
  opportunity. The effects lasts for 1d4+1 rounds. 
   
  Construction 
  Requirements: 
  Spells; 
  enlarge 
  person, Cost: +2 bonus, Feats: Craft Magic Arms 
  and Armor Aura: moderate transmutation. CL: 
  3rd 
   
  5e: Targets struck by these arrows are at 
  disadvantage on attack rolls, skill checks, and all 
  Strength and Dexterity saving throws. Armor struck 
  doubles in weight and movement is reduced by 10 
  
   
  97 
   
  feet. Those in heavy armor must make a DC 14 
  Strength saving throw to move at half speed, 
  otherwise their movement is reduced to 10 feet. 
  Shields that are struck halve their bonus to AC. The 
  arrowheads are hard to remove (as part of the 
  enchantment) and require a DC 18 Strength saving 
  throw and a full-round action to do so. The effects 
  lasts for 1d4+1 rounds.  
   
  Mundane Arrows 
  Banshee Arrows 
  These thick arrows are crafted with precisely placed 
  air passages in their shafts to produce an ear-
  splitting and harmonically discordant sounds. Elven 
  bards have learned what notes of sound cause the 
  humanoid mind become unnerved with fear, which 
  the whistling sounds these arrows emulate. These 
  arrows have a reduced range (50 ft.) due to their 
  weight and the drag from the multiple air passages, 
  but the effect is worth it. Anyone within a 10 ft. 
  radius of the path of these arrows when fired must 
  make a DC 12 Will save or be stricken with fear, 
  gaining the shaken condition. Elves are immune to 
  this effect. 
   
  Construction Requirements: Craft (bows) DC 12 
   
  5e: These arrows have a reduced range (50 ft.) due 
  to their weight and the drag from the multiple air 
  passages, but the effect is worth it. Anyone within a 
  10 ft. radius of the path of these arrows when fired 
  must make a DC 12 Wisdom saving throw or be 
  stricken with fear and gain the frightened condition. 
  Elves are immune to this effect. 
   
  Hawthorne Arrows  
  These arrows are designed with barbs and thorns 
  covering the arrow head. A successful attack causes 
  1d3 points of Dexterity damage. A notch where the 
  arrow head attaches to the shaft is its true menace 
  however. When an enemy tries to pull the arrow 
  out, the shaft pulls free but the head and its wicked 
  barbs remain in, causing excruciating pain. Any 
  action by taken by the victim causes an additional 
  1d3 points of Dexterity damage as the embedded 
  head rips and tears even more. Multiple arrows 
  cause cumulative Dexterity damage. It is a full-
  round action to remove individual arrowheads. A 
  DC 15 Heal check is needed to remove the barb 
  carefully or the arrow head causes another 1d4 
  points of damage as the barbs and thorns rip and 
  tear the flesh upon removal. A critical hit with these 
  arrows increases the Dexterity damage to 1d6 and 
  the Heal check DC is increased to 20 or suffer 1d6 
  points of Dexterity damage upon removal. 
   
  Construction Requirements: Craft (bows) DC 15 
   
  5e: Substitute the DC 15 Heal check for a DC 12 
  Wisdom (Medicine) check. 
   
  Hollow Shaft Arrows 
  Aptly named, these specifically designed arrow 
  shafts are grown from a bamboo-like plant called 
  arrow root (see Elven Flora). The hollow shaft can 
  be made to hold small doses of elixirs, potions, or 
  poisons inside them (sealed with wax or similar 
  substance) and deliver their contents upon 
  impact/penetration. Normally the shaft is cut at an 
  angle to be sharp and alchemically hardened to be 
  as hard as steel so the arrow would do damage as 
  well, but versions exist where the shaft has been 
  made to shatter on impact. This form of the arrow 
  does no damage, but the contents must be able to 
  deliver their effect on contact to be viable. A 
  hollow shaft arrow has a –2 penalty on attack rolls 
  due to its weight. 
   
  Construction Requirements: Craft (bows) DC 12  
   
  5e  No change. 
   
  Alchemical Arrows  
  (Martial) Ammunition 
  Alchemy 
  DC 
  Cost 
  (GP) 
  Arrow, assassin root (1) 
  25 
  2000 
  Arrow, bleeding (1) 
  25 
  360 
  Arrow, charged lodestone 
  (1) 
  -- 
  10 
  Arrow, durable (1) 
  25 
  1 
  Arrow, dye (1) 
  15 
  1 
  Arrow, entangle (1) 
  25* 
  500 
  Arrow, foe wile (1) 
  25* 
  50 
  
   
  98 
   
  Arrow, life sapping (1) 
  -- 
  400 
  Arrow, lodestone (1) 
  25 
  10 
  Arrow, pheromone (1) 
  20 
  15 
  Arrow, poison leaf (1) 
  25 
  50 
  Arrow, raining (1) 
  20 
  30 
  Arrow, razor leaf (1) 
  25 
  300 
  Arrow, slow burn (1) 
  20 
  150 
  Arrow, splintercloud (1) 
  25 
  25 
  Arrow, tanglefoot (1) 
  25 
  20 
  Arrow, trip (1) 
  25 
  25 
  Arrow, wolfsbane (1) 
  25 
  30 
  * This is the Heal or Knowledge (nature) DC needed as well as the 
  Craft (alchemy) DC. 
  ** This is the Craft (bows) DC needed to craft these arrows. 
   
  Assassin Root Arrows 
  These arrows are culled from living vampire roses. 
  They are first lulled into a state of torpor through 
  an alchemical fertilizer, which hardens them. They 
  are then magically shaped (per the wood shape 
  spell) into an arrow, with the roots forming into a 
  bizarrely twisted and barbed arrowhead, and the 
  white petals of the rose turned into fletching. The 
  “arrow” itself only does 1d4 points of damage. 
  Once the arrow is imbedded (successful attack) in its 
  victim, the presence of blood immediately 
  revitalizes the plant, which proceeds to drain blood 
  and fluids, causing 1d4 points of Constitution 
  damage per round until removed. Trying to remove 
  the plant is a full-round action which provokes an 
  attack of opportunity. The target must succeed at a 
  DC 16 Strength check to remove the assassin root 
  arrow. Once the arrow/rose has absorbed 8 points 
  of Constitution damage the petals turn red and the 
  assassin root falls harmlessly from its victim as a 
  useless flower. Missing the target destroys the 
  arrow. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Knowledge (nature) DC 25, Cost: 1000 gp 
   
  5e: A successful attack causes 1d4 points of 
  piercing damage and 1d6 points of bonus damage 
  unless the target successfully removes the arrow. 
  Removing the arrow requires a successful DC 12 
  Strength saving throw. Once the arrow has dealt 
  damage for four rounds, the petals turn red and 
  the sated assassin root falls harmlessly from its 
  victim. 
   
  Bleeding Arrow 
  This sharpened hollow tube looks like it was 
  originally a narrow proboscis on some giant 
  insect, but it actually comes from a strange 
  carnivorous plant. A bleeding arrow deals normal 
  damage when it hits a creature. Each round 
  thereafter, the creature bleeds for 1 point of 
  damage until the bleeding is stopped by a DC 10 
  Heal check or the application of a cure spell or 
  some other healing magic. A critical hit does not 
  multiply the bleed damage. Creatures immune to 
  critical hits (such as plants and constructs) are 
  immune to the bleed damage dealt by this 
  weapon. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 360 gp 
   
  5e: As above, but the optional rule for bleed 
  damage should be used. See Laying Waste: The 
  Guide to Critical Combat for 5e for more on this 
  optional rule. 
   
  Durable Arrow 
  These arrows are tightly wrapped in strands of 
  some kind of alchemical glue. Durable arrows 
  don’t break due to normal use, whether or not 
  they hit their target; unless the arrow goes missing, 
  an archer can retrieve and reuse a durable arrow 
  again and again. Durable arrows can be broken in 
  other ways (such as deliberate snapping, hitting a 
  fire elemental, and so on). If crafted with magic 
  (such as with the bane magic item property), the 
  magic only lasts for one use of the arrow, but the 
  non-magical arrow can still be reused or imbued 
  with magic again. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 1 gp 
   
  5e: As above. In addition, they are treated as 
  resilient Tiny objects. 
   
   
   
  
   
  99 
   
  Dye Arrow 
  This arrow ends in a crystalline bubble. Firing a 
  dye arrow is a ranged touch attack; a creature 
  struck by a dye arrow takes no damage but is 
  splashed with black, blue, green, or red marker 
  dye sufficient to coat about 1 square foot. It is 
  believed that the elves sometimes utilize glow-in-
  the-dark dyes as well. 
   
  Construction Requirements: Craft (alchemy) DC 
  15, Cost: 1 gp 
   
  5e: As above.  
   
  Entangle Arrows 
  These arrows are grown by twisting vines together 
  of deep shade plants and immature assassin vine 
  plants forming them into arrow shafts. The deep 
  shade plant has a stem of near wood like quality 
  that grows amazingly straight. The process takes a 
  full season to grow, but the sylvan elves have 
  groves of these plants literally growing many of 
  these “arrows” a year. The plant (which usually 
  grows between 2-5 arrows) is then gently dug up 
  when needed. A special quiver is made (and 
  needed) for these arrows that acts as a potted 
  plant and can be kept alive indefinitely as a 
  household plant could be, by simply adding 
  water. Because they are of shade plant origin, they 
  require only the amount of sunlight any arrow 
  would get being in a quiver. These quivers hold 
  up to 10 such arrows and their soil. The arrow 
  does no damage, but a successful ranged touch 
  attack shocks the arrow into action, and it 
  immediately begins to entangle the creature only, 
  not being strong enough to cause constriction 
  damage. The arrow only affects the single creature 
  hit, and that creature must make a DC 14 Reflex 
  save or gain the entangled condition. (DC 14 
  Strength check to break, 10 points of slashing 
  damage to cut through, DC 14 concentration 
  check). Otherwise, the entangling vines dry up 
  and disappear after 10 rounds. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 500 gp 
   
  5e: The targeted creature must succeed on a DC 
  14 Strength saving throw or be restrained by the 
  entangling plant until the spell ends. A creature 
  restrained by the plants can use its action to make 
  a Strength check against a DC 12. On a success, it 
  frees itself. Otherwise, the entangling vines dry up 
  and disappear after 10 rounds. 
   
  Foe Wile Arrows 
  Along elven frontiers and where war is rife, a 
  disturbing but effective practice has begun taking 
  place; the removal of blood and select organs 
  from fallen foes. These parts are then turned into 
  an alchemical mixture that is effective against 
  creatures of that race or those with racial 
  similarities. This mixture is placed in hollowed 
  arrows which injects the concoction into its victim 
  upon impact. The concoction causes severe 
  hallucinations, causing the creature affected to 
  believe that nearby members of their own race are 
  those of their most hated racial enemies. For 
  example, an orc infected by such an arrow would 
  see his fellow orcs as elves or dwarves, whichever 
  is more appropriate for racial enmity. They attack 
  such foes as if enraged, until the effect wears off. 
  A DC 14 Fortitude check negates the effects of the 
  toxin, but if failed the creature is affected for 1d4 
  rounds. Each foe wile arrow is crafted against a 
  specific set of humanoids. Choose which type 
  upon creation or purchase (dwarf, drow, giant, 
  goblinoid, gnoll, gnome, halfling, human, orc, 
  reptilian, other subtype, or specific monstrous 
  humanoid. No more than 2 doses of foe wile 
  poison may be concocted from any single corpse, 
  and even then the heart and brain must be intact. 
  Foe wile arrows are merely hollow shaft arrows 
  with foe wile concoctions placed in the shaft. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 50 gp 
   
  5e: A DC 12 Constitution saving throw negates 
  the effects of the toxin, but if failed the creature is 
  affected for 1d4 rounds. 
   
  Life Sapping Arrows  
  These arrows are made from the lifeblood of 
  Arsa’Laidir trees, reversing the natural healing 
  effect the sap has, and then alchemically treating 
  it with distilled poison from various plants. The 
  arrows are used against enemy spellcasters and the 
  
   
  100 
   
  elves’ racial foes alike. The arrowheads are near 
  translucent and veined with a muted iridescent 
  green and purple. The poison does 1d3 points of 
  Strength damage (DC 15 Fortitude to negate). The 
  arrow heads are strong, but fairly brittle and break 
  off upon penetration, designed to quickly dissolve 
  in one’s bloodstream. The arrows deal normal 
  damage, but their fragile nature has a downfall; 
  they are ineffective against any metal armor with 
  an AC bonus of +6 or higher. However, if one has 
  the means to bypass armor (Pinpoint Targeting 
  feat or the arcane archer’s phase arrow class 
  ability), then the arrows remain effective. These 
  arrows are highly prized, as they maintain their 
  effectiveness until they are used, and do not have 
  the 5% handling chance to poison the user. 
  Rolling a natural one while firing the arrow still 
  exposes the user to the 5% handling chance to 
  poison himself, however. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 400 gp 
   
  5e: The target must succeed at a DC 12 
  Constitution saving throw or gain the poisoned 
  condition. After three successful saving throws, the 
  poisoned condition ends. 
   
  Lodestone Arrow 
  This heavy iron arrowhead is sealed with an 
  alchemical resin; pulling a small string (a move 
  action) breaks the seal and activates the reaction in 
  the arrowhead, greatly increasing its magnetic 
  properties. You gain a +4 bonus on attack rolls 
  when firing a lodestone arrow at a target wearing a 
  significant amount of metal armor (at least chain 
  mail or a metal shield) or made of metal, but the 
  magnetized arrow only deals half damage. In areas 
  with a lot of magnetic metal, the attack bonus may 
  drop to 0 or even become a penalty as competing 
  sources steer the arrow away from your intended 
  target. The increased magnetism fades 1 round after 
  you activate it, after which time becomes a normal 
  arrow. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 10 gp 
   
  5e: You gain advantage on attack rolls when firing 
  a lodestone arrow at a target wearing a significant 
  amount of metal armor (at least chain mail or a 
  metal shield) or made of metal, but the magnetized 
  arrow only deals half damage. 
   
  Poison Leaf Arrows 
  Made from the leaves of magical plants that 
  naturally grow alchemical goodberries, these 
  leaves are alchemically treated the same as the 
  razor leaf arrows. The elves actually eat these 
  leaves normally, but every other race (except the 
  fey) become sick upon ingestion. It was only 
  natural then, to make the leaves into weapons. 
  Any creature other than an elf or fey struck by a 
  poison leaf arrow gains the sickened condition for 
  1d4 rounds. A successful DC 14 Fortitude save 
  negates the effect. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 50 gp 
   
  5e: Any creature other than an elf or fey struck 
  by a poison leaf arrow gains the poisoned 
  condition for 1d4 rounds. A successful DC 12 
  Constitution saving throw negates the effect. 
   
  Pheromone Arrow 
  The arrowhead of this arrow is coated with potent 
  substances that react to blood and sweat, releasing 
  strong aromas that most predators recognize as 
  tasty injured prey and other creatures perceive as 
  merely unpleasant. Any creature with the scent 
  ability gains a +2 morale bonus on attack and 
  damage rolls made against a target marked with a 
  pheromone arrow. This effect lasts for 1 hour or 
  until the target spends 1 minute washing. 
   
  Construction Requirements: Craft (alchemy) DC 
  20, Cost: 15 gp 
   
  5e: Any creature with the scent ability gains a +1 
  bonus on attack and damage rolls made against a 
  target marked with a pheromone arrow. 
   
  Raining Arrow 
  This thick-shafted arrow contains a reservoir of 
  holy water and is designed to burst on impact, 
  
   
  101 
   
  hitting the target and splashing nearby creatures as 
  if you had thrown the vial. A raining arrow has a 
  –2 penalty on attack rolls due to its weight. 
   
  Construction Requirements: Craft (alchemy) DC 
  20, Cost: 30 gp 
   
  5e: As above. 
   
  Razor Leaf Arrows 
  The arrowheads on these arrows are alchemically 
  treated leaves from the Rasur Finiuin (razor vine), 
  which become as hard as steel. These arrows do 
  not have the range (only 60’) of normal arrows 
  due to their large heads, but make up for their 
  range in lethality. Razor leaf arrows increase the 
  threat range of any bow they are fired from by 1, 
  and give a +2 equipment bonus to the critical 
  confirmation rolls. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 300 gp 
   
  5e: Razor leaf arrows deal critical hits on a natural 
  attack roll of 19-20. 
   
  Slow Burn Arrow 
  Behind the head of this arrow is a small receptacle 
  of alchemical material that heats up when exposed 
  to air and eventually bursts into flame; barbs on 
  the arrowhead pierce the pouch when it hits a 
  target. On your turn, 1 round after impact, the 
  burst of flame deals 1d6 points of fire damage to 
  the target. The extra weight of this arrowhead 
  gives you a -1 penalty on attack rolls with the 
  arrow. 
   
  Construction Requirements: Craft (alchemy) DC 
  20, Cost: 150 gp 
   
  5e: As above. 
   
  Splintercloud Arrow 
  The shaft of this arrow is formed of numerous 
  small 
  bone 
  fragments 
  painstakingly 
  glued 
  together. When fired they tear themselves apart 
  during flight, forming a 5-foot burst of razor-sharp 
  bones that deals 1d3 points of piercing damage 
  (Reflex DC 18 negates). 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 25 gp 
   
  5e: When fired they tear themselves apart during 
  flight, forming a 5-foot burst of razor-sharp bones 
  that deals 1d3 points of piercing damage unless the 
  targets succeed at a DC 15 Dexterity saving throw. 
   
  Tanglefoot Arrow 
  This arrow is topped with a small bottle 
  containing a small quantity of tanglefoot goo. You 
  fire a tanglefoot arrow as a ranged touch attack; 
  the arrow deals no damage when it hits, but the 
  target is splashed with the alchemical adhesive. 
  The reduced amount of the glue means this arrow 
  is less effective than an actual tanglefoot bag (DC 
  10 Reflex save, DC 12 Strength check to break, 10 
  points of slashing damage to cut through, DC 10 
  concentration check). The weight of a tanglefoot 
  arrow reduces its range increment to half normal. 
  Elves use this to slow or stop fleeing opponents or 
  to capture animals without killing them. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 20 gp 
   
  5e: As above, with a DC 10 Dexterity saving 
  throw or target gains the restrained condition. 
   
  Trip Arrow 
  This squat arrow has a large, bulbous, metal tip 
  that expands and flattens in flight. If the arrow 
  hits, it initiates a trip attack against the target; the 
  target falls prone if the trip attack beats their 
  CMD, but if the attack fails it cannot attempt to 
  trip you in return. 
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 25 gp 
   
  5e: If the arrow hits, the target is tripped unless it 
  succeeds at a DC 12 Dexterity saving throw. If 
  failed, the target is knocked prone. 
   
   
  
   
  102 
   
  Wolfsbane Arrow 
  These are hollow shaft arrows with a liquid 
  alchemical mixture of wolfsbane in the shaft that 
  enters the blood stream of the victim on a 
  successful attack roll. Lycanthropes must make a 
  Fortitude save (DC 14) or be forced back into their 
  humanoid (not hybrid) form for 1d4 rounds. 
  Whether the save is made or not the lycanthrope 
  with this alchemical liquid in their system suffer 
  50% more damage from silvered weapons for 1d4 
  rounds.  
   
  Construction Requirements: Craft (alchemy) DC 
  25, Cost: 30 gp 
   
  5e: As above, except lycanthropes must make a 
  DC 12 Constitution saving throw or be forced back 
  into their humanoid (not hybrid) form for 1d4 
  rounds. 
   
  Elven Exotic Equipment  
  Just as many weapon and armor smiths apply 
  special qualities to the fruits of their labor, so to do 
  the equipment crafters incorporate unique and 
  useful qualities into their equipment. Exotic 
  equipment may be used by anyone for its standard 
  function (i.e. an exotic rucksack may still be used to 
  pack things), but for those who have been trained 
  in its special use, additional qualities become 
  available. Exotic equipment must be of masterwork 
  quality and adds an additional 300 gp to the cost 
  of the item; they are rare and, as such, much more 
  expensive items to purchase. It is important to note 
  that exotic equipment does take up an item slot of 
  the 
  appropriate 
  type, 
  if 
  applicable. 
  Elven 
  equipment gives an equipment bonus which is 
  defined below. 
  Elven Equipment Qualities  
  Nearly every race has certain qualities they are 
  known for, and for the elves this is exceptionally 
  true. An item may have all of the qualities listed (at 
  cumulative cost), as long as the item name appears 
  in the “Applied to” section. Some of the qualities 
  typically employed by the elven craftsmen include: 
  Camouflaged - Everyone knows elves are renowned 
  for their stealth within the forests they inhabit. 
  Camouflaged equipment aides the wearer when 
  trying to remain concealed. These items give a +1 
  equipment bonus to Stealth checks. 
  Applied to: clothing, packs 
   
  Durable - This type of equipment is reinforced for 
  heavy use and can usually carry more, last longer, 
  take more punishment. These items have double the 
  hardness and hit points of normal items. 
  Applied to: sheaths, scabbards, packs, belts, survival 
  gear 
   
  Lithe - Often times it is necessary to travel light, 
  move quickly, and slip through tight places. Lithe 
  equipment focuses on light weight, high quality 
  materials to make movement easier. When applied 
  to the listed items, they weigh only 2/3 the normal 
  weight, and give a +1 equipment bonus to Escape 
  Artist checks. 
  Applied to: sheaths, scabbards, packs, belts, clothing 
   
  Speed - Equipment with this quality are meant to 
  break-away or allow for the rapid employment of 
  their intended use or something they carry. These 
  items may be donned or doffed as swift actions, and 
  in certain circumstances an equipment bonus to 
  initiative; either a +1 equipment bonus to initiative 
  or something specific which would detailed in the 
  individual item.  
  Applied to: sheaths, scabbards, packs, belts, quivers, 
  clothing 
   
  New Bonus Type: Equipment Bonus - Granted by 
  specific types of equipment designed for specific, 
  tailored functions. These ergonomic items are 
  generally very good at one particular task and offer 
  some sort of small bonus. Many of these items 
  require that the character using them has a specific 
  minimum ability score. Special details often require 
  a higher ability score than the minimum score.  
   
  
   
  103 
   
  Can Affect: AC, Attacks, Checks, Initiative, Saves.  
   
  Bow Baldric  
  This complex baldric consists of a leather belt 
  worn across the chest as most baldrics, but held 
  close to the body by a belt worn at the waist. The 
  baldric portion of this harness is moveable in a 
  cyclical motion around the body, and contains 
  many attachment apparatus’ which allow for 
  quick removal of items stored on the baldric. The 
  most important of these apparatus is the bow clip 
  which consists of 2 leather bound spring steel clips 
  which enclose around the bow and holds it in 
  place during any activity however strenuous. 
  Replacing the bow or any other item from the 
  bow baldric is a swift action rather than a move 
  action. However due to its accessibility, those 
  trying to use the steal combat maneuver against a 
  wearer of the bow baldric, gain a +2 to the 
  attempt. The baldric can hold a bow and up to 5 
  items the size of a pouch or potion vial, or if no 
  bow is held, up to 10 items of appropriate size. If 
  the items are larger than a pouch or vial, they 
  would take the space of 2 such items.  
  Equipment Quality: Speed. 
  Requires: Minimum Dexterity of 13. 
  Special: If the owner of the bow baldric possesses 
  a Dexterity of 17 or greater, items (including a 
  bow) may be drawn as an immediate action 
  before combat begins. 
   
  5e: Gain +1 bonus to initiative when using this 
  equipment. 
   
  Elven Wrist Sheath  
  Unlike traditional spring-loaded wrist sheaths, 
  these elven wrist sheaths may be used to hold 
  any item of dagger size or smaller, including 
  wands.  
    Equipment Quality: Speed.  
    Requires: Minimum Dexterity of 15. 
    Special: If the owner of the elven wrist sheath 
  possesses a Dexterity of 19 or greater, the item 
  may be drawn as an immediate action before 
  combat begins. 
   
  5e: Gain +1 bonus to initiative when using this 
  equipment. 
  Ordered Quiver  
  These quivers are slightly larger than normal 
  quivers. Inside the base of these quivers is a 
  slanted mounting brace that allows the arrows 
  to be stacked symmetrically at a 45 degree angle. 
  A seasoned archer will place a variety of arrows 
  in each “section” and will know their location by 
  its elevation along the angle, thereby never firing 
  the wrong type of arrow. When using an 
  ordered quiver, an archer gains a +1 equipment 
  bonus to their initiative. Due to their design and 
  limited size, ordered quivers carry only 20 
  arrows. 
    Equipment Quality: Speed. 
    Requires: Minimum Dexterity of 13. 
   
  5e: Gain +1 bonus to initiative when using this 
  equipment. 
   
  Swift Scabbard  
  This item is another ingenious elven design made 
  to make elves appear blindingly quick in combat. 
  The scabbard, which is crafted from leather, 
  wood and elven steel is designed with a groove 
  along the under or draw side to allow the 
  weapon to be drawn more freely. The weapon 
  is held secure due to the elven spring steel design 
  which clasps the blade in place at the hilt. 
  Drawing and sheathing a weapon from a swift 
  scabbard is a swift action instead of a move 
  action.  
    Equipment Quality: Speed.  
    Requires: Minimum Dexterity of 13. 
    Special: If the owner of the swift scabbard 
  possesses a Dexterity of 17 or greater, the blade 
  may be drawn as an immediate action before 
  combat begins. 
   
  5e: Gain +1 bonus to initiative when using this 
  equipment. 
   
   
  
   
  104 
   
  Elven Food Goods 
  Buttered Sparrowfish Fillet 
  Aura faint transmutation; CL 5th 
  Slot none; Price 900 gp; Weight 1 lb. 
  Description 
  The sparrowfish is a bland-tasting swimmer native 
  to the rivers and streams deep in elven and fey 
  forests notable mainly for its excellent speed and 
  its ability to leap out of the water and onto low-
  hanging tree limbs to avoid predators. Its meat is 
  the color of salmon and is reasonably tasty when 
  prepared with butter, herbs, and salt; it is best 
  eaten fresh, but if properly dried after cooking, it 
  retains its flavor whether eaten cold or reheated. 
  Eating the magical fillet gives you a +10 
  competence bonus on Acrobatics, Climb, and 
  Swim checks for 1 hour. 
    Construction Requirements Brew Potion, 
  Profession (cook) 5 ranks, creator must have 5 
  ranks in Acrobatics, Climb, and Swim; Cost 450 
  gp 
   
  5e: Eating the magical fillet grants advantage on 
  (Dexterity) Acrobatics and (Strength) Athletics 
  skill checks for 1 hour. 
   
  Cheya Dumplings 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 300 gp; Weight 1 lb. 
  Description 
  Cheya is a smaller, immobile cousin of the assassin 
  vine native to elven tended forests (some elves 
  believe that the aggressive mobile assassin vine 
  plants are the result of a cheya cultivating 
  program). Generally harmless except to tiny 
  animals, some elves cultivate cheya for its roots, 
  leaves, and berries. The roots are crushed into a 
  paste and mixed with water or milk to make 
  dough, stuffed with diced cheya leaves, then 
  boiled or baked, often topped with sweet jelly 
  made from cheya berries. Hearty, satisfying, and 
  portable, the dumplings are excellent candidates 
  for magical augmentation. A typical cheya 
  dumpling gives you a +2 enhancement bonus to 
  Constitution for 1 hour, though other varieties 
  may enhance other ability scores. 
    Construction Requirements Brew Potion, 
  Profession (cook) 5 ranks, bear’s endurance; Cost 
  150 gp 
   
  5e: Eating the magical cheya dumpling gives you 
  a +2 bonus to your Constitution for 1 hour. 
   
  Leap Cake 
  Aura faint transmutation; CL 5th 
  Slot none; Price 500 gp; Weight 1 lb. 
  Description 
  This spongy brown cake feels light in the hand but 
  is incredibly chewy. Consuming it strengthens 
  your leg muscles and makes your tendons more 
  elastic (making audible stretching and popping 
  noises for a few seconds after ingestion), greatly 
  improving your ability to jump and fall. For the 
  next 10 minutes, you gain a +20 bonus on 
  Acrobatic 
  checks 
  made 
  to 
  jump. 
  If you 
  deliberately jump down from a height and 
  succeed at a DC 15 Acrobatics check, you take 
  falling damage as if the fall were 20 feet shorter 
  than normal (rather than 10 feet shorter).  
    Construction Requirements Brew Potion, 
  Profession (cook) 5 ranks, feather fall, jump; Cost 
  250 gp 
   
  5e: Eating the magical cake doubles the effects 
  of Athletics checks for the next 10 minutes. If you 
  deliberately jump down from a height and 
  succeed at a DC 12 Athletics check, you take 
  falling damage as if the fall were half as high. 
   
   
  
   
  105 
   
  Snowberry Fire Peppers 
  Aura faint abjuration; CL 6th 
  Slot none; Price 600 gp; Weight 1 lb. 
  Description 
  Crisp and creamy white berries spill out from the 
  interior of this starkly crimson, teardrop-shaped 
  pepper. This eye-watering delicacy allows you to 
  safely absorb heat and fire, though this reactivates 
  the spicy taste. You gain fire resistance 10 for 1 
  hour. Any time this effect negates 10 or more 
  points of fire damage, you must attempt a 
  Fortitude saving throw (DC 15 + fire damage 
  taken) or be dazed for 1 round as the spices 
  overwhelm your senses. 
    Construction Requirements Brew Potion, 
  Profession (cook) 5 ranks, resist energy; Cost 
  3000 gp 
   
  5e: You gain resistance to fire for 1 hour. Any 
  time this effect negates 10 or more points of fire 
  damage, you must attempt a Constitution saving 
  throw (DC 10 + fire damage taken) or be 
  poisoned for 1 round as the spices overwhelm 
  your senses. 
   
  Sun-Dried Lantern Lemons 
  Aura faint evocation (light); CL 6th 
  Slot none; Price 900 gp; Weight 1 lb. 
  Description 
  These sour, chewy treats seem to be all but 
  bursting with vitality and energy. After eating a 
  handful of sun-dried lantern lemons you glow as 
  brightly as a daylight spell for 1 hour. The light 
  shines out of your skin, and while you can cover 
  yourself to block the light and reduce its effect to 
  that of a light spell or even a candle, only magical 
  darkness or complete enshrouding (such as 
  wrapping yourself from head to toe in layers of 
  cloth or leather) can fully block the light. 
   
  Lesser forms of these treats exist that cause you to 
  shine with a fainter light and for a shorter 
  duration. Elven actors sometimes use these fainter 
  variants in stage productions to represent angelic 
  beings. 
    Construction Requirements Brew Potion, 
  Profession (cook) 5 ranks, daylight; Cost 450 gp 
   
  5e: As above. 
   
  Waybread 
  Aura faint conjuration; CL 6th 
  Slot none; Price 50 gp; Weight 1 lb. 
  Description 
  Also called walking bread or walkbread, these 
  delicious yellowish brown oval biscuits feel 
  remarkably heavy for their size. One is enough to 
  keep a belly full for an entire day and slakes thirst 
  for that period as well. 
    Construction Requirements Brew Potion, 
  Profession (cook) 5 ranks, create food and water; 
  Cost 25 gp 
   
  5e: As above. 
   
   
   
  
   
  106 
   
  Elven Feats 
  Standard Feats 
  Feat 
  Prerequisites 
  Benefits 
  Arcane Talent 
  Cha 10; elf, half-elf, or gnome 
  Magic is in your blood, and at your 
  fingertips. 
  Attuned to the Wild 
  Elf 
  You share a strong mystic connection 
  with one type of wilderness terrain. 
  Bardic Guile 
  Elf, Cha 13 
  You gain the ability to cast a number of 
  bard spells. 
  Battle Grace 
  Elf, Dex 13, 5 ranks in Perform (dance), 
  Weapon Finesse 
  Your grace on the battlefield 
  intimidates your foes. 
  Bonds of Desire 
  Cha 13 
  Intimacy strengthens your enchantment 
  magics. 
  Bounding Shot 
  Elf or Half-Elf, Dex 13, Dodge, 
  Mobility, Shot on the Run, BAB +12 
  You can use Shot on the Run against 
  multiple foes. 
  Bow Song 
  Briarborn, sylfaen, or elf; ability to cast 
  wood shape, Tree Song racial trait 
  You can sing to the great trees and they 
  gift you with wooden items. 
  Branch Walker 
  Elf or half-elf, Dex 13, Acrobatics and 
  Climb 5 ranks 
  You can walk among the tree branches 
  with ease. 
  Branch Runner 
  Elf or half-elf, Dex 15, Acrobatics and 
  Climb 8 ranks, Branch Walker 
  You can run among the tree branches 
  with ease. 
  Breadth of Experience 
  Dwarf, elf, or gnome, 100+ years old 
  Although still young for your kind, you 
  have a lifetime of knowledge and 
  training. 
  Champion of the Fey Court 
  Elf, Devoted of the Fey Court 
  Your connection to a fey patron grants 
  you power. 
  Combat Prescience 
  Elf or half-elf, Dex 13, Combat Reflexes, 
  Dodge, 2 ranks in Sense Motive and 
  Perception. 
  You have a sixth sense when it comes 
  to your opponent’s moves. 
  Court Scribe 
  Elf race, Devoted of the Fey Court, able 
  to prepare and cast 2nd-level or higher 
  arcane spells 
  You know more arcane spells thanks to 
  a fey patron. 
  Deflecting Shot 
  Elf, Keen Senses racial trait, Elven 
  Weapon Focus, Elven Snap Shot, BAB 
  +8 
  You can shoot projectiles out of the 
  sky. 
  Devoted of the Fey Court 
  Elf race, Domain class feature 
  You are granted divine spells from your 
  fey patron. 
  Discerning Eye 
  Elf or half-elf, Keen Senses racial trait. 
  You see through illusions and forgeries 
  with ease. 
  Efficient Survivalist 
  Survival 5 ranks 
  You can move at full speed while using 
  survival. 
  Elemental Penetration 
  Elf, caster level 3rd  
  Your energy spells penetrate the 
  resistance of the target. 
  Elf-Bond 
  Wis 13, Autohypnosis 1 rank 
  You form a deep connection with 
  another living being, sometimes sharing 
  the same thoughts. 
  Elfcraft 
  Elf, Craft (any) 5 ranks, Int 13 
  You know the ancient secrets and 
  techniques of elven master 
  craftsmanship. 
  Elf-shot 
  Elf, 7th level 
  You can infuse an arrow with a cursed 
  disease. 
  
   
  107 
   
  Elfling Celerity 
  Elfling, Mobility, Dex 15 
  You can take an extra 5’ step each 
  round. 
  Elusive Dance 
  Dodge, Dex 13, Perform (dance) 5 
  Your skill in dance allows you to mirror 
  and anticipate an opponent's moves. 
  Elven Accuracy 
  Elf 
  Your sharp eyesight makes difficult 
  shots easier. 
  Elven Alertness 
  Elf or half-elf, Perception 3 ranks 
  Your senses are so acute that you are 
  almost never surprised. 
  Elven Battle Training 
  Elf, BAB +1 
  You have been specially trained to 
  wield a variety of traditional elven 
  weapons. 
  Elven Charm 
  Fair Folk 
  You can cast charm person as a spell-
  like ability. 
  Elven Deflect Arrows 
  Elf, Elven Weapon Focus or Weapon 
  Focus (bow), Dex 13 
  You can deflect arrows with your bow. 
  Elven Exemplar 
  Elf 
  You have extra racial abilities. 
  Elven Eyes 
  Elf, Keen Senses 
  You can see extremely well in low-light 
  conditions. 
  Elven Grace 
  Elf or half-elf, Dex 15 
  You perform Dexterity skills with ease. 
  Elven Loremaster 
  Elf, Int 13, Breadth of Experience 
  You are a scholar and great collector of 
  elven lore both written and storied. 
  Elven Manyshot 
  Elf or half-elf, Dex 17, Elven Point Blank 
  Shot, Rapid Shot, BAB +6 
  You can separate your multiple arrow 
  shots. 
  Elven Point Blank Shot 
  Elf or half-elf 
  Your point blank shot bonuses increase. 
  Elven Resolve 
  Elf 
  You gain a bonus to two saving throws. 
  Elven Snap Shot 
  Elf, Dex 17, Elven Weapon Focus, Elven 
  Point Blank Shot, Rapid Shot, BAB +6 
  You threaten a greater area with your 
  bow. 
  Elven Spirit 
  Half-elf 
  You possess the magical spirit of elves. 
  Elven Weapon Focus 
  Elf, Weapon Familiarity racial trait 
  You gain a bonus with all elven 
  weapons. 
  Exile’s Path 
  Half-elf 
  You gain greater resistance against 
  enchantments. 
  Expert Tracker 
  Elf, Keen Senses racial ability, 
  Perception 3 ranks 
  Your keen senses allow you to easily 
  hunt both man and beast. 
  Extra Combat Style 
  Elf, Combat Style ability, Warrior Caste 
  racial trait 
  Your flexibility grants you another 
  combat style. 
  Extra Spells Known 
  Elf, Spontaneous Spell Casting ability 
  You know more spells than most 
  sorcerers. 
  Fair Folk 
  Elf, Cha 13 
  You treat your Charisma as if it was 
  stronger than it is. 
  Favored Sniping 
  Elf or half-elf, Favored Enemy class 
  feature. 
  You gain your favored enemy bonus 
  when sniping. 
  Favored Terrain 
  Elf or half-elf, Wis 13, Knowledge 
  (geography) 3 ranks 
  Your elven heritage has given you a 
  special affinity for the lands of your 
  people. 
  Forest Stalker 
  Elf or half-elf, Stealth 5 ranks 
  You know how to use the forest for 
  cover. 
  Gifted Medium 
  Elf, caster level 1st, Spell Focus 
  (divination) 
  You may share your gifted sight with 
  others. 
  Greater Combat Patrol 
  Elf or half-elf, Keen Senses racial trait, 
  Improved Combat Patrol, BAB +16 
  Your keen senses allow you to act 
  uncannily swift. 
  Greater Elven Immunities 
  Elven Immunities racial trait 
  You become immune to charms. 
  Greater Elven Resolve 
  Elf, Elven Resolve 
  Your bonuses to saves increase. 
  Greater Elven Weapon Focus 
  Elf, Warrior Caste racial trait, Weapon 
  Familiarity racial trait, Elven Weapon 
  Focus, BAB +12 
  Your bonus with all elven weapons 
  increases. 
  
   
  108 
   
  Guardian of the Wild 
  Elf, Attuned to the Wild 
  Your mystic connection with the 
  wilderness enhances your ability to 
  react to threats. 
  Half-Drow Paragon 
  Half-elf, Drow-blooded and Drow 
  Magic racial traits 
  You count as a drow. 
  Harrowing Husk 
  Briarborn, sylfaen or elf, ability to cast 
  barkskin 
  When you cast barkskin, it is 
  frightening. 
  Human Spirit 
  Half-elf 
  You gain skills like a human. 
  Imperious Dismissal 
  Fair Folk 
  You gain a bonus to spell penetration 
  from your great Charisma. 
  Improved Combat Patrol 
  Combat Patrol, BAB +10 
  You can set up a combat patrol faster 
  than normal. 
  Improved Combat Prescience 
  Elf or half-elf, Dex 17, Combat 
  Prescience, 5 ranks in Sense Motive, 5 
  ranks in Perception 
  You read your foes’ actions with ease. 
  Improved Deflecting Shot 
  Deflecting Shot, BAB +12 
  You can demoralize foes if you deflect 
  their shots. 
  Improved Elven Charm 
  Elven Charm, 11th level 
  You can charm with just your 
  Charisma. 
  Intuitive Shot 
  Elf or half-elf, Wis 13, Elven Point Blank 
  Shot, Precise Shot 
  You can add your Wisdom to damage 
  with a bow. 
  Intuitive Strike 
  Wis 13, ability to cast druid or ranger 
  Spells, Sneak Attack ability 
  You can sacrifice divine spells to gain 
  extra sneak attack damage. 
  Jinx 
  Elfling, Cha 13+ 
   
  You can curse creatures like a halfling. 
  Keen Accuracy 
  Elf, Wis 13, Weapon Focus (bow), 
  Weapon Focus (ray), or Elven Weapon 
  Focus, BAB +8 
  Your keen eyesight grants you a 
  number of benefits with archery. 
  Leaf Dancer 
  Elf, Dex 15, BAB +8 
  You can move fluidly and still use some 
  special combat options. 
  Leaf on the Wind 
  Elf, Ki class feature 
  You can ignore difficult terrain using ki. 
  Leaf Singer 
  Cha 13, Bardic Performance class 
  feature, elf or half-elf 
  Your performances in the forest reach a 
  greater audience. 
  Learning Curve 
  Spell Penetration and the Elven Magic 
  or Magic in the Blood elven racial trait 
  You adapt your spells against spell 
  resistance. 
  Lethal Double Slice 
  Dex 15, Lethal Grace, Two Weapon 
  Fighting 
  You can add your full damage modifier 
  when using Lethal Grace. 
  Lethal Grace 
  Dex 15, Weapon Finesse, Elven 
  Weapon Focus 
  You can use your Dex as damage on 
  finesse weapons. 
  Light Step 
  Elf, Acrobatic Steps, Nimble Moves 
  You pick your way nimbly through 
  even the most dangerous and uneven 
  terrain. 
  Lightning Shot 
  Elf, Quick Draw and Combat Reflexes 
  You can make a ranged attack even in 
  surprise rounds. 
  Mage of the Wild 
  Elf, Attuned to the Wild  
  Your mystic connection with the 
  wilderness enhances your spellcasting. 
  Multitalented Mastery 
  Half-elf, character level 5th, multi-
  talented racial trait 
  All your classes become your favored 
  classes. 
  Natural Swimmer 
  Elf, Favored Terrain (aquatic), Swim 6 
  ranks 
  You are as adept under the waves as 
  any natural sea creature. 
  Nature’s Wrath 
  Briarborn, sylfaen or elf 
  You gain a bonus to attacks against 
  racial enemies. 
  Neither Elf Nor Human 
  Half-elf, Exile's Path, Seen and Unseen, 
  character level 11th  
  Harmful magic does not see you as 
  elven or human. 
  Of Blade and Bow 
  Elf, Dex 15, Weapon Familiarity racial 
  trait 
  You can split your attack among racial 
  weapons with ease. 
  
   
  109 
   
  Pass for Human 
  Half-elf, half-orc, or halfling (see 
  special) 
  You can easily disguise yourself as 
  human. 
  Pierced 
  Elf  
  You can use extra magical rings. 
  Primal Hunter 
  Elf, Handle Animal 1 rank, 1st-level 
  ranger 
  You gain your animal companion early. 
  Rapid Strike 
  Elf, Dex 15, Weapon Finesse 
  You gain an extra attack when using 
  finesse weapons. 
  Running Shot 
  Elf, Dex 13 
  You can move greater distances and still 
  fire your bow. 
  Seen and Unseen 
  Half-elf, Exile's Path, character level 5th 
  You are hard to see, even with magic. 
  Shadow 
  Small creature, Dex 13+, 3+ ranks in 
  Stealth 
  You can hide behind other creatures. 
  Shared Insight 
  Half-elf, Wis 13 
  You deftly direct others’ attentions 
  where you wish. 
  Shared Manipulation 
  Half-elf, Cha 13 
  You can subtly bolster allies' ability to 
  misdirect and infuriate their enemies. 
  Sociable 
  Half-elf, Cha 13 
  You make it easier for others to be 
  social. 
  Sorcerous Guile 
  Elf race, Cha 13 
  You gain the ability to cast a number of 
  sorcerer spells. 
  Spirit of the Wild 
  Elf, Attuned to the Wild, Guardian of 
  the Wild 
  Your mystic connection with one type 
  of wilderness has grown even stronger. 
  Stabbing Shot 
  Elf, Rapid Shot 
  You can clear the way to continue 
  using your bow. 
  Staff Strike 
  Arcane Bond (Staff), Caster Level 3rd  
  You can enhance your staff in combat. 
  Stalwart Archer 
  Elf, Dex 13, Point Blank Master, Shield 
  Proficiency 
  You can use your bow as a shield. 
  Sting of the Wasp 
  Elf, BAB +1, Dex 15 
  You can fight one-handed and gain an 
  extra attack. 
  Sylvan Stealth 
  Elf, 5th level 
  You can become invisible in natural 
  surroundings. 
  Tree Climber 
  Dex 13, Acrobatics and Climb 5 ranks 
  You climb trees much faster than 
  normal. 
  Warrior Hunter 
  Elf, Combat Style ability, Favored 
  Enemy, Weapon training, Armor 
  Training, Warrior Caste racial trait 
  You can mix fighter and ranger abilities 
  well. 
  Will of the Resounding Whisper 
  Will of the Resounding Whisper trait, 
  Elf, see special 
  Your bond with the Arsae’Ladir grows 
  stronger and the sacred tree grants you 
  a number of potent abilities. 
  Wolf Fang Style  
  Elf, Improved Trip, BAB +4 
  You have learned to trip with ease in 
  combat, similar to a wolf. 
   
   
  Arcane Talent (General) 
  Magic is in your blood, and at your fingertips. 
    Prerequisite: elf, half-elf, or gnome; Cha 10. 
    Benefit: Choose a 0-level spell from the 
  sorcerer/wizard spell list. You can cast this spell 
  three times per day as a spell-like ability. The 
  caster level is equal to your character level. The 
  save DC is 10 + your Charisma modifier. 
   
   
   
  Attuned to the Wild (Elf) 
  You share a strong mystic connection with one 
  type of wilderness terrain. 
    Prerequisite: Elf. 
    Benefit: Select one type of terrain from the 
  ranger’s favored terrain class feature (except 
  urban). While you are in your selected terrain 
  type, your natural healing rate (the amount of hit 
  points and ability damage you heal from a full 
  night's rest) doubles. 
  
   
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    Special: You can take this feat multiple times. Its 
  effects do not stack. Each time you take it, it 
  applies to a different terrain type. 
   
  Attuned to the Wild (5e) 
  You share a strong mystic connection with one 
  type of wilderness terrain. 
    Prerequisite: Elf, Wis 13. 
   Your Constitution or Wisdom score 
  (choose one) increases by +1, to a 
  maximum of 20. 
   Select one type of terrain from the ranger 
  class's favored terrain class feature (except 
  urban). While you are resting in your 
  selected terrain type, you double your 
  Constitution modifier when rolling for 
  recovery dice. 
   
  Bardic Guile (Elf) 
  The seeds of greatness are within you, waiting to 
  be cultivated. 
    Prerequisites: Elf, Cha 13. 
    Benefit: You know and gain the ability to cast a 
  number of bard cantrips equal to your Charisma 
  bonus.  You also gain one 1st-level bard spell slot 
  and can cast but have no 2nd-level bard spell slots, 
  gaining only the bonus spells you would be 
  entitled to based on your Charisma score for that 
  spell level. You may also cast additional 1st level 
  spells if you have a high enough Charisma 
  attribute.  For each spell slot you possess you 
  know a spell of that level.  See the Pathfinder 
  Roleplaying Game Core Rulebook for more 
  information on bonus spells granted by a high 
  ability score. 
   
  Bardic Guile (5e)                                     
  The seeds of greatness are within you, waiting to 
  be cultivated. 
    Prerequisites: Elf, Cha 13. 
   You know and can cast a number of 
  bard cantrips equal to your Charisma 
  bonus.   
   You also know and can cast a 1st level 
  bard spell of your choice. 
   
  Battle Grace (Combat)                     
  The lithe and grace of the elves in battle is 
  legendary. 
    Prerequisites: Elf, Dex 13, 5 ranks in Perform 
  (dance), Weapon Finesse. 
    Benefit: Your weapon finesse feat now applies to 
  all elven weapons that are able to be used with 
  weapon finesse. Furthermore, you may make a 
  dance check while in combat during an attack or 
  move action as an Intimidate check to demoralize 
  all opponents within 30 feet of you that can see 
  you. 
   
  Battle Grace (5e)                                    
  The lithe and grace of the elves in battle is 
  legendary. 
    Prerequisites: Elf, Dex 13, Acrobatics proficiency. 
   Your Dexterity or Charisma score (choose 
  one) increases by +1, to a maximum of 20. 
   You can draw your weapon, even if 
  surprised, as a reaction.  
   Once per short rest, you may make an 
  Acrobatics vs. Wisdom check versus all 
  hostile targets within 30’.  Targets who fail 
  suffer disadvantage on attacks against you 
  for a number of rounds equal to your Dex 
  modifier. 
   
  Bonds of Desire (General) 
  Your magic is stronger when used on someone 
  with whom you have an intimate connection. 
    Prerequisites: Cha 13.  
    Benefit: Whenever you cast a spell with the 
  emotion or mind-affecting descriptor, if that spell 
  has one or more targets, and each of those targets 
  is a creature with whom you have had romantic 
  contact (including hugging or kissing) in the last 
  year, the saving throw DC of that spell (if any) 
  increases by +2. 
   
  Bonds of Desire (5e)                             
   Your magic is stronger when used on someone 
  with whom you have an intimate connection. 
    Prerequisites: Cha 13. 
   Your Charisma score increases by +1, to a 
  maximum of 20.  
   Whenever you cast an emotion or mind-
  affecting spell, if that spell has one or more 
  targets, and each of those targets is a 
  creature with whom you have had 
  
   
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  romantic contact (including hugging or 
  kissing) in the last year, the target suffers 
  disadvantage on the save. 
   
  Bounding Shot (Combat) 
  Bow masters beyond compare, elves and their 
  kindred move and attack with superior speed and 
  accuracy. 
    Prerequisite: Elf or half-elf, Dex 13, Dodge, 
  Mobility, Shot on the Run, base attack bonus +12. 
    Benefit: When using the Shot on the Run feat, 
  you designate two foes rather than one. Your 
  movement does not provoke attacks of 
  opportunity from either of these foes. While using 
  an attack action with the Shot on the Run feat, 
  you can make a second attack with a -5 penalty. 
  You can use both attacks against one of the 
  opponents targeted with this feat, or split your 
  attacks between them. 
    Special: Starting at 10th level, a ranger with the 
  archery combat style may select Bounding Shot as 
  a combat style feat. 
   
  Bow Song (Elf) 
  In ancient days, the elves would sing to the trees 
  and cull a magnificent bow as a gift from its boles. 
    Prerequisites: Briarborn, sylfaen or elf, ability to 
  cast wood shape, Tree Song racial trait. 
    Benefit: When casting wood shape and trying to 
  form an object from a living tree, you may sing to 
  the tree’s spirit about your role as its protector. 
  The tree will grant you the ability to create a 
  masterwork mighty composite bow (or 
  masterwork elven craft bow) equal to your 
  strength rating or masterwork bow or staff from 
  the casting of wood shape. This item will only 
  function for you, becoming a mere branch in 
  anyone else’s hands. You may enchant this item 
  normally, but it may not be enchanted by another 
  person. 
    Special: You may choose to cast a heightened 
  wood shape, granting your wood-shaped item an 
  enhancement bonus.  For every level of spell 
  invested into the casting above 2nd level, you may 
  create an item with a +1 enhancement bonus, up 
  to +3. For example: You may cast wood shape as 
  a 4th level spell to make your weapon a +2 
  mighty composite bow.  The bow can only gain 
  enhancement bonuses, not special abilities. 
  Bow Song (5e)                                           
  In ancient days, the elves would sing to the trees 
  and cull a magnificent bow as a gift from its boles. 
    Prerequisites: Briarborn, sylfaen, or elf race, 
  ability to cast wood shape, Tree Song racial trait. 
   You can sing to a tree and cast wood 
  shape to gain an enchanted bow, staff or 
  club.  For each higher level slot above the 
  normal your item gains a +1 magical 
  enhancement, up to a +3 bonus. 
   
  Branch Walker (General) 
  You can move as easily through the tree branches 
  as you do on the ground. 
   Prerequisites: Elf or half-elf, Dex 13, Acrobatics 
  and Climb 5 ranks. 
   Benefit: In a fairly densely packed forest or jungle, 
  you can move through the branches at half your 
  base speed.  Moving faster requires an Acrobatics 
  or Climb check (DC 20).  In order to use this feat, 
  you must, of course, first get to the height at which 
  the trees intersect each other (which may vary, 
  depending on the kinds of trees in the forest; the 
  GM has the final say).   
   
  Branch Runner (General) 
  You are an expert at moving across a wooded 
  canopy, slipping along tree branches and moving 
  from tree to tree. 
    Prerequisites: Elf or half-elf, Dex 15, Acrobatics 
  and Climb 8 ranks, Branch Walker. 
    Benefit: As Branch Walker, but you may now 
  move at your full base movement.   
   
  Branch Runner (5e)                            
   You can move as easily through the tree branches 
  as you do on the ground. 
    Prerequisites: Elf, Dex 15, Acrobatics and Athletics 
  proficiency. 
   In a fairly densely packed forest or jungle, 
  you can climb trees and vines at your full 
  movement speed.   
   You can also move from tree to tree at 
  your full movement rate without penalty. 
   You are treated as having half-cover 
  when moving within the trees. 
   
  
   
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  Breadth of Experience (Elf) 
  Although still young for your kind, you have a 
  lifetime of knowledge and training. 
    Prerequisite: Dwarf, elf or gnome; 100+ years 
  old. 
    Benefit: You get a +2 bonus on all Knowledge 
  and Profession skill checks, and can make checks 
  with those skills untrained. 
   
  Breadth of Experience (5e)    
   Although still young for your kind, you have a 
  lifetime of knowledge and training. 
    Prerequisite: Dwarf, elf or gnome; 100+ years 
  old. 
   Your Intelligence or Wisdom score (choose 
  one) increases by +1, to a maximum of 20. 
   You gain expertise in two skills you have 
  proficiency. 
   
  Champion of the Fey Court (Elf) 
  You are a zealot of the fey courts, following their 
  will and teachings over those of your order. 
    Prerequisites: Elf, Devoted of the Fey Court. 
    Benefit: Choose a fey patron. If your alignment is 
  within one step of your fey patron, you gain a 
  morale bonus of +1 to attack rolls or spell saving 
  throw DCs and a +2 morale bonus to critical 
  confirmation checks. 
   
  Champion of the Fey Court (5e)
   You are a zealot of the fey courts, following their 
  will and teachings over those of your order. 
    Prerequisites: Elf, Devoted of the Fey Court. 
   Your Charisma score increases by +1, to a 
  maximum of 20. 
   Choose a fey patron. If your alignment is 
  within one step of your fey patron, you 
  may add your proficiency bonus as an 
  additional bonus to an attack roll, spell 
  save DC or damage once per short rest. 
   
  Combat Prescience (Combat) 
  It is said that elves have great mental powers and 
  can read the minds of their foes in combat. 
    Prerequisite: Elf or half-elf, Dex 13, Combat 
  Reflexes, Dodge, 2 ranks in Sense Motive and 
  Perception. 
    Benefit: As an immediate action you can make a 
  Sense Motive check (adding your racial bonus to 
  Perception checks to the Sense Motive roll) to 
  discern how an opponent is going to attack you. 
  The DC for this check is equal to 10 plus the 
  opponent’s modified attack bonus. If successful, 
  you gain a dodge bonus equal to your Keen Senses 
  racial bonus versus this one opponent until the 
  opponent successfully makes an attack against you. 
  You must be aware of the opponent to use this 
  feat. If the opponent is hidden or concealed from 
  your view, you may not use this feat.  
   
  Combat Prescience (5e) 
  It is said that elves have great mental powers and 
  can read the minds of their foes in combat. 
    Prerequisite: Elf or half-elf, proficient in the 
  Insight skill. 
   Your Wisdom score increases by +1, to a 
  maximum of 20. 
   As a reaction, make an Insight skill check 
  against a target number equal to 8 + your 
  target’s proficiency bonus + Int bonus.  If 
  successful, your opponent’s next attack roll 
  suffers disadvantage. 
   
  Court Scribe (Elf) 
  Your research into the fey courts has drawn the 
  attention of a fey patron who wishes to teach you 
  more. 
    Prerequisites: Elf race, Devoted of the Fey Court, 
  able to prepare and cast 2nd-level or higher arcane 
  spells. 
    Benefit: Choose a fey patron from the Devoted 
  of the Fey Court list. That patron’s spells are 
  added to your class spell list and, if they are 
  already on that list, you add them to your 
  spellbook (or similar preparation device) as you 
  gain access to that spell level.  You can learn, 
  prepare, and cast these additional spells as a spell 
  of one spell-level higher than listed. 
   
  Court Scribe (5e) 
   Your research into the fey courts has drawn the 
  attention of a fey patron who wishes to teach you 
  
   
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  more. 
    Prerequisites: Elf, Int or Cha 13. 
   Your Intelligence score increases by +1, to 
  a maximum of 20. 
   Choose two cantrips from the Warlock 
  spell list.  You can now cast these spells at 
  will, using your Charisma as your 
  spellcasting stat.  The DC to save against 
  these spells is 8 + your proficiency bonus + 
  Charisma bonus. 
   
  Deflecting Shot (Combat) 
  With reflexes honed by the ages, you can shoot 
  projectiles out of the sky. 
    Prerequisite: Elf, Keen Senses racial trait, Elven 
  Weapon Focus, Elven Snap Shot, base attack bonus 
  +8. 
    Benefit: You may shoot projectiles out of the sky.  
  You treat all projectiles entering your point blank 
  shot range as incurring an attack of opportunity.  If 
  your attack meets the attack roll of the fired 
  projectile, you deflect or destroy the attack.  
   
  Deflecting Shot (5e) 
   With reflexes honed by the ages, you can shoot 
  projectiles out of the sky. 
    Prerequisite: Elf, proficient with bow or 
  crossbow. 
   Your Dexterity score increases by +1, to a 
  maximum of 20. 
   As a reaction, you may attempt to shoot a 
  single ranged attack out of the sky.  Make 
  a ranged attack against the attack roll of 
  the incoming missile.  If successful, you 
  negate the attack. 
   
  Devoted of the Fey Court (Elf) 
  Your faith in a patron of the fey court grants you a 
  worshipper’s boon. 
    Prerequisites: Elf, domain class feature. 
    Benefit: Choose a fey patron from the following 
  list. You can prepare and cast the spells granted by 
  your patron at the listed levels. You can also 
  expend your domain spell slots to cast those spells. 
   
  Beast – magic fang (1st), darkvision (2nd), rage 
  (3rd), beast shape II (4th), beast shape III (5th), 
  summon nature's ally VI (6th), summon nature's 
  ally VII (7th), animal shapes (8th), dominate 
  monster (9th) 
  Blood – bleed (1st), false life (2nd), vampiric touch 
  (3rd), locate creature (4th), waves of fatigue (5th), 
  antilife shell (6th), waves of exhaustion (7th), 
  horrid wilting (8th), mass hold monster (9th) 
  Conquest – bane (1st), bull's strength (2nd), greater 
  magic weapon (3rd), chaos hammer (4th), 
  unhallow (5th), heroes' feast (6th), word of chaos 
  (7th), binding (8th), freedom (9th) 
  Death – death watch (1st), touch of idiocy (2nd), 
  speak with dead (3rd), crushing despair (4th), 
  death ward (5th), eyebite (6th), waves of 
  exhaustion (7th), unholy aura (8th), soul bind 
  (9th) 
  Famine – touch of fatigue (1st), status (2nd), ray of 
  exhaustion (3rd), enervation (4th), waves of 
  fatigue (5th), harm (6th), waves of exhaustion 
  (7th), horrid wilting (8th), energy drain (9th) 
  Father – cure light wounds (1st), cure moderate 
  wounds (2nd), dispel magic (3rd), dimensional 
  anchor (4th), mass cure light wounds (5th), greater 
  dispel magic (6th), spell resistance (7th), mass cure 
  critical wounds (8th), mage's disjunction (9th) 
  Flame – burning hands (1st), heat metal (2nd), 
  summon nature's ally III (3rd, fire elemental only), 
  flame strike (4th), wall of fire (5th), fire seeds 
  (6th), fire storm (7th), sunburst (8th), summon 
  nature's ally ix (9th, fire elemental only) 
  Hound – magic stone (1st), stone call (2nd), meld 
  into stone (3rd), stoneskin (4th), wall of stone 
  (5th), stone tell (6th), summon nature's ally VII 
  (7th, fire elemental only), iron body (8th), 
  summon nature's ally IX (9th, earth elemental 
  only) 
  Mother – bless (1st), resist energy (2nd), magic 
  circle against evil (3rd), divine power (4th), dispel 
  evil (5th), greater glyph of warding (6th), holy 
  word (7th), holy aura (8th), mass heal (9th) 
  Oak – shillelagh (1st), bull's strength (2nd), speak 
  with plants (3rd), command plants (4th), wall of 
  thorns (5th), spellstaff (6th), changestaff (7th), 
  control plants (8th), shambler (9th) 
  Owl – keen senses (1st), owl's wisdom (2nd), 
  dominate animal (3rd), modify memory (4th), 
  dominate person (5th), mass owl's wisdom (6th), 
   
   
  
   
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  vision (7th), moment of prescience (8th), foresight 
  (9th) 
  River – create water (1st), soften earth and stone 
  (2nd), call lightning (3rd), dimension door (4th), 
  call lightning storm (5th), control water (6th), 
  greater teleport (7th), horrid wilting (8th), gate 
  (9th) 
  Traveler – longstrider (1st), bear's endurance (2nd), 
  neutralize poison (3rd), freedom of movement 
  (4th), tree stride (5th), transport via plants (6th), 
  greater teleport (7th), discern location (8th), 
  teleportation circle (9th) 
  Vermin – detect animals or plants (1st), summon 
  swarm (2nd), poison (3rd), repel vermin (4th), 
  insect plague (5th), symbol of fear (6th), creeping 
  doom (7th), mind blank (8th), mass hold monster 
  (9th) 
  War – enlarge person (1st), alter self (2nd), greater 
  magic weapon (3rd), mass enlarge person (4th), 
  greater command (5th), transformation (6th), 
  mage's sword (7th), iron body (8th), foresight 
  (9th) 
  Wind – expeditious retreat (1st), levitate (2nd), fly 
  (3rd), air walk (4th), control winds (5th), wind 
  walk (6th), summon nature’s ally vii (7th, air 
  elemental only), whirlwind (8th), crushing hand 
  (9th) 
   
  Discerning Eye (Elf) 
  You are not easily fooled by illusions and forgeries. 
    Prerequisites: Elf or half-elf, Keen Senses racial 
  trait. 
    Benefit: You receive a +2 racial bonus on saving 
  throws against illusion spells and effects and a +2 
  bonus on Linguistics checks to detect forgeries. You 
  can use the Linguistics skill to detect forgeries 
  untrained. 
   
  Discerning Eye (5e) 
   You are not easily fooled by illusions and 
  forgeries. 
    Prerequisites: Elf or half-elf, Perception 
  proficiency. 
   You gain expertise with Perception skill 
  checks. 
   You gain advantage on saving throws 
  against illusion spells and effects. 
   You also gain advantage on Investigation 
  or Perception checks to detect forgeries. 
   
  Efficient Survivalist (General) 
  You hunt and forage quickly in the forest. 
    Prerequisites: Survival 5 ranks. 
    Benefit: While traveling in the forest and using 
  the Survival skill to provide food and water or to 
  gain a bonus to Fortitude saves against inclement 
  weather, you may move your full overland speed. 
   
  Efficient Survivalist (5e) 
   You hunt and forage quickly in the forest. 
    Prerequisite: Survival proficiency. 
   Your Wisdom score increases by +1, to a 
  maximum of 20. 
   You gain advantage while traveling in the 
  forest and using the Survival skill to 
  provide food and water or to gain a bonus 
  to Constitution saves against inclement 
  weather, you may move your full 
  overland speed. 
   
  Elemental Penetration 
  (Metamagic) 
  Your energy spells penetrate the resistance of the 
  target. 
    Prerequisites: Elf, caster level 3rd. 
    Benefit: This feat may be applied to any spell 
  with an energy subtype (fire, cold, sonic, etc.).  
  The target’s energy resistance is reduced by 1 point 
  per caster level. An elemental penetration spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. Elemental penetration spells have no 
  impact on creatures with immunity to an energy 
  type, only resistance. 
   
  Elemental Penetration (5e) 
   Your energy spells penetrate the resistance of the 
  target. 
    Prerequisite: Elf, ability to cast 1st level spells. 
   Your Intelligence, Wisdom or Charisma 
  score (choose one) increases by +1 to a 
  maximum of 20. 
  
   
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   This feat may be applied to any spell with 
  an energy subtype (fire, cold, sonic, etc.).  
  The spell ignores a target’s energy 
  resistance. An elemental penetration spell 
  uses up a spell slot one level higher than 
  the spell’s actual level. Elemental 
  penetration spells have no impact on 
  creatures with immunity to an energy 
  type, only resistance. 
   
  Elf-bond (Elf) 
  You form a deep connection with another living 
  being, sometimes sharing the same thoughts. 
    Prerequisite: Wis 13, Autohypnosis 1 rank. 
    Benefit: You and another willing living creature 
  can be bonded in a ceremony that takes 8 hours.  
  This ability grants you several gifts.  You know if 
  your elf-bonded ally is in danger so long as they 
  are on the same plane.  These feelings manifest as 
  a subconscious warning that you instinctively 
  know means danger.  You can sense the bonded 
  allies location in general degrees, knowing the 
  compass direction, a feeling of “near” or “far,” 
  and lastly, you may as an immediate action 
  sacrifice 1d8 + your level in hit points which are 
  then transferred to the elf-bonded.  This ability 
  may only be performed once per day. 
    Special: Death separates the bond, though any 
  creature resurrected or raised again could have the 
  bond performed once more. 
   
  Historical Note: The elves have not always been so 
  forthcoming about the use of this ability.  While 
  some have certainly bonded with allies in pure 
  intention, they have also bonded with great heroes 
  and 
  important 
  figures 
  of 
  other 
  races.  
  Diplomatically, this is a sign of good will and aid 
  from the elves, but on a more pragmatic note, it has 
  allowed the elves to know the relative locations of 
  important generals and other key figures… 
   
  Elf-Bond (5e) 
   You form a deep connection with another living 
  being, sometimes sharing the same thoughts. 
    Prerequisite: Elf, Wis 13. 
   Increase your Wisdom or Charisma score 
  (choose one) by +1 to a maximum of 20. 
   You and another willing living creature can 
  be bonded in a ceremony that takes 8 
  hours.  This ability grants you several gifts.  
  You know if your elf-bonded ally is in 
  danger so long as they are on the same 
  plane.  These feelings manifest as a 
  subconscious warning that you instinctively 
  know means danger.  You can sense the 
  bonded allies location in general degrees, 
  knowing the compass direction, a feeling 
  of “near” or “far,” and lastly, you may as a 
  reaction sacrifice a recovery hit die which 
  is then transferred to the elf-bonded.  This 
  last ability may only be performed once 
  per long rest. 
   Death separates the bond, though any 
  creature resurrected or raised again could 
  have the bond performed once more. 
   
  Elfcraft (Elf) 
  You know the ancient secrets and techniques of 
  elven master craftsmanship. 
   Prerequisite: Elf, Craft (any) 5 ranks, Int 13. 
   Benefit: You can make items with the ‘elven’ 
  descriptor, such as elven chain, elven blades, etc. 
  and imbue them with special elven item 
  properties.  See the Equipment section for full 
  details. 
   
  Elvencraft Items in 5e 
  Elves in 5th Edition may simply craft elvencraft items 
  without the need for the feat. 
   
  Elf-Shot (Elf) 
  You can magically infuse a single arrow with 
  disease. 
    Prerequisite: Elf, 7th level. 
    Benefit: Once per day, as a full-round action, you 
  can make a single ranged attack with a projectile 
  weapon, and infuse that projectile with the power 
  of an ancient elven cursed disease. If the attack 
  hits, it deals damage as normal, and the target is 
  affected as though by the spell sylvan sickness. 
  Your caster level for this effect is equal to your Hit 
  Dice, and the spell's saving throw DC is Charisma-
  based. If you have the Fair Folk feat, it applies for 
  the purposes of determining the spell's saving 
  throw DC. A projectile affected with this ability 
  
   
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  vanishes completely after striking its target, leaving 
  no trace of its existence. 
   
  Elf-Shot (5e) 
   You can magically infuse a single arrow with 
  disease. 
    Prerequisite: Elf. 
   Your Dexterity or Wisdom score (choose 
  one) increases by +1, to a maximum of 20. 
   You can make a ranged attack with a 
  projectile weapon, and infuse that 
  projectile with the power of an ancient 
  elven cursed disease. If the attack hits, it 
  deals damage as normal, and the target is 
  poisoned for one minute per HD of the 
  attacker. A projectile affected with this 
  ability vanishes completely after striking its 
  target, leaving no trace of its existence.  
  You can perform this ability once per long 
  rest. 
   
  Elfling Celerity (Elfling) 
  You combine a supernatural speed with practiced 
  footwork that confounds your foes to no end. 
    Prerequisites: Elfling, Mobility, Dex 15. 
    Benefit: You may expend a swift action to take 
  an extra 5’ step this round.  You may do this a 
  number of times per day equal to your Dexterity 
  modifier (minimum 1).  Like other 5’ steps, these 
  do not cause attacks of opportunity. 
   
  Elusive Dance (Combat)  
  Your training in dance allows you to mirror and 
  anticipate an opponent's moves.   
    Prerequisites: Dodge, Dex 13, Perform (dance) 5. 
    Benefit: You may designate an opponent on your 
  turn as a free action.  If subjected to an attack of 
  opportunity from that opponent, you can make a 
  Perform (dance) check.  If your skill check is 
  greater than the attack, it is negated. 
   
  Elusive Dance (5e)                       
  Your training in dance allows you to mirror and 
  anticipate an opponent's moves.   
    Prerequisites: Dex 13, Performance and 
  Acrobatics proficiency. 
   Your Dexterity or Charisma score (choose 
  one) increases by +1, to a maximum of 
  20. 
   You may designate an opponent on your 
  turn as a free action.  You may use the 
  Dodge action as a reaction to the attack, 
  forcing your foe to attack with 
  disadvantage. 
   
  Elven Accuracy (Combat) 
  Your sharp eyesight makes difficult shots easier. 
    Prerequisites: Elf. 
    Benefit: If you miss due to concealment when 
  making a ranged attack with a longbow or 
  shortbow (including composite bows), you can 
  reroll your miss chance roll one time to see if you 
  actually hit.  
   
  Elven Accuracy (5e)                    
   Your sharp eyesight makes difficult shots easier. 
    Prerequisites: Elf. 
   Your Dexterity score increases by +1, to a 
  maximum of 20. 
   As a bonus action, you aim carefully and 
  gain advantage on your next ranged 
  attack.  You can only perform this ability 
  once per short rest. 
   
  Elven Alertness (General) 
  Your sight and hearing are so acute that you are 
  almost never surprised. 
    Prerequisites: Elf or half-elf, Perception 3 ranks. 
    Benefit: You gain a +2 bonus on Perception and 
  Sense Motive skill checks, and always retain your 
  Dex bonus to AC, even if surprised or attacked by 
  an invisible creature. 
    Special: This feat counts as the Alertness feat for 
  all purposes and requirements.  
   
  Elven Alertness (5e)                  
   Your sharp eyesight makes difficult shots easier. 
    Prerequisites: Elf, Insight and Perception 
  proficiency. 
   You gain expertise in Perception and 
  Insight skill checks. 
  
   
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   You can’t be surprised as long as you are 
  still conscious. 
   Foes do not gain advantage on attacks 
  against you when they are hidden. 
   
  Elven Battle Training (Combat)   
  You have been specially trained to wield a variety 
  of traditional elven weapons. 
    Prerequisites: Elf, base attack bonus +1. 
    Benefit: You have received special training with 
  traditional elven weapons (longbows, composite 
  longbows, longswords, rapiers, shortbows, 
  composite shortbows, and any weapon with the 
  word “elven” in its name). You receive a +2 bonus 
  to your CMD against disarm and sunder 
  maneuvers directed at one of these weapons you 
  are wielding. In addition, if you are wielding one 
  of these melee weapons, you may make an 
  additional attack of opportunity each round (this 
  bonus stacks with Combat Reflexes).  
   
  Elven Battle Training (5e)
   You have been specially trained to wield a variety 
  of traditional elven weapons. 
    Prerequisites: Elf, Elf Weapon Training. 
   Your Dexterity score increases by +1, to a 
  maximum of 20. 
   As a bonus action, you can gain 
  advantage on your next attack with a 
  racial weapon.  You can only perform 
  this ability once per short rest. 
   While dual-wielding weapons covered by 
  your Elf Weapon Training, you can add 
  your ability modifier to the damage of 
  the off-hand attack. 
   
  Elven Charm (Elf) 
  Your elven beauty is bewitching, allowing you to 
  influence the minds and hearts of lesser races. 
    Prerequisites: Fair Folk. 
    Benefit: You can cast charm person as a spell-like 
  ability 3 times per day. Additionally, if you are at 
  least 5th level, you can cast unnatural lust as a 
  spell-like ability once per day, except that you are 
  limited to only affecting humanoid targets. Your 
  caster level for the purposes of these abilities is 
  equal to your Hit Dice, and the saving throw DCs 
  are Charisma-based (including the bonus to your 
  Charisma score from the Fair Folk feat). 
   
  Elven Charm (5e)
   Your elven beauty is bewitching, allowing you to 
  influence the minds and hearts of lesser races. 
    Prerequisites: Elf, Cha 13. 
   Your Charisma score increases by +1, to a 
  maximum of 20. 
   You gain the ability to cast charm person 
  or unnatural lust once per rest as a 
  spellcaster of equal level to your hit dice.  
  Your spellcasting ability score for this spell 
  is Charisma, and the DC of the effect is 8 
  + your proficiency bonus + your 
  Charisma modifier. 
   
  Elven Deflect Arrow (Elf) 
  Born to the bow, you do not back down when it 
  is used against you. 
    Prerequisites: Elf, Elven Weapon Focus or 
  Weapon Focus (bow), Dex 13. 
    Benefit: You may deflect arrows using your bow.  
  You must have at least one hand holding a bow to 
  use this feat.  Once per round when you would 
  normally be hit with an attack from a ranged 
  weapon you may deflect it with your bow so that 
  you take no damage from it as a free action.  You 
  must be aware of the attack and not be flat-
  footed.  Unusually massive ranged weapons (such 
  as boulders or ballista bolts) and ranged attacks 
  generated by natural attacks or spell effects can’t 
  be deflected. 
   
  Elven Arrow Deflection (5e)
   
   Born to the bow, you do not back down when it 
  is used against you. 
    Prerequisites: Elf, Elf Weapon Training, Dex 15. 
   Your Dexterity score increases by +1, to a 
  maximum of 20. 
   When attacked with a ranged weapon, as 
  a reaction, you may add your proficiency 
  bonus to your AC by using your bow as a 
  shield of sorts.  You must be holding a 
  bow to use this ability.  You may also not 
  use this ability on larger than medium-
  sized projectiles. 
   
   
  
   
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  Elven Eyes (Elf) 
  Your eyes are exceptionally adapted for seeing in 
  conditions of low light. 
    Prerequisite: Elf, Keen Senses. 
    Benefit: You treat conditions of dim light as 
  though they were normal light for the purposes of 
  how well you can see. This means that creatures in 
  dim light do not have concealment from you, and 
  creatures in dim light cannot use Stealth to hide 
  from you unless they have another source of cover 
  or concealment, or would otherwise be able to 
  hide from you under the same conditions in 
  normal light. Finally, you gain a +4 bonus on 
  Perception checks made in areas of dim light. 
   
  Elven Exemplar (Elf) 
  The mystical qualities of the elves is very apparent 
  in you. 
    Prerequisites: Elf. 
    Benefit: You may choose any one of the alternate 
  Elven Racial traits. 
    Special: You may choose this feat multiple times. 
  Each time it applies to a new racial trait. 
   
  Elven Grace (Elf) 
  Your grace is unmatched by most mortal races, 
  and appears supernatural to non-elves. 
   Prerequisite: Elf or half-elf, Dex 15. 
   Benefit: When making any Dexterity ability checks 
  or Initiative, you may take 10 instead of rolling. 
   
  Elven Grace (5e) 
  Your grace is unmatched by most mortal races, 
  and appears supernatural to non-elves. 
   Prerequisite: Elf or half-elf, Dex 15. 
   Your Dexterity score increases by +1, to a 
  maximum of 20. 
   You gain advantage on all Dexterity-based 
  skill checks and Initiative. 
   
  Elven Loremaster (Elf) 
  You are a scholar and great collector of elven lore 
  both written and storied. 
   Prerequisite: Elf, Int 13, Breadth of Experience. 
   Benefit: When making knowledge skill checks, you 
  may roll two dice, keeping the best result, a 
  number of times per day equal to your Intelligence 
  modifier. 
    Special: You may not perform this ability on the 
  same knowledge skill check multiple times. 
   
  Elven Loremaster (5e) 
   You are a scholar and great collector of elven lore 
  both written and storied. 
   Prerequisite: Elf, Breadth of Experience. 
   Your Intelligence score increases by +1, to 
  a maximum of 20. 
   You have advantage on all Intelligence-
  based skill checks, even those you are not 
  proficient in.  
   
  Elven Manyshot (Combat) 
  Graced with dexterity other races find daunting, 
  you use it and skill with the bow to make attacks 
  with such speed and fluidity that it defies logic. 
    Prerequisite: Elf or half-elf, Dex 17, Elven Point 
  Blank Shot, Rapid Shot, base attack bonus +6. 
    Benefit: You gain the use of the Manyshot feat.  
  Optionally, you can fire your first two arrows at a 
  different target instead of firing them at the same 
  target.  You make a separate attack roll for each 
  arrow each at a – 2 penalty. Your precision-based 
  damage applies to each arrow fired, and, if you 
  score a critical hit with both of the arrows, each 
  critical hit deals critical damage. 
    Special: An elven fighter may select this feat as 
  one of his fighter bonus feats. An elven ranger of 
  10th level or higher may choose this feat as one of 
  his combat style feats. 
   
  Elven Point Blank Shot 
  (Combat) 
  Your accuracy with ranged weapons astound great 
  archers of other races. 
    Prerequisite: Elf or half-elf. 
    Benefit: You get a +1 bonus on attack and 
  damage rolls with ranged weapons at ranges of up 
  to 60 feet.  This increases your weapon’s first 
  range increment if you have a +4 bonus to 
  Perception from Keen Senses. This feat meets any 
  requirement for feats, class abilities, etc., that Point 
  Blank Shot is required for. 
   
   
   
  
   
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  Elven Resolve (Half-Elf) 
  Whether stoic and impassive or cheerful and 
  lighthearted, elves are known to surpass and 
  survive many hardships and grievances.  
    Prerequisite: Elf. 
    Benefit: You gain a +1 racial bonus to two 
  different saving throws of your choice. Once 
  chosen they may not be changed. 
   
  Elven Resolve (5e) 
   Whether stoic and impassive or cheerful and 
  lighthearted, elves are known to surpass and 
  survive many hardships and grievances. 
   Prerequisite: Elf. 
   You gain proficiency in either Intelligence, 
  Wisdom or Charisma saves (choose one).  
  This feat may be taken up to three times. 
  Each time it applies to a different mental 
  stat. 
   
  Elven Spirit (Elf) 
  Although you are of mixed heritage, you are closer 
  to your elven relatives and the magic in their 
  blood flows freely in your veins.  
    Prerequisite: Half-elf. 
    Benefit: You possess the elven magic racial trait of 
  the elves, granting you a +2 racial bonus on caster 
  level checks made to overcome spell resistance. In 
  addition, you receive a +2 racial bonus on 
  Spellcraft checks made to identify the properties of 
  magic items. Alternatively, you can instead gain 
  any one racial trait that elves can exchange for the 
  elven magic racial trait. 
    Special: You can only take this feat at 1st level. If 
  you take this feat, you cannot take the Human 
  Spirit feat. 
   
  Elven Snap Shot (Combat) 
  Your keen sense of your surroundings as well as 
  your speed and execution with the bow make you 
  one of the most feared enemies on the battle field. 
    Prerequisites: Elf, Dex 17, Elven Weapon Focus, 
  Elven Point Blank Shot, Rapid Shot, base attack 
  bonus +6. 
    Benefit: While wielding a ranged weapon with 
  which you have Elven Weapon Focus, you 
  threaten squares within 15 feet of you. You can 
  make attacks of opportunity with that ranged 
  weapon. You do not provoke attacks of 
  opportunity when making a ranged attack as an 
  attack of opportunity. 
    Special: If your keen senses ability is +4, you 
  threaten an additional +10 feet.  This feat also 
  counts as the Snap Shot feat for all purposes.  In 
  addition, if you are threatened by a foe, you lose 
  the benefits of this feat. 
    Normal: While wielding a ranged weapon, you 
  threaten no squares and can make no attacks of 
  opportunity with that weapon. 
   
  Elven Weapon Focus (Combat) 
  Barely at the end of your youth, you have lived 
  longer than most other races get to live at all. The 
  depth of your training with the weapons of your 
  racial heritage proves it.  
    Prerequisites: Elf, Weapon Familiarity racial trait. 
    Benefit: You have taken the Elven Weapon 
  Familiarity trait to an extreme level. You 
  effectively have Weapon Focus with all weapons 
  listed in the trait: longbows (including composite 
  longbows), longswords, rapiers, and shortbows 
  (including composite short bows) and any weapon 
  with the word “elven” in it. This does not stack 
  with Weapon Focus. 
   
  Exile’s Path (Half-Elf) 
  A lifetime spent shunned by others and eschewing 
  your heritage makes you resistant to efforts to pry 
  inside of your mind.  
    Prerequisites: Half-elf. 
    Benefit: Once per day, when you fail a Will save 
  against an enchantment spell or effect, you may 
  reroll that saving throw, but must take the reroll 
  result even if it's worse. 
   
  Expert Tracker (Elf) 
  Your keen senses allow you to easily hunt both 
  man and beast.  
    Prerequisites: Elf, Keen Senses racial ability, 
  Perception 3 ranks. 
    Benefit: You gain a racial bonus to Survival 
  checks made to track equal to half your level 
  (minimum 1). 
   
  Extra Combat Style (Combat) 
  Years of training with myriad weapons allows you 
  the flexibility of additional combat styles. 
  
   
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    Prerequisite: Elf, Combat Style ability, Warrior 
  Caste racial trait. 
    Benefit: You may choose an extra combat style. 
  You still need to meet class based levels to select 
  from the style, for example; you must be at least a 
  2nd level ranger to choose from the group of 
  combat styles allowed to 2nd level rangers. Upon 
  selecting this feat you gain one of the styles, and 
  may use your normal feats to select from the 
  newly acquired combat style list. 
    Special: You may select this feat multiple times, 
  to a maximum of once per four points of base 
  attack bonus.  
   
  Extra Combat Style (5e) 
  Your versatility training in combat allows you to 
  gain an additional fighting style. 
    Prerequisite: Combat Style class feature. 
   You may choose an extra fighting style 
  from your class. 
   
  Extra Spells Known (Elf) 
  Kin of the Fey, magic is more than second nature; 
  it is in your blood. 
    Prerequisite: Elf, Spontaneous Spell Casting 
  ability. 
    Benefit: Your spellcasting modifier also increases 
  your amount of spells known, as well as spells per 
  day. 
    Normal: Unlike spells per day, the number of 
  spells known is not affected by a caster’s ability 
  score; the numbers Spells Known tables are 
  normally fixed. 
   
  Fair Folk (Elf) 
  You are graced with the fey beauty that is a 
  hallmark of the ancient elves. 
    Prerequisites: Elf, Cha 13. 
    Benefit: You treat your Charisma score as being 4 
  higher than it actually is for the purposes of 
  Charisma checks and Charisma-based skill checks, 
  as well as for the purposes of determining the 
  effect of spells that specifically compare your 
  Charisma score to the Charisma score of the target 
  (or caster, if you are the target of such a spell). 
  This does not directly affect the spellcasting 
  abilities of classes whose primary spellcasting 
  ability score modifier is Charisma, nor does it 
  apply to other class features or abilities that 
  depend on Charisma (such as the attack bonus on 
  a paladin’s smite evil, or the number of times per 
  day a cleric can channel energy). 
   
  Favored Terrain (Elf) 
  Your elven heritage has given you a special affinity 
  for the lands of your people. 
    Prerequisites: Elf or half-elf, Wis 13, Knowledge 
  (geography) 3 ranks. 
    Benefit: Choose a terrain from the list of the 
  ranger’s Favored Terrains.  You must have lived 
  within that terrain for at least a decade of your 
  life.  You gain the Favored Terrain ability of a 
  ranger for that terrain. 
    Special: You may choose this feat again to gain 
  additional favored terrains. 
   
  Favored Sniping (Elf) 
  Stealth and surprise have long been tactics used by 
  the elves. You excel at it while hunting your 
  enemies. 
    Prerequisite: Elf or half-elf, Favored Enemy class 
  feature. 
    Benefit: You add your favored enemy bonus to 
  your stealth check after sniping when attacking a 
  favored enemy. 
   
  Forest Stalker (Elf) 
  Learning to hunt and fight among the trees has 
  taught you to maximize the advantages of cover. 
    Prerequisite: Elf or half-elf, Stealth 5 ranks. 
    Benefit: When benefiting from cover, you treat it 
  as though it were one class greater.  This feat can 
  never be used to grant total cover. 
   
  Forest Stalker (5e) 
   Learning to hunt and fight among the trees has 
  taught you to maximize the advantages of cover. 
   Prerequisite: Elf or half-elf, Stealth proficiency. 
   
   When benefitting from cover, you treat it 
  as though it were one class greater.  You 
  also have advantage on all Stealth checks 
  when in forest terrain. 
  
   
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  Gifted Medium (General) 
  You may share your gifted sight with others. 
    Prerequisite: Caster level 1st, Spell Focus 
  (divination), elf. 
    Benefit: One or more willing creatures (up to 
  your caster level) may join hands with you during 
  the casting of any divination spell. For the 
  duration of the spell, as long as all participants 
  maintain in physical contact, they can see, hear, or 
  otherwise sense exactly what you sense as a result 
  of your divination spell. If any participant breaks 
  physical contact, the spell ends immediately. 
   
  Greater Combat Patrol 
  (Combat) 
  Your keen senses allow you to act uncannily swift. 
    Prerequisite: Elf or half-elf, Keen Senses racial 
  trait, Improved Combat Patrol, base attack bonus 
  +16. 
    Benefit: You may now set up a Combat Patrol as 
  a move-equivalent action instead of a standard 
  action. 
   
  Greater Elven Immunities (Elf) 
  Your mind is more resistant to enchantments even 
  than that of other elves. 
    Prerequisites: Elven immunities racial trait. 
  
   
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    Benefit: You are immune to charm effects, and 
  your racial bonus on saving throws made against 
  other enchantment spells and effects increases to 
  +4. Additionally, once per day, when you 
  successfully resist an enchantment spell or effect 
  (whether by being immune to its effects, 
  succeeding on a saving throw, the spell failing to 
  overcome your spell resistance, or so on), as an 
  immediate action, you can redirect the effect back 
  at its originator, who is affected as though he were 
  the effect’s target (he is still entitled to any saving 
  throws or other defenses normally allowed by the 
  effect).  
   
  Greater Elven Resolve (Elf) 
  Your resolve to live and fight another day is 
  legendary. 
    Prerequisite: Elf, Elven Resolve. 
    Benefit: The racial bonus to the two saving 
  throws you chose when you took the Elven 
  Resolve feat increase to +2.  
   
  Greater Elven Weapon Focus 
  (Combat) 
  Continued training with the weapons of your 
  Elven heritage, you excel in your prowess when 
  using them.  
    Prerequisites: Elf, Warrior Caste racial trait, 
  Weapon Familiarity racial trait, Elven Weapon 
  Focus, base attack bonus +12. 
    Benefit: You effectively have Greater Weapon 
  Focus with all weapons listed in the Weapon 
  Familiarity trait: longbows (including composite 
  longbows), longswords, rapiers, and shortbows 
  (including composite shortbows) and any weapon 
  with the word “elven” in it. This does not stack 
  with Weapon Focus or Greater Weapon Focus. 
   
  Guardian of the Wild (Elf) 
  Your mystic connection with the wilderness 
  enhances your ability to react to threats.  
    Prerequisites: Elf, Attuned to the Wild. 
    Benefit: When you are in a terrain type you have 
  selected the Attuned to the Wild feat for, you gain 
  a +2 dodge bonus to Armor Class. If you are in an 
  area that qualifies as more than one kind of 
  terrain, these bonuses do not stack; you receive 
  the bonus for only one of the terrain types. 
  Half-Drow Paragon (Half-Elf) 
  Your drow blood is particularly strong.  
    Prerequisites: Drow-blooded and drow magic 
  racial traits, half-elf. 
    Benefit: You count as a drow for any effects that 
  relate to race. Furthermore, the spell-like abilities 
  granted to you by your drow magic racial trait 
  count as drow spell-like abilities for the purposes 
  of any feat prerequisites. 
  Harrowing Husk (Spell 
  Enhancement) 
  When you cast barkskin, it manifests in frightening 
  ways. 
    Prerequisites: Briarborn, sylfaen or elf, ability to 
  cast barkskin. 
    Benefit: When you cast the barkskin spell, the 
  natural armor takes the form of twisted, menacing 
  branches and vines. This effect grants you a 
  competence bonus on your intimidate checks 
  equal to the armor bonus granted by the spell for 
  as long as the spell lasts. 
   
  Harrowing Husk (5e)
   
  When you cast barkskin, it manifests in frightening 
  ways. 
    Prerequisites: Briarborn, sylfaen or elf, ability to 
  cast barkskin. 
   
   When you cast the barkskin spell, the 
  natural armor takes the form of twisted, 
  menacing branches and vines. For the 
  duration of the spell you gain advantage 
  on all Intimidate checks. 
   
  Human Spirit (Half-Elf) 
  Your blood burns with the passion and unyielding 
  quest for self-improvement displayed so 
  prominently by your human relatives. 
    Prerequisite: Half-elf. 
    Benefit: You receive 1 bonus skill rank. Whenever 
  you gain another Hit Die, you gain an additional 
  skill rank. You cannot gain more than four skill 
  ranks in this way. 
    Special: You can only take this feat at 1st level. If 
  you take this feat, you cannot take the Elven Spirit 
  feat. 
   
  
   
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  Imperious Dismissal (Elf) 
  As an elf, your magic is not only superior to that 
  of your foes, it is also more elegant and refined. 
    Prerequisite: Fair Folk. 
    Benefit: Whenever you make a caster level check 
  to overcome spell resistance or dispel or counter a 
  spell, you gain a +1 bonus on the check for every 2 
  points by which your Charisma score exceeds the 
  Charisma score of the creature whose spell 
  resistance you are attempting to overcome or 
  whose spell you are attempting to dispel or 
  counter (to a maximum bonus of +10). The bonus 
  from the Fair Folk feat applies when determining 
  the difference between your Charisma score and 
  the other creature's. This bonus does not stack with 
  Spell Penetration or Greater Spell Penetration. 
   
  Improved Combat Patrol 
  (Combat) 
  Your keen senses allow you to act uncannily swift. 
    Prerequisite: Combat Patrol, base attack bonus 
  +10. 
    Benefit: You may now set up a Combat Patrol as 
  a standard action instead of a full-round action.   
   
  Improved Combat Prescience 
  (Combat) 
  Reading your foes as easily as a scribe discerns 
  script, you determine your opponent’s actions and 
  react with deadly consequence. 
    Prerequisite: Elf or half-elf, Dex 17, Combat 
  Prescience, 5 ranks in Sense Motive, 5 ranks in 
  Perception. 
    Benefit: As an immediate action you can make a 
  Sense Motive check (adding your Keen Senses 
  racial bonus to the Sense Motive roll) to discern if 
  an opponent is going to move away and/or 
  provoke an attack of opportunity. The DC for this 
  check is equal to the creatures AC. If the creature 
  has the Mobility feat and is moving away, he may 
  add the +4 bonus to AC from this feat to the DC. 
  As part of the same immediate action, if this 
  opponent provokes an attack of opportunity, you 
  may choose to make 2 attacks of opportunity 
  against this one target, although the second attack 
  is made at a -5 penalty. This attack counts against 
  the number of attacks of opportunity you can 
  make in a round based on the combat reflexes 
  feat. 
    Normal: You may only make one attack of 
  opportunity per round, and only one per 
  opponent per round. 
   
  Improved Deflecting Shot 
  (Combat) 
  You are so skilled at shooting down projectiles 
  that onlookers are awestruck. 
    Prerequisite: Deflecting Shot, base attack bonus 
  +12. 
    Benefit: If your deflecting shot is successful, you 
  may use your attack roll as an Intimidate check to 
  demoralize all opponents within 60 feet who can 
  see you.  
   
  Improved Elven Charm (Elf) 
  Your supernatural beauty speaks for itself, inspiring 
  awe and obedience in less comely creatures. 
    Prerequisite: Elven Charm, character level 11th. 
    Benefit: The first time each day that any given 
  humanoid creature with a Charisma score at least 
  8 points lower than yours looks at you from 
  within 60 feet, that creature must succeed on a 
  Will save (DC 10 + 1/2 your Hit Dice + your 
  Charisma modifier) or be affected as though by 
  charm person, except that the effect lasts for 24 
  hours. Creatures that are aware of this ability can 
  avert their gaze to avoid it, in a manner similar to 
  a gaze attack. The bonus to your Charisma score 
  from the Fair Folk feat applies for all aspects of this 
  feat. 
   
  Intuitive Shot (Combat) 
  Years of hunting have honed your instincts and 
  made your shots decidedly lethal. 
    Prerequisite: Elf or half-elf, Wis 13, Elven Point 
  Blank Shot, Precise Shot. 
    Benefit: As a standard action, you may make an 
  attack with a bow or crossbow and add your 
  Wisdom modifier on the damage roll. You must be 
  within 30 feet (or your Elven Point Blank Shot 
  range) of your target to deal this extra damage. 
  Creatures immune to critical hits and sneak attacks 
  are immune to this extra damage. This does not 
  stack with the Focused Shot feat. 
    Special: Starting at 2nd level, a ranger with the 
  archery combat style may select Intuitive Shot as a 
  
   
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  combat style feat. 
   
  Intuitive Shot (5e) 
   
  Years of hunting have honed your instincts and 
  made your shots decidedly lethal. 
    Prerequisites: Elf or half-elf, Wis 13, proficiency 
  with bows or crossbows. 
   
   Increase your Wisdom score by +1 to a 
  maximum of 20.   
   You treat all cover or concealment as one 
  category lower and may choose to use 
  your Wisdom bonus to attack and damage 
  with ranged weapons instead of Dexterity. 
   
  Intuitive Strike (Combat) 
  You use your connection to the divine to discern 
  your enemies weakness. 
    Prerequisite: Wisdom 13, ability to cast Druid or 
  Ranger Spells, Sneak Attack ability. 
    Benefit: You may sacrifice a Druid or Ranger spell 
  in order to gain bonus dice damage during a sneak 
  attack. As a swift action you may sacrifice one of 
  your memorized spells and gain 1d6 damage per 
  level of the spell sacrificed on your next sneak 
  attack.  
   
  Jinx (Elfling) 
  Your Halfling ancestry allows you to jinx foes. 
    Prerequisites: Elfling, Cha 13. 
    Benefit: You can jinx enemies like a Halfling.  You 
  gain the ability to curse another creature with bad 
  luck at will as a standard action. This curse has a 
  range of 30 feet, and you must be able to see the 
  target and have line of effect to it. The target gets a 
  Will saving throw to resist this jinx (DC = 10 + 1/2 
  your level + your Charisma modifier). If your target 
  makes this saving throw, it is immune to your jinx 
  ability for 24 hours. A jinxed creature takes a –1 
  penalty on all saving throws. This jinx lasts for 24 
  hours or until you attempt to use your jinx again. A 
  jinx is a supernatural ability, is not mind-affecting, 
  does not allow spell resistance, and can affect any 
  kind of creature not immune to luck effects.  
   
   
   
  Jinx (5e) 
  Your Halfling ancestry allows you to jinx foes. 
    Prerequisites: Elfling, Cha 13. 
   
   You can jinx enemies like a Halfling.  You 
  gain the ability to curse another creature 
  with bad luck at will as an attack action. 
  This curse has a range of 30 feet, and you 
  must be able to see the target and have 
  line of effect to it. The target gets a 
  Wisdom saving throw to resist this jinx 
  (DC = 8 + proficiency bonus + your 
  Charisma modifier). If your target makes 
  this saving throw, it is immune to your jinx 
  ability for 24 hours. A jinxed creature 
  suffers disadvantage on its next saving 
  throw. This jinx lasts for 24 hours or until 
  you attempt to use your jinx again. 
    
  Keen Accuracy (Combat) 
  Few live to tell the tale of an elven ambush, as the 
  elves use their keen eyesight to provide 
  punishingly accurate blows with ranged attacks. 
    Prerequisites: Elf, Wis 13, Weapon Focus (bow), 
  Weapon Focus (ray) or Elven Weapon Focus, base 
  attack bonus +8. 
    Benefit: As a standard action you may make a 
  single attack and choose to employ one of the 
  following three tactics: 
   
  You gain your Keen Senses racial bonus to 
  Perception checks as a racial bonus to hit 
  with any ranged attack that you also have 
  Weapon Focus or Elven Weapon Focus 
  for. 
   
  You gain your Keen Senses racial bonus to 
  Perception checks as a racial bonus to 
  damage with any ranged attack that you 
  also have weapon focus or Elven Weapon 
  Focus for. 
   
  You gain half your Keen Senses racial 
  bonus to Perception checks to your threat 
  range with any bow that you also have 
  weapon focus or Elven Weapon Focus for. 
  This does stack with the Improved Critical 
  feat or keen weapon ability. 
   
   
   
  
   
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  Keen Accuracy (5e) 
  Few live to tell the tale of an elven ambush, as the 
  elves use their keen eyesight to provide 
  punishingly accurate blows with ranged attacks. 
    Prerequisites: Elf, Wis 13, proficiency with bows 
  or crossbows and proficient with Perception. 
   
   You gain a +1 to hit and damage with 
  ranged weapons and your ranged 
  weapons critical ranges increases by +1.  
  This ability only works within your 
  weapon’s first range increment. 
     
  Leaf Dancer (Combat) 
  You move as swift in combat as a dancing leaf. 
    Prerequisites: Elf race, Dex 15, base attack bonus 
  +8. 
    Benefit: You can move up to one-half your 
  movement and still use the following special 
  attacks afterwards: Charge, Many Shot, Rapid 
  Shot, Sting of the Wasp, Two-Weapon Fighting, or 
  Wolf’s Fangs. Other special attack actions may also 
  be available, but only if they can be performed 
  using your highest attack bonus. 
   
  Leaf Singer (General) 
  Your songs recount the ways and mysteries of your 
  people. 
    Prerequisites: Cha 13, Bardic Performance class 
  feature, elf or half-elf. 
    Benefit: When you use bardic performance with 
  audible components in a forest, the range or area 
  of your chosen performance is doubled. In 
  addition, the DC for saving throws against your 
  bardic performance is increased by +2 for 
  creatures of the fey type, regardless of where the 
  performance occurs. 
   
  Leaf on the Wind (Elf) 
  Your mastery of body allows you to cross difficult 
  terrain without effort. 
    Prerequisites: Elf, Ki class feature. 
    Benefit: As long as you have at least 1 point of ki 
  in your pool, you ignore difficult terrain when you 
  move through it. You can also spend 1 ki point as 
  a swift action before moving to move across 
  ropes, branches, or even water or other surfaces 
  that cannot support your weight. You must begin 
  and end your move on a surface that will support 
  your weight or you will fall. Finally, you can 
  spend 3 ki points as a swift action before moving 
  to move across air in the same way. 
   
  Learning Curve (Elf) 
  Whether the elves have studied the Art longer than 
  most races get to live, or because of the magic 
  inherent in their blood, the elves’ understanding of 
  magic is far beyond the comprehension of their 
  other races. 
    Prerequisites: Spell Penetration and the Elven 
  Magic or Magic in the Blood elven racial trait. 
    Benefit: Each time you fail a Spell Resistance 
  check against an opponent you gain a +1 
  competence bonus to your next check against that 
  same target. Each failed check nets a cumulative +1 
  bonus up to your casting modifier. This bonus 
  remains in effect for the entire encounter. 
   
  Lethal Double Slice (Combat) 
  Woe to the fool who thinks you have a weaker 
  arm. 
    Prerequisites: Dex 15+, Lethal Grace, Two 
  Weapon Fighting. 
    Benefit: Add your Dexterity bonus to damage 
  rolls made with your off-hand weapon. 
    Normal: You normally add only half of your 
  Dexterity modifier to damage rolls made with a 
  weapon wielded in your off-hand. 
   
  Lethal Grace (Combat) 
  Beautiful even in war, and as dangerous as 
  ferocious freezing winds of the tundra, elves have 
  cut their way through history, and every stroke as 
  delicate as those of an artist. 
    Prerequisites: Dex 15, Weapon Finesse, Elven 
  Weapon Focus. 
    Benefit: When wielding a weapon with which 
  you have weapon finesse and elven weapon focus, 
  you may add your dexterity modifier instead of 
  your strength modifier to damage. You only add 
  half of your dexterity modifier to your off hand 
  damage. 
   
  Light Step (General) 
  You pick your way nimbly through even the most 
  dangerous and uneven terrain. 
    Prerequisites: Acrobatic Steps, Nimble Moves, elf. 
  
   
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    Benefits: You can ignore the effects of difficult 
  terrain in natural environments, as if it were 
  normal terrain. 
   
  Lightning Shot (Combat) 
  Elven bowmen and their legendary speed with the 
  weapon has saved countless lives. 
    Prerequisites: Elf, Quick Draw and Combat 
  Reflexes. 
    Benefits: In the surprise round if you are 
  surprised, you may make a single attack with a 
  bow at a – 5 penalty. 
  Manyshot (5e) 
  You can fire multiple arrows in a single shot. 
    Prerequisite: Dex 15, Rapid Shot. 
   
   When you make a ranged attack, you can 
  make another ranged attack against the 
  same target or another target within 10’ 
  of that target. 
   
  Mage of the Wild (Elf) 
  Your mystic connection with the wilderness 
  enhances your spellcasting. 
    Prerequisites: Attuned to the Wild, elf. 
    Benefit: When you are in a terrain type you have 
  selected the Attuned to the Wild feat for, you gain 
  a +2 bonus on caster level checks, concentration 
  checks, and Knowledge (arcana) and Spellcraft 
  checks. If you are in an area that qualifies as more 
  than one kind of terrain, these bonuses do not 
  stack; you receive the bonus for only one of the 
  terrain types. 
   
  Multitalented Mastery (Half-
  Elf) 
  You are adept at numerous disciplines. 
    Prerequisites: Character level 5th, half-elf, multi-
  talented racial trait. 
    Benefit: All of your classes are considered favored 
  classes. You gain either +1 hit point or +1 skill 
  point whenever you take a level in any class. 
  Apply these bonuses retroactively for all class 
  levels that have not yet gained one of these 
  bonuses. 
    Normal: Half-elves with the multi-talented racial 
  trait have two favored classes. 
  Natural Swimmer (Elf) 
  You are as adept under the waves as any natural 
  sea creature. 
    Prerequisites: Favored Terrain (aquatic), Swim 6 
  ranks, elf. 
    Benefit: You can move at your normal 
  movement rate while swimming. 
    Normal: You can only move at one-fourth your 
  movement rate as a move action, and one-half 
  your movement rate as a full-round action. 
   
  Nature’s Wrath (General) 
  You have long combated the foes of the forest and 
  know how to hurt them. 
    Prerequisites: Briarborn, sylfaen or elf. 
    Benefit: You gain a +1 to attack and damage 
  against creatures with the orc or goblinoid type. 
   
  Neither Elf Nor Human (Half-
  Elf) 
  You have removed yourself from your heritage so 
  thoroughly that even magic does not recognize 
  you. 
    Prerequisites: Exile's Path, Seen and Unseen, 
  character level 11th, half-elf 
    Benefit: You are not considered elven or human 
  for the purpose of harmful spells or effects based 
  on your type, like a bane weapon or a ranger's 
  favored enemy class feature. 
   
  Of Blade and Bow (Equipment) 
  The ages spent honing their Elven skills with the 
  blade and bow make the two synonymous in their 
  eyes.  
    Prerequisites: Elf, Dex 15, Weapon Familiarity 
  racial trait. 
    Benefit: While using weapons you are proficient 
  with from the Weapon Familiarity racial trait, you 
  may use any of your attack actions between either 
  ranged or melee in the same attack round when 
  making a full attack (including attacks of 
  opportunity). This does not provoke attacks of 
  opportunity. 
    Special: Starting at 2nd level, a ranger with the 
  archery OR two weapon combat style may select 
  Of Blade and Bow as a combat style feat. 
   
   
  
   
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  Pass for Human (Half-Elf) 
  You’re easily mistaken for a human rather than a 
  member of your own race. 
    Prerequisite: Half-elf, half-orc, or halfling (see 
  Special). 
    Benefit: You receive a +10 bonus on Disguise 
  checks to disguise yourself as a human, and do not 
  receive the penalty for disguising yourself as a 
  member of another race when you do so. In areas 
  largely populated or settled by humans, you can 
  take 10 on your Disguise check, meaning most 
  people tend to assume you are human unless given 
  a reason to think otherwise. 
    Special: A halfling may take this feat, but must 
  have the Childlike feat as a prerequisite. The 
  benefits of the two feats stack. 
   
  Pierced (Elf) 
  Your understanding of magic is of a more tribal 
  nature, opening you up to the use of nonstandard 
  magic slots. 
    Prerequisite: Elf. 
    Benefit: You can wear magic rings in your head, 
  headband, or eyes magic item slots. You also gain 
  a +2 circumstance bonus on Diplomacy checks 
  when using a ring in this way.  
   
  Point Blank Shot (5e) 
  You are especially accurate when making ranged 
  attacks against close targets. 
    Prerequisite: Dex 13, Perception proficiency. 
   
   You gain advantage on any ranged attack 
  made within 30’ against targets that do 
  not have cover. 
   Ranged attacks made against adjacent 
  targets have neither advantage nor 
  disadvantage. 
   
  Primal Hunter (Elf) 
  Your ranger training involved more focus on 
  animals than specific enemies. 
    Prerequisites: Elf, Handle Animal 1 rank, 1st-level 
  ranger. 
    Benefit: You gain an animal companion as a 
  ranger of fourth level, but you lose your first 
  favored enemy ability.  At fourth level, treat your 
  Ranger level as effectively +2 levels higher when 
  determining your companion’s abilities. 
   
  Pulse of the Wilds (Elf) 
  Your understanding and feel for your environment 
  allows you to discern when something is amiss. 
    Prerequisites: Favored Terrain, Survival 4 ranks, 
  elf. 
    Benefit: By reading the signs and listening to the 
  voices of the wilds of your favored terrain, you 
  acquire a sixth-sense for danger. The greater the 
  danger, the greater your feeling of dread.  When 
  traveling outdoors in the wilderness of your 
  chosen terrain, you receive a bonus to your 
  Perception check equal to the CR of any hostile 
  creature. You receive this bonus when determining 
  initial encounter distance, and anytime the 
  creature is within 30 feet (if it is hiding, invisible, 
  etc.). In a mixed group of hostile creatures, you 
  only receive the bonus against the most dangerous 
  one. 
   
  Rapid Strike (Combat) 
  Not having the strength to match their blackblood 
  foes blow for blow, the elves rely on their speed 
  and natural grace to make swift work of their 
  enemies, striking their foes twice for every strike 
  they endure. 
    Prerequisites: Elf, Dex 15, Weapon Finesse.        
    Benefit: When making a full-attack action with a 
  weapon for which you use Weapon Finesse, you 
  can strike one additional time in the round. All of 
  your attack rolls this round take a –2 penalty when 
  using Rapid Strike.  
   
  Running Shot (Combat) 
  You are capable of firing with unmatched 
  precision, even while running through the woods. 
    Prerequisites: Elf, Dex 13. 
    Benefit: You may make a double move and still 
  make a single ranged attack. This feat may be used 
  in conjunction with the Shot on the Run feat. For 
  example: if your speed is 30’ (6 squares), you 
  could move 12 squares make a single ranged 
  attack. If using with the Shot on the Run feat you 
  could move 6 squares, make a single ranged 
  attack, and move an additional 6 squares. The 
  distance moved before and after the single attack 
  does not matter as long as the total movement 
  
   
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  does not exceed your normal double movement 
  speed. 
    Special: Starting at 2nd level, a ranger with the 
  archery combat style may select Running Shot as a 
  combat style feat. 
   
  Seen and Unseen (Half-Elf) 
  Your anonymity makes you difficult to find 
  through magical or mundane means, and you have 
  learned how to combat both of your progenitor 
  races. 
    Prerequisites: Exile's Path, character level 5th, half-
  elf. 
    Benefit: You gain a +2 bonus on all saving 
  throws against scrying or divination effects. 
  Additionally, you gain a +2 bonus on all Stealth 
  checks, and elves, half-elves, and humans take a –4 
  penalty on all efforts to track you through the 
  Survival skill. 
   
  Shadow (General) 
  You can hide behind larger creatures and blend in 
  with ease. 
    Prerequisites: Small creature, Dex 13, Stealth 3 
  ranks. 
    Benefit: You blend in easily without drawing 
  attention to yourself. You can use Stealth to hide 
  behind creatures at least one size category larger 
  than yourself, without any other source of 
  concealment or cover. As long as you are within 
  30 feet of a larger creature, they gain a +2 
  competence bonus on Sleight of Hand checks and 
  Stealth checks. 
   
  Shared Insight (Half-Elf) 
  You deftly direct others’ attentions where you 
  wish. 
    Prerequisites: Wis 13, half-elf . 
    Benefit: As a move action, you can grant all 
  friendly creatures within 30 feet who can see or 
  hear you a +2 bonus on Perception checks for a 
  number of rounds equal to your Wisdom modifier 
  (minimum 1 round).  
   
  Shared Manipulation (Half-Elf) 
  You can subtly bolster allies' ability to misdirect 
  and infuriate their enemies. 
    Prerequisites: Cha 13, half-elf. 
    Benefit: As a move action, you can grant all 
  friendly creatures within 30 feet who can see or 
  hear you a +2 bonus on Bluff or Intimidate checks 
  (choose which skill to affect each time you use this 
  ability) for a number of rounds equal to your 
  Charisma modifier (minimum 1 round). 
   
  Snap Shot (5e) 
  With a ranged weapon, you can take advantage of 
  any opening in your opponent’s defenses. 
    Prerequisites: Dex 13. 
   
   While wielding a ranged weapon you are 
  proficient in, you may attack adjacent foes 
  without suffering disadvantage.   
   You can make ranged attacks as attacks of 
  opportunity and gain +2 damage on all 
  such attacks of 
  opportunity. 
   
   
   
   
   
  
   
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  Sociable (Half-Elf) 
  You have a way of helping others to get along. 
    Prerequisites: Cha 13, half-elf. 
    Benefit: As a move action, you grant all friendly 
  creatures within 30 feet who can see or hear you 
  (including yourself ) a +2 bonus on Diplomacy 
  checks for a number of rounds equal to your 
  Charisma modifier (minimum 1 round). 
   
  Sorcerous Guile (Elf) 
  The seeds of sorcerous greatness are within you, 
  waiting to be cultivated. 
    Prerequisites: Elf, Cha 13. 
    Benefit: You know and gain the ability to cast a 
  number of sorcerer cantrips equal to your 
  Charisma bonus.  You also gain one 1st-level 
  sorcerer spell slot and can cast but have no 2nd-
  level sorcerer spell slots, gaining only the bonus 
  spells you would be entitled to based upon your 
  Charisma score for that spell level. You may also 
  cast additional 1st level spells if you have a high 
  enough Charisma attribute.  For each spell slot you 
  possess you may know a spell of that level.  See 
  the Pathfinder Roleplaying Game Core Rulebook 
  for more information on bonus spells granted by a 
  high ability score. 
   
  Spirit of the Wild (Elf) 
  Your mystic connection with one type of 
  wilderness has grown even stronger. 
    Prerequisites: Attuned to the Wild, Guardian of 
  the Wild, elf. 
    Benefit: When you are in a terrain type you have 
  selected the Attuned to the Wild feat for, you gain 
  a +4 bonus on Perception checks made to act in 
  the surprise round of combat. If you act in the 
  surprise round, you gain Blindsense out to a range 
  of 30 feet during the surprise round. If you are in 
  an area that qualifies as more than one kind of 
  terrain, these bonuses do not stack; you receive 
  the bonus for only one terrain type. 
   
  Stabbing Shot (Combat) 
  You can clear the way to continue using your 
  bow. 
    Prerequisites: Rapid Shot, elf. 
    Benefit: When adjacent to an opponent and 
  making a full-attack action with a longbow or 
  shortbow (including composite bows), you may 
  choose to make a melee attack against that 
  opponent with a drawn arrow rather than firing it. 
  If the attack hits—whether or not it does 
  damage—your target is pushed back 5 feet away 
  from you. You can then fire arrows from your 
  bow normally, at the original target, or at another 
  target within range. This melee attack replaces the 
  extra attack from Rapid Shot, and all of your 
  attack rolls for the round (the melee attack and the 
  ranged attacks) take a –2 penalty. If your initial 
  attack leaves you with no enemies threatening 
  you, you can make the subsequent ranged attack 
  or attacks without provoking attacks of 
  opportunity. 
   
  Staff Strike (Combat) 
  You stretch the limits of the Arcane Bond with 
  your staff. 
    Prerequisites: Arcane Bond (Staff), caster level 3rd. 
    Benefit: The Staff Strike feat enables the use of 3 
  different attacks. The Caster must choose which 
  form he is using prior to making the attack. Unless 
  otherwise noted the damage taken is of the same 
  type of the spell that was sacrificed. 
   
  Repulse: The caster may sacrifice at least a 
  1st level spell as a swift action while 
  smacking the end of his staff into the 
  ground as a standard action. Doing so 
  causes a Bull Rush against all opponents 
  within 15 feet radius of the caster. For 
  every level of spell above first that is 
  sacrificed, it increases the Bull Rush area by 
  an additional 5 feet. The CMB is equal to 
  the Caster’s level plus the spell level 
  sacrificed plus the Caster’s spell casting 
  attribute modifier. Those who fail the 
  CMD check are pushed away 5 feet per 
  level of the spell sacrificed. If they fail by 5 
  or more, they are knocked prone.  
   
  Spell Strike: The caster may sacrifice a spell 
  as a swift action and as a standard action 
  may make ranged touch attack against a 
  single target up to 30 feet away. The 
  Caster must be able to see the target. If 
  successfully struck, the target takes 1d6 
  points of damage per level of the spell 
  sacrificed up to 5d6. 
   
  Staff Smite: The caster may sacrifice a spell 
  as a swift action and use his staff to make a 
  touch attack as standard action. This attack 
  
   
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  does 2d4 points of damage per level of the 
  spell sacrificed up to 10d4 plus the caster’s 
  spell casting attribute modifier. This touch 
  attack does not provoke an attack of 
  opportunity. 
   
  Stalwart Archer (Combat) 
  Onrushing foes and lack of armor does not impede 
  the stoic elven archer, trusting to the ashen yew 
  wood bows for defense. 
    Prerequisites: Elf, Dex 13, Point Blank Master, 
  Shield Proficiency. 
    Benefit: You may use your bow as a buckler.  
  You may attack and keep your shield bonus to AC, 
  but you suffer a -1 penalty to attack rolls unless 
  your bow is of masterwork quality or better. 
    Special: Starting at 6th level, a ranger with the 
  archery combat style may select Stalwart Archer as 
  a combat style feat. 
   
  Stalwart Archer (5e) 
  Onrushing foes and lack of armor does not impede 
  the stoic elven archer, trusting to the ashen yew 
  wood bows for defense. 
    Prerequisites: Elf, Dex 13. 
   
   Increase your Constitution score by +1, to 
  a maximum of 20.   
   Additionally, while wielding a bow, you 
  gain a +1 bonus to AC. 
   
  Sting of the Wasp (Combat) 
  You can fight quickly while keeping a hand free to 
  cast spells or perform other tasks. 
    Prerequisites: Elf, base attack bonus +1, Dex 15. 
    Benefit: When fighting with a weapon in one 
  hand and nothing in the other, you can make one 
  extra attack as part of a full attack action using 
  your highest attack bonus with that weapon. You 
  take a –4 penalty to all attacks made during that 
  action. Reduce the penalty to –2 if the weapon is a 
  light weapon or part of the elven weapon 
  familiarity racial trait. 
   
  Sylvan Stealth (Elf) 
  You can veil yourself in natural environments, 
  allowing you to pass unseen. 
    Prerequisite: Elf, 5th level. 
    Benefit: You can cast invisibility as a spell-like 
  ability a number of times per day equal to 3 + 
  your Charisma modifier (if you have the Fair Folk 
  feat, the bonus from that feat applies for the 
  purposes of determining your daily uses of this 
  ability). Your caster level for this ability is equal to 
  your Hit Dice. You can only use this ability when 
  you are above ground, in a natural environment 
  (this excludes urban environments, inside man-
  made structures, and so on). If you enter such an 
  area while under the effects of this ability, the 
  invisibility effect ends immediately. 
   
  Tree Climber (General)  
  Living in the forest and calling the trees home, you 
  have become a natural climber. 
    Prerequisites: Dex 13, Acrobatics and Climb 5 
  ranks. 
    Benefit: You may climb trees at two thirds your 
  base speed. 
   
  Warrior Hunter (Elf) 
  You endeavor to merge the thrill of the hunt and 
  mastery of weapons of war into a sinuous whole. 
    Prerequisite: Elf, Combat Style ability, Favored 
  Enemy, Weapon training, Armor Training, Warrior 
  Caste racial trait. 
    Benefit: Your ranger and fighter levels stack for 
  the purpose of determining the extra damage, 
  granted from Weapon Training as well as 
  reduction of armor check penalty and maximum 
  dexterity bonus granted from Armor Training. 
  However, the bonus granted to damage must 
  coincide with the weapon type used in the 
  ranger’s combat style, and the armor chosen must 
  not violate the ranger’s armor restriction for 
  combat style.  For example, a 5th-level fighter/4th-
  level ranger would deal an extra 2 points of 
  damage (with selected weapon style) and the 
  armor check penalty would be reduced by 2 as 
  well as having the maximum dexterity increased 
  by 2.. Additionally your fighter and ranger levels 
  stack for the purposes of Survival checks made 
  using the ranger’s Track ability. Furthermore, your 
  ranger levels count as fighter levels to determine if 
  you qualify for fighter only based feats. 
   
   
  
   
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  Will of the Resounding Whisper 
  You have drank sap from the Arsae’Laidir and are 
  known to the tree of life. 
    Prerequisite: Will of the Resounding Whisper 
  Trait, elf, must have drank sap from the Elven Tree 
  of Life (the Arsae’Laidir.) 
    Benefit; While you are in the domain of the 
  Arsae’Laidir, it may choose to notify you of 
  impending danger, if it needs aid, a good camping 
  place, where best to forage or hunt (you may take 
  10 on a survival check and move at regular speed) 
  by way of its’ whispering wind ability (sending a 
  message). You may ask if there are any unnatural 
  creatures or enemies within half of your character 
  level in miles of your location. Furthermore, you 
  may summon aid from the tree of life. If the need 
  is dire, the Arsae’Laidir may animate plants or 
  summon animals in your area to aid or attack foes 
  for you. Once per day while within the domain of 
  the Arsae’Laidir, as a standard action you may 
  make a diplomacy check equal to 10 plus the level 
  of the spell you wish the tree of life to cast for 
  you. It may cast any druid or ranger spell it sees fit 
  best to aid you (your suggestion with GM 
  discretion). The DC of any spell cast is equal to 10 
  plus the level of the spell, plus your wisdom 
  modifier (as if you had cast the spell). Generally 
  this is limited to spells that your character level 
  could cast, but do not let that govern the role 
  playing aspect of the game. See Arsae’Laidir and 
  the Will of the Resounding Whisper in Elven Flora 
  section.  
    Special: You may take this feat multiple times. 
  Each time you do, you may summon aid one more 
  time per day, and you may add +1 to the DC of 
  the spells you summon through this feat. 
   
  Wolf Fang Style (Combat 
  Style, Elf) 
  Like the wolves of your homeland, you can bring 
  enemies to the ground with ease. 
    Prerequisites: Elf, Improved Trip, base attack 
  bonus +4. 
   Benefit: When you hit a creature with at least two 
  attacks during your turn, you can make a trip 
  attempt against that creature as a free action. This 
  attempt does not draw an attack of opportunity 
  from the target. 
   
  REVERIE FEATS 
  The “reverie” is a meditative state that all true elves 
  have been trained to perform.  While within this 
  reverie, the elf sifts through ages of memories in a 
  deeply relaxed state.  Sometimes this is how elves 
  speak with and visit ancestors, other times merely 
  reliving pleasant memories.  Most elves can spend a 
  short time within the reverie to gain the same 
  amount of rest as other races in an entire 
  evening.  It is said that older and more practiced 
  elves can even transcend their physical bodies, 
  wandering the spirit world and even other planes 
  of existence. 
   
  Elves worship nature and their ancestors, and part 
  of this reason is because of the Dreaming Realm.  It 
  is believed here that the elves first stepped forth and 
  came to the material plane.  The elves worship their 
  ancestor’s and keep their memories alive, because 
  they believe their spirits exist in the Dreaming, and 
  if one forgets about these ancestors, they fade from 
  existence.  Powerful mystics can tap into this realm’s 
  strange powers and tap into the powers of their 
  ancestors and more. 
   
  Connecting 
  to 
  the 
  Dreaming 
  Realm 
  To the elves, the Dreaming and the ‘Reverie’ are 
  synonymous, but in reality they are very 
  different.  The reverie is a meditative dream-state 
  the elves enter to relax and rest.  It is during this 
  dream-state that the elves come closest to the fey-
  touched Dreaming Realm, and some master the 
  ability to enter this plane of dreams, granting them 
  great ability.  Some feats require the elves to 
  spiritually contact this Dreaming Realm, and this 
  requires 1 hour of meditation and a successful 
  Wisdom DC 15 check.  On a failed check, the elf 
  must meditate again for another hour before 
  attempting another Wisdom check.  It is known that 
  the elven masters of reverie often seem to lock 
  themselves away for years at a time with no 
  distractions. 
   
  Exiting the Dreaming Realm 
  When an elf is deep within reverie, waking up can 
  be much like any other mortal in deep sleep, only 
  
   
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  one with psychic consequences.  When one’s 
  consciousness is on another realm completely, 
  waking 
  prematurely 
  can 
  have 
  traumatic 
  consequences.  If the elf’s psyche is within the 
  Dreaming Realm, returning their consciousness 
  takes 1d4 minutes.  If the elf is forced awake (jostled 
  or suffers any damage), they must make a Will save 
  with a DC equal to 15 plus any damage taken or 
  suffer 1d4 points of Wisdom damage. 
   
  What happens to your body 
  while in the Dreaming Realm? 
  When elves are attuned to the Dreaming Realm 
  they typically only project their psyche into this 
  plane, mentally drifting through its myriad features.  
  However, some few masters of reverie abilities can 
  actually enter the plane, leaving this one behind.  
  Their physical body simply ceases to be, having 
  returned fully to the Dreaming.  When they return, 
  their body materializes where they cross over. 
   
  Harnessing the Reverie 
  To make full use of the Reverie and all of its powers, 
  elves make use of the Autohypnosis skill.  This 
  allows them to make contact with the deepest 
  reaches of their minds, control their dreams and 
  reach into the Dreaming Realm. 
   
  Autohypnosis Skill (Wisdom) 
  Elf characters use the Autohypnosis skill to meditate 
  and gain mastery over their own minds and the 
  Dreaming Realm.  This skill is originally found in 
  Ultimate Psionics, but is reprinted below for 
  convenience. 
   
  You have trained your mind to gain mastery over 
  your body and the mind’s own deepest capabilities. 
  Check: The DC and the effect of a successful check 
  depend on the task you attempt. 
  Action: Typically none. Making an Autohypnosis 
  check usually doesn’t require an action; it is either a 
  free action (when attempted reactively) or part of 
  another action (when attempted actively). 
  Try Again: Yes, for memorize and willpower uses, 
  though a success doesn’t cancel the effects of a 
  previous failure. No for the other uses. 
   
   
   
  Task 
  DC 
  Connect to Dreaming 
  Realm 
  15 
  Ignore Caltrop Wounds 
  18 
  Memorize 
  15 
  Resist Dying 
  15 
  Resist Fear 
  Fear effect DC 
  Tolerate Poison 
  Poison’s DC 
  Willpower 
  20 
   
  Connect to Dreaming Realm 
  An elf may use Autohypnosis to take control of their 
  psychic mind and connect with the Dreaming Realm 
  through their reverie. 
   
  Ignore Caltrop Wound 
  If you are wounded by stepping on a caltrop, your 
  speed is reduced to one-half normal. A successful 
  Autohypnosis check removes this movement 
  penalty. The wound doesn’t go away—it is just 
  ignored through self-persuasion. 
   
  Memorize 
  You can attempt to memorize a long string of 
  numbers, a long passage of verse, or some other 
  particularly difficult piece of information (but you 
  can’t memorize magical writing or similarly exotic 
  scripts). Each successful check allows you to 
  memorize a single page of text (up to 800 words), 
  numbers, diagrams, or sigils (even if you don’t 
  recognize their meaning). If a document is longer 
  than one page, you can make additional checks for 
  each additional page. You always retain this 
  information; however, you can recall it only with 
  another successful Autohypnosis check. 
   
  Resist Dying 
  You can attempt to subconsciously prevent yourself 
  from dying. If you have negative hit points and are 
  losing hit points (at 1 per round, 1 per hour), you 
  can substitute a DC 15 Autohypnosis check for your 
  d% roll to see if you become stable. If the check is 
  successful, you stop losing hit points (you do not 
  gain any hit points, however, as a result of the 
  check). You can substitute this check for the 
  Constitution check in later rounds if you are initially 
  unsuccessful. 
   
  Resist Fear 
  In response to any fear effect, you make a saving 
  throw normally. If you fail the saving throw, you 
  
   
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  can make an Autohypnosis check on your next 
  round even while overcome by fear. If your 
  Autohypnosis check meets or beats the DC for the 
  fear effect, you may make an additional Will save 
  with a +4 competence bonus to shrug off the fear. 
  On a failed check, the fear affects you normally, and 
  you gain no further attempts to shrug off that 
  particular fear effect. 
   
  Tolerate Poison 
  You can attempt to resist the effect of any 
  standard poison. Every time you make a saving 
  throw against 
  the poison, 
  you 
  make 
  an 
  Autohypnosis check. If your Autohypnosis check 
  exceeds the DC of the poison, you receive a 
  +4 competence 
  bonus on 
  your saving 
  throw 
  against the poison. This skill has no effect on the 
  initial saving throw against poison. 
   
  Willpower 
  If reduced to 0 hit points (disabled), you can make 
  an Autohypnosis check. If successful, you can take a 
  standard action while at 0 hit points without taking 
  1 point of damage (or any other action the DM 
  deems strenuous, including some free actions such 
  as casting a quickened spell). You must make a check 
  for each strenuous action you want to take. A failed 
  Autohypnosis check in this circumstance carries no 
  direct penalty—you can choose not to take the 
  strenuous action and thus avoid the hit point loss. If 
  you do so anyway, you drop to –1 hit points, as 
  normal when disabled. 
   
  Reverie Feats 
  Feat 
  Prerequisites 
  Benefits 
  Ancestral Insight 
  Elf, Wis 13 
  You borrow the memories of your 
  ancestors to increase your skills. 
  Compelling Summons 
  Dreamsend, Cha 17 
  You can summon other through 
  dreams. 
  Dreamsend 
  Improved Reverie, Wis 15 
  You can send messages through dreams. 
  Dreamshard 
  Dreamwalker, Knowledge (planes) 10 
  ranks 
  You can cross planes through dreams. 
  Dreamwalker 
  Greater Reverie, Dreamshard, 
  Knowledge (planes) 7 ranks 
  You can travel great distances through 
  dreams. 
  Greater Reverie 
  Wis 15, Improved Reverie 
  You are a master of the Dreaming 
  Realm. 
  Improved Reverie 
  Elf, Wis 13, Autohypnosis 1 rank 
  You are skilled at contacting the 
  Dreaming Realm. 
  Memories of the Past 
  Ancestral Insight 
  You learn extra skills per level. 
  Shared Reverie 
  Greater Reverie 
  You can take others into your reverie. 
   
  Ancestral Insight (Reverie) 
  You can use the reverie to contact your ancestors 
  and they reveal deep wisdom and knowledge to 
  you. 
   Prerequisite: Elf, Wis 13. 
   Benefit: When you connect to the reverie you 
  may attempt to contact to your ancestors, 
  allowing you a +1d6 insight bonus on any single 
  skill check or the ability to cast the augury spell as 
  a spell-like ability within the next 24 hours.  You 
  may only use either of these abilities a total 
  number of times per day equal to your Wisdom 
  modifier and only after a successful connection to 
  the Dreaming Realm. 
   
  Compelling Summons (Reverie) 
  Your reverie extends to the minds of others, and 
  you can speak to them. 
   Prerequisites: Dreamsend, Cha 17. 
   Benefit: You can use the reverie to dreamsend a 
  summons to another elven or fey creature that you 
  are familiar with.  The creature summoned may 
  make a Will save (or Autohypnosis check) with a 
  DC equal to your Autohypnosis check to resist.  If 
  they fail, they must make haste to travel and join 
  the summoner at their earliest convenience.  The 
  summoned target will not willfully cross harmful 
  terrain and if they must, the effect ends. 
    Special: This counts as an enchantment effect.   
   
  
   
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  Dreamsend (Reverie) 
  Your reverie extends to the minds of others, and 
  you can speak to them. 
   Prerequisites: Improved Reverie, Wis 15. 
   Benefit: After you enter the reverie, you may 
  attempt a DC 15 Autohypnosis skill check.  If 
  successful, you may contact another creature 
  similarly to the message spell as a spell-like ability, 
  but your message is delivered as though a 
  daydream.  If unsuccessful, you may try again after 
  reconnecting to the Dreaming Realm.   
    Special: If your target is not an elf or fey creature, 
  the DC increases by +2. 
   
  Dreamshard (Reverie) 
  You can enter the Dreaming Realm and cross back 
  into other planes of existence. 
   Prerequisite: Dreamwalker, Knowledge: (planes) 
  10 ranks. 
   Benefit: When you enter the reverie, you may 
  travel into other planes and spheres of 
  existence.  You can make a DC 30 Autohypnosis 
  check to manifest your physical form into another 
  plane of existence.  Your physical form on the 
  material plane appears to be asleep during the 
  entire time of your travels.  Both forms suffer any 
  damage or maladies inflicted upon them. 
   
  Dreamwalker (Reverie) 
  You can enter the Dreaming Realm and cross back 
  into the physical plane, traveling great distances. 
   Prerequisites: Greater Reverie, Dreamshard, 
  Knowledge (planes) 7 ranks. 
   Benefit: When you enter the reverie, you may 
  transfer into the Dreaming.  Distances traveled in 
  the dreaming realm are multiplied by your 
  Autohypnosis skill modifier, allowing you to travel 
  great distances in what is seemingly a blink of an 
  eye.  When you exit the Dreaming Realm, you 
  awake from the reverie and your physical body 
  suddenly fades from existence as you re-enter in 
  the prime material world in a new location. 
   
  Greater Reverie (Reverie) 
  Your reverie is deeper and more complex than 
  others of your kind. 
   Prerequisites: Wis 15, Improved Reverie. 
   Benefit: When you enter the reverie and attempt 
  to connect to the Dreaming Realm, you gain a +4 
  competence bonus to the attempt.  In addition, 
  you may attempt to connect to the Dreaming 
  Realm after only one minute upon entering 
  reverie. 
   
  Improved Reverie (Reverie) 
  You know how to spiritually connect to the 
  Dreaming Realm, and draw power from it. 
   Prerequisites: Elf, Wis 13, Autohypnosis 1 rank. 
   Benefit: When you rest for the day using the 
  reverie, make a DC 15 Autohypnosis skill check.  If 
  you are successful, you gain a number of 
  temporary hit points equal to your level.  These 
  hit points last for up to 24 hours.  When you 
  attempt to connect to the Dreaming Realm during 
  reverie you gain a +2 competence bonus to your 
  Autohypnosis check.  In addition, when you do so, 
  it only takes 30 minutes per attempt. 
   
  Memories of Lives Past (Reverie) 
  You are able to draw on memories of ancient 
  ancestors during your reverie and learn from their 
  experiences as though they were your own. 
   Prerequisites: Ancestral Insight 
   Benefit: You gain an additional skill point per 
  level, including this one, but not any other 
  retroactive levels.   
   
  Shared Reverie (Reverie) 
  You have mastered the ability to allow others to 
  enter your mind and experiences in the reverie. 
   Prerequisites: Greater Reverie. 
   Benefit: You can bring along the psyches of a 
  number of willing allies to your reverie experience 
  equal to one per four levels.  The participants must 
  be touching you for the connection to be 
  administered.  The elf performing the shared 
  reverie must make an Autohypnosis check with a 
  DC of 20 +1 for each participant he wishes to 
  bring.   
    Special: If any of the participants are not elves or 
  fey, the DC increases by an additional +1 each. 
   
  Dreaming Apprentice (5e) 
  You know how to spiritually connect to the 
  Dreaming Realm, and draw power from it. 
    Prerequisites: Elf, Wis 13. 
   
  
   
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   Increase your Wisdom score by +1, to a 
  maximum of 20.   
   Once per day you can gain proficiency (or 
  expertise if already proficient) with any 
  two skills upon awakening from reverie.  
   You also gain the ability to cast the sending 
  spell once per long rest.   
   
  Dreaming Master (5e) 
  You have mastered your abilities to connect to the 
  Dreaming Realm and can do things few other elves 
  can with the reverie. 
    Prerequisites: Elf, Wis 15+, Dreaming Apprentice 
   
   Increase your Wisdom score by +1, to a 
  maximum of 20.   
   Additionally, you gain the ability to cast 
  teleport (self only) or gate once per long 
  rest.   
   
  Dance of Swords Combat Style 
  The elves have lived for tens of thousands of years, 
  and perfected many crafts.  Theirs is a culture that 
  prizes elegance and beauty highly, and it should 
  come as no surprise that they have married combat 
  and art together into one beautiful and deadly 
  martial art.   
   
  Onlookers report the combat techniques of the 
  elves to be fluid, economical and graceful.  Their 
  fighting style involves precise practiced movements 
  that appear dance-like, but belie their deadly 
  effectiveness.  Some elves even go so far as to sing 
  ancient sorrowful songs of loss and regret, 
  channeling their negative emotions into this so-
  called “dance of death.” 
   
  The elf’s dance places him whirling about the 
  battlefield 
  in 
  ways 
  that 
  opponents 
  find 
  unpredictable.  Their attackers find their own 
  strength, energy and movements turned against 
  them.  The elves are patient, even in war, and while 
  their primary focus of the dance is defense, their 
  infuriating cuts tend to wear down their opponents 
  in humiliating fashion. 
   
  Classes: The Dance of Swords Style is not a single 
  technique, rather a pairing of many elven secrets 
  layered upon themselves.  As such, many classes 
  find the combat style to great effect.  Typically 
  elven fighters and rangers master the Dance of 
  Swords, but its true artisans are those that blend 
  arcane magic and fighting prowess.  Fighter/mages, 
  bards and magus classes are capable of the highest 
  mastery of the Dance of Swords and become 
  legends in the tales of their people and their 
  enemies… 
   
  Dance of Swords Feats 
  Feat 
  Prerequisites 
  Benefits 
  Confounding Footwork 
  Dex 15, Sword-Dancer feat, Perform 
  (dance) 5 ranks 
  Your dance makes you difficult to hit in 
  combat. 
  Dizzying Dance 
  Sword-Dancer feat, Perform (dance) 5 
  ranks 
  You are almost impossible to target 
  with effects. 
  Flawless Strike 
  Perfect Flourish 
  Your critical hits are perfection, dealing 
  additional damage. 
  Leaves in the Wind 
  Confounding Footwork Feat, Dodge   
  Your dance makes it nearly impossible 
  to affect you with combat maneuvers. 
  Perfect Flourish 
  Sword-Dancer feat 
  Your perfect strikes ring true when 
  confirming critical hits. 
  Spell-Dancer 
  Ability to cast arcane spells, Sword-
  Dancer feat, Int 15 
  You are trained to fight and cast spells 
  at the same time. 
  Sword-Dancer 
  Dex 13, Cha 13, Elf, Perform (dance) 3 
  ranks, Weapon Finesse feat 
  You begin to master the Dance of 
  Swords fighting style. 
  Tempest Dance 
  Dizzying Dance feat, Perform (dance) 7 
  ranks 
  You can take a five-foot step and extra 
  attack. 
  Thunderous Chorus 
  Sword-Dancer feat, Perform (oratory) 5 
  ranks   
  Your song adds to your combat ability. 
  Unwitting Coryphée 
  Leaves in the Wind, Int 13 
  You use your foe’s brute force against 
  them. 
  
   
  136 
   
  Confounding Footwork (Dance 
  of Swords Style) 
  Your swift dance is nearly impossible to predict. 
   Prerequisites: Dex 15, Sword-Dancer feat, Perform 
  (dance) 5 ranks. 
   Benefit: When using this style, when an opponent 
  targets you with an attack, you can spend an 
  immediate action to make a Perform (dance) 
  check.  You may treat this skill check result as your 
  AC or touch AC against this attack. 
   Special: You gain a competence bonus to Perform: 
  (dance) checks equal to +1 for each additional 
  Sword-song style feat you possess. 
   
  Dizzying Dance (Dance of 
  Swords Style) 
  Your speed and grace make you a difficult target. 
   Prerequisites: Sword-Dancer feat, Perform (dance) 
  5 ranks. 
   Benefit: As an immediate action, you may make a 
  Perform (dance) check.  You may treat this skill 
  check result as your effective Reflex save. 
   Special: You gain a competence bonus to Perform: 
  (dance) checks equal to +1 for each additional 
  Dance of Swords style feat you possess. 
   
  Flawless Strike (Dance of 
  Swords Style) 
  Your blades and spells become true extensions of 
  your will. 
   Prerequisites: Perfect Flourish. 
   Benefit: When you deal a critical hit, you deal an 
  amount of additional damage equal to half of 
  your Charisma modifier (rounded down).  This 
  extra damage is not multiplied on the damage 
  total. 
   Special: You gain a +1 bonus to the additional 
  damage inflicted with this feat for each additional 
  Dance of Swords feat you possess.  This additional 
  damage is not limited by your Charisma modifier. 
   
  Leaves in the Wind (Dance of 
  Swords Style) 
  You bend, twist and move in a way that makes it 
  difficult for opponents to perform combat 
  maneuvers. 
   Prerequisites: Confounding Footwork Feat, 
  Dodge. 
   Benefit: You may use your ranks in Perform: 
  (dance) instead of your BAB when calculating your 
  CMD score. 
   Special: You gain a +1 competence bonus to your 
  CMD for each additional Dance of Swords style 
  feat you possess. 
   
  Perfect Flourish (Dance of 
  Swords Style) 
  Your personal flair and dash also translates to 
  combat. 
   Prerequisites: Sword-Dancer feat. 
   Benefit: You may add half of your Charisma 
  modifier (rounded down) as a competence bonus 
  to all critical confirmation checks when using the 
  Dance of Swords fighting style. 
   Special: You may increase the bonus to critical 
  confirmation checks from this feat by +1 for each 
  additional Dance of Swords style feat you possess.  
  This additional bonus is not limited by your 
  Charisma bonus. 
   
  Spell-Dancer (Dance of Swords 
  Style) 
  Your meld both your martial prowess and your 
  spellcasting into one deadly form. 
   Prerequisites: Ability to cast arcane spells, Sword-
  Dancer feat, Int 15. 
   Benefit: You are now able to cast spells and wield 
  your weapon at the same time. This functions 
  much like two-weapon fighting, except that your 
  off-hand weapon is a spell rather than a second 
  weapon. To use this ability, you must be 
  performing the Dance of Swords combat style. 
  Then as a full-attack action, you can make all of 
  your normal attacks with your main hand at a -5 
  penalty, but you may also cast any spell that has a 
  casting time of 1 standard action or less.  You are 
  treated as if you effectively possess the Two-
  Weapon Fighting feat for the purposes of meeting 
  other prerequisites. 
   Special: You decrease the penalty to attack while 
  use the Spelldancer feat by one for each additional 
  Dance of Swords style feat you possess. 
   
  Sword-Dancer (Dance of 
  Swords Style) 
  You have begun to master the elven martial art of 
  the Dance of Swords. 
  
   
  137 
   
   Prerequisites: Dex 13, Cha 13, elf, Perform (dance) 
  3 ranks, Weapon Finesse. 
   Benefit: The sword-dancer gains several benefits 
  while fighting using this combat style: 
   
  A sword-dancer can add half of his 
  Dexterity bonus (rounded down) on 
  damage rolls made with any light or elven 
  racial melee weapon instead of his 
  Strength bonus. This bonus on damage 
  rolls applies whether the elf is wielding a 
  weapon one-handed or two-handed, 
  though the sword-dinger does not apply 1-
  1/2 times his Dexterity bonus on damage 
  rolls while fighting two-handed.   
   
  Additionally, when dual wielding using this 
  style, you gain a +1 shield bonus to AC. 
   
  The sword-dancer can also use a Perform: 
  (dance) check in place of an Acrobatics 
  save.  
   Special: You may increase the bonus to damage 
  from this feat by +1 for each additional Dance of 
  Swords style feat you possess.  This additional 
  bonus is not limited by your Dexterity bonus. 
   
  Tempest Dance (Dance of 
  Swords Style) 
  Your dance gains momentum and grants you 
  additional attacks. 
   Prerequisites: Dizzying Dance feat, Perform 
  (dance) 7 ranks. 
   Benefit: As a free action, you may take an 
  additional 5’ of movement and attack a foe that 
  you threaten.  This and any other additional 
  attacks suffer a -5 penalty.  You may only attack 
  any given opponent once with your bonus attacks 
  when using Tempest Dance. 
   Special: You gain an additional 5’ of movement 
  and an additional attack while using this feat equal 
  to your number of additional Dance of Swords 
  style feats. 
   
  Thunderous Chorus (Dance of 
  Swords Style) 
  Your cacophonous song and the ringing of steel 
  lowers your enemies’ ability to withstand your 
  blows. 
   Prerequisites: Sword-Dancer feat, Perform 
  (oratory) 5 ranks.   
   Benefit: You may add half your Charisma bonus 
  as a competence bonus to attack rolls when using 
  this combat style. 
   Special: You increase the bonus to attacks by +1 
  for each additional Dance of Swords style feat you 
  possess.  This additional bonus is not limited by 
  your Charisma bonus. 
   
  Unwitting Coryphée (Dance of 
  Swords Style) 
  You bring your foes into the sword-dance and 
  their movement and power hinders them. 
   Prerequisites: Leaves in the Wind, Int 13. 
   Benefit: When an opponent uses power attack 
  against you, they suffer twice the normal penalty 
  to attack. 
   Special: Enemies threatened by you suffer an 
  additional -1 penalty to all attack rolls for each 
  additional Dance of Swords feat you possess.   
   
  Elven Sword-Dancer (5e) 
   You are a master of the elven martial art of the 
  Dance of Swords. 
   Prerequisites: Elf, proficiency in Acrobatics and 
  Performance, Dex and Cha 13. 
   
   You treat all light and elven racial melee 
  weapons as finesse weapons.   
   Once per short rest, you may add your 
  Charisma bonus to damage as a free action.   
   Also, as a reaction, you may choose to make 
  a Perform (Dexterity) check when attacked, 
  using this result as your effective AC.  
   
  Elven Sword-Singer (5e) 
   
  Your meld both your martial prowess and your 
  spellcasting into one deadly form. 
   Prerequisites: Elf, proficiency in Acrobatics and 
  Performance, Dex and Cha 13, ability to cast 1st 
  level arcane spells. 
   
   You treat all light and elven racial melee 
  weapons as finesse weapons.   
   When casting a spell during a round, you 
  may make a melee attack as a bonus action.    
   You also do not suffer disadvantage when 
  casting spells while threatened. 
   
  
   
  138 
   
  Elven Traits 
  Racial Traits 
  Ambidextrous (Elf): It was said that ages ago all 
  elves could use either hand to perform any action 
  and the outcome would be the same. However, it 
  has become more of a hereditary characteristic in 
  the last 5 or 6 generations. With this trait you 
  reduce any penalty incurred by using two hands 
  (such as two weapon fighting) by 1. You may also 
  increase your off-hand damage by +1 to a 
  maximum 
  of 
  your 
  full 
  ability 
  score 
  modifier.  Furthermore, you can write, paint, draw, 
  catch items, throw weapons, fire a bow or 
  crossbow right or left handed, write, perform on 
  instruments, or make skill checks with either hand 
  at no penalty. You consider either hand your 
  primary hand. 
  Arcane Dabbler (Elf): Though your magical studies 
  were decades ago, you still remember your favorite 
  little trick.  Choose a 0-level arcane spell. You may 
  cast that spell once per day as a spell-like ability. 
  Your caster level is equal to your highest class level 
  in a spellcasting class; if you have no caster level, it 
  functions at CL 1st. The spell-like ability’s save DC is 
  Intelligence or Charisma-based (chosen when you 
  select this trait). 
  Climber (Elf): Some elves are naturally light on 
  their feet, and are exceptional climbers. You gain 
  a +1 trait bonus on Climb checks, and Climb 
  becomes a class skill for you. 
  Dilettante Artist (Elf): Art for you is a social gateway 
  and you use it to influence and penetrate high 
  society.  You gain a +1 trait bonus to one category 
  of Perform checks and a +1 trait bonus to 
  Diplomacy checks. One of these skills (your choice) 
  is always a class skill for you. 
   
  Elven Reflexes (Half-Elf): One of your parents was 
  a member of a wild elven tribe, and you've 
  inherited a portion of your elven parent's quick 
  reflexes.  You gain a +2 trait bonus on initiative 
  checks. 
  Elven Serenity (Half-Elf raised by Elves): You 
  embody the peace of the elven way of life, and 
  apply this philosophy in your interactions with 
  others.  You gain a +2 trait bonus on Diplomacy 
  and Handle Animal checks to calm other creatures. 
  You need not speak the same language to attempt 
  a Diplomacy check in this manner. 
   
  Failed Apprentice (Half-Elf): As a child, your parents 
  sent you to a distant wizard's tower as an apprentice 
  so that you could learn the arcane arts. 
  Unfortunately, 
  you 
  had 
  no 
  arcane 
  talent 
  whatsoever, though you did learn a great deal 
  about the workings of spells and how to resist them.  
  You gain a +1 trait bonus on saves against arcane 
  spells. 
   
  Forlorn (Elf): Having lived outside of traditional elf 
  society for much or all of your life, you know the 
  world can be cruel, dangerous, and unforgiving of 
  the weak.  You gain a +1 trait bonus on Fortitude 
  saving throws. 
   
  Pearl Diver (Half-elf): You are skilled at finding 
  treasures in the warm coastal waters near the desert.  
  You gain a +2 trait bonus on Perception checks 
  while underwater and can hold your breath for a 
  number of rounds equal to three times your 
  Constitution score before you risk drowning. 
   
  Seeker (Elf): You have been actively searching for 
  signs of the Brilliance since childhood. Choose a 
  Knowledge skill; you gain a +1 trait bonus on 
  Knowledge checks of that type and on Perception 
  checks. 
   
  Trade Talk (Half-elf raised by Humans): You picked 
  up not only the basics of your human parent's 
  profession, but also the lingo typical of the craft. 
  Choose a Craft or Profession skill.  You gain a +1 
  trait bonus on checks with the chosen skill, and a +1 
  trait bonus on Bluff and Sense Motive checks when 
  dealing with people in the context of that craft or 
  profession. 
   
  
   
  139 
   
  Tree Song (Elf): You have learned the ancient Tree 
  Song, and may take Tree Song feats. You gain a +2 
  trait bonus on any attempt to communicate with 
  plant life and fey, as well as a +1 trait bonus on 
  saving throws to resist any mind-affecting ability of 
  plants. 
   
  Tree Walker (Elf): Sylvan elves gain a +2 racial 
  bonus on Acrobatics checks made to cross narrow 
  ledges, tree limbs, and on reflex saving throws made 
  to stay on such surfaces. You do not lose your 
  Dexterity bonus to AC when making Climb checks 
  or Acrobatics checks to cross narrow or slippery 
  surfaces. You may maintain a climb and fire your 
  bow without penalty while climbing. 
   
  Tropical Botanist (Elf): You are familiar with 
  beneficial and dangerous plants.  You gain a +1 trait 
  bonus on Knowledge (nature) checks to locate or 
  identify plants and on saving throws against the 
  extraordinary abilities of plants. 
   
  Warrior of Old (Elf): As a child, you put in long 
  hours on combat drills, and though time has made 
  this training a dim memory, you still have a knack 
  for quickly responding to trouble.  You gain a +2 
  trait bonus on initiative checks. 
   
  Youthful Mischief (Elf): Though you gave up the life 
  of a padfoot, scout, or minstrel decades before, you 
  still know how to roll with the punches when things 
  turn sour. You gain a +1 trait bonus on Reflex saves. 
   
  Combat Traits 
  Bane of Darkness: Having fought in many battles 
  against demons and their minions, you have learned 
  the best ways to kill the various creatures under 
  their control. You gain a +2 trait bonus on weapon 
  damage against demons, evil fey, and plants and 
  animals corrupted by evil. 
  Keen Eyesight: Honing your natural born gift of 
  keen eyesight, you are able to pick targets in melee 
  with relative ease. You reduce the penalty for firing 
  into melee by an amount equal to your Keen Senses 
  racial bonus. 
  Warrior of Old: As a child, you put in long hours in 
  combat drills, and though time has made this 
  training a dim memory, you still have a knack for 
  quickly responding to trouble. You gain a +2 trait 
  bonus on Initiative checks. 
  Magic Traits 
  Arcane Warrior: You spent the 100 years of your 
  youth practicing the arcane and did it while wearing 
  armor. You ignore up to 5% of spell failure while 
  wearing any armor.  
  Astute Adept: You were a star pupil and listened 
  closely to your teachers learning some of the more 
  esoteric intentions behind their lectures. You gain a 
  + 1 trait bonus on all Craft, Fly, Linguistics, and 
  Spellcraft checks. 
  Walking Kindred: You were born near or in a 
  homewood tree and your parents had you drink an 
  elixir of the tree of life’s sap as an infant. Because of 
  this, you will forever be known to the Arsae’Laidir 
  tree as one of the Walking Kindred and it will know 
  when you are within its domain. You gain a +1 trait 
  bonus to Knowledge Nature, and this becomes a 
  class skill for you. You also gain the +1 trait bonus 
  to Knowledge Local (domain of the Arsae’Laidir), 
  Diplomacy checks to summon aid from the 
  Arsae’Laidir and Survival, while within the domain 
  of the Arsae’Laidir.  
  Regional Traits 
  Forlorn: Having lived outside of traditional elf 
  society for much or all of your life, you know the 
  world can be cruel, dangerous, and unforgiving of 
  the weak. You gain a +1 trait bonus on Fortitude 
  saving throws. 
  Gatekeeper: You helped maintain the elf gates and 
  are familiar with the operation of teleportation 
  magic. You gain a +1 trait bonus on Spellcraft checks 
  to identify teleportation magic and a +1 trait bonus 
  to caster level checks when casting teleportation 
  spells. You know the proper commands to operate 
  a particular elf gate (most likely an often used elf 
  gate, but at the GM’s discretion it may be a less 
  popular or out-of-the-way elf gate). 
  Traveler: Widely traveled, you understand the 
  people of this world better than most elves. You 
  gain a +1 trait bonus on Diplomacy and Gather 
  Information checks when interacting with Forlorn 
  elves and non-elf races. 
  
   
  140 
   
  Religious Traits 
  Dreaming Pantheist: Strongly influenced by the 
  elves’ mysterious other realm, you embrace obscure 
  elven deities that have little influence on this realm. 
  You gain a +1 trait bonus on Knowledge (history) 
  checks to recognize or evaluate art, Knowledge 
  (architecture and engineering) checks, Survival 
  checks to hunt game, Constitution checks to run, 
  and Spellcraft checks involving crystals or gems. 
  Lapsed Faith: You still remember a few prayers from 
  your past experience serving in a temple. A number 
  of times per day equal to your Wisdom modifier 
  (minimum 1), you may cast virtue as a spell-like 
  ability at a caster level of 1. The save DC is Wisdom-
  based. 
   
  Sacred Avenger: You have a special connection 
  between you and your deity that enhances your 
  ability to achieve vengeance. When a creature 
  damages you with a weapon, on your next turn you 
  gain a +1 trait bonus on weapon damage against 
  that creature. If this creature is your sacred nemesis, 
  this bonus increases to +2. 
  Starchild: The Song of the Spheres sensed your love 
  of travel and promised you would always be able 
  to find your way home. You can automatically 
  determine where true north is. You gain a +4 trait 
  bonus on Survival checks to avoid becoming lost. 
  Temple Prostitute: You worked in a temple as a 
  sacred prostitute, and you know how to flatter, 
  please, and (most of all) listen. You gain a +1 trait 
  bonus on Gather Information and Sense Motive 
  checks. 
  Wasp Whisperer: Your association with your church 
  has toughened your flesh against venom and 
  blessed you with the ability to influence wasps and 
  similar insectile vermin. You gain a +1 trait bonus 
  on Fortitude saving throws against poison. You may 
  make Diplomacy checks (or wild empathy checks if 
  you are a druid or ranger) to improve a Hostile or 
  Unfriendly insectile vermin’s attitude toward 
  Indifferent. 
  Social Traits 
  Experience of the Elder Race: While still considered 
  a child of your race, you have lived longer and 
  accumulated more knowledge than most of the 
  other races will forget. You gain a +1 trait bonus on 
  all Knowledge and Profession skill checks, and can 
  make checks with those skill checks untrained. 
  Fauna Empathy: You have spent a great deal of time 
  trying to understand beasts both domestic and wild. 
  You gain a +1 trait bonus on Handle Animal and 
  Ride checks. One of these skills (your choice) will 
  always be a class skill for you. This bonus may also 
  be applied to the Druid’s and Ranger’s Wild 
  Empathy checks. 
  Self-Reliant: The deep woods, misty moors, and 
  wild glens were your childhood playground, and 
  eventually your proving grounds in your mid 
  youth. You gain a +1 trait bonus on all Heal checks 
  and Survival checks, and one of these skills (your 
  choice) is always a class skill for you. 
   
   
  
   
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  Elven Class Options 
  Alchemist Archetypes 
  Botanist (Alchemist Archetype) 
  A botanist studies plants, researching plant 
  adaptations and survival techniques. They utilize 
  these studies to develop plant-based combat 
  strategies. 
   
  Camouflage (Su): At 2nd level, a botanist discovers 
  how 
  to 
  imbue 
  their 
  mutagens 
  with 
  the 
  characteristics of plants. When brewing the 
  mutagen, the botanist selects plant samples to add 
  to the brew. Upon consumption, the botanist’s hair 
  and skin change color and texture to resemble a 
  plant. This change grants a +1 alchemical 
  bonus/level to Stealth checks in any natural 
  environment that contains similar vegetation to the 
  plant samples selected. For example, a mutagen 
  containing tree samples would grant the Stealth 
  bonus in a forest environment, whereas a mutagen 
  containing cactus samples would grant the Stealth 
  bonus in a desert environment.  
   
  This ability replaces poison resistance and poison 
  use. 
   
  Adaptation (Su): At 6th level, the botanist’s 
  mutagens grant plant traits, as defined by the 
  Pathfinder Bestiary. These traits include low-light 
  vision (if the botanist did not already possess it), 
  and immunity to all mind-affecting effects, paralysis, 
  poison, polymorph, sleep effects (if the botanist did 
  not already possess it), and stunning.  
   
  This ability replaces swift alchemy and swift 
  poisoning. 
   
  Discovery (Su): A botanist may not learn the 
  concussive bomb or force bomb discoveries. 
  Instead, a botanist may select from the following 
  additional discoveries: 
   
  Seed Bombs*: The botanist’s bomb deals no 
  damage. Instead the bomb creates a 10ft. radius area 
  of dense plant life. The foliage is difficult terrain, 5ft. 
  high, and provides concealment. 
   
  Vine bombs*: The botanist’s bomb deals no 
  damage. Instead, the target is wrapped in rapidly 
  growing vines and must make a Reflex save (DC 10 
  + ½ botanist’s level + the botanist’s Intelligence 
  modifier) or gain the grappled condition. The target 
  is entangled instead, with a successful save. 
  Creatures that utilize wings to fly are unable to do 
  so, and any such airborne target immediately falls. 
  The target may escape the vines with a successful 
  Escape Artist check (DC 10 + ½ botanist’s level + 
  the botanist’s Intelligence modifier), or by dealing 
  10 points of slashing damage to the vines. A botanist 
  must be at least 4th level to select this discovery. 
   
  Bramble Brewer (Alchemist Archetype; Half-Elf) 
  The bramble brewer is an archetype of the alchemist 
  class, available to half-elven alchemists. 
   
  Some half-elven alchemists merge human curiosity 
  with their elven link to nature. Such alchemists can 
  manipulate the forces of alchemy to create bombs 
  that reshape terrain and defoliate swaths of 
  vegetation or to create mutagens that bestow the 
  resilience of oak or the tenacity of bamboo. 
   
  Briar Bombs (Su): At 2nd level, a bramble brewer 
  gains the tanglefoot bomb discovery, but the 
  entanglement's duration persists for a number of 
  rounds equal to the bramble brewer's Intelligence 
  modifier (minimum 1 round). Additionally, when a 
  bramble brewer throws a tanglefoot bomb, it 
  transforms all squares in its splash radius into 
  difficult terrain that persists for as long as the bomb's 
  entangling effect. Although these bombs deal no 
  damage, for every 1d6 points of damage the 
  bramble brewer's regular bombs deal, the briar 
  bomb's splash radius increases by 5 feet. 
   
  This ability replaces the alchemist’s 2nd-level 
  discovery class feature. 
   
  Dendrite Mutagen (Su): At 1st level, a bramble 
  brewer's mutagen still contains transformative 
  power, but grants a treelike sturdiness rather than 
  the feral power of standard mutagens. When 
  imbibed, dendrite mutagen grants a +4 natural 
  
   
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  armor bonus, a +2 alchemical bonus to one physical 
  ability score, and a –2 penalty to the corresponding 
  mental ability score (as per the normal mutagen 
  class feature). In addition, the alchemist gains fast 
  healing 1 as long as he is in an area of bright light 
  (such as sunlight or inside the area of a daylight 
  spell). 
   
  This ability otherwise works like the standard 
  mutagen class feature and replaces that ability. 
   
  A bramble brewer who selects the greater mutagen 
  discovery can create a dendrite mutagen that still 
  grants a +4 natural armor bonus, and also grants a 
  +4 alchemical bonus to one physical ability score 
  and a +2 bonus to a second physical ability score. 
  The bramble brewer takes a –2 penalty to both 
  associated mental ability scores as long as the 
  mutagen persists, but his fast healing increases to 3 
  as long as he is in an area of bright light. 
   
  This ability otherwise works like the greater 
  mutagen discovery and replaces that ability. 
   
  A bramble brewer who selects the grand mutagen 
  discovery can brew a dendrite mutagen that now 
  grants a +6 natural armor bonus, a +6 alchemical 
  bonus to one physical ability score, a +4 alchemical 
  bonus to a second physical ability score, and a +2 
  alchemical bonus to a third physical ability score. 
  The bramble brewer takes a –2 penalty to his 
  Intelligence, Wisdom, and Charisma scores as long 
  as the mutagen persists. The bramble brewer's fast 
  healing increases to 5 as long as he is within an area 
  of bright light. 
   
  This ability otherwise works like the grand mutagen 
  discovery and replaces that ability. 
   
  Grand Discovery (Su): At 20th level, a bramble 
  brewer who selects the true mutagen grand 
  discovery can create a dendrite mutagen that grants 
  a +8 natural armor bonus and a +6 alchemical 
  bonus to Strength, Dexterity, and Constitution. The 
  bramble brewer takes a –2 penalty to his 
  Intelligence, Wisdom, and Charisma scores as long 
  as the mutagen persists. The bramble brewer's gains 
  fast healing 10, but instead of only gaining fast 
  healing in bright light, this fast healing persists in 
  areas of bright or normal light. A bramble brewer 
  must possess the grand mutagen discovery before 
  selecting this discovery. 
   
  Discoveries 
  The following discoveries complement the bramble 
  brewer archetype: precise bombs; defoliant bomb; 
  lingering spirit, strafe bomb, sunlight bomb. 
   
  Antipaladin Archetypes 
  Spider Champion (Antipaladin Archetype) 
  A spider champion pledges their life and soul to the 
  service of a spider deity. 
   
  Class Skills: A spider champion gains Climb as a class 
  skill. 
   
  Aspect of the Swarm (Su): At 2nd level, a spider 
  champion gains the ability to transform his body 
  into a swarm of spiders for a number of rounds per 
  day equal to ½ his antipaladin level. These rounds 
  need not be consecutive, and objects carried at the 
  time of transformation transform with him. This 
  polymorph effect replaces his abilities and statistics 
  with that of a spider swarm (Bestiary 258), except 
  that he retains his hit points and saving throws.  
   
  This ability replaces touch of corruption. 
   
  Poison Immunity (Ex): At 3rd level, a spider 
  champion becomes immune to all non-magical 
  poisons. 
   
  This ability replaces plague bringer. 
   
  Web (Ex): At 3rd level, a spider champion gains the 
  web special attack, as per the universal monster 
  rules. He may make a ranged touch attack up to a 
  maximum of 50 ft., with a 10 ft. range increment. 
  The web has a number of hit points equal to the 
  spider champion’s antipaladin levels. Entangled 
  creatures may burst the web with a Strength check 
  (-4 penalty if caught in the web), or escape with a 
  successful Escape Artist check. The DC for either 
  check is 10 + ½ his antipaladin level + his 
  Constitution modifier. The spider champion may 
  cast an additional web at 6th level, and every 3 
  levels thereafter.  
   
  This ability replaces cruelty. 
   
  
   
  143 
   
  Spells: A spider champion adds the following spells 
  to their spell lists. 1) spider climb, 2) vomit swarm, 
  3) giant vermin (spiders only), 4) phantasmal web. 
   
  Oath of the Spider Queen
  (Paladin Archetype) 5e 
  Sometimes called Spider Champions, these paladins 
  pledge their life and soul to the service of a spider 
  deity. They believe in evil and trickery, spinning 
  their own webs of intrigue in her name. A paladin 
  must be evil to become a Spider Champion. 
   
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
   
  Paladin Level 
  Spells 
  3rd 
   
  spider climb, darkness 
  5th 
   
  web, armor of agathys 
  9th 
   
  invisibility, enlarge/reduce 
  13th 
   
  feign death, vampiric touch 
  17th 
   
  black tentacles, greater invisibility 
   
  Channel Divinity 
  Aspect of the Swarm: As an action, you gain the 
  ability to use your Channel Divinity ability 
  transform your body into a swarm of spiders. You 
  gain the hit points and all abilities of the swarm. If 
  the swarm form is reduced to zero hit points, you 
  revert back to your normal form, and any hit point 
  damage inflicted beyond 0 hit points is transferred 
  to your hit points. 
   
  Web: At 7th level, you can cast web once per short 
  rest as an action that does not cost a spell slot. 
   
  Summon Spiders: At 15th level, you may summon 
  spiders as per the conjure animals spell once per 
  short rest as an action that does not cost a spell slot. 
  You may only summon spiders with this ability. 
   
  Spider Form: At 20th level you may transform into 
  a spider, similarly to a druid of equal level. You may 
  use this ability to turn into a spider of up to CR 3, 
  and may perform this ability twice. You regain this 
  ability after a short rest. 
   
   
   
  Cavalier Orders 
  Order of the Horn and Order of the Wing 
  The order of the horn and order of the wing are 
  identical, except as where noted. Each of these 
  cavalier orders enjoy a good natured rivalry with 
  each other, and regularly meet to boast and 
  compare exploits. Membership in the Order of the 
  Horn is limited to good aligned fey and humanoid 
  females. Membership in the Order of the Wing is 
  limited to good aligned fey and humanoid males.  
   
  Edicts: The cavalier must pledge to defend the 
  woodlands from danger. They must also speak 
  Sylvan and remain of good alignment. 
   
  Challenge: Whenever the cavalier issues a challenge, 
  the cavalier and their mount each receive a +1 
  morale bonus on their saving throws against spells 
  or abilities originating from the target of their 
  challenge. This bonus increases by +1 for every four 
  levels the cavalier possesses. 
   
  Skills: An order of the horn cavalier adds Heal and 
  Knowledge (nature) to her list of class skills. In 
  addition, whenever the cavalier uses Heal to treat 
  another creature, she receives a bonus on the check 
  equal to ½ her cavalier level (minimum +1). 
   
  An order of the wing cavalier adds Acrobatics and 
  Knowledge (nature) to his list of class skills. In 
  addition, when using Acrobatics to reduce falling 
  damage, he may reduce the damage taken from a 
  fall by an amount equal to ½ his cavalier level 
  (minimum -1). 
   
  Order Abilities: An order of the horn / wing cavalier 
  gains the following abilities as they increases in 
  level. 
  Muster Stallion / Mare (Sp): At 2nd level, the 
  cavalier’s mount class feature takes on a magical 
  nature. Once per day, the cavalier is able to 
  summon their bonded mount as a spell-like ability. 
  The creature remains until dismissed as a standard 
  action back to the location from which they were 
  last summoned. 
   
  Noble Steed (Ex): At 8th level, the cavalier’s normal 
  mount is replaced with an elite mount. An order of 
  the horn cavalier forms a bond with a unicorn, 
  whereas an order of the wing cavalier bonds with a 
  
   
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  pegasus. The cavalier’s bond with her original 
  mount is broken, and the new steed has immediate 
  access to the steed advances as normal for a 
  cavalier’s mount. 
   
  Uncommon Bond (Su): At 15th level, the cavalier’s 
  bond with their mount deepens, granting the 
  cavalier and their mount an intuitive knowledge of 
  each other’s intentions. When either the cavalier or 
  their mount makes an attack against the same 
  target, they gain an insight bonus equal to the 
  cavalier’s Charisma bonus to that attack. This bond 
  also allows them to communicate telepathically 
  while the cavalier is astride their mount. 
   
  Druid Archetypes 
  Forest Sentinel (Druid Archetype) 
  The Forest Sentinels are the militant fist of the Elven 
  Druidic Circles. Capable warriors and survivalists, 
  they help secure the borderlands along with their 
  ranger brethren. 
   
  Enhanced Spell List: The forest sentinel adds alter 
  self, magic weapon, greater magic weapon and 
  whispering wind to her spell list. She gains the magic 
  weapon spells as if they were equivalent to magic 
  fang and greater magic fang spells. 
   
  Natural Empathy (Ex): The elven connection to 
  nature is far more intense than any of the other 
  races. The forest sentinel adds half her class level 
  (minimum 1) to all Knowledge (nature) and Survival 
  checks.  
   
  This ability replaces nature sense. 
   
  Bow Staff (Su): At 4th level, the forest sentinel can 
  transform any bow she wields into a quarterstaff or 
  vice versa as a swift action. This does not provoke 
  an attack of opportunity. The bow is always a 
  composite bow (longbow or shortbow) with a 
  strength rating equal to the forest sentinel’s current 
  Strength score. If the bow is enchanted, the 
  enchantment does not affect the quarterstaff, 
  likewise an enchanted quarterstaff doesn’t transfer 
  its enchantment to a transformed bow. However if 
  either weapon was temporarily enchanted by the 
  forest sentinel via the magic weapon or greater 
  magic weapon spell, the enchantment does transfer 
  from one form to the other.  
  This ability resist nature’s lure. 
   
  Hybrid Form (Su): At 8th level, the forest sentinel 
  can expend two of her wild shape abilities and 
  become a hybrid of her natural state and the animal 
  she is wild shaping into. If the animal she is shaping 
  into is Tiny, her hybrid form is Small, Small becomes 
  Medium, Medium remains Medium, Large becomes 
  Medium, and Huge becomes Large. This only 
  functions when wild shaping into animal or plants; 
  it does not function for her elemental wild shaping. 
  Her type remains the same as whatever animal or 
  plant she wild shaped into, and she gain all of the 
  advantages of the animal or plant she would 
  normally gain through wild shaping, but essentially 
  she is in humanoid form. While in the hybrid form, 
  she may speak, cast spells, and use weapons.  
   
  This ability replaces a thousand faces. 
   
  Nature's Bounty (Su): At 10th level, once per day 
  the forest sentinel may speak to a tree or plant and 
  have it perform one of the tasks listed below. At 
  14th level, she may do this twice per day, and 3 
  times per day at 18th level.  
   
  Cling Foot Moss: The forest sentinel collects 
  moss and lichen from the surrounding flora 
  and places it upon the soles of her 
  boots/shoes/feat. The moss performs as a 
  spider climb spell except that the forest 
  sentinel does not need to use her hands, 
  leaving them free to use or attack as she 
  wishes. The forest sentinel may produce this 
  moss and store it in a sealed container, but 
  it only retains this ability for half as many 
  days as the forest sentinel has class levels. 
  Once exposed and applied, the effect only 
  lasts for 10 minutes per forest sentinel level. 
   
  Produce Arrows: The flora produces 20 
  arrows. These arrows are of masterwork 
  quality and the fletching and arrow heads 
  are made of organic material. The fletchings 
  are “feathered” leaves and the arrow heads 
  are made of amber – though every bit as 
  hard and sharp as steel. At 15th level as a 
  swift action, the forest sentinel may imbue 
  the arrows with potent power of the forest, 
  becoming functioning as a bane weapon 
  enchantment against a creature type of the 
  
   
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  forest sentinel’s choosing. These will remain 
  enchanted thusly for 24 hours or until used. 
  Once chosen (at the time the arrows are 
  created), the creature type cannot be 
  changed until new arrows are created. This 
  enchantment only works for the forest 
  sentinel. 
   
  Produce Restorative Ointment: The flora 
  will exude an ointment that has the same 
  powers 
  and 
  functions 
  as 
  restorative 
  ointment (see page 526 core rules). At 10th 
  level, the forest sentinel can extract enough 
  ointment for 1 application per use of this 
  ability. At 15th level, she may extract 
  enough for up to 2 applications. 
   
  Succor the Masses: The flora will produce 
  the necessary ingredients for the forest 
  sentinel to create elven way bread for a 
  number of people equal to her class level. 
  Each wafer will sustain a Medium sized 
  creature for a full day, and grants the 
  following effects; the bread removes the 
  fatigued condition and imbues its imbiber 
  with the effects of the Endurance feat. At 
  10th level the bread gains the ability of the 
  lesser restoration spell. In either situation, 
  the effects are for one day only, and may 
  only be used in this manner once per week 
  per person eating the bread. Creating the 
  bread for the ingredients takes 10 minutes 
  per wafer created. 
   
  Tremorsense Ointment: The forest sentinel 
  may concoct a salve that she places over her 
  entire body. She gains the termorsense 
  ability in a 15 foot radius as long as she is in 
  a natural environment. The effect lasts for a 
  number of hours equal to her Wisdom 
  modifier. 
   
  Wild Healing: The forest sentinel may 
  collect ingredients to make a healing 
  unguent. The unguent heals 1d6 + 1 hit 
  point per two forest sentinel levels. She may 
  create enough unguent to affect as many 
  creatures as 1 + her Wisdom modifier. This 
  stacks with any other natural healing that 
  she uses or the recipient may receive. At 
  15th level, the forest sentinel may produce 
  a drink that has the same effects as the 
  ungent, and also grants the imbiber fast 
  healing 2 for 8 hours. 
  This ability replaces venom immunity and timeless 
  body. 
   
   Ley Line Channeler (Druid Archetype) 
  Ley line channelers are a sect of druids who have 
  spent their training divining the sources and powers 
  of the ley lines that crisscross the world and traverse 
  the universe. These are the druids responsible for 
  erecting standing stones, menhirs, and obelisks at 
  ley line crossings or points where the lines are 
  exceptionally strong. Many are adventurers simply 
  looking to have comradery while they search for 
  such places, while others actively seek out 
  adventurous souls to help them defend such areas. 
   
  Spell Casting: A ley line channeler draws magic from 
  the ley lines which cross and permeate the world 
  and connect the planes. These spells are drawn from 
  the druid spell list, plus a handful of other spells: At 
  1st and every odd level after that, the ley line 
  channeler adds one arcane spell to her spell list of 
  the 
  highest 
  level 
  she 
  can 
  cast 
  from 
  the 
  Sorcerer/Wizard spell list. For example, a 1st level 
  ley line channeler could add mage armor to her list, 
  and at 3rd level she could add web. These spells are 
  considered druid spells and are cast in the same 
  manner. Her alignment may restrict her from 
  casting certain spells opposed to her moral or 
  ethical beliefs; see chaotic, evil, good, and lawful 
  spells. A ley line channeler is a spontaneous caster, 
  but unlike other spontaneous casters, she does not 
  have a list of spells known, instead she may cast any 
  spell from her enhanced druid list. However, a ley 
  line channeler must have a channeling rod, which is 
  detailed below.  
   
  To cast a spell, the channeler must have a Wisdom 
  score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a druid's 
  spell is 10 + the spell level + the channeler's Wisdom 
  modifier. 
   
  Like other spellcasters, a ley line channeler can cast 
  only a certain number of spells of each spell level 
  per day. Her base daily spell allotment is given on 
  Table: Druid. In addition, she receives bonus spells 
  per day if she has a high Wisdom score (see Table: 
  Ability Modifiers and Bonus Spells). 
  
   
  146 
   
  The channeler must spend 1 hour each day in a 
  trance-like meditation on the mysteries of nature to 
  regain her daily allotment of spells. A druid may cast 
  any spell on her druid spell list, provided that she 
  can cast spells of that level, but she must have her 
  channeling rod in order to do so. If a channeler 
  attempts to cast a spell without her bonded object 
  in hand, she must make a concentration check or 
  lose the spell. The DC for this check is equal to 20 
  + the spell's level.  
   
  The channeling rod is not subject to dispel magic, as 
  it is a conduit and not the source of magic for the 
  channeler. However, if the rod is enhanced in any 
  way, it is subject to the rules below. 
   
  This alters the druid’s spellcasting ability. 
   
  Channeling Rod: The channeling rod is an item 
  bonded to the channeler and attuned to ley line 
  magic. It is acquired at 1st level, is not made of any 
  special material, and is always of masterwork 
  quality. The object must be held in at least one 
  hand. If a channeler attempts to cast a spell without 
  her bonded object in hand, she must make a 
  concentration check or lose the spell. The DC for 
  this check is equal to 20 + the spell's level.  
   
  A bonded object can be used once per day to cast 
  any one spell that the channeler has in her spell list 
  and is capable of casting. This spell is treated like 
  any other spell cast by the channeler, including 
  casting time, duration, and other effects dependent 
  on the channeler's level. This spell cannot be 
  modified by metamagic feats or other abilities. 
   
  A channeler can add additional magic abilities to her 
  bonded object as if she has the required item 
  creation feats and if she meets the level prerequisites 
  of the feat. For example, a channeler who wants to 
  enhance her rod or staff as a weapon, must be at 
  least 5th level to add magic abilities to it (see Craft 
  Magic Arms and Armor feat). If the bonded object 
  is a magical staff, it loses its staff abilities when its 
  last charge is consumed, but it is not destroyed and 
  it retains all of its bonded object properties and can 
  be used to craft a new staff. The magic properties 
  of a bonded object, including any magic abilities 
  added to the object, only function for the channeler 
  who owns it. If a bonded object's owner dies, or 
  the item is replaced, the object reverts to being an 
  ordinary masterwork item of the appropriate type. 
   
  If a bonded object is damaged, it is restored to full 
  hit points the next time the channeler goes into her 
  druidic trance-like meditation. If the bonded 
  channeling rod is lost or destroyed, it can be 
  replaced after 1 week in a special ritual that costs 
  200 gp per channeler level plus the cost of the 
  masterwork item. This ritual takes 8 hours to 
  complete. Items replaced in this way do not possess 
  any of the additional enchantments of the previous 
  bonded item. A channeler can designate an existing 
  magic item as her bonded item. This functions in the 
  same way as replacing a lost or destroyed item 
  except that the new magic item retains its abilities 
  while gaining the benefits and drawbacks of 
  becoming a bonded item. 
   
  The channeling rod is a staff or rod that has been 
  attuned to ley line magic. It is the channelers’ 
  conduit to her spells as well as other abilities. This 
  rod is attuned to the channeler as well, and shape 
  changes with her. While in wild shape form, the rod 
  is considered to be wielded by the channeler.  
   
  The channeler gains a +4 bonus to her CMD on 
  disarm and sunder attempts against her channeling 
  rod. 
   
  The ley line channeler’s channeling rod serves as an 
  arcane bond for the purposes of feats or other 
  functions. 
   
  This replaces the nature bond and nature sense. 
   
  Conduit Surge (Su): At 1st level, a ley line channeler 
  is adept at channeling energy from ley lines to 
  enhance her own spells. As a swift action, she can 
  increase her effective caster level for the next spell 
  she casts in that round by 1d4 - 1 levels. After 
  performing a conduit surge, the ley line channeler 
  must succeed at a Fortitude save (DC = 10 + level 
  of spell cast + number of additional caster levels 
  granted) or become staggered for a number of 
  minutes equal to the level of the spell cast. At 8th 
  level, the caster level increase becomes 1d4. She can 
  use this ability a number of times per day equal to 
  3 + her Wisdom modifier. 
   
  
   
  147 
   
  This ability replaces wild empathy. 
   
  Wild Shape (Su): At 10th, 12th, and 14th levels the 
  ley line channeler may wild shape as if using form 
  of the dragon I, II, and III, respectively. 
   
  This alters the druid’s wild shape ability and replaces 
  timeless body. 
   
  Treesinger (Druid Archetype; Elf) 
  The treesinger is an archetype of the druid class, 
  available to elven druids. 
   
  Elves live far longer than other common races, and 
  a single elf may see whole empires rise and fall. 
  Given the impermanence of the cultures around 
  them, it's small wonder that some elves turn to the 
  timeless growth of nature for solace, finding allies 
  among the great trees themselves, and even leading 
  the forest's plants into combat. 
   
  Plant Bond (Ex): At 1st level, a treesinger forms a 
  mystic bond with plant life. This bond can take one 
  of two forms. 
   
  The first grants the treesinger one of the following 
  domains: Plant; Growth; Jungle, Swamp. When 
  determining the powers and bonus spells granted by 
  this domain, the treesinger's effective cleric level is 
  equal to her druid level. A treesinger who selects 
  this option also receives additional domain spell 
  slots, just like a cleric. She must prepare the spell 
  from her domain in this slot, and this spell cannot 
  be used to cast a spell spontaneously. 
   
  The second option is to form a close bond with a 
  plant companion. A treesinger may begin play with 
  any of the plants listed below. This plant is a loyal 
  companion that accompanies the treesinger on her 
  adventures. Except for the companion being a 
  creature of the plant type, drawn from the list 
  below, this ability otherwise works like the standard 
  druid's animal companion ability. 
   
  Plant bond replaces the druid's nature bond ability. 
   
  Plant Companions: Each plant companion has 
  different starting sizes, speed, attacks, ability scores, 
  and special qualities. All plant attacks are made 
  using the creature's full base attack bonus unless 
  otherwise noted. Plant attacks add the plant's 
  Strength modifier on the damage roll, unless it has 
  only one attack, in which case it adds 1-1/2 times its 
  Strength modifier. Some plant companions have 
  special abilities, such as scent. Plant companions 
  cannot gain armor or weapon proficiency feats, 
  even as they advance in hit dice, and cannot use 
  manufactured 
  weapons 
  at 
  all 
  unless 
  their 
  description says otherwise. 
   
  As you gain levels, your plant companion grows in 
  power as well. It gains the same bonuses that are 
  gained by animal companions, noted on Table: 
  Animal Companion Base Statistics. Each plant 
  companion gains an additional bonus, usually at 4th 
  or 7th level, as listed with each plant choice. Instead 
  of taking the listed benefit at 4th level, you can 
  instead choose to increase the companion's Strength 
  and Constitution by 2. 
   
  Carnivorous Flower 
  Starting Statistics 
  Size Small; Speed 30 ft., climb 10 ft.; AC +2 
  natural armor; Attack bite (1d6);  
  Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, 
  Cha 10;  
  Special Qualities low-light vision, scent. 
   
  4th-Level Advancement 
  Size Medium; Attack bite (2d6);  
  Ability Scores Str +4, Dex –2, Con +2;  
  Special Attacks rage (1/day, as the barbarian class 
  feature for 6 rounds). 
   
  Crawling Vine 
  Starting Statistics 
  Size Medium; Speed 20 ft., climb 20 ft.; AC +2 
  natural armor; Attack slam (1d4);  
  Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, 
  Cha 2;  
  Special Attacks grab; Special Qualities low-light 
  vision, scent. 
   
  4th-Level Advancement 
  Size Large; AC +1 natural armor; Attack slam 
  (1d6);  
  Ability Scores Str +8, Dex –2, Con +4; Special 
  Attacks constrict 1d6. 
   
  
   
  148 
   
  Puffball (Floating Fungus) 
  Starting Statistics 
  Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 
  natural armor; Attack thorn (1d4 plus poison);  
  Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, 
  Cha 6;  
  Special Attacks poison (Frequency 1 round [6], 
  Effect 1 Con damage, Cure 1 save, Con-based DC);  
  Special Qualities low-light vision. 
   
  4th-Level Advancement 
  Ability Scores Str +2, Con +2. 
   
  Sapling Treant 
  Starting Statistics 
  Size Medium; Speed 30 ft., climb 30 ft.; AC +1 
  natural armor; Attack 2 slams (1d6);  
  Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, 
  Cha 7;  
  Special Qualities double damage against objects, 
  low-light vision. 
   
  4th-Level Advancement 
  Size Large; AC +2 natural armor; Attack 2 slams 
  (1d8);  
  Ability Scores Str +8, Dex –2, Con +4. 
   
  Green Empathy (Ex): At 1st level, a treesinger can 
  improve the attitude of a plant creature. This ability 
  functions just like a Diplomacy check made to 
  improve the attitude of a person. The treesinger 
  rolls 1d20 and adds her druid level and her 
  Charisma modifier to determine the wild empathy 
  check result. The typical wild plant creature has a 
  starting attitude of indifferent. 
   
  To use green empathy, the treesinger and the plant 
  creature must be within 30 feet of one another 
  under normal conditions. Generally, influencing a 
  plant creature in this way takes 1 minute but, as with 
  influencing people, it might take more or less time. 
   
  A treesinger can also use this ability to influence an 
  animal, but she takes a –4 penalty on the check. 
   
  This ability replaces wild empathy. 
   
  Wild Shape (Su): At 4th level, a treesinger gains the 
  ability to wild shape. This ability functions at her 
  actual druid level. A treesinger cannot use wild 
  shape to adopt an animal or elemental form. 
  Instead, when she gains this ability at 4th level, she 
  can assume the form of a Small or Medium plant. 
  This functions as plant shape I, except the treesinger 
  does not yet gain access to the constrict or poison 
  abilities of the plant form assumed. 
   
  At 8th level, the treesinger's wild shape gains the full 
  range of abilities available from plant shape I. At 
  10th level, a treesinger can assume the form of a 
  Large or Tiny plant. Her wild shape ability now 
  functions like plant shape II. 
   
  At 12th level, a treesinger can assume the form of a 
  Huge plant. Her wild shape ability now functions 
  like plant shape III. 
   
  This ability replaces, and otherwise functions like, 
  the normal druid wild shape ability. 
   
  Verdant Lord (Druid Archetype) 
  Verdant lords are masters of plant life. They adopt 
  floral adaptations, becoming more plant-like as 
  they progress in power. 
   
  Nature Bond (Ex): A verdant lord may not take an 
  animal companion, and may only select from the 
  Plant or Weather domains when choosing this class 
  feature. 
   
  Photosynthesis (Su): Verdant lords that spend at 
  least 4 hours barefoot, and in direct sunlight, receive 
  enough nourishment and rest to fulfill their food 
  and sleep requirements for the day.  
   
  This ability replaces nature sense. 
   
  Spontaneous Casting: A verdant lord can channel 
  unexpended spell energy into her nature bond. She 
  can “lose” a prepared spell in order to cast any 
  domain spell of the same level or lower. This ability 
  replaces the ability to spontaneously cast summon 
  nature’s ally spells.  
   
  Wild Shape (Su): Verdant lords may not select 
  animal or elemental forms (they may still assume 
  plant forms), but gain the additional capability of 
  becoming a cloud of pollen. This use of wild shape 
  functions like the gaseous form spell. Verdant lords 
  of the aquatic subtype may instead select the ability 
  
   
  149 
   
  to wild shape into an algae bloom, but once the 
  choice is made, it cannot be changed. An algae 
  bloom functions like the gaseous form spell, but 
  only works under water, and alters the verdant 
  lord’s swim speed and Swim checks instead of her 
  fly speed and Fly checks. 
   
  Botanical Evolution (Su): At 5th level, a verdant 
  lord acquires additional plant features beyond 
  photosynthesis. Their skin may look waxy and carry 
  a green (or greener) tint, or it may wrinkle and 
  harden like bark. Their hair may look like vines, 
  flower petals, or leaves that change color with the 
  seasons. In addition, the verdant lord chooses one 
  of the following benefits. The verdant lord may 
  select an additional benefit at 10th, 15th, and 20th 
  levels. Features may be selected more than once.  
   
  Aroma: The verdant lord receives a +1 alchemical 
  bonus to all Charisma based skill checks, or increases 
  their existing alchemical bonus by +1. 
   
  Bark: The verdant lord receives a +1 natural armor 
  bonus, or increases their existing natural armor 
  bonus by +1. 
   
  Hardness: The verdant lord gains damage reduction 
  1, or increases their existing DR by +1. 
   
  Thistles: When the verdant lord grapples an 
  opponent, or an opponent successfully strikes her 
  with an unarmed or natural melee attack, the 
  opponent takes 1d4 + 1 nonlethal piercing damage, 
  and is sickened for 1d4 rounds with an itching rash. 
  A successful DC 15 Fortitude save negates the 
  sickened effect. Selecting this benefit more than 
  once increases the damage and Fort DC each by an 
  additional +1. 
   
  Thorns: The verdant lord’s fingernails and toenails 
  become sharp thorns. These natural weapons allow 
  the verdant lord to make two claw attacks as a full-
  attack action, using their full base attack bonus. Each 
  claw deals 1d4 damage (1d3 if small), plus the 
  verdant lord’s Strength modifier. Selecting this 
  benefit more than once grants a cumulative +1 
  magical bonus to the claws. 
   
  Toxin: Once per day, the verdant lord may excrete 
  sassone leaf residue from his pores, as an immediate 
  reaction to being grappled or struck by a natural or 
  unarmed melee attack. This excretion exposes the 
  opponent to a single dose of the poison. Selecting 
  this benefit more than once increases the number of 
  times per day the verdant lord may excrete the 
  toxin from her pores.  
   
  This ability replaces wild empathy, trackless step, 
  and a thousand faces. 
   
  Plant Form (Ex): At 20th level, the verdant lord’s 
  creature type changes to plant. She gains low light-
  vision, immunity to all mind affecting effects 
  (charms, compulsions, morale effects, patterns, and 
  phantasms), paralysis, poison, polymorph, sleep 
  effects, and stunning.  
   
  This ability replaces timeless body. 
   
  Verdant Lord (Druid Archetype) 5e  
  Verdant lords are masters of plant life. They adopt 
  floral adaptations, becoming more plant-like as 
  they progress in power. They are not members of 
  druid circles, preferring solitude and quiet 
  contemplation. 
   
  Verdant Stride: At 2nd level, you can walk through 
  normal and magical difficult terrain caused by plants 
  with ease. Any such terrain never hinders your 
  movement or causes damage. 
   
  Photosynthesis: At 6th level, you if spend at least 4 
  hours barefoot and in direct sunlight, you receive 
  enough nourishment and rest to spend a Hit Die 
  and regain hit points as though you had taken a 
  short rest. If you spend 8 hours in this fashion, you 
  gain the benefits of a long rest.  
   
  Plant Transformation: At 10th level, if you use Wild 
  Shape to transform into a plant creature, you may 
  transform into such a creature whose CR is up to 
  1/3rd your druid level. You also gain a natural 
  armor class of 11. 
   
  Greater Plant Transformation: At 14th level, you 
  acquire 
  additional 
  plant 
  features 
  beyond 
  photosynthesis. Your skin may look waxy and carry 
  a green (or greener) tint, or it may wrinkle and 
  harden like bark and your hair may look like vines, 
  
   
  150 
   
  flower petals, or leaves that change color with the 
  seasons. Your natural armor class improves to 14. 
   
  Fighter Archetypes 
  Elven Archer (Fighter Archetype) 
  Elven archers train for at least a hundred year with 
  the bow before ever stepping onto a battlefield. 
  They tend to prefer light armors, avoiding the 
  encumbrance that larger armors cause their swift 
  movements.  
   
  Skills: 
  The 
  elven 
  archer 
  loses 
  Knowledge 
  (dungeoneering) and (engineering) from his class 
  skill list, instead gaining Perception and Stealth as 
  class skills. 
   
  Elven Bowmanship (Ex): At 1st level, the elven 
  archer fires his shots reflexively and instinctually, 
  gaining his Dexterity modifier as damage on all 
  ranged attacks with a bow. 
   
  This replaces the elven archer’s medium and heavy 
  armor proficiencies and tower shield proficiency. 
   
  Archery Combat Style Feat (Ex): At 2nd level, the 
  elven archer gains the archery combat style as a 
  ranger, except that his training in archery and 
  combat is far more extensive than that of a ranger. 
   
  The Elven Archer’s expertise manifests in the form 
  of bonus feats at the levels a fighter gains his bonus 
  feats. He can choose feats from the archery combat 
  style, even if he does not have the normal 
  prerequisites. 
   
  The benefits of the elven archer’s style feats apply 
  only when he wears light or no armor. He loses all 
  benefits of his combat style feats when wearing 
  armor heavier than light. 
   
  At 2nd level the elven archer may add the following 
  feats to his combat style list. 
  Combat Reflexes, Deadly Aim, Deadly Focus*, 
  Elven Accuracy, Elven Point Blank Shot*, Elven 
  Weapon Focus*, Far Shot, Focused Shot, Intuitive 
  Shot*, Of Blade and Bow*, Point-Blank Shot, Point 
  Blank Master, Precise Shot, Quick Draw, Rapid 
  Shot, Running Shot*, Two Weapon Fighting and 
  Weapon Finesse.  
   
  At 6th level, the elven archer may add the following 
  feats to his combat style list. 
  Clustered 
  Shots, 
  Deflecting 
  Shot*, 
  Distance 
  Thrower, Elven Snap Shot*, Elven Deflect Arrow*, 
  Elven Manyshot, Improved Precise Shot, Keen 
  Accuracy*, Leaf Dancer*, Lethal Grace*, Lightning 
  Shot*, Manyshot, Opening Volley, Parting Shot, 
  Snap Shot, and Stalwart Archer*. 
   
  At 10th level, the elven archer may add the 
  following feats to his combat style list. 
  Bounding Shot*, Close-Quarters Thrower, Greater 
  Elven Weapon Focus*, Improved Deflecting Shot*, 
  Improved Snap Shot and Pinpoint Targeting. 
   
  This alters the bonus feats the fighter gets starting at 
  2nd level and every other level after that. 
   
  *New feats from Wardens of the Wild 
   
  Precise Targeting (Ex): At 2nd level, the elven 
  archer’s shots are so precise he almost never fails 
  critical confirmation checks. He gains a +1 bonus to 
  critical confirmation checks with a bow at 2nd level, 
  and then another +1 at 6th, 10th, 14th and 18th 
  level. 
   
  This ability replaces bravery. 
   
  Shot on the Run (Ex): At 3rd level, the elven archer 
  gains the Shot on the Run feat as a bonus feat. He 
  does not need to meet the prerequisites for this feat.  
   
  This replaces armor training 1 and 2. 
   
  Camouflage (Ex): Beginning at 7th level, the elven 
  archer may use the Stealth skill to hide in forest 
  terrain, even if he does not have cover or 
  concealment. 
   
  This replaces armor training 3. 
   
  Volley (Ex): At 15th level, as a full-round action, an 
  archer can make a single bow attack at his highest 
  base attack bonus against any number of targets in 
  a 10-foot cube, making separate attack and damage 
  rolls for each creature.  
   
  This ability replaces armor training 4. 
   
  
   
  151 
   
  Elf Shot (Ex): At 19th level, the elven archer 
  increases the threat range with any bow he uses by 
  1. This ability stacks with either a bow with the keen 
  ability on it, or with the Improved Critical feat (for 
  bows). 
   
  This ability replaces armor mastery. 
   
  Elven Archer (Fighter Archetype 5e) 
  Elven archers have trained with the bow for more 
  than a hundred years before most other races ever 
  engage in their first battle. Their aim is true, and 
  they consider archery an art, as much as it is a tool 
  of war. 
   
  Elven Archery: At 3rd level, you may spend a bonus 
  action to gain a bonus on one ranged attack roll 
  equal 1/2 your proficiency bonus. 
   
  Precise Targeting: At 7th level, your attacks are so 
  precise that all of your ranged attacks score a critical 
  hit on a roll of 19-20. 
   
  Volley: At 10th level, you can use his action to make 
  a ranged attack against any number of targets 
  within a 20 foot cube. You make attacks as normal 
  against each target. 
   
  Perfect Aim: At 15th level, the elven archer never 
  suffers disadvantage on ranged attack rolls within 
  30 feet. 
   
  Deadly Targeting: At 18th level, the elven archer’s 
  ranged attacks score critical hits on 18-20. 
   
  Ghost Warrior (Fighter Archetype) 
  Using stealth and mobility over up front combat, 
  the ghost warrior uses attrition and intimidation to 
  whittle 
  down 
  foes. 
   
  See, Not Seen: The ghost warrior gains Perception 
  and Stealth as class skills.  You gain the Skill Focus 
  (Stealth) feat. 
   
  This replaces the Knowledge (dungeoneering) and 
  Knowledge (engineering) class skills, medium and 
  heavy 
  armor 
  proficiency 
  and 
  tower 
  shield 
  proficiency. 
   
  Ghost Tactics (Ex): The ghost warrior strives to 
  strike near lethal fear into his opponents. He may 
  do this in a number of ways. Perhaps he deals 
  massive damage to a foe in a single strike, maybe he 
  kills one enemy within their own encampment 
  while they are sleeping and lets others live, or 
  sneaks in to an enemy camp and steals an important 
  item, or maybe even striking an opponent in the 
  midst of his fellows and remaining unseen. At 3rd 
  level, if the ghost warrior manages any of these 
  tactics (or something similar, at the GM’s 
  discretion), he gains a +5 competence bonus on 
  Intimidate checks to demoralize all foes who 
  witness his handiwork. This bonus increases by +5 
  at 7th level and every 4 levels after (to a maximum 
  of +20 at 15th level). Unlike normal Intimidate 
  checks, the ghost warrior’s tactics ensure an effective 
  outcome. Successfully demoralized opponents 
  remain shaken for 24 hours.  
   
  This ability replaces armor training 1, 2, 3, and 4.  
   
  Sly Training (Ex): At any time the ghost warrior 
  gains a bonus feat, he may instead choose a rogue 
  talent. 
   
  True Ghost (Su): At 10th level the ghost warrior may 
  cast vanish once per day at a caster level equal to 
  his class level. At 16th level he may cast the spell 
  twice per day. 
   
  This replaces the bonus feats he gains at levels 10 
  and 16. 
   
  Scared to Death (Su): At 20th level, the ghost 
  warrior can, as a standard action, make a single 
  attack against an opponent he has successfully used 
  his ghost tactics on, at his full base attack bonus. If 
  the attack hits, the target takes damage normally 
  and must make a Fortitude save or die. The DC of 
  this save is equal to 10 + 1/2 the ghost warrior’s level 
  + his Charisma modifier. A ghost warrior can 
  choose instead to deal an amount of nonlethal 
  damage equal to the creature's current hit points. A 
  successful save negates this damage. A ghost warrior 
  can use this ability once per day against each enemy 
  he has successfully used ghost tactics on, but not 
  against the same creature more than once in a 24-
  hour period. 
   
  
   
  152 
   
  This ability replaces weapon master. 
   
  Magus Archetypes 
  Spell Dancer (Magus Archetype; Elf) 
  The spell dancer is an archetype of the magus class, 
  available to elven magi. 
   
  The strong emphasis on wizards within elven 
  culture influences how even non-wizard elves see 
  themselves. Many elven magi do not consider 
  themselves masters of a blend of martial and 
  magical talents, but rather a sub-category of wizards 
  who study the effect of physical movement and 
  techniques upon spellcasting ability. They believe 
  their ability to cast spells while fighting is an 
  outgrowth of the concept of the “spell dance,” 
  which itself is just another kind of wizardry. 
   
  Class Skills: A spell dancer adds Acrobatics and 
  Perform (dance) to his list of class skills and removes 
  Intimidate and Ride from his list of class skills. 
   
  Spell Dance (Su): At 1st level, a spell dancer gains 
  the ability to expend 1 point from his arcane pool 
  as a swift action to gain a +10 enhancement bonus 
  to his movement rate and a +2 dodge bonus to 
  Armor Class against attacks of opportunity 
  provoked by moving through threatened spaces for 
  1 minute. For every four levels beyond 1st, the spell 
  dancer gains another +10 enhancement bonus to 
  movement and +2 to AC against attacks of 
  opportunity provoked from movement. At 5th 
  level, once per spell dance as a swift action, the spell 
  dancer may use one of the following on himself as 
  a swift action: blur, fly, or haste. These abilities last 
  for 1 round. At 9th level, the spell dancer may 
  instead take a swift action to use dimension door as 
  a spell-like ability once during a spelldance. At 13th 
  level, the spell dancer may instead choose to take a 
  swift action to gain freedom of movement for 1d4 
  rounds. 
   
  This ability replaces the magus's ability to expend 
  points from his arcane pool as a swift action to grant 
  any weapon he is holding magic bonuses for 1 
  minute. 
   
  Arcane Movement (Su): At 5th level, whenever a 
  spell dancer casts a magus spell, he gains a 
  competence bonus on Acrobatics, Climb, Escape 
  Artist, and Stealth checks equal to the spell's level 
  until the beginning of his next turn. 
   
  This ability replaces the bonus feat a magus receives 
  at 5th level. 
   
  Dance of Avoidance (Su): At 7th level, while 
  wearing light armor or no armor, a spell dancer 
  gains a +2 insight bonus to Armor Class. 
   
  This ability replaces the medium armor class feature. 
   
  Greater Dance of Avoidance (Su): At 13th level, 
  while wearing light armor or no armor, a spell 
  dancer's insight bonus to Armor Class increases to 
  +4. 
   
  This ability replaces the heavy armor class feature. 
   
  Magus Arcana: The following magus arcana 
  complement the spell dancer archetype: arcane 
  cloak, prescient defense, close range, concentrate, 
  hasted assault, spell shield. 
   
  Oracle Archetypes 
  Ancient Lorekeeper (Oracle Archetype; Elf) 
  The ancient lorekeeper is a repository for all the 
  beliefs and vast knowledge of an elven people. She 
  shows a strong interest in and understanding of 
  histories and creation legends at a young age, and 
  as she matures her calling to serve as the memory of 
  her long-lived people becomes clear to all who 
  know her. 
   
  Class Skills: An ancient lorekeeper adds Knowledge 
  (arcane) and Knowledge (local) to her list of class 
  skills. Whenever she makes a Knowledge check of 
  any kind about a question regarding elves (creatures 
  of the elf subtype), the ancient lorekeeper adds half 
  her class level on her check. This replaces the bonus 
  skills the ancient lorekeeper gains from her mystery. 
   
  Elven Arcana (Ex): At 2nd level, an ancient 
  lorekeeper's 
  mastery 
  of 
  elven 
  legends 
  and 
  philosophy has allowed her to master one spell used 
  by elven wizards. She selects one spell from the 
  sorcerer/wizard spell list that is at least one level 
  lower than the highest-level oracle spell she can 
  cast. The ancient lorekeeper gains this as a bonus 
  spell known. The spell is treated as one level higher 
  
   
  153 
   
  than its true level for all purposes. The ancient 
  lorekeeper may choose an additional spell at 4th, 
  6th, 8th, 10th, 12th, 14th, 16th, and 18th levels. 
   
  This ability replaces the bonus spells she would 
  normally gain at these levels from her chosen 
  mystery. 
   
  Mysteries 
  The following oracle mysteries complement the 
  ancient lorekeeper archetype: Lore, Nature, Waves, 
  Wind; Ancestor, Time, Wood. 
   
  Ranger Archetypes 
  Forest Sentinel (Ranger Archetype) 
  Elven forest sentinels are rangers that are dedicated 
  to the protection of the forest homes of the elves. 
  Since they never know which enemy they have to 
  fight, the sentinels have tapped into a deep 
  reservoir of power channeling power from the land 
  into their weapons, giving them the ability to fight 
  any foe that threatens the elfwood and its 
  surrounding borders. Frequently these guardians are 
  sent on missions far and wide giving them a chance 
  to see and understand the outside world. Many of 
  these become adventurers after seeing the world 
  outside their homes. 
   
  Stalker (Ex): At 1st level, the forest sentinel gains 
  forest as a favored terrain. While in any of his 
  favored terrains the ranger may stalk his prey for up 
  to 5 rounds, studying them. For each round he 
  stalks his opponents unnoticed, he gains a +1 bonus 
  on Bluff, Knowledge, Perception, Sense Motive, 
  and Survival checks against them. 
   
  This replaces the favored enemy ability gained at 1st 
  level. 
   
  Woodland Stride (Ex): Starting at 4th level, a ranger 
  may move through any sort of undergrowth (such 
  as natural thorns, briars, overgrown areas, and 
  similar terrain) at his normal speed and without 
  taking damage or suffering any other impairment. 
  Thorns, briars, and overgrown areas that are 
  enchanted or magically manipulated to impede 
  motion, however, still affect him. 
  This replaces the hunter’s bond ability. 
  Bane (Su): At 5th level, a forest sentinel can imbue 
  one of her weapons with the bane weapon special 
  ability as a swift action. She must select one creature 
  type when she uses this ability (and a subtype if the 
  creature type selected is humanoid or outsider). 
  Once selected, the type can be changed as a swift 
  action. This ability only functions while the forest 
  sentinel wields the weapon. If dropped or taken, 
  the weapon resumes granting this ability if it is 
  returned to the forest sentinel before the duration 
  expires. This ability lasts for a number of rounds per 
  day equal to the forest sentinel’s level. These rounds 
  do not need to be consecutive.  
   
  At 10th level, whenever a forest sentinel uses her 
  bane ability, the amount of bonus damage dealt by 
  the weapon against creatures of the selected type 
  increases to 4d6. 
   
  This replaces the favored enemy abilities gained at 
  5th, 10th, 15th, and 20th levels. 
  Wild Stride (Ex): At 7th level, a forest sentinel gain 
  the ability to move through natural hazards of her 
  favored terrain (such as bogs, loose sand, snow, ice, 
  rockslides, and so on) at her normal speed without 
  taking damage or suffering any other impairment 
  (in effect, this is the woodland stride ability applied 
  to non-plant environmental hazards). Terrain 
  hazards that have been magically manipulated to 
  impede motion still affect him. 
  This replaces the woodland stride ability gained at 
  7th level. 
  Quarry, Improved Quarry, and Master Hunter (Ex): 
  The ranger’s quarry, improved quarry and master 
  hunter’s ability work with any target the forest 
  sentinel has chosen for his bane weapon ability. 
  This alters the quarry, improved quarry and master 
  hunter abilities.  
   
  Limb Strider (Ranger Archetype) 
  A limb strider specializes in arboreal combat, and 
  maximizes the combat advantage of obtaining 
  higher elevation against their enemies.  
   
  Athletic Dominance (Ex): A limb strider adds 1/2 his 
  level (minimum 1) to both his Acrobatics and Climb 
  skill checks.  
  
   
  154 
   
  This ability replaces track and wild empathy. 
   
  Death From Above (Ex): At 1st level, a limb strider 
  gains a +1 competence bonus on weapon attacks 
  and damage rolls against targets at a lower 
  elevation. At 5th level, and every 5 levels thereafter 
  these bonuses increase by +1.  
   
  This ability replaces favored enemy. 
   
  Limb Walker (Ex): At 3rd level, a limb strider may 
  move along narrow surfaces as per the ledge walker 
  rogue talent.  
   
  This ability replaces endurance. 
   
  Climb (Su): At 8th level, a limb strider gains a climb 
  speed equal to 1/2 his base land speed.  
   
  This ability replaces swift tracker. 
   
  Lone Wolf (Ranger Archetype) 
  The lone wolf cares little for others and relies on no 
  one but themselves. They focus more on their 
  environment and rely on a chosen weapon.  
   
  Lone Wolf: The lone wolf cannot gain an animal 
  companion. Furthermore, he suffers a -4 penalty on 
  all 
  Diplomacy 
  and 
  Handle 
  Animal 
  checks. 
   
  Additional Favored Terrain: At 1st level, the lone 
  wolf gains a favored terrain. 
   
  This ability replaces wild empathy. 
   
  Chosen Weapon: At 4th level, you become so 
  familiar with your chosen weapon that your attacks 
  score critical hits on rolls of 19-20. You must choose 
  a single weapon (not simply weapon type), and if 
  you should ever lose this weapon, you must spend 
  one month training with a new weapon before you 
  gains this ability again. You may never have this 
  ability for more than one single weapon at a time. 
   
  This replaces the ranger’s hunter’s bond. 
   
  Lone Wolf (Ranger Archetype) 5e 
  The lone wolf cares little for others and relies on no 
  one but themselves. They focus more on their 
  environment and rely on a chosen weapon.  
  Second Wind: At 3rd level, you gain the Second 
  Wind ability, as per the fighter class.  
   
  Chosen Weapon: At 7th level, you become so 
  familiar with your chosen weapon that your attacks 
  score critical hits on rolls of 19-20. You must choose 
  a single weapon (not simply weapon type), and if 
  you should ever lose this weapon, you must spend 
  one month training with a new weapon before you 
  gains this ability again. You may never have this 
  ability for more than one single weapon at a time. 
   
  Versatility: At 11th level, you choose an additional 
  ranger combat style. 
   
  Surprise is my Ally: At 15th level, you gain +2d6 
  sneak attack, as per the rogue ability. 
   
  Master Hunter (Ranger Archetype) 
  The master hunter considers all creatures her 
  potential prey, and excels in bringing them down 
  quickly and quietly. 
   
  Sneak Attack (Ex): At 1st level, a master hunter 
  inflicts +1d6 points of damage against targets within 
  30 feet that he flanks or that are denied their 
  Dexterity bonus to AC against him. This damage 
  and the range at which the sneak attack can be 
  performed increases by +1d6 and 15 ft. respectively 
  at 5th level and every 5 levels thereafter. 
   
  This ability replaces favored enemy. 
   
  Light Step (Ex): At 1st level, the master hunter gains 
  the Light Step feat.  
   
  This ability replaces wild empathy. 
   
  Silent Hunter (Ex): At 4th level, the master hunter 
  gains the Skill Focus (stealth) feat. Furthermore, he 
  may move at full speed using the Stealth skill 
  without penalty.  
   
  This ability replaces hunter’s bond. 
   
  Wilderness Stride (Ex): At 7th level, the master 
  hunter gains the ability to move through any sort of 
  undergrowth or natural hazards (such as bogs, 
  briars, loose sand, natural thorns, overgrown areas, 
  snow, ice, rockslides, and so on) at her normal 
  
   
  155 
   
  speed without taking damage or suffering any other 
  impairment. Terrain hazards that have been 
  magically manipulated to impede motion still affect 
  her.  
   
  This ability woodland stride. 
   
  Ranged Flanker (Ex): At 11th level, the master 
  hunter gains the Combat Patrol feat, except that he 
  threatens 10’ for every 5 points of base attack bonus 
  he has. He does not need to meet the normal 
  prerequisites of this feat. 
   
  This ability replaces quarry. 
   
  Master Hunter (Ex): A master hunter of 20th level 
  can make lethal flanking strikes, and can pursue his 
  prey at frightening speeds. He can always move at 
  full speed while using Survival to follow tracks 
  without penalty. As a standard action, the master 
  hunter may make a single attack against an enemy 
  he has flanked, is flat footed or otherwise is denied 
  its Dexterity bonus to his AC. If the attack hits, the 
  target suffers damage normally and must make a 
  Fortitude save or die. The DC of this save is equal 
  to 10 + 1/2 the master hunter's level + the master 
  hunter's Wisdom modifier. A ranger can choose 
  instead to deal an amount of nonlethal damage 
  equal to the creature's current hit points. A 
  successful save negates this damage. A ranger can 
  use this ability once per day against a number of 
  opponents equal to 3 plus his wisdom modifier, but 
  not against the same creature more than once in a 
  24-hour period.  
   
  This ability modifies and replaces the standard 
  master hunter ability. 
   
  The following feats can be added to the master 
  hunter ranger’s combat style feat list, regardless of 
  the style he chooses: 
   
  Level 2 
   
  Elven Accuracy 
   
  Weapon Focus 
   
   
  Level 6 
   
  Vital Strike  
   
  Conceal Scent  
   
  Improved Critical 
   
  Level 10 
   
  Improved Vital Strike 
   
  Greater Weapon Focus 
   
  Level 14 
   
  Greater Vital Strike 
   
  Wild Shadow (Ranger; Half-Elf) 
  The wild shadow is an archetype of the ranger class, 
  available to half-elven rangers. 
   
  The isolation that some half-elves feel leads them to 
  live a life of isolation amid the wild places of the 
  world. Such rangers stalk the wild like shadows, 
  creating close bonds with the wild itself instead of 
  seeking the solace and aid of companions. While ill 
  at ease within cities and other urban areas, they are 
  adept at using the terrain to tactical advantage; they 
  dart through brambles and rough terrain with 
  uncommon grace and use the land itself to lock 
  down enemies. 
   
  Wild at Heart (Ex): At 1st level, a wild shadow adds 
  only 1/2 his class level when making wild empathy 
  checks while in urban areas, and adds only 1/4 his 
  class level to follow or identify tracks in such areas. 
  In non-urban settings, he is considered two levels 
  higher when determining the bonuses for such 
  checks. 
  This ability alters the track and wild empathy class 
  features. 
   
  Favored Terrain (Ex): At 3rd level, when a wild 
  shadow chooses a favored terrain, he cannot 
  choose urban as the terrain type. Furthermore, at 
  8th level and every five levels thereafter, when he 
  chooses a new favorite terrain type, he cannot 
  choose the urban terrain type. 
   
  This ability alters the favored terrain class feature. 
   
  Woodland Stride (Ex): This ability functions as the 
  7th-level ranger class feature of the same name, but 
  the wild shadow gains it at 4th level instead. 
  
   
  156 
   
  This ability replaces hunter's bond. 
   
  Unfettered Step (Ex): At 7th level, a wild shadow's 
  woodland stride class feature functions in any 
  difficult terrain within any of his favored terrains, 
  even in areas that are enchanted or magically 
  manipulated to impede motion. 
   
  This ability replaces the ranger's woodland stride 
  class feature gained at 7th level. 
   
  Harrying Attack (Ex): At 11th level, a wild shadow 
  can use his knowledge of terrain to make shrewd 
  attacks in combat. Such attacks can make foes 
  fumble or cause them to become entangled within 
  areas of the wild shadow's favored terrain. As a 
  standard action, the wild shadow denotes one 
  target within line of sight and within one of his 
  favored terrains as his harried prey. Once the foe is 
  so designated, every time the wild shadow hits this 
  harried prey with a melee or ranged weapon attack 
  (either manufactured or natural), that creature is 
  entangled for 1 round. A wild shadow can have no 
  more than one harried prey at a time and that 
  creature must correspond to one of his favored 
  enemy types. He can dismiss this effect at any time 
  as a free action, be he cannot select a new harried 
  prey for 24 hours. If the wild shadow sees proof 
  that his harried prey is dead, he can select a new 
  harried prey after waiting 1 hour. 
   
  This ability replaces quarry. 
   
  Wild Stalker (Ex): At 14th level, a wild shadow 
  learns to better use natural surroundings to obscure 
  his position in combat. Whenever a wild shadow is 
  within one of his favored terrains and a feature of 
  that terrain grants him cover, the bonuses to AC and 
  Reflex saves for that cover improve by 1. 
  Additionally, while he is within one of his favored 
  terrains, if he gains concealment or total 
  concealment, the miss chance of either type of 
  concealment improves by 10%. Furthermore, at 
  16th level and 19th level, the bonuses granted by 
  cover increase by 1 and the miss chance increases by 
  another 10% (maximum +3 and +30% respectively 
  at 20th level). 
   
  This ability replaces camouflage. 
   
  Master of Terrain (Ex): At 19th level, a wild shadow 
  can use his harrying attack against creatures other 
  than his favored enemy or he can spend a standard 
  action to designate up to two of his favored 
  enemies as his harried prey instead. 
   
  This ability replaces improved quarry. 
   
  Rogue Archetypes 
  Huntsman (Rogue Archetype) 
  A huntsman specializes in wilderness tracking and in 
  quick, clean kills, so that their prey does not 
  needlessly suffer. 
   
  Killing Shot (Ex): At 2nd level, a huntsman gains the 
  ability to perform a sneak attack at up to their 
  weapon’s first range increment.  
   
  This ability replaces the rogue’s 2nd level talent. 
   
  Track (Ex): At 2nd level, a huntsman adds ½ her 
  level to her Survival skill checks made to follow or 
  identify tracks.  
   
  This ability replaces evasion. 
   
  Summoner Archetypes 
  Wild Caller (Summoner; Half-Elf) 
   The wild caller is an archetype of the summoner 
  class, available to half-elven summoners. 
  Often a half-elf's ties to nature and elven heritage 
  are so strong that they can dramatically affect the 
  nature of his summonings. The wild caller calls 
  eidolons that take more natural and savage forms 
  and summons from nature rather than the Great 
  Beyond. 
   
  Spells: A wild caller does not have access to 
  summon monster spells. Instead, he swaps out those 
  spells on his spell list with summon nature's ally 
  spells of the same level. 
   
  This ability alters the normal spell list of the 
  summoner. 
   
  Eidolon: The eidolon of a wild caller tends to take 
  more natural and more savage forms than other 
  summoners' eidolons. A wild caller gains 1/4 his class 
  level as bonus evolution points in his eidolon's 
  
   
  157 
   
  evolution pool, but his eidolon cannot take the 
  following evolutions:  
   
  1-point evolutions: basic magic, magic 
  attacks, skilled (while the eidolon can select 
  this evolution, it can only do so with the 
  following skills: Acrobatics, Climb, Escape 
  Artist, Fly, Intimidate, Perception, Survival, 
  and Swim), unnatural aura; 
   
  2-point evolutions: channel resistance, 
  energy attacks, head, immunity, minor 
  magic, 
  undead 
  appearance, 
  weapon 
  training; 
   
  3-point evolutions: damage reduction, 
  frightful presence, major magic; 
   
  4-point 
  evolutions: 
  breath 
  weapon, 
  dimension 
  door, 
  incorporeal 
  form, 
  lifesense, no breath, spell resistance. 
   
  This ability alters the normal summoner's 
  eidolon class feature, but is otherwise 
  identical to that class feature. 
   
  Summon Nature's Ally I (Sp): Starting at 1st level, a 
  wild caller can cast summon nature's ally a number 
  of times per day equal to 3 + his Charisma modifier. 
   
  At 3rd level and every 2 levels thereafter, the power 
  of this ability increases by one spell level, allowing 
  him to summon more powerful creatures (to a 
  maximum of summon nature's ally IX at 17th level). 
  Furthermore, at 19th level, the wild caller cannot 
  use gate as a spell-like ability, but can use either 
  summon elder worm or summon froghemoth 
  instead. 
   
  This ability otherwise functions like the standard 
  summoner's summon monster I ability and replaces 
  that ability. 
   
  Witch Archetypes 
  Bonded Witch (Witch; Half-Elf) 
  The bonded witch is an archetype of the witch class, 
  available to half-elven witches. 
   
  While all witches commune with the unknown, the 
  blend of human ingenuity and adept learning mixed 
  with elven blood gives some half-elves a unique 
  conduit to channel the powers of the arcane. 
  Bonded witches forsake familiars as vessels of 
  power in favor of a specific object that grants them 
  powers above and beyond those of their patron 
  alone, as they tap into the powerful magic of the 
  item itself. 
   
  Bonded Item (Sp): At 1st level, a bonded witch gains 
  a bonded item instead of a familiar. This bonded 
  item is similar to a wizard's arcane bond bonded 
  item, and follows all the rules of such an item with 
  the following exceptions. 
   
  A bonded witch's bonded item serves as a vessel for 
  her spells and a conduit for communication with her 
  patron. A bonded witch must commune with her 
  bonded item each day to prepare her spells. The 
  bonded item stores all of the spells that the bonded 
  witch knows, and the bonded witch cannot prepare 
  spells that are not stored within it. A bonded witch 
  starts with the same number of spells and gains new 
  spells the same way as a witch, and can even add 
  spells by learning them from scrolls in the same way, 
  but a bonded witch cannot learn spells from 
  another bonded item. Since a bonded witch does 
  not have a spellbook, starting at 2nd level, a 
  bonded witch's bonded item can be used once per 
  day to cast a spell dependent on the type of bonded 
  object chosen by the bonded witch. The spell is 
  treated like any other spell cast by the bonded 
  witch, including its casting time, duration, and other 
  effects dependent of the bonded witch's level. This 
  spell cannot be further modified by metamagic feats 
  or any other ability. As the bonded witch gains 
  levels, the bonded item gains new spells that the 
  bonded witch can cast in this way. She can cast any 
  one of these spells once per day using her bonded 
  object, but gains greater flexibility in what spells she 
  can cast, and gains more powerful spells as she gains 
  new levels. 
   
  The bonded item spells associated with each item 
  type are as follows: 
   
  Amulet: 2nd—stone fist; 4th—bear's endurance; 
  6th—burst of speed; 8th—mnemonic enhancer; 
  10th—stoneskin; 12th—monstrous physique IV; 
  14th—firebrand; 
  16th—iron 
  body; 
  18th—
  overwhelming presence. 
   
  Ring: 2nd—shield; 4th—ablative barrier; 6th—
  protection from energy; 8th—nondetection; 10th—
  
   
  158 
   
  life bubble; 12th—resinous skin; 14th—antimagic 
  field; 16th—deflection; 18th—spell immunity. 
   
  Staff: 2nd—shillelagh; 4th—warp wood; 6th—
  plant growth; 8th—arboreal hammer; 10th—
  passwall; 12th—move earth; 14th—changestaff; 
  16th—control plants; 18th—wooden phalanx. 
   
  Wand: 2nd—magic missile; 4th—knock; 6th—
  fireball; 
  8th—restoration; 
  10th—maximized 
  scorching ray; 12th—mass bull's strength; 14th—
  greater 
  restoration; 
  16th—empowered 
  and 
  maximized 
  fireball; 
  18th—empowered 
  and 
  maximized fire shield. 
   
  Weapon: 2nd—warding weapon; 4th—versatile 
  weapon; 6th—greater magic weapon; 8th—
  telekinetic charge; 10th—energy siege shot; 12th—
  blade 
  barrier; 
  14th—arcane 
  cannon; 
  16th—
  earthquake; 18th—ride the lightning. 
   
  This ability replaces the witch's familiar class feature. 
   
  Wizard Archetypes 
  Spellbinder (Wizard Archetype; Elf) 
  The spellbinder is an archetype of the wizard class, 
  available to elven wizards. 
   
  A spellbinder is an elven wizard who forges an 
  arcane bond between himself and one or more 
  wizard spells. These spells become so well 
  understood by the spellbinder that he can prepare 
  them in spell slots that already have other spells 
  prepared in them. 
   
  Spell Bond (Su) 
  At 1st level, a spellbinder selects any one spell that 
  he knows as a bonded spell. As a full-round action, 
  the spellbinder may replace a spell of the same or 
  higher level as his bonded spell with his bonded 
  spell. For example, a spellbinder who selects magic 
  missile as his bonded spell could spend a full-round 
  action to exchange any 1st-level or higher spell that 
  he has prepared with magic missile. At 3rd level, 
  and every two levels thereafter, a spellbinder may 
  select another spell he knows and add it to his list 
  of bonded spells, to a maximum of nine bonded 
  spells at 17th level. 
   
  Upon reaching 4th level, and every two levels 
  thereafter, a spellbinder can choose to select a new 
  spell as a bonded spell in place of one with which 
  he is already bonded. In effect, the spellbinder loses 
  the bond with the old spell (though it is still one of 
  his spells known) in exchange for forging a spell 
  bond with a new spell. The new spell's level must 
  be the same as that of the spell being exchanged. A 
  spellbinder may swap only one spell bond at any 
  given level, and must choose whether or not to 
  swap the spell bond at the same time that he gains 
  two new spells known for the level. 
   
  This ability replaces arcane bond. 
   
  Discoveries 
  The 
  following 
  discoveries 
  complement 
  the 
  spellbinder archetype: Fast Study, Split Slot. 
   
   
   
   
   
   
   
  
   
  159 
   
  New Pathfinder Classes 
   
   
  The Rampart 
   
  Role: The rampart excels at defending his chosen 
  ground and creating opportunities for his allies. 
  Pits in which to trap troublesome enemies, walls to 
  channel attackers into a killing ground, distractions 
  to cover a withdrawal, these are all the forte of 
  the rampart. Though they lack the evocation 
  ability of the traditional magus, teamwork and 
  smart placement of assets will give the rampart the 
  potential for a much larger impact on the course 
  of a challenging battle. 
   
  Note: The rampart is an alternate class for the 
  magus base class. 
   
  Alignment: Any 
   
  Hit Die: d8 
   
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less. 
   
  Class Skills 
  The rampart’s class skills are Acrobatics (Dex), 
  Climb (Str), Craft (Int), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge 
  (dungeoneering) (Int), Knowledge (engineering) 
  (Int), Knowledge (geography) (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), 
  Swim (Str), and Use Magic Device (Cha). 
   
  Skill Ranks per Level: 2 + Int modifier. 
   
  Table: Rampart 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1st 
  +0 
  +0 
  +2 
  +2 
  Cantrips, rampart’s spell 
  combat 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Demesne, demesne pool 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Demesne arcana 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  4th 
  +3 
  +1 
  +4 
  +4 
  Demesne control (pit) 
  4 
  3 
  1 
  — 
  — 
  — 
  — 
  5th 
  +3 
  +1 
  +4 
  +4 
  Expanded demesne (15-feet) 
  4 
  4 
  2 
  — 
  — 
  — 
  — 
  6th 
  +4 
  +2 
  +5 
  +5 
  Demesne arcana 
  5 
  4 
  3 
  — 
  — 
  — 
  — 
  7th 
  +5 
  +2 
  +5 
  +5 
  Demesne control (trip) 
  5 
  4 
  3 
  1 
  — 
  — 
  — 
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Improved rampart’s spell 
  combat 
  5 
  4 
  4 
  2 
  — 
  — 
  — 
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Demesne arcana, demesne 
  (spell combat) 
  5 
  5 
  4 
  3 
  — 
  — 
  — 
  10th 
  +7/+2 
  +3 
  +7 
  +7 
  Expanded demesne (20-feet) 
  5 
  5 
  4 
  3 
  1 
  — 
  — 
  11th 
  +8/+3 
  +3 
  +7 
  +7 
  Demesne control (entomb) 
  5 
  5 
  4 
  4 
  2 
  — 
  — 
  12th 
  +9/+4 
  +4 
  +8 
  +8 
  Demesne arcana 
  5 
  5 
  5 
  4 
  3 
  — 
  — 
  13th 
  +9/+4 
  +4 
  +8 
  +8 
  Medium armor 
  5 
  5 
  5 
  4 
  3 
  1 
  — 
  
   
  160 
   
  14th 
  +10/+5 
  +4 
  +9 
  +9 
  Greater rampart’s spell 
  combat 
  5 
  5 
  5 
  4 
  4 
  2 
  — 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 
  Demesne Arcana 
  5 
  5 
  5 
  5 
  4 
  3 
  — 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Unassailable 
  5 
  5 
  5 
  5 
  4 
  3 
  1 
  17th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Demesne (swift action) 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +11 
  Demesne arcana 
  5 
  5 
  5 
  5 
  5 
  4 
  3 
  19th 
  +14/+9/+4 
  +6 
  +11 
  +11 
  Greater spell access 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +12 
  Master of your demesne 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
   
  Class Features: The following are class features of 
  the rampart. 
   
  Weapon and Armor Proficiency: A rampart is 
  proficient with all simple and martial weapons. A 
  rampart is also proficient with light armor. He can 
  cast rampart spells while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. Like any other arcane spellcaster, a rampart 
  wearing medium armor, heavy armor, or a shield 
  incurs a chance of arcane spell failure if the spell in 
  question has a somatic component. A multiclass 
  rampart still incurs the normal arcane spell failure 
  chance for arcane spells received from other classes. 
   
  Spells: A rampart casts arcane spells drawn from the 
  rampart spell list. Your GM may wish to add 
  additional spells from the Abjuration, Conjuration, 
  Illusion, or Transmutation schools. A rampart must 
  choose and prepare his spells ahead of time. 
   
  To learn, prepare, or cast a spell, the rampart must 
  have an Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw 
  against a rampart’s spell is 10 + the spell level + the 
  rampart’s Intelligence modifier. 
   
  A rampart can cast only a certain number of spells 
  of each spell level per day. His base daily spell 
  allotment is given on Table: Rampart. In addition, 
  he receives bonus spells per day if he has a high 
  Intelligence score. 
  A rampart may know any number of spells. He must 
  choose and prepare his spells ahead of time by 
  getting 8 hours of sleep and spending 1 hour 
  studying his spellbook. While studying, the rampart 
  decides which spells to prepare. 
   
  Cantrips: A rampart can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on 
  Table: Rampart under “Spells per Day.” These spells 
  are cast like any other spell, but they are not 
  expended when cast and may be used again. 
   
  Spellbooks: A rampart must study his spellbook 
  each day to prepare his spells. He cannot prepare 
  any spell not recorded in his spellbook except for 
  read magic, which all ramparts can prepare from 
  memory. A rampart begins play with a spellbook 
  containing all 0-level rampart spells plus three 1st-
  level rampart spells of his choice. The rampart also 
  selects a number of additional 1st-level rampart 
  spells equal to his Intelligence modifier to add to his 
  spellbook. At each new rampart level, he gains two 
  new rampart spells of any spell level or levels that 
  he can cast (based on his new rampart level) for his 
  spellbook. At any time, a rampart can also add 
  spells found in other spellbooks to his own. 
   
  A rampart can learn spells from a wizard’s 
  spellbook, just as a wizard can from a rampart’s 
  spellbook. The spells learned must be on the 
  rampart spell list, as normal. An alchemist can learn 
  formulae from a rampart’s spellbook, if the spells 
  are also on the alchemist spell list. A rampart cannot 
  learn spells from an alchemist. 
   
  Rampart’s Spell Combat (Ex): At 1st level, a rampart 
  learns to cast spells and wield his weapons at the 
  same time. As a full-round action, he can make all 
  of his attacks with a single wielded one-handed 
  
   
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  melee weapon or any ranged weapon at a –2 
  penalty and can also cast any spell from the rampart 
  spell list with a casting time of 1 standard action (any 
  attack roll made as part of this spell also takes this 
  penalty). If he casts this spell defensively, he can 
  decide to take an additional penalty on his attack 
  rolls, up to his Intelligence bonus, and add the same 
  amount 
  as 
  a 
  circumstance 
  bonus 
  on 
  his 
  concentration check. If the check fails, the spell is 
  wasted, but the attacks still take the penalty. A 
  rampart can choose to cast the spell first or make 
  the weapon attacks first, but if he has more than 
  one attack, he cannot cast the spell between 
  weapon attacks. A ranged attack and spell, though 
  used as part of one ability, are separate attacks and 
  generate attacks of opportunity separately. 
   
  Demesne Pool (Su): At 2nd level, the rampart gains 
  a reservoir of mystical arcane energy that he can 
  draw upon to fuel his powers. This demesne pool 
  has a number of points equal to three plus his 
  Intelligence modifier (minimum 1). The number of 
  points in the demesne pool goes up or down 
  throughout the day, but this number is the 
  maximum amount that the demesne pool may 
  hold. A rampart spends points from the demesne 
  pool to enhance his demesne and other powers and 
  regains points by reducing a creature to 0 or fewer 
  hit points while the rampart is in his demesne in the 
  heat of combat. This regains 1 demesne pool point. 
  Destroying an unattended object, killing an 
  opponent while the rampart is outside the demesne, 
  reducing a helpless or unaware creature to 0 or 
  fewer hit points, or reducing a creature that has 
  fewer Hit Dice than half the rampart’s character 
  level to 0 or fewer hit points does not restore any 
  points to the demesne pool. The pool refreshes 
  once per day when the rampart prepares his spells.  
   
  Demesne (Su): The rampart is adept at choosing his 
  ground and keeping, but he’s not above using his 
  magic to improve a defensive position. Visibly 
  infused with his magic (in a manner chosen by you 
  and approved by your GM), the very ground allies 
  itself with the rampart distracting and impeding his 
  enemies. As a standard action, by spending one 
  point from his demesne pool, the rampart 
  designates his demesne. A demesne is a 10-foot 
  radius spread centered on the rampart’s square. The 
  demesne does not move with the rampart. Once 
  designated, the demesne lasts for one minute per 
  rampart level or until he leaves its boundaries. A 
  given demesne also ends if the rampart creates 
  another demesne. If the demesne ends for any 
  reasons, so do any abilities granted by or penalties 
  imposed by the demesne. 
   
  Enemies within the radius of the demesne suffer a -
  1 penalty to their AC and saves against attacks by or 
  spells cast by the rampart. This penalty increases to 
  -2 at 6th level and every four levels thereafter, to a 
  maximum of -5 at 18th level. 
   
  At 9th level, the rampart may designate his demesne 
  in place of casting a spell when using rampart’s spell 
  combat. At 17th level, the rampart may designate 
  his demesne as a swift action.  
   
  Demesne Arcana (Su): As he gains levels, a rampart 
  learns arcane secrets that improve the defenses of 
  his demesne. Starting at 3rd level, a rampart gains 
  one demesne arcana. He gains an additional 
  demesne arcana for every three levels of rampart 
  attained after 3rd level. Unless specifically noted in 
  a demesne arcana’s description, a rampart cannot 
  select a particular demesne arcana more than once. 
  Demesne arcana that affect spells can only be used 
  to modify spells from the rampart spell list unless 
  otherwise noted. The rampart must be within his 
  demesne to use any demesne arcana. Demesne 
  arcana marked with a “*” are selected as a free 
  action when the demesne is established and only 
  one may be chosen per activation. 
   
  Concentrate: 
  The 
  rampart 
  can 
  reroll 
  any 
  concentration check he has just made with a +4 
  bonus. He must use this ability after the roll is made, 
  but before the roll’s outcome is determined. The 
  rampart must take the second roll, even if it is 
  worse. The rampart can use this ability a number of 
  times per day equal to his Intelligence bonus.  
   
  Demesne Cloak: The rampart can expend 1 point 
  from his demesne pool to gain concealment. This 
  bonus lasts for a number of rounds equal to his 
  Intelligence modifier. 
   
  Demesne Redoubt*: When designating an area as 
  his demesne, the rampart may spend 1 additional 
  point from his demesne pool as a free action. If he 
  
   
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  does, he gains a +1 dodge bonus to AC at level 1, 
  which improves to +2 at 6th level and every five 
  levels thereafter. 
   
  Demesne Redoubt, Greater*: When designating an 
  area as his demesne, the rampart may spend 2 
  additional points from his demesne pool as a free 
  action. If he does, he gains a +3 dodge bonus to AC 
  and Reflex saves. This bonus increases to +6 at 19th 
  level. The rampart must be at least 12th level and 
  know the demesne redoubt arcana to select this 
  arcana. 
   
  Demesne Shield: The rampart can expend a point 
  from his demesne pool as an immediate action to 
  grant himself a shield bonus to AC equal to his 
  Intelligence bonus until the end of his next turn.  
   
  Emergency Demesne: Once per day, when the 
  rampart has no points in his demesne pool he can 
  designate a demesne without spending any points 
  from his demesne pool. Unlike other demesne 
  arcana, the rampart does not have to be in a 
  demesne to use this ability. 
   
  Enduring Demesne: The rampart’s demesne persists 
  for a number of rounds equal to his Intelligence 
  modifier after he leaves it. If he returns to the 
  demesne before it ends, the normal duration of one 
  minute per level begins again, subtracting the 
  number of minutes that were used prior to the 
  rampart leaving the demesne (rounding up to the 
  nearest one minute increment) as per the normal 
  rules for demesne duration. 
   
  Infinite Reflections*: When the rampart’s demesne 
  is created, 2d4 images of him appear. This functions 
  otherwise as the mirror image spell using his 
  rampart level as the caster level except that the 
  rampart may create one image each round as a swift 
  action even if there are no images left, though the 
  number of images may still not exceed eight in total. 
  This arcana does not stack with the mirrored 
  demesne arcana. The rampart must be at least 15th 
  level and have the mirrored demesne arcana before 
  he may select this arcana.  
   
  Know Your Demesne: While in his demesne, the 
  rampart has the uncanny dodge special ability. If he 
  already has the uncanny dodge ability, he gains 
  improved uncanny dodge while in his demesne. 
  The rampart must be at least 9th level before he 
  may select this arcana. 
   
  Maneuver Mastery: The rampart has mastered one 
  combat maneuver. He selects one maneuver when 
  selecting this arcana. Whenever he is attempting the 
  selected maneuver, he uses his rampart level in 
  place of his base attack bonus (in addition to any 
  base attack bonus gained from other classes) to 
  calculate his CMB and adds his Intelligence bonus to 
  the roll. A rampart can select this rampart arcana 
  more than once. Its effects do not stack. Each time 
  he selects this arcana, he selects another combat 
  maneuver. 
   
  Mirrored Demesne*: When the rampart’s demesne 
  is created, 1d4 images of him appear. This functions 
  otherwise as the mirror image spell using his 
  rampart level as his caster level. The rampart must 
  be at least 6th level before he may select this arcana. 
   
  Prescient Defense: The rampart can expend 1 point 
  from his demesne pool as an immediate action after 
  hitting a target with a weapon attack, granting him 
  a premonition of his enemy’s intentions. The 
  rampart gains a bonus to his AC and on Reflex saves 
  equal to his Intelligence modifier (minimum 1) 
  against attacks by that opponent for a number of 
  rounds also equal to his Intelligence modifier 
  (minimum 1). The rampart must be at least 9th level 
  to select this arcana. 
   
  Quickened Magic: The rampart can cast two spells 
  per day as if they were modified by the Quicken 
  Spell feat. This does not increase the level of the 
  spell. The rampart must be at least 15th level to 
  select this arcana. 
   
  Reach Magic: The rampart can cast two spells per 
  day as if they were modified by the Reach Spell feat. 
  This doesn't increase the spell's casting time or level.  
   
  Reflection: The rampart can spend 1 or more points 
  from his demesne pool as an immediate action to 
  reflect a spell back at its caster. This functions as spell 
  turning using his rampart level as his caster level, but 
  only if the targeted spell is of a level equal to or 
  lower than the number of points expended. If 
  insufficient points are expended, they instead grant 
  
   
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  an insight bonus on any saving throws allowed by 
  the spell, equal to the number of points spent. As 
  part of the immediate action to activate this ability, 
  the rampart may make a Spellcraft check to identify 
  the spell. The rampart must be at least 15th level to 
  select this arcana. 
   
  Saving Grace: When the rampart is within his 
  demesne and is targeted by a spell or ability which 
  allows a Reflex save for half damage, he may spend 
  one point from his demesne pool as an immediate 
  action to be treated as though he has the evasion 
  special ability for the purposes of the triggering 
  attack. He must choose to use this ability before 
  rolling the Reflex save. 
   
  Scroll Mastery: Whenever the rampart uses a scroll, 
  he may expend 1 point from his demesne pool to 
  allow him to calculate the DC for any spell 
  contained on the scroll using his Intelligence 
  modifier, instead of the minimum modifier needed 
  cast a spell of that level. The rampart must be at 
  least 6th level to select this arcana. 
   
  Silent Magic: The rampart can cast two spells per 
  day as if they were modified by the Silent Spell feat. 
  This does not increase the casting time or the level 
  of the spell. 
   
  Spell Blending: When a rampart selects this arcana, 
  he must select one spell from the wizard spell list 
  that is of a rampart spell level he can cast. He adds 
  this spell to his spellbook and list of rampart spells 
  known as a rampart spell of its wizard spell level. 
  He can instead select two spells to add in this way, 
  but both must be at least one level lower than the 
  highest-level rampart spell he can cast. The spells 
  chosen must be from the abjuration, conjuration, 
  illusion, or transmutation schools. The rampart may 
  select this arcana more than once. 
   
  Spell Trickery: When the rampart successfully 
  performs a dirty trick combat maneuver, he can cast 
  an illusion or conjuration spell he has prepared with 
  a casting time of 1 standard action or less as a swift 
  action. The rampart can use this ability once per 
  day. The rampart must be at least 12th level to select 
  this arcana. 
   
  Spiked Ground*: When the rampart designates his 
  demesnes, the ground erupts in caltrop-like spikes, 
  though these spikes retract from the steps of the 
  rampart and his allies. 
   
  Still Magic: The rampart can cast one spell per day 
  as if it were modified by the Still Spell feat. This does 
  not increase the casting time or the level of the spell. 
   
  Sustained Conjuration: When the rampart casts a 
  spell from the conjuration school with a duration 
  other than instantaneous which targets a creature, 
  object, square, or grid intersection that is within his 
  demesne, it persists longer than normal. The 
  duration is increased by a number of time 
  increments equal to the rampart’s Intelligence score. 
  For example, a spell which has a duration measured 
  in rounds per level, increases by a number of rounds 
  equal to the rampart’s Intelligence modifier. A spell 
  with a duration measured in hours per level would 
  increase by a similar number of hours, instead. Add 
  this increase after other effects which increase 
  duration, such as the Extend Spell metamagic feat. 
  The rampart must be at least 6th level to select this 
  arcana. 
   
  Sustained Illusion: When the rampart casts a spell 
  from the illusion school with a duration other than 
  instantaneous which targets a creature, object, 
  square, or grid intersection that is within his 
  demesne, it persists longer than normal. The 
  duration is increased by a number of time 
  increments equal to the rampart’s Intelligence score. 
  For example, a spell which has a duration measured 
  in rounds per level, increases by a number of rounds 
  equal to the rampart’s Intelligence modifier. A spell 
  with a duration measured in hours per level would 
  increase by a similar number of hours, instead. Add 
  this increase after other effects which increase 
  duration, such as the Extend Spell metamagic feat. 
  The rampart must be at least 6th level to select this 
  arcana. 
   
  Time Warp*: Even time bends to the will of the 
  rampart in his demesne. When the demesne is 
  created, the rampart may spend an additional three 
  points from his demesne pool as a free action. While 
  in the demesne, the rampart is effected as if by 
  haste, while all enemies in the demesne are affected 
  by slow unless they succeed on a Will save (DC = 
  
   
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  10 + 1/2 the rampart’s level + his Intelligence 
  modifier). Both effects use the rampart’s level as his 
  caster level. A target that saves against the ability 
  cannot be affected again for 24 hours. The rampart 
  must be at least 18th level to select this arcana. 
   
  Unsteady Ground*: The ground within the 
  demesne grows spikes and other protrusions that 
  make it difficult for enemies to move, although the 
  path smooths in front of the steps of the rampart. 
  When the demesne is created, the rampart may 
  spend one additional point from his demesne pool 
  as a free action to make the demesne difficult terrain 
  for anyone except the rampart. The rampart must 
  be at least 6th level to select this arcana. 
   
  Wand Mastery: Whenever the rampart uses a 
  wand, he calculates the DC for any spell it contains 
  using his Intelligence modifier, instead of the 
  minimum modifier needed to cast a spell of that 
  level. 
   
  Wand Wielder: The rampart can activate a wand or 
  staff in place of casting a spell when using rampart’s 
  spell combat. 
   
  Demesne Control (Sp): Starting at 4th level, the 
  rampart gains additional control over his demesne. 
  He may cast create pit as a spell-like ability. At 7th 
  level, he can cast tremor blast as a spell-like ability. 
  At 11th level, he may cast hungry earth as a spell-
  like ability. 
   
  Using any of these abilities costs one point from the 
  rampart’s demesne pool and can be used in place of 
  a spell when using rampart’s spell combat. These 
  abilities can only be used while the rampart is within 
  his demesne and the area of effect must be at least 
  partially within the demesne as well. Each of these 
  abilities uses the rampart’s level as the caster level. 
   
  Expanded Demesne (Su): The rampart infuses more 
  area with his magical control when he claims his 
  demesne. At 5th level, the demesne’s radius 
  increases to 15-feet. At 10th level, the demesne’s 
  radius expands again to 20-feet. 
   
  Improved Rampart’s Spell Combat (Ex): At 8th 
  level, the rampart’s ability to cast spells and make 
  melee attacks improves. When using the spell 
  combat ability, the rampart receives a +2 
  circumstance bonus on concentration checks, in 
  addition to any bonus granted by taking an 
  additional penalty on the attack roll. 
   
  Medium Armor (Ex): At 13th level, a rampart gains 
  proficiency with medium armor. A rampart can cast 
  rampart spells while wearing medium armor 
  without incurring the normal arcane spell failure 
  chance. Like any other arcane spellcaster, a rampart 
  wearing heavy armor or using a shield incurs a 
  chance of arcane spell failure if the spell in question 
  has a somatic component. 
   
  Greater Rampart’s Spell Combat (Ex): At 14th level, 
  the rampart gains the ability to seamlessly cast spells 
  and make melee attacks. Whenever he uses the spell 
  combat ability, his concentration check bonus 
  equals double the amount of the attack penalty 
  taken. 
   
  Unassailable (Sp): At 16th level, when the rampart 
  designates his demesne, he may spend two points 
  from his demesne pool to create a prismatic wall 
  with a 10-foot radius around himself. The rampart 
  may only use this ability once per day. 
   
  Greater Spell Access (Su): At 19th level, the rampart 
  gains access to an expanded spell list. He learns and 
  places 14 spells from the wizard’s spell list into his 
  spellbook as rampart spells of their wizard level. 
  None of the selected spells can be from the 
  evocation school. He gains two of each of the 
  following wizard spells not on the rampart spell list: 
  0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 
  5th-level, and 6th-level. 
   
  He can ignore the somatic component of these 
  spells, casting them without the normal chance of 
  spell failure. 
   
  Master of Your Demesne (Su): The rampart is 
  master of his demesne and his demesne masters the 
  world around him. At 20th level, the rampart’s 
  demesne becomes a 10-foot emanation centered on 
  him that moves with him. The demesne persists as 
  long as he is not frightened, panicked, paralyzed, 
  stunned, or unconscious. If the demesne is ended for 
  any of those reasons is may be created again with a 
  
   
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  standard action when the rampart is no longer 
  affected by one of those conditions. 
   
  He may expand the demesne to a 30-foot 
  emanation by spending a point from his demesne 
  pool as a swift action. The expansion lasts for a 
  number of minutes equal to his rampart level. 
   
  Rampart Spell List 
   
  0-Level 
  acid splash, arcane mark, drench, ghost sound, 
  haunted 
  fey 
  aspect, 
  mage 
  hand, 
  message, 
  open/close, prestidigitation, read magic 
   
  1st-Level 
  abundant ammunition, adhesive spittle, alarm, 
  alchemical tinkering, blurred movement, break, 
  burning disarm, expeditious retreat, fabricate 
  bullets, glue seal, grease, infernal healing, illusion of 
  calm, mage armor, obscuring mist, peacebond, 
  reduce person, shield, shock shield, silent image, 
  stumble gap, stunning barrier, vanish, wave shield, 
  windy escape 
   
  2nd Level 
  blur, cloud of seasickness, create pit, escaping ward, 
  euphoric cloud, fog cloud, glitterdust, haunting 
  mists, 
  hypnotic 
  pattern, 
  invisibility, 
  kinetic 
  reverberation, mad hallucination, minor image, 
  mirror image, reloading hands, phantom trap, resist 
  energy, rope trick, shadow anchor, spider climb, 
  stone shield, tactical acumen, tremor blast, twilight 
  haze, twisted space, web 
   
  3rd Level 
  ablative barrier, ablative sphere, armor lock, ash 
  storm, blade snare, blast barrier, blink, cloak of 
  winds, dispel magic, displacement, fearsome 
  duplicate, force anchor, greater magic weapon, 
  greater stunning barrier, ice spears, invisibility 
  sphere, major image, nauseating trail, protection 
  from energy, sleet storm, slow, shifting sand, spiked 
  pit, steal breath, stinking cloud, sundered serpent 
  coil, vision of hell, wall of nausea, web bolt 
   
  4th Level 
  acid pit, black tentacles, communal protection from 
  energy, dimension door, greater infernal healing, 
  hallucinatory terrain, illusory wall, lesser globe of 
  invulnerability, mass reduce person, obsidian flow, 
  rainbow pattern, secure shelter, shadow step, 
  shadowy haven, shocking image, solid fog, stone 
  shape 
   
  5th Level 
  calm air, cloud kill, damnation stride, fickle winds, 
  geyser, hostile juxtaposition, hungry pit, life bubble, 
  mirage arcana, permanency, persistent image, 
  phantasmal 
  web, 
  seeming, 
  spell 
  absorption, 
  teleport, wall of stone, wreath of blades 
   
  6th Level 
  acid fog, anti-magic field, chains of light, getaway, 
  globe of invulnerability, greater dispel magic, 
  guards and wards, mislead, rampart, repulsion, 
  undeath ward, wall of iron, walk through space 
   
   
  BASTION (ARCHETYPE) 
  The bastion combines the thundering power of 
  firearms with his defensive magic. 
   
  A bastion has the following class features. 
   
  Weapon Proficiency: The bastion is proficient with 
  all simple weapons and all firearms. 
   
  This ability replaces the rampart’s normal weapon 
  proficiencies. 
   
  Gunsmith: At 1st level, a bastion gains a 
  blunderbuss, musket, or pistol. His starting weapon 
  is battered, and only he knows how to use it 
  properly. All other creatures treat his gun as if it had 
  the broken condition. If the weapon already has the 
  broken condition, it does not work at all for anyone 
  else trying to use it. This starting weapon can only 
  be sold for scrap (it’s worth 4d10 gp when sold). 
  The bastion also gains Gunsmithing as a bonus feat. 
   
  Bastion’s Spell Combat: At 1st level, a rampart 
  learns to cast spells and wield a firearm at the same 
  time. This functions as the rampart’s spell combat 
  ability but can only be used when a firearm is 
  wielded. 
   
  This modifies the rampart’s spell combat ability. 
   
  
   
  166 
   
  Deeds: Bastions can also spend their demesne pool 
  points to accomplish deeds, even outside their 
  demesne. Most deeds grant the bastion some 
  momentary bonus or effect, but there are some that 
  provide longer-lasting effects. Some deeds stay in 
  effect as long as the bastion has at least 1 demesne 
  pool point. The following is the list of base bastion 
  deeds. A bastion can only perform deeds of his level 
  or lower. Unless otherwise noted, a deed can be 
  performed multiple successive times, as long as the 
  appropriate amount of demesne pool points is 
  spent to perform the deed. 
   
  Quick Clear (Ex): At 1st level, as a standard action, 
  the bastion can remove the broken condition from 
  a single firearm he is currently wielding, as long as 
  that condition was gained by a firearm misfire. The 
  bastion must have at least 1 demesne pool point to 
  perform this deed. Alternatively, if the bastion 
  spends 1 demesne pool point to perform this deed, 
  he can perform quick clear as a move-equivalent 
  action instead of a standard action. 
   
  Bastion’s Initiative (Ex): At 4th level, as long as the 
  bastion has at least 1 demesne pool point, he gains 
  the following benefits. First, he gains a +2 bonus on 
  initiative checks. Furthermore, if he has the Quick 
  Draw feat, his hands are free and unrestrained, and 
  the firearm is not hidden, he can draw a single 
  firearm as part of the initiative check. 
   
  Targeting (Ex): At 8th level, as a full-round action, 
  the bastion can make a single firearm attack and 
  choose part of the body to target. He gains the 
  following effects depending on the part of the body 
  targeted. If a creature does not have one of the 
  listed body locations, that part cannot be targeted. 
  This deed costs 1 demesne pool point to perform no 
  matter which part of the creature he targets. 
  Creatures that are immune to precision damage are 
  immune to these effects. 
   
  Arms: On a hit, the target takes no damage 
  from the hit but drops one carried item of 
  the bastion’s choice, even if the item is 
  wielded with two hands. Items held in a 
  locked gauntlet are not dropped on a hit. 
   
  Head: On a hit, the target is damaged 
  normally, and is also confused for 1 round. 
  This is a mind-affecting effect. 
   
  Legs: On a hit, the target is damaged 
  normally and knocked prone. Creatures 
  that have four or more legs or that are 
  immune to trip attacks are immune to this 
  effect. 
   
  Torso: Targeting the torso threatens a 
  critical on a 19–20. 
   
  Wings: On a hit, the target is damaged 
  normally, and must make a DC 20 Fly check 
  or fall 20 ft. 
   
  Lightning Reload (Ex): At 12th level, as long as the 
  bastion has at least 1 demesne pool point, he can 
  reload a single barrel of a one-handed or two-
  handed firearm as a swift action once per round. If 
  he has the Rapid Reload feat or is using an 
  alchemical cartridge (or both), he can reload a single 
  barrel of the weapon as a free action each round 
  instead. Furthermore, using this deed does not 
  provoke attacks of opportunity. 
   
  Menacing Shot (Ex): At 16th level, the bastion can 
  spend 1 demesne pool point, shoot a firearm into 
  the air, and affect all living creatures within a 30-
  foot-radius burst as if they were subject to the fear 
  spell. The DC of this effect is equal to 10 + 1/2 the 
  bastion’s level + the bastion’s Wisdom modifier. 
   
  This ability replaces demesne control, improved 
  rampart’s spell combat, medium armor, greater 
  rampart’s spell combat, and unassailable. 
   
  BULWARK (ARCHETYPE) 
  The most defensive minded rampart’s follow the 
  path of the bulwark, combining spell, sword, and 
  shield in a deadly dance of defense. 
   
  A bulwark has the following class features. 
   
  Armor Proficiency: A bulwark is also proficient with 
  light and medium armor and with light shields. He 
  can cast rampart spells while wearing light or 
  medium armor and with a light shield without 
  
   
  167 
   
  incurring the normal arcane spell failure chance. 
  Like any other arcane spellcaster, a rampart wearing 
  heavy armor or any shield other than a light shield 
  incurs a chance of arcane spell failure if the spell in 
  question has a somatic component. 
   
  Diminished Spellcasting: A bulwark may cast one 
  fewer spell of each level than normal. If this reduces 
  the number to 0, he may cast spells of that level 
  only if his Intelligence allows bonus spells of that 
  level. 
   
  Bulwark’s Spell Combat (Ex): At 1st level, a bulwark 
  learns to cast spells and wield a light or one-handed 
  weapon and a shield at the same time. This 
  functions as the rampart’s spell combat ability but 
  can only be used with a light or one-handed 
  weapon in one hand and a light shield in the other. 
  The bulwark is specially trained to perform somatic 
  components with his shield hand or even the shield 
  itself. 
   
  This ability modifies rampart’s spell combat. 
   
  Demesne Shield (Ex): At 3rd level and while within 
  his demesne, the bulwark’s shield bonus, including 
  any enhancement bonus, applies to his touch AC as 
  well as his normal AC. 
   
  This ability replaces the demesne arcana gained at 
  3rd level. 
   
  Heavy Armor (Ex): At 13th level, a bulwark gains 
  proficiency with heavy armor. A bulwark can cast 
  rampart spells while wearing heavy armor without 
  incurring the normal arcane spell failure chance. 
  Like any other arcane spellcaster, a rampart using a 
  shield other than a light shield incurs a chance of 
  arcane spell failure if the spell in question has a 
  somatic component. 
   
  This ability replaces medium armor. 
   
  Shield Turning (Sp): Within his demesne, even the 
  magic of others bends to the bulwark’s whim. When 
  targeted by a spell and within the radius of his 
  demesne, once per day as an immediate action the 
  bulwark may reflect a spell cast upon him back at 
  the caster as though under the effect of spell turning. 
   
  This ability replaces unassailable. 
   
  PARAPET (ARCHETYPE) 
  Combining the defensive attitude of the rampart 
  with a nearly unparalleled ability to move about the 
  battlefield, the parapet is a daring warrior and 
  invaluable asset in defense. 
   
  A parapet has the following class features. 
   
  Diminished Spellcasting: A parapet may cast one 
  fewer spell of each level than normal. If this reduces 
  the number to 0, he may cast spells of that level 
  only if his Intelligence allows bonus spells of that 
  level. 
   
  Parapet’s Spell Combat: At 1st level, a parapet learns 
  to cast spells and wield a light or one-handed 
  slashing or piercing weapon at the same time. This 
  functions as the rampart’s spell combat ability but 
  can only be used with a light or one-handed slashing 
  or piercing weapon in one hand and nothing in the 
  other hand. 
   
  This modifies the rampart’s spell combat ability. 
   
  Deeds: Parapets can also spend their demesne pool 
  points to accomplish deeds, even outside their 
  demesne. Most deeds grant the parapet a 
  momentary bonus or effect, but some provide 
  longer-lasting effects. Some deeds remain in effect 
  while the parapet has at least 1 demesne pool point, 
  but do not require expending demesne pool to be 
  maintained. A parapet can only perform deeds of 
  his level or lower. Unless otherwise noted, a deed 
  can be performed multiple successive times, as long 
  as the parapet has or spends the required number 
  of demesne pool points to perform the deed. 
   
  Dodging Defense (Ex): At 1st level, when an 
  opponent attempts a melee attack against the 
  parapet, the parapet can as an immediate action 
  spend 1 demesne pool point to move 5 feet; doing 
  so grants the parapet a dodge bonus to AC equal to 
  his Charisma modifier (minimum 0) against the 
  triggering attack. This movement doesn't negate the 
  attack, which is still resolved as if the parapet had 
  not moved from the original square. This 
  movement is not a 5-foot step; it provokes attacks 
  
   
  168 
   
  of opportunity from creatures other than the one 
  who triggered this deed. The parapet can only 
  perform this deed while wearing light or no armor, 
  and while carrying no heavier than a light load. 
   
  Menacing Swordplay (Ex): At 4th level, while he has 
  at least 1 demesne pool point, when a parapet hits 
  an opponent with a light or one-handed piercing 
  melee weapon, he can choose to use Intimidate to 
  demoralize that opponent as a swift action instead 
  of a standard action. 
   
  Parapet's Grace (Ex): At 8th level, while the parapet 
  has at least 1 demesne pool point, he takes no 
  penalty for moving at full speed when he uses 
  Acrobatics to attempt to move through a 
  threatened area or an enemy's space. 
   
  Bleeding Wound (Ex): At 12th level, when the 
  parapet hits a living creature with a light or one-
  handed piercing melee weapon attack, as a free 
  action he can spend 1 demesne pool point to have 
  that attack deal additional bleed damage. The 
  amount of bleed damage dealt is equal to the 
  parapet's 
  Dexterity 
  modifier 
  (minimum 
  1). 
  Alternatively, the parapet can spend 2 demesne 
  pool points to deal 1 point of Strength, Dexterity, 
  or Constitution bleed damage instead (parapet's 
  choice). Creatures that are immune to sneak attacks 
  are also immune to these types of bleed damage. 
   
  Dizzying Defense (Ex): At 16th level, while wielding 
  a light or one-handed piercing melee weapon in 
  one hand, the parapet can spend 1 demesne pool 
  point to take the fighting defensively action as a 
  swift action instead of a standard action. When 
  fighting defensively in this manner, the dodge bonus 
  to AC gained from that action increases to +4, and 
  the penalty to attack rolls is reduced to –2. 
   
  This ability replaces demesne control, medium 
  armor, improved rampart’s spell combat, medium 
  armor, greater rampart’s spell combat, and 
  unassailable. 
   
  Shift (Su): At 1st level, the parapet can teleport to a 
  nearby space as a swift action as if using dimension 
  door. This movement does not provoke an attack 
  of opportunity. He must be able to see the space 
  that he is moving into. He cannot take other 
  creatures with you when you use this ability (except 
  for familiars). He may move 5 feet for every two 
  parapet levels (minimum 5 feet). This ability can be 
  used a number of times per day equal to 3 + his 
  Intelligence modifier. 
   
  Dimensional Steps (Sp): At 9th level, the parapet 
  may teleport up to 30 feet per parapet level per day 
  as a standard action. This teleportation must be 
  used in 5-foot increments and such movement does 
  not provoke an attack of opportunity. He can bring 
  other willing creatures with him, but must expend 
  an equal amount of distance for each additional 
  creature brought along. 
   
  Shifting Steps (Su): At 15th level, the parapet is able 
  to move about his demesne with deceptive ease. 
  Within the area of his demesne, the rampart may 
  make two 5-foot steps per turn. 
   
  This ability replaces the demesne arcana gained at 
  15th level. 
   
   
   
  
   
  169 
   
  The Thorn Warden Base Class 
  Whatever experience druids and rangers might feel 
  in the green of the wilds, none touch it as deeply as 
  the thorn warden. The essential life which flows 
  through pristine groves, lush jungles, and the deeply 
  untameable places, flows strongly through a thorn 
  warden. Their spectral vines are a physical 
  metaphor for that essential life, that greenness, and 
  thorn wardens use them without compunction to 
  protect the green. 
   
  Role: 
  Thorn 
  wardens 
  are 
  many-talented 
  individuals. They are capable of fighting, using their 
  spectral vines to damage and grapple foes, but they 
  are also highly skilled in many disciplines and their 
  choice of thorn talents give them even more 
  versatility or specialization. 
   
  Alignment: Any 
   
  Hit Die: d8 
   
  Parent Classes: Druid and rogue 
   
  Starting Wealth: 3d6 × 10 gp (average 105 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.  
   
   
  Class Skills 
  The thorn warden class skills are Acrobatics (Dex), 
  Climb (Str), Escape Artist (Dex), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (nature) (Int), Perception (Wis), Sense Motive 
  (Wis), Sleight of Hand (Dex), Spellcraft (Int), 
  Stealth (Dex), Survival (Wis), and Use Magic 
  Device (Cha). 
   
  Skill Ranks per Level: 6 + Int modifier. 
   
  Table: Thorn Warden 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spectral 
  Vine 
  Damage 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1st 
  +0 
  +0 
  +2 
  +2 
  Nature sense, 
  orisons, spectral 
  vines 
  1d6 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Thorn talent, 
  woodland Stride 
  1d6 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Trackless step 
  1d6 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  4th 
  +3 
  +1 
  +4 
  +4 
  Thorn talent 
  1d6 
  4 
  3 
  1 
  — 
  — 
  — 
  — 
  5th 
  +3 
  +1 
  +4 
  +4 
  Evasion 
  1d6 
  4 
  4 
  2 
  — 
  — 
  — 
  — 
  6th 
  +4 
  +2 
  +5 
  +5 
  Thorn talent 
  1d8 
  5 
  4 
  3 
  — 
  — 
  — 
  — 
  7th 
  +5 
  +2 
  +5 
  +5 
  Grasping vines 
  1d8 
  5 
  4 
  3 
  1 
  — 
  — 
  — 
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Thorn talent 
  1d8 
  5 
  4 
  4 
  2 
  — 
  — 
  — 
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Uncanny dodge, 
  venom immunity 
  1d8 
  5 
  5 
  4 
  3 
  — 
  — 
  — 
  10th 
  +7/+2 
  +3 
  +7 
  +7 
  Advanced talent, 
  thorn talent 
  1d8 
  5 
  5 
  4 
  3 
  1 
  — 
  — 
  11th 
  +8/+3 
  +3 
  +7 
  +7 
  Thorny wraps 
  1d10 
  5 
  5 
  4 
  4 
  2 
  — 
  — 
  
   
  170 
   
  12th 
  +9/+4 
  +4 
  +8 
  +8 
  Thorn talent 
  1d10 
  5 
  5 
  5 
  4 
  3 
  — 
  — 
  13th 
  +9/+4 
  +4 
  +8 
  +8 
  Crushing Vines 
  1d10 
  5 
  5 
  5 
  4 
  3 
  1 
  — 
  14th 
  +10/+5 
  +4 
  +9 
  +9 
  Thorn talent 
  1d10 
  5 
  5 
  5 
  4 
  4 
  2 
  — 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 
  Photosynthesis 
  1d10 
  5 
  5 
  5 
  5 
  4 
  3 
  — 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Thorn talent 
  1d12 
  5 
  5 
  5 
  5 
  4 
  3 
  1 
  17th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Improved uncanny 
  dodge 
  1d12 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +11 
  Thorn talent 
  1d12 
  5 
  5 
  5 
  5 
  5 
  4 
  3 
  19th 
  +14/+9/+4 
  +6 
  +11 
  +11 
  Reaching vines 
  1d12 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +12 
  Warden of the 
  tangle 
  1d12 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
   
  Class Features: The following are class features of 
  the thorn warden. 
   
  Weapon and Armor Proficiency: Thorn wardens are 
  proficient with the following weapons: club, 
  dagger, dart, quarterstaff, sickle, shortspear, sling, 
  and spear. She is also proficient with her spectral 
  vines. 
   
  Thorn wardens are proficient with light armor but 
  are prohibited from wearing metal armor; thus, 
  they may wear only padded, leather, or hide 
  armor. A thorn warden may also wear wooden 
  armor that has been altered by the ironwood spell 
  so that it functions as though it were steel. Thorn 
  wardens are proficient with shields (except tower 
  shields) but must use only wooden ones. 
   
  A thorn warden who wears prohibited armor or 
  uses a prohibited shield is unable to cast thorn 
  warden spells or use any of her supernatural or 
  spell-like class abilities while doing so and for 24 
  hours thereafter. 
   
  Spells: A thorn warden casts divine spells, which are 
  drawn from the druid spell list. A thorn warden 
  must choose and prepare her spells in advance. 
   
  A thorn warden's highest level of spells is 6th. Druid 
  spells of 7th level and above are not on the thorn 
  warden class spell list, and a thorn warden cannot 
  use spell completion or spell trigger magic items 
  (without making a successful Use Magic Device 
  check) of druid spells of 7th level or higher. 
   
  To prepare or cast a spell, the thorn warden must 
  have a Wisdom score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against 
  a thorn warden's spell is 10 + the spell level + the 
  thorn warden's Wisdom modifier. 
   
  Like other spellcasters, a thorn warden can cast only 
  a certain number of spells of each spell level per 
  day. Her base daily spell allotment is given on 
  Table: Thorn Warden. In addition, she receives 
  bonus spells per day if she has a high Wisdom score 
  (see Table: Ability Modifiers and Bonus Spells). 
   
  A thorn warden must spend 1 hour each day in a 
  trance-like meditation on the mysteries of nature to 
  regain her daily allotment of spells. A thorn warden 
  may prepare and cast any spell on the druid spell 
  list, provided that she can cast spells of that level, 
  but she must choose which spells to prepare during 
  her daily meditation. 
   
  Orisons: Thorn wardens can prepare a number of 
  orisons, or 0-level spells, each day, as noted on 
  Table: Thorn Warden under “Spells per Day.” These 
  spells are cast like any other spell, but they are not 
  expended when cast and may be used again. 
   
  
   
  171 
   
  Bonus Languages: A thorn warden's bonus language 
  options include Sylvan, the language of woodland 
  creatures. This choice is in addition to the bonus 
  languages available to the character because of her 
  race. 
   
  A thorn warden also knows Druidic, a secret 
  language generally known only to druids, which she 
  learns upon becoming a 1st-level thorn warden. 
  Druidic is a free language for a thorn warden; that 
  is, she knows it in addition to her regular allotment 
  of languages and it doesn't take up a language slot. 
  It is forbidden to teach this language to anyone but 
  druids and thorn wardens. 
   
  Druidic has its own alphabet. 
   
  Nature Sense (Ex): A thorn warden gains a +2 bonus 
  on Knowledge (nature) and Survival checks. 
   
  Spectral Vine (Su): The thorn warden may generate 
  a lightly glowing, translucent vine complete with 
  leaves and thorns from her wrist. This vine twists 
  and writhes and attacks with whip-like speed. The 
  spectral vine deals bludgeoning and piercing 
  damage plus the thorn warden’s Strength modifier 
  as normal, threatens a critical hit on a natural 20, 
  and deals double damage on a confirmed critical 
  hit. It is considered a light weapon for the purposes 
  of feats and class abilities. 
   
  Spectral vines are treated as neither a manufactured 
  weapon nor a natural weapon for the purpose of 
  spells and effects that enhance or improve either 
  manufactured weapons or natural weapons. They 
  also cannot be enhanced by way of the Craft Magic 
  Arms and Armor feat, though class features that 
  impart an enhancement bonus to a wielded 
  weapon, such as the magus’ arcane pool, work as 
  normal. 
   
  Spectral vines deal damage which increases as the 
  thorn warden gains more levels, as shown above on 
  Table: Thorn Warden. The damage values listed on 
  Table: Thorn Warden is for Medium thorn 
  wardens. A Small thorn warden deals less damage 
  than the amount given there with his attacks, while 
  a Large thorn warden deals more damage; see 
  Table: Small or Large thorn Warden Damage. 
   
  Table: Small or Large Thorn Warden Damage 
  Level 
  Damage (Small thorn 
  warden) 
  Damage (Large thorn 
  warden) 
  1st–5th 
  1d4 
  1d8 
  6th–
  10th 
  1d6 
  2d6 
  11th–
  15th 
  1d8 
  2d8 
  16th–
  20th 
  1d10 
  3d6 
   
  Thorn Talent: As a thorn warden gains experience, 
  she learns a number of talents that aid her and 
  confound her foes. Starting at 2nd level, a thorn 
  warden gains one thorn talent. She gains an 
  additional thorn talent for every 2 levels of thorn 
  warden attained after 2nd level. A thorn warden 
  cannot select an individual talent more than once. 
   
  Talents marked with an asterisk add effects to a 
  thorn warden's spectral vine attacks. Only one of 
  these talents can be applied to the attack or attacks 
  made in a round and the decision must be made 
  before the attack roll is made. 
   
  Climbing Ivy: The spectral vine withdraws its thorns 
  and sprouts fine, hair-like rootlets which grip onto 
  walls by using a standard action. The thorn warden 
  gains a +2 circumstance bonus on Climb checks. At 
  level 10, the thorn warden gains a climb speed equal 
  to half her normal land speed. She must recreate the 
  spectral vines with a move action to make an attack 
  with the vines in this form, ending the bonus on 
  Climb checks and climb speed. 
   
  Camouflage: With one minute of study, the thorn 
  warden may alter her spectral vines so that they 
  match surrounding foliage, extinguishing their 
  ethereal glow. She gains a +4 bonus on Stealth 
  checks while within the terrain that matches the 
  foliage. She must recreate the spectral vines with a 
  move action to make an attack with the vines in this 
  form, ending the bonus on Stealth checks. This 
  ability cannot be used in areas without natural 
  foliage. 
   
  
   
  172 
   
  Deep Cuts*: The thorns on the spectral vines curve 
  into cruel hooks that leave deep gashes behind. This 
  attack causes the target to take 1 additional point of 
  bleed damage each round for each time the target 
  was hit by and took damage from spectral vines this 
  round (e.g., 2 hits which successfully deal damage 
  equals 2 points of bleed). Bleeding creatures take 
  that amount of damage every round at the start of 
  each of their turns. The bleeding can be stopped by 
  a DC 15 Heal check or the application of any effect 
  that heals hit point damage. Bleeding damage from 
  this ability does not stack with itself. Bleeding 
  damage bypasses any damage reduction the 
  creature might possess. 
   
  Dual Spectral Vines: The thorn warden may 
  generate a second spectral vine each time she 
  creates them and can use two-weapon fighting feats 
  with them. Once the thorn warden has the grasping 
  vines ability, she may continue to make attacks with 
  the second vine when one target is grappled but 
  these attacks suffer a -5 penalty. She may not 
  grapple more than one opponent at a time. 
   
  Favored Terrain: The thorn warden selects one 
  terrain from the ranger's favored terrain list; she 
  gains this as a favored terrain, as the ranger class 
  feature. If the thorn warden has ranger levels, her 
  effective ranger level is equal to her ranger level + 
  5 for purposes of improving the bonuses from this 
  favored terrain and gaining new favored terrains. A 
  thorn warden must be at least 5th level to select this 
  talent. 
   
  Powerful Vines: The thorn warden adds +2 to her 
  effective thorn warden level for the purpose of 
  determining the damage dealt by her spectral vines 
  and a +2 bonus to grapple checks made with the 
  spectral vines once the thorn warden gains the 
  grasping vines ability. This talent can be selected 
  more than once but not more than one time per 
  four thorn warden levels attained.  
   
  Sharp Thorns: The spectral vines gain a +1 
  enhancement bonus to attack and damage rolls. 
  This enhancement bonus does not allow the vines 
  to 
  bypass 
  forms 
  of 
  damage 
  reduction 
  as 
  enhancement bonuses to weapons do. A thorn 
  warden must be at least 4th level to select this 
  talent. This talent may be selected multiple times 
  but not more than once per four levels attained. 
   
  Springy Foliage: By pushing off with the spectral 
  vines or coiling them beneath her, the thorn warden 
  may make impressive leaps and fall greater distances 
  without injury. She is treated as having a running 
  start when making Acrobatic checks to jump and 
  does so with a +2 circumstance bonus. When she 
  falls she may make a DC 15 Acrobatics check to 
  ignore the first 20 feet fallen. 
   
  Thorn Dance: The thorn warden gains Spring Attack 
  as a bonus feat. She does not need to meet the 
  prerequisites for this feat. The thorn warden must 
  be at least 6th level to select this talent. 
   
  Vicious Thorns*: The spectral vine now threatens a 
  critical hit on the roll of a 19 or 20. The thorn 
  warden must be at least 8th level to select this 
  talent. 
   
  Vine Sap*: Braiding the vine back into itself, the 
  thorn warden forms a club which deals non-lethal 
  bludgeoning damage equal to the normal damage 
  dealt by the spectral vine. 
   
  Woodland Stride (Ex): Starting at 2nd level, a thorn 
  warden 
  may 
  move 
  through 
  any 
  sort 
  of 
  undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at her normal 
  speed and without taking damage or suffering any 
  other impairment. Thorns, briars, and overgrown 
  areas that have been magically manipulated to 
  impede motion, however, still affect her. 
   
  Trackless Step (Ex): Starting at 3rd level, a thorn 
  warden leaves no trail in natural surroundings and 
  cannot be tracked. She may choose to leave a trail 
  if so desired. 
   
  Evasion (Ex):  At 5th level and higher, a thorn 
  warden 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 thorn 
  warden is wearing light armor or no armor. A 
  helpless thorn warden does not gain the benefit of 
  evasion. 
  
   
  173 
   
  Grasping Vines (Su): At 7th level, when the thorn 
  warden hits with a spectral vine attack, she deals 
  normal damage and may initiate a grapple as a swift 
  action without provoking an attack of opportunity. 
  Her CMB for this attempt is equal to her thorn 
  warden level plus her Wisdom modifier. If the thorn 
  warden chooses the damage option as part of 
  maintaining a grapple with the spectral vines, she 
  deals the spectral vine’s damage without adding her 
  Strength modifier. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a thorn 
  warden can react to danger before her senses would 
  normally allow her to do so. She cannot be caught 
  flat-footed, nor does she lose her Dexterity bonus 
  to AC if the attacker is invisible. She still loses her 
  Dexterity bonus to AC if immobilized. A thorn 
  warden with this ability can still lose her Dexterity 
  bonus to AC if an opponent successfully uses the 
  feint action (see Combat) against her. 
   
  If a thorn warden already has uncanny dodge from 
  a different class, she automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Venom Immunity (Ex): At 9th level, a thorn warden 
  gains immunity to all poisons. 
   
  Advanced Talent: At 10th level, and every two 
  levels thereafter, a thorn warden can choose one of 
  the following advanced talents in place of a thorn 
  talent. 
   
  Blood Ballet: The thorn warden may make one 
  additional attack if her base attack bonus is high 
  enough to grant one when using the Spring Attack 
  feat. The thorn warden must have the thorn dance 
  talent to select this advanced talent. 
   
  Brachiation: While using the climbing ivy ability and 
  hanging beneath or within a canopy of trees (or 
  similar structures with many limbs), the thorn 
  warden may, swing from limb to limb with the 
  vines and move at a speed equal to her climb speed. 
  It follows the rules for climbing while moving in this 
  fashion, but the base Climb DC for brachiation is 10. 
  The structures the thorn warden uses for this 
  movement must have numerous limbs that can 
  support her weight. Any tree that the she can climb 
  without causing it to bend is suitable for 
  brachiation. If she brachiates over an enemy, she 
  may drop down upon it and make a single attack as 
  a standard action. She takes any falling damage as 
  normal but adds an extra d4 damage per 10 feet 
  dropped to her attack. 
   
  Cruel Thorns*: The spectral vine threatens a critical 
  hit on a 17-20. The thorn warden must have the 
  vicious thorns talent to select this advanced talent. 
   
  Entangling Rootlings*: Spectral vine attacks leave 
  behind little rootlings that attach themselves to the 
  target’s legs and burrow into the ground. The target 
  cannot take a 5-foot step until the beginning of the 
  thorn warden’s next turn unless it passes a DC 15 
  Strength check as a move action. 
   
  Eye of the Storm: As a full-round action, the thorn 
  warden explodes into a swirling storm of slashing 
  vines. The thorn warden may make a single attack 
  at her highest base attack bonus against each foe 
  within 10 feet. The thorn warden may not grapple 
  more than one target struck by this attack. 
   
  Hooking Vines: The spectral vines grow hook-
  shaped thorns ideal for snagging an opponent’s 
  weapon. The thorn warden may use her spectral 
  vines to perform a disarm combat maneuver. Her 
  CMB for this maneuver is equal to her thorn warden 
  level plus her Wisdom modifier. 
   
  Savage Wounds: The spectral vine deals x3 damage 
  on a confirmed critical hit. The thorn warden must 
  be 16th level and have the cruel thorns advanced 
  talent to select this advanced talent. 
   
  Thorn Barrier: Once per day, when she would be 
  reduced to 0 or fewer hit points by damage in 
  combat (from a weapon or other blow, not a spell 
  or special ability), the thorn warden can throw up 
  a shield of thorny vines. To use this ability, the thorn 
  warden must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only 
  half damage from the blow; if it fails, she takes full 
  damage. She must be aware of the attack and able 
  to react to it in order to execute her thorn barrier—
  if she is denied her Dexterity bonus to AC, she can't 
  use this ability. Since this effect would not normally 
  allow a character to make a Reflex save for half 
  
   
  174 
   
  damage, the evasion ability does not apply to the 
  defensive roll. 
   
  Vampiric Vines: The spectral vines feed on the life 
  force of their targets, providing vitality to the thorn 
  warden. Whenever the thorn warden successfully 
  deals damage with her crushing vines class ability to 
  a living creature, she also gains d6 temporary hit 
  points. These hit points stack with themselves. 
  Damaging an object or a creature with the construct 
  or undead type, damaging a helpless or unaware 
  creature, or damaging a creature that has fewer Hit 
  Dice than half the thorn warden’s character level 
  does not provide temporary hit points. The thorn 
  warden must be 16th level to select this advanced 
  talent. 
   
  Thorny Wraps (Su): At 11th level, the thorn warden 
  can use a swift action to cause spectral vines to 
  extend back from her hand, wrapping her arms and 
  torso. While thorny wraps is in effect, any foe 
  striking her with an unarmed strike or a melee 
  weapon without reach takes damage equal to the 
  normal damage dealt by the spectral vines, though 
  the thorn warden’s Strength modifier is not added. 
  You can use this ability for a number of rounds per 
  day equal to your thorn warden level. These rounds 
  do not need to be consecutive. 
   
  Crushing Vines (Su): At 13th level, whenever the 
  thorn warden successfully maintains a grapple, she 
  deals an amount of bludgeoning damage equal to 
  her spectral vine’s base damage. This is in addition 
  to any other effects caused by a successful check, 
  including additional damage 
   
  Photosynthesis (Su): The thorn warden becomes 
  even more one with the forces of nature at level 15. 
  She gains life sustaining nourishment from the sun. 
  She does not need to eat as long as she gets at least 
  four hours of natural sunlight per day. 
   
  Improved Uncanny Dodge (Ex): A thorn warden of 
  17th level or higher can no longer be flanked. This 
  defense denies a rogue or other class that deals 
  precision damage the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more levels than the target does. 
   
  If a character already has uncanny dodge (see 
  above) from another class, the levels from the 
  classes that grant uncanny dodge stack to determine 
  the minimum thorn warden level required to flank 
  the character. 
   
  Reaching Vines (Su): At 19th level, her strength and 
  skill with her spectral vines nears its peak. The 
  spectral vines now have the reach special weapon 
  feature but are still able to attack adjacent enemies. 
   
  Warden of the Tangle (Su): At 20th level, the thorn 
  warden becomes a true spirit of the wild places. Her 
  type counts as both plant and her original type. She 
  gains the following benefits: 
   
  Low-light vision. 
   
  Immunity to all mind-affecting effects 
  (charms, 
  compulsions, 
  morale 
  effects, 
  patterns, and phantasms). 
   
  Immunity to paralysis, poison, polymorph, 
  sleep effects, and stunning. 
   
  DR10/slashing 
   
   
   
   
   
   
   
   
   
   
   
  
   
  175 
   
  Elven Magic 
  Pathfinder Spells 
   
  ALPTRAUM 
  School illusion (phantasm) [mind-affecting]; Level 
  bard 6, mesmerist 6, psychic 7, sorcerer/wizard 7 
   
  CASTING 
  Casting Time 10 minutes 
  Components V, S, M (a caterpillar cocooned in 
  spider silk) 
   
  EFFECT 
  Range unlimited 
  Target one humanoid creature 
  Duration 1 hour/level or until discharged, and 24 
  hours; see text 
  Saving Throw Will partial, see text; Spell 
  Resistance yes 
   
  DESCRIPTION 
  You send a manifestation of your will to invade the 
  target's dreams, causing the target to dream about 
  you the next time that they rest, giving you a chance 
  to implant your will into their subconscious. Unlike 
  a dream or nightmare spell, the target does not 
  need to be asleep at the time the spell is cast. Instead 
  of interfering with the target's dreams directly, you 
  envision what role you want to play in the target's 
  dreams, and the spell takes care of the rest, 
  implementing your desired outcome the next time 
  the target sleeps. If the target does not go to sleep 
  before the spell's duration expires, the spell has no 
  effect. 
   
  There are several different effects that you can 
  accomplish by inserting yourself in the target's 
  dreams in this way. The most common effects are 
  outlined below.  
   
  Lust: In this version of the spell, you serve as an 
  object of desire, and possibly mystery, and the 
  target finds you constantly on their mind, even once 
  they wake. You can affect the target with a single 
  suggestion, as the spell. Additionally, for 24 hours 
  after the target experiences the dream, you gain a 
  +4 bonus on Diplomacy checks made against the 
  target, and he suffers a –2 penalty on saving throws 
  made to resist spells you cast that belong to the 
  charm subschool. Even if the target succeeds on his 
  Will save, you still gain a +2 bonus on Diplomacy 
  checks made against him, and he suffers a –1 penalty 
  on saving throws against your charm spells, for 24 
  hours. 
   
  Terror: In this version of the spell, you serve as a 
  malevolent and terrifying entity in the target's 
  dream. This functions as the nightmare spell. 
  Additionally, for 24 hours after the target 
  experiences the dream, you gain a +4 bonus on 
  Intimidate checks made against the target, and he 
  suffers a –2 penalty on saving throws made to resist 
  spells you cast with the fear descriptor. Even if the 
  target succeeds on his Will save, you still gain a +2 
  bonus on Intimidate checks made against him, and 
  he suffers a –1 penalty on saving throws against your 
  fear spells, for 24 hours. 
   
  Wisdom: In this version of the spell, you serve as a 
  sage figure who dispenses helpful advice. This 
  functions as the dream spell. Additionally, you may 
  choose a single Intelligence-, Wisdom-, or Charisma-
  based skill in which you are trained. The target gains 
  a +4 bonus on that skill for 24 hours after 
  experiencing the dream. 
   
  At the GM's discretion, you may be able to 
  accomplish other effects with this spell, provided 
  that they are no more powerful than those outlined 
  above. 
   
  ANIMATE VINE 
  School transmutation; Level druid 1, ranger 1 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
   
  EFFECT 
  Range medium (100 ft. + 10 ft./level) 
  Target one vine-like object, length up to 50 ft. + 5 
  ft./level; see text 
  Duration 1 round/level 
  Saving Throw special; Spell Resistance no 
   
  
   
  176 
   
  DESCRIPTION 
  You can animate a living or nonliving vine. The 
  maximum length assumes a vine with a 1-inch 
  diameter. Reduce the maximum length by 50% for 
  every additional inch of thickness, and increase it by 
  50% for each reduction of the vine's diameter by 
  half. 
   
  The possible commands are "coil" (form a neat, 
  coiled stack), "coil and knot," "loop," "loop and 
  knot," "tie and knot," and the opposites of all of the 
  above ("uncoil," and so forth). You can give one 
  command each round as a move action, as if 
  directing an active spell. Sylvan elves often knot 
  vines on trees to give a bonus to Climb checks; they 
  are then unknotted and directed to coil up in the 
  tree so that pursuers cannot use the vines to chase 
  the 
  elves. 
   
  The vine can enwrap only a creature or an object 
  within 1 foot of it - it does not snake outward - so 
  it must be thrown near the intended target. Doing 
  so requires a successful ranged touch attack roll 
  (range increment 10 feet). Spotting a vine affected 
  by this spell requires a DC 20 Perception check.  
   
  A typical 1-inch-diameter vine has 4 hit points, AC 
  10, and requires a DC 25 Strength check to burst it. 
  The vine does not deal damage, but it can be used 
  as a trip line or to cause a single opponent that fails 
  a Reflex saving throw to become entangled. A 
  creature capable of spellcasting that is bound by this 
  spell must make a concentration check with a DC of 
  15 + the spell's level to cast a spell. An entangled 
  creature can slip free with a DC 20 Escape Artist 
  check. 
   
  The vine itself and any knots tied in it are not 
  magical. The spell cannot affect objects carried or 
  worn by a creature. 
   
  ANIMATE VINE, GREATER 
  School transmutation; Level druid 3, ranger 3 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
   
   
  EFFECT 
  Range medium (100 ft. + 10 ft./level) 
  Target up to 3 + Wisdom modifier in vine-like 
  objects, length up to 50 ft. + 5 ft./level; see text 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
   
  DESCRIPTION 
  As animate vine except with the following changes: 
  The vines can be directed to move in a snake like 
  fashion up to 10’ per round. Also, the vines can be 
  commanded to wind together and make simple 
  objects 
  like 
  rope 
  bridges 
  and 
  ladders. 
   
  Furthermore, the vines can be commanded to 
  constrict an entangled target. Once grappled, each 
  vine inflicts 1d4 points of damage per round.  
   
  BLINDING BEAUTY 
  School illusion (glamer); Level bard 6, cleric 6, 
  mesmerist 6, shaman 6, sorcerer/wizard 6, witch 5 
   
  CASTING 
  Casting Time 1 standard action 
  Components V 
   
  EFFECT 
  Range 30 ft. 
  Area 30-ft.-radius emanation, centered on you 
  Duration 1 round/level; see text 
  Saving Throw Will negates; see text; Spell 
  Resistance yes 
   
  DESCRIPTION 
  You makes yourself so radiantly beautiful that any 
  who look upon you are in danger of being blinded 
  by your visage. When you cast this spell, and at the 
  beginning of your turn each round for the spell's 
  duration, each creature within 30 feet of you must 
  succeed on a Will save or be blinded for 10 minutes. 
  If your Charisma score is at least 10 points higher 
  than the Charisma score of an affected creature, that 
  creature is blinded permanently, instead. 
   
  Creatures in the area can avert their gaze to avoid 
  the effects of the spell, as though it were a gaze 
  attack. Creatures that remain in the area for 
  multiple rounds must continue to make saving 
  throws each round, but a creature that succeeds on 
  
   
  177 
   
  three consecutive saves to resist the spell's effects 
  becomes immune to this casting of the spell. Any 
  effect that blocks normal vision blocks you from 
  affecting a creature with this spell. Creatures that are 
  naturally sightless are immune to this spell. 
   
  CALL PATRON AVATAR 
  School conjuration (calling); Level druid 9, shaman 
  9, Witch 9 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (10,000 gp of incense and an 
  appropriate offering) 
   
  EFFECT 
  Range medium (100 ft. + 10 ft./level) 
  Effect see text 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
   
  DESCRIPTION 
  You call to a fey patron and are sent an avatar in 
  that patron’s stead. Calling the avatar requires 
  special incense and an offering appropriate to the 
  patron called. When it appears, the avatar knows 
  your goals and intentions and may act immediately 
  in that interest if it so chooses. Even though it will 
  do as requested, if such an act is against its nature, 
  the patron may turn on you once the task is 
  complete. 
   
  You do not have to be a follower of a patron to 
  call upon its avatar, but learning what to offer the 
  patron in exchange for its aid may prove difficult 
  for non-followers. 
   
  Despite their fundamental differences, each patron 
  avatar is a CR 15 Huge fey with 137 hit points, DR 
  20/epic and cold iron, 30 AC (touch 12, flat-footed 
  28), +15 to all saves, and +21 attack bonus (2 
  attacks per round with manufactured weapons). 
  Avatars can cast each spell-like ability granted by the 
  patron 3 times per day at CL 25 and are under the 
  constant effect of their shared aspect. If a patron 
  wields a weapon, the avatar has one of the 
  appropriate size, and all avatars gain 2 slam attacks 
  that each deal 3d8+22 damage. 
   
  CHANNEL PATRON 
  School illusion (glamer); Level druid 4, ranger 4 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
   
  EFFECT 
  Duration 1 round/2 levels 
  Saving Throw Will disbelief (if interacted with); 
  varies; see text; Spell Resistance yes; see text 
   
  DESCRIPTION 
  You access the direct powers of your patron for a 
  short time. For the duration, you can cast your 
  patron’s spell-like abilities that mimic spells of 3rd-
  level or lower without expending your spell slots. 
  Spells that deal damage have normal effects unless 
  the affected creature succeeds on a Will save. Each 
  disbelieving creature takes only one-fifth (20%) 
  damage from the attack. If the disbelieved attack 
  has a special effect other than damage, that effect is 
  only 20% likely to occur. Any creature that interacts 
  with the spell can make a Will save to recognize its 
  true nature. Conjuration (healing) spells cast in this 
  way only grant temporary hit points that disappear 
  after 1 hour. 
   
  CHANNEL PATRON, GREATER 
  School illusion (glamer); Level druid 7, shaman 7, 
  witch 7 
   
  This spell functions like channel patron except you 
  can cast up to 6th-level patron spells, which are 
  three-fifths (60%) real. Conjuration (healing) spells 
  cast in this way heal the target for half value. Any 
  remaining healing is granted as temporary hit points 
  that disappear after 1 hour. 
   
  CORRUPTION 
  School abjuration [evil]; Level antipaladin 4, 
  cleric/oracle 5, druid 5, inquisitor 5 
   
  CASTING 
  Casting Time 1 hour 
  Components V, S, M (burning incense, blood 
  spread upon or imbibed by target), F (a set of 
  prayer beads or other prayer device worth at least 
  500 gp), DF 
  
   
  178 
   
  EFFECT 
  Range touch 
  Target living creature confined within a magic 
  circle 
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance yes 
   
  DESCRIPTION 
  This spell places the burden of misdeeds from the 
  caster onto the subject, and/or brings to surface 
  misdeeds of the subject. The creature need not be 
  seeking corruption, but if he/she/it is, no saving 
  throw is needed, the effect is then automatic as per 
  the temptation version below. If the creature 
  committed evil acts unwittingly or under some form 
  of compulsion, atonement may be used to reverse 
  the effects of corruption. However, in the case of a 
  creature deliberately performing evil acts he 
  receives a – 2 penalty to his saving throw. 
  Corruption may be cast for one of several purposes, 
  depending 
  on 
  the 
  version 
  selected. 
   
  Induce Magical Alignment Change: This effect will 
  shift alignment one category on the Good, Neutral 
  and Evil axis. A character with a good alignment 
  who fails a saving throw will become neutral, 
  neutral would become evil. Multiple castings of this 
  spell 
  have 
  cumulative 
  effects. 
   
  Remove Class: A paladin, or other class, who fails a 
  saving throw will lose her class features due to 
  violating the alignment restrictions of her class. 
   
  Remove Cleric or Druid Spell Powers: A cleric or 
  druid who fails their saving throw may lose their 
  ability to cast spells by having their alignment shift 
  too far away from her deity’s alignment or class 
  restrictions. If the transgression (an act against the 
  deity’s dogma) was intentional, the subject receives 
  a 
  – 
  2 
  penalty 
  to 
  his 
  saving 
  throw. 
   
  Temptation: You may cast this spell upon a creature 
  of an opposing alignment in order to compel it to 
  change its alignment to match yours. The 
  prospective subject must be present for the entire 
  casting process. Upon completion of the spell, the 
  subject must make a Will save (DC 10 plus level of 
  spell plus caster’s casting modifier) or changes to 
  your alignment. If it makes the saving throw, it 
  retains its original alignment. This use of the spell 
  does not work on outsiders or any creature 
  incapable of changing its alignment naturally. 
   
  Unlike atonement, this spell is intended to shift the 
  subject’s 
  alignment 
  towards 
  evil. 
   
  Note: Normally, changing alignment is up to the 
  player. This use of corruption offers a method for a 
  GM to change a character’s alignment drastically, 
  suddenly, 
  and 
  definitively. 
   
  CURSE OF OFFENDED SIGHT 
  School necromancy [curse]; Level sorcerer/wizard 
  3, witch 3 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a shard from a broken 
  mirror) 
   
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature with a Charisma score lower 
  than your own 
  Duration 1 day per caster level 
  Saving Throw Will negates; Spell Resistance yes 
   
  DESCRIPTION 
  You punish the target for the crime of being less 
  beautiful than yourself with a curse that exaggerates 
  their ugliness and dulls their personality. The target's 
  Charisma score is reduced by an amount equal to 
  the difference between your Charisma modifier and 
  the target's Charisma modifier (so if you have a 
  Charisma score of 20, and the target has a Charisma 
  score of 10, you would impose a –5 penalty). This 
  cannot reduce the target's Charisma score below 1. 
   
  ELF DANCE 
  School enchantment (compulsion) [mind-
  affecting]; Level bard 6, sorcerer/wizard 8 
   
  CASTING 
  Casting Time 1 minute 
  Components V, S 
   
  EFFECT 
  Range touch 
  
   
  179 
   
  Area 60-ft.-radius area centered on touched point 
  Duration 1 day/level (D) 
  Saving Throw Will negates and Will partial; see 
  text; Spell Resistance yes 
   
  DESCRIPTION 
  In order to cast this spell, you must be an elf. You 
  lace the very air in the affected area with 
  enchantment, which compels those who enter the 
  area to dance and revel endlessly with no thought 
  to other matters. A creature that fails its saving 
  throw is compelled to dance, frolic, and otherwise 
  revel within the spell’s area. Each day, the creature 
  receives a new saving throw to end the effect. 
  Hostile actions taken against the character do not 
  end the compulsion, but the creature can pause its 
  revelry to defend itself (he cannot leave the spell’s 
  area, however). 
   
  The spell removes the need for affected creatures to 
  eat, drink, and sleep, and they are at no risk of 
  starvation or dehydration while under the spell’s 
  effects, however, they are unable to rest, and so 
  cannot gain any of the benefits of rest (including 
  renewing their spells per day). Once an affected 
  creature leaves the area, if he was reveling for at 
  least 3 days, he immediately becomes exhausted. 
   
  If you do not provide the trappings of a party (such 
  as decorations and music, and possibly fine food, 
  fine 
  clothes 
  or 
  costumes, 
  other 
  forms 
  of 
  entertainment, and so on), the spell’s saving throw 
  DC is reduced by 4 (if these trappings are added or 
  removed sometime during the spell’s duration, the 
  DC is adjusted for all future saving throws). At the 
  GM’s discretion, if you provide particularly fine or 
  detailed trappings, the DC may be increased by up 
  to +2. 
   
  ELF-LOCKS 
  School transmutation; Level sorcerer/wizard 4, 
  witch 3 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a single strand of the target's 
  hair) 
   
   
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration 1 round/level and instantaneous; see text 
  Saving Throw Fortitude negates, Reflex partial; see 
  text; Spell Resistance yes 
   
  DESCRIPTION 
  You cause the target's hair to grow at an incredible 
  rate, and further animate it to entangle and bind 
  them. The target's hair grows at a rate of 1 foot per 
  round for the spell's duration. Once their hair 
  reaches a length of at least 4 feet, it becomes long 
  enough to begin ensnaring the target. Each round, 
  at the beginning of the target's turn, the hair makes 
  a combat maneuver check to grapple the target (it 
  is treated as having a base attack bonus equal to 
  your caster level and a Strength score equal to your 
  Charisma score, with no size modifier; its CMD is 
  equal to its CMB + 10). Once it has successfully 
  grappled the target, the hair attempts to pin him, 
  and once it successfully pins him, it attempts to tie 
  him up. If it succeeds in tying the target up, the spell 
  ends immediately. 
   
  Once the spell ends (whether because the target was 
  bound, the duration elapsed, it was dispelled, or for 
  any other reason), the hair created by the spell 
  remains in place, and is perfectly mundane in 
  nature. If the target was grappled, the hair falls 
  loosely away, releasing the character. If the target 
  was pinned or tied up, however, the hair remains 
  in place until the target breaks free (the CMD 
  remains the same, a DC 20 Strength check can burst 
  the hair, instead), or it is cut away (hardness 0, hit 
  points equal to 2 per foot of hair + your caster 
  level). 
   
  ELEMENTAL WEAPON 
  School transmutation [acid, cold, electricity, fire]; 
  Level druid 1, ranger 1 
   
  CASTING 
  Casting Time 1 swift action 
  Components V, M (a bit of the chosen element: 
  earth, water, air, or fire and weapon touched) 
   
   
   
  
   
  180 
   
  EFFECT 
  Range touch 
  Target one weapon which you must wield 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
   
  DESCRIPTION 
  You change the damage type of the weapon you 
  are wielding from bludgeoning, piercing, or slashing 
  to acid, cold, electricity, or fire. The type of damage 
  must be chosen when the spell is cast and cannot be 
  switched during the duration of the spell. Ranged 
  weapons bestow this property to its ammunition. 
   
  ELEMENTAL WEAPON, IMPROVED 
  School transmutation [acid, cold, electricity, fire]; 
  Level druid 2, ranger 2 
   
  CASTING 
  Casting Time 1 swift action 
  Components V, M (a bit of the chosen element: 
  earth, water, air, or fire and weapon touched) 
   
  EFFECT 
  Range touch 
  Target one weapon which you must wield 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
   
  DESCRIPTION 
  As elemental weapon, except you may now switch 
  between elements each round as a swift action. 
   
  ELEMENTAL WEAPON, GREATER 
  School transmutation [acid, cold, electricity, fire]; 
  Level druid 3, ranger 3 
   
  CASTING 
  Casting Time 1 swift action 
  Components V, M (a bit of the chosen element: 
  earth, water, air, or fire and weapon touched) 
   
  EFFECT 
  Range touch 
  Target one weapon which you must wield 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
   
  DESCRIPTION 
  As improved elemental weapon, except a successful 
  attack now deals an additional 1d6 damage of the 
  chosen energy type. 
   
  INFERIORITY OF THE IMPERFECT 
  School enchantment (compulsion) [emotion, 
  mind-affecting]; Level bard 4, sorcerer/wizard 5, 
  witch 4 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
   
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature 
  Duration 10 min./level 
  Saving Throw Will negates; see text; Spell 
  Resistance yes 
   
  DESCRIPTION 
  You fill the target's mind with doubt, uncertainty, 
  and shame over their imperfections, filling him with 
  a compulsion to flee and hide his hideousness. The 
  target suffers a penalty on all attack rolls, saving 
  throws, ability checks, skill checks, and weapon 
  damage rolls. This penalty is equal to 1 plus 1 for 
  every 4 points by which your Charisma score 
  exceeds the target's (to a maximum penalty of –5). 
  This penalty is temporarily suppressed for as long as 
  the target is not currently being observed by any 
  creature whose Charisma score is higher than his 
  own. 
   
  Elves receive a +4 bonus on their saving throws to 
  resist this spell. 
   
  LIGHTNING LASH 
  School evocation [electricity]; Level bloodrager 1, 
  magus 1, sorcerer/wizard 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
   
  EFFECT 
  Range 0 ft. 
  
   
  181 
   
  Effect whip of electricity 
  Duration 1 round/level (D (see text)) 
  Saving Throw none; Spell Resistance yes 
   
  DESCRIPTION 
  You summon a lash of lightning in the form of a 
  whip made for a creature of your size. You take no 
  damage from the whip. You can wield this object as 
  if it were an actual whip (which you are proficient 
  with), except you make a melee touch attack with 
  it instead of a regular attack, and it will affect all 
  creatures in a line within reach of the whip. Any 
  creature you strike with the whip takes 1d6 points 
  of electricity damage per caster level (maximum 
  5d6). When delivering the attack, you gain a +3 
  bonus on attack rolls if the opponent is wearing 
  metal armor (or is carrying a metal weapon or is 
  made of metal). It cannot be used to make trip 
  attacks, and is subject to a miss chance for 
  concealment and cover. 
   
  The whip is immune to all weapon damage, but is 
  affected normally by dispel magic. The whip takes 
  half again as much damage from spells or effects 
  that affect an area, but since it is considered part of 
  your gear, it takes damage only if you fail a saving 
  throw on a 1 or if it is specifically targeted by an 
  opponent. 
   
  POISONSKIN  
  School transmutation; Level alchemist 2, druid 3, 
  witch 3 
   
  CASTING 
  Casting Time: 1 standard action 
  Components: V, S, M (1 dose of poison) 
   
  EFFECT 
  Range personal 
  Target you 
  Duration 1 round/level (D) 
  Saving Throw Will negates (harmless); Spell 
  Resistance no 
   
  DESCRIPTION 
  You safely consume a poison of any delivery 
  category, and then excrete the toxin through your 
  pores as a contact poison. For the duration of the 
  spell, any creature that you touch, or that 
  successfully strikes you with an unarmed or natural 
  attack, must immediately save vs. the posion’s 
  effects. The excreted toxin is not of sufficient 
  quantity or stability to be successfully “harvested” 
  for further use as a poison. 
   
  QUICKEN DISEASE 
  School transmutation; Level antipaladin 4, cleric 5, 
  druid 5, sorcerer/wizard 6, witch 6 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a foul rag or cloth) 
   
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one diseased creature 
  Duration 1 round/3 levels (D) 
  Saving Throw Fortitude negates; Spell Resistance 
  yes 
   
  DESCRIPTION 
  You magically infuse the disease within the target 
  with vital energy, causing an explosion of toxic 
  virulence within the target’s body. The frequency of 
  the disease that the target is currently suffering from 
  is decreased to 1 round. The disease can still be 
  cured through the normal means. If the disease is 
  not cured by the end of the spell’s duration, the 
  frequency returns to what it was originally. This 
  spell applies only to the effect the disease has on the 
  target; if the target is able to inflict diseases on 
  others (such as dire rats, which deliver filth fever 
  with their bite), the frequency of diseases they inflict 
  is not altered. If the target is currently suffering from 
  more than one disease, only one disease is affected. 
  If you know what diseases the target is suffering 
  from, you can choose the affected disease; 
  otherwise, the disease should be determined 
  randomly. 
   
  RACIAL PARAGON 
  School transmutation; Level cleric 2, witch 2 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S, (DF) 
   
   
  
   
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  EFFECT 
  Range touch 
  Target creature touched 
  Duration 10 min./level 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless) 
   
  DESCRIPTION 
  This spell improves a target’s inherent racial 
  bonuses. Up to 3 of the target’s skills or ability 
  scores (chosen by the caster) that possess a racial 
  bonus type increase those bonuses by an additional 
  +2. For example, gnome characters might receive a 
  +2 increase to their Constitution and/or Charisma 
  ability scores, as well as a +2 increase to certain skills 
  and/or saving throws via their illusion resistance, 
  keen senses, and obsessive traits. However, they 
  could not gain a +2 bonus to attacks against 
  reptilian and goblin subtypes via the hatred trait, 
  because this bonus type is not a racial bonus. 
   
  SERENITY 
  School enchantment (compulsion) Level bard 1, 
  sorcerer/wizard 1, witch 1 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (sprig of lavender) 
   
  EFFECT 
  Range close (25 ft. + 5 ft. / 2 levels) 
  Target one living creature 
  Duration 10 min./level (D) 
  Saving Throw Will negates; Spell Resistance yes 
   
  DESCRIPTION 
  This spell aids a creature in maintaining a peaceful 
  state of mind. The target gains a +4 resistance bonus 
  against any fear or mind-affecting spells or effects, 
  and grants immunity to morale bonuses, morale 
  penalties, and rage effects. 
   
  STINKING SPRAY 
  School conjuration (creation); Level ranger 3 
   
  CASTING 
  Casting Time: 1 standard action 
  Components: V, S 
   
  EFFECT 
  Range: close (25 ft. + 5 ft. / 2 levels) 
  Effect: one poison spray 
  Duration: 1 hour/level 
  Saving Throw: Fortitude partial, Reflex partial, see 
  text; Spell Resistance: no 
   
  DESCRIPTION 
  This spell mimics the defense of a skunk, spraying a 
  target with a foul smelling liquid. You must succeed 
  on a ranged touch attack to hit your target. Any 
  living creature struck by the spray is blinded (or 
  dazzled if they succeed on a Reflex save). In 
  addition, the target and any living creature within 
  15 ft. of the target are also nauseated (or sickened if 
  they succeed on a Fortitude save). Creatures within 
  15 ft. of the target may only utilize the scent ability 
  to detect the target. 
   
   
  Creatures immune to poison are unaffected by the 
  spell. Holding one’s breath or remaining more than 
  15 ft. from the target suspends an individual’s 
  nauseated or sickened conditions. 
   
  SUMMON NATURE’S LIGHT 
  School conjuration (summoning); Level druid 1, 
  ranger 1 
   
  CASTING 
  Components: V, S, DF 
  Casting Time: 1 standard action 
   
  EFFECT 
  Range: close (25 ft + 5ft./2 levels) 
  Effect: one swarm of insects 
  Duration: 10 minutes/level 
  Saving Throw: none; Spell Resistance: no 
   
  DESCRIPTION 
  You summon a swarm of bioluminescent insects 
  that illuminate a 5 ft. radius area with a dim yellow-
  green light. This light will not function if taken into 
  an area of magical darkness. 
   
  The swarm is stationary when summoned, but flies 
  at a speed of 20 ft. per round if directed. You can 
  direct the movement of the swarm as a swift action 
  which does not provoke an attack of opportunity. 
  The swarm may reveal the presence invisible objects 
  
   
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  or creatures within its area of effect by the 
  displacement of the insects. However, the creature 
  or object still gains the benefit of concealment. The 
  swarm cannot attack, possesses 10 HP, and can only 
  be damaged by fire or area attacks. The swarm is 
  dispersed by gust of wind or a similar effect. 
   
  SYLVAN SHIELD 
  School abjuration [force]; Level magus 2, 
  sorcerer/wizard 2, summoner 2 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a sprig of holly) 
   
  EFFECT 
  Range personal 
  Target you 
  Duration 1 min./level (D) 
   
  DESCRIPTION 
  A shimmering field of beautiful silver energy 
  appears in the air in front of you, protecting you 
  from harm. The field grants you a shield bonus 
  equal to your Charisma bonus.  This bonus also 
  applies against incorporeal touch attacks, since it is 
  a force effect. This spell does not impose an armor 
  check penalty or arcane spell failure chance. 
   
  SYLVAN SICKNESS 
  School necromancy [disease, evil]; Level 
  antipaladin 4, bloodrager 4, cleric 3, druid 3, 
  sorcerer/wizard 4, witch 4 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
   
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration instantaneous 
  Saving Throw Fortitude negates; Spell Resistance 
  yes 
   
  DESCRIPTION 
  This functions as contagion, except as noted here. 
  In addition to the diseases listed in contagion, you 
  can also choose to afflict the target with any of the 
  following diseases: blush of death, elf sight, elven 
  ache, green madness, or sylvan fever. Finally, if you 
  are an elf, you may choose to have the disease use 
  the spell’s saving throw DC, instead of its listed DC, 
  for the purposes of additional saving throws made 
  by the target, rather than just for the initial saving 
  throw. 
   
  SUMMON PATRON ASPECT 
  School conjuration (summoning); Level druid 2, 
  ranger 2 
   
  DESCRIPTION 
  This spell functions like and can be cast in the same 
  way as summon nature’s ally I, except that you and 
  the summoned ally gain the shared aspect of a fey 
  patron chosen at the time of casting for the duration 
  of the spell. If you prepare or spontaneously cast 
  this spell at a higher spell level, it counts as a higher-
  level version of summon nature’s ally for each spell 
  level higher at which you prepare or cast it. 
   
  THUNDER BOLT 
  School evocation [sonic, electricity]; Level druid 3, 
  ranger 3 
   
  CASTING 
  Casting Time 1 swift action 
  Components V, M (a bit of used thunderstone and 
  a small piece of metal) 
   
  EFFECT 
  Range medium (100 ft. + 10 ft./level) 
  Effect one javelin sized bolt of energy 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
   
  DESCRIPTION 
  A javelin sized bolt of electricity seemingly trapped 
  inside an invisible tube springs from your hand and 
  speeds to its target. You must succeed on a ranged 
  touch attack to hit your target. The thunder bolt 
  deals 1d6 points of electrical and 1d6 points of sonic 
  damage. In addition, the victim must make a 
  Fortitude save versus the DC of this spell or suffer 
  the effects of a deafening bang that is treated as a 
  sonic attack. Each creature within a 10-foot-radius 
  
   
  184 
   
  spread must make the Fortitude save or be 
  deafened for 1 hour.  
   
  Since you don't need to hit a specific target for the 
  sonic effect, you can simply aim at a particular 5-
  foot square. Treat the target square as AC 5. If the 
  bolt misses its target, resolve the sonic effects as if 
  the character had thrown a thunderstone. The DC 
  remains that of this spell. 
   
  TORTUROUS BEAUTY 
  School illusion (glamer) [mind-affecting, pain]; 
  Level druid 4, magus 3, oracle 5, sorcerer/wizard 
  4, witch 4 
   
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
   
  EFFECT 
  Range 30 ft. 
  Area cone-shaped emanation 
  Duration 1 round/level (D) 
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes 
   
  DESCRIPTION 
  Your features shift subtly, and you become a more 
  delicate 
  and 
  beautiful 
  version 
  of 
  yourself, 
  transforming until your visage is so sweet that it is 
  physically painful to look upon. When you cast this 
  spell, and at the beginning of your turn on 
  subsequent rounds, each creature in the spell’s area 
  must succeed on a Fortitude save or suffer 1d6 
  points of damage for every 2 points by which your 
  Charisma score exceeds that of the affected creature 
  (to a minimum of 1d6 and a maximum of 10d6). 
  Creatures that suffer at least 10 points of damage in 
  this way are sickened for 1d4 rounds, as well. The 
  spell’s area moves with you. Each round, you can 
  adjust which side of your space the spell’s area 
  originates from. Creatures in the area can avoid this 
  effect by averting their eyes, in the same way that 
  they could avoid a gaze attack. Once a creature has 
  succeeded on at least 3 Fortitude saves to resist this 
  damage, they become immune to this spell for 24 
  hours.  
   
   
  TRIP 
  School conjuration [force]; Level bard 2, 
  wizard/sorcerer 2 
   
  CASTING 
  Casting Time 1 swift action 
  Components V, S, M (a bit of string pulled taut) 
   
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect trips one large size or smaller creature 
  Duration instantaneous 
  Saving Throw special, see below; Spell Resistance 
  yes 
   
  DESCRIPTION 
  The caster designates a target, and a small invisible 
  force appears in front of the victim’s foot. If your 
  check defeats his CMD, he is knocked prone. You 
  cannot trip a flying creature. The CMB for this trip 
  attempt is equal to your caster level plus your 
  Intelligence, Wisdom, or Charisma modifier, 
  whichever is highest. This trip does not provoke an 
  attack of opportunity. 
   
  TRIP, MASS 
  School conjuration [force]; Level bard 4, 
  wizard/sorcerer 4 
   
  CASTING 
  Casting Time 1 swift action 
  Components V, S, M (a bit of string pulled taut) 
   
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one creature/level, no two of which can 
  be more than 30 ft. apart, must be large sized or 
  smaller 
  Duration instantaneous 
  Saving Throw special, see below; Spell Resistance 
  yes 
   
  DESCRIPTION 
  This spell works as trip, except it targets numerous 
  creatures. 
   
  WALL OF VINES 
  School conjuration (creation); Level druid 3 
   
  
   
  185 
   
  CASTING 
  Components V, S, DF 
  Casting Time 1 standard action 
   
  EFFECT 
  Range close (25 ft + 5ft./2 levels) 
  Effect wood wall whose area is up to one 5-ft. 
  square/level 
  Duration: instantaneous 
  Saving Throw see text; Spell Resistance no 
   
  DESCRIPTION 
  You cause a barrier of entwined vines to sprout into 
  existence. The wall may be used to seal off a 
  passage, or paced horizontally to create a bridge or 
  roof. The wall may not be conjured into the same 
  space as an existing creature or object, but it may 
  be grown so that its edges fill the available space, 
  up to the effect’s maximum size.  
   
   
  The wall of vines is 1 inch thick per four caster levels. 
  You can double the walls area by halving its 
  thickness. Wall of vines may be created vertically, 
  horizontally, or any angle in between, however it 
  must be merged and solidly supported when 
  created. 
   
   
  Each 5-foot square of wall may support up to 50 
  lbs. and has 2 hit points per inch of thickness. The 
  uneven surface is considered difficult terrain, and 
  has a Climb DC of 20. If a section of wall is reduced 
  to 0 hit points or exceeds its support weight, that 
  section of wall is considered breached. 
   
   
  Any creature adjacent to the wall when it is created 
  may make a Reflex save to disrupt the wall as it is 
  being formed. 
   
  WHISPERS OF THE WILD 
  School divination; Level druid 6, ranger 4, witch 6, 
  wizard/sorcerer 6  
   
  CASTING 
  Casting Time 1 standard action 
  Components V 
   
   
   
   
  EFFECT 
  Range personal 
  Target you 
  Duration 1 minute/level 
   
  DESCRIPTION 
  You become empathically attuned to nature. You 
  can learn the general size, shape, special properties 
  and condition of any natural terrain (forest, swamp, 
  etc.). You also gain a general feeling from the 
  terrain, and if anything is aggravating the natural 
  spirit (monsters, loggers, etc.), you learn that also.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  5th Edition Spells 
   
  ALPTRAUM 
  7th-level enchantment 
  [Warlock, Wizard] 
  Casting Time 10 minutes  
  Range Special 
  Components V, S, M (a caterpillar cocooned in 
  spider silk) 
  Duration 24 hours after target wakes 
  DESCRIPTION 
  You may alter the dreams of a creature known to 
  you the next time it sleeps, allowing you to 
  manipulate its subconscious on a very deep level. 
  You cannot control the details of the dream (e.g., 
  the time of day, the location, the color of the sky, 
  etc.), nor can you use to the dream to deliver a 
  specific message to the creature, but you can choose 
  the overall tone of the dream and how you appear 
  within it. The creature can attempt a Wisdom saving 
  throw during the dream in order to mitigate the 
  spell's effects. If this saving throw succeeds, the 
  details of the dream become hazy upon waking, but 
  some of the emotions linger. 
  Based on how you choose to appear within the 
  dream, you can affect the creature in different ways 
  upon waking: 
  Infatuation: You dominate the dream as the object 
  of the creature's desire, lust, or intense curiosity. For 
  24 hours after the creature wakes, it is considered 
  charmed by you, and it has disadvantage on saving 
  throws against any enchantment spells you cast. If 
  the creature succeeds on its saving throw during the 
  dream, it isn’t charmed and doesn’t take 
  disadvantage on saves, but it remains friendly 
  toward you and you have advantage to Persuasion 
  checks against it. 
   
  Terror: In the dream, your image assumes an aspect 
  of unspeakable malevolence and dread. For 24 
  hours after waking, the creature is overcome with 
  terror at the sight of you. It must make a Wisdom 
  saving throw versus your spell DC or fall 
  unconscious from fright for 1d6 minutes. Even when 
  the creature is conscious, it has the frightened 
  condition in your presence and will attempt to get 
  as far away from you as it can by any means 
  available. If the creature succeeds on its Wisdom 
  saving throw during the dream, it is not terrified by 
  the sight of you, but it senses something frightening 
  about you that it can’t quite place, giving you 
  advantage on Intimidation checks against it. 
  Inspire/Erode Confidence: In the dream you appear 
  as an idol or authority figure whom the creature 
  deeply respects and seeks the approval of. This 
  version of the spell may have positive or negative 
  effects. If you so choose, you may use the authority 
  figure to boost the creature’s confidence, granting it 
  advantage on a skill or ability check of your choice 
  for 24 hours after it wakes. Conversely, you may 
  have 
  the 
  authority 
  figure 
  express 
  deep 
  disappointment and repulsion toward the creature, 
  granting it disadvantage on a check instead. When 
  you use this spell to inspire confidence, the creature 
  need not make a Wisdom saving throw during the 
  dream. 
  At the GM's discretion, you may be able to 
  accomplish other effects with this spell, provided 
  that they are no more powerful than those outlined 
  above. 
   
  ANIMATE VINE 
  1st-level transmutation 
  [Druid, Ranger] 
  Casting Time 1 action  
  Range 120 feet 
  Components V, S 
  Duration Concentration, up to 1 min. 
  DESCRIPTION 
  You can animate up a living or nonliving vine up to 
  60 feet long. The possible commands are "coil" 
  (form a neat, coiled stack), "coil and knot," "loop," 
  "loop and knot," "tie and knot," and the opposites 
  of all of the above ("uncoil," and so forth). You can 
  give one command each round as a bonus action. 
  Sylvan elves often knot vines on trees to give a 
  bonus to climb checks, they are then unknotted and 
  directed to coil up in the tree so that pursuers 
  cannot use the vines to chase the Elves. 
   
  The vine does not deal damage, but it can be used 
  to trip or entangle a creature it shares a space with 
  
   
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  that fails a Dexterity saving throw against your spell 
  save DC. A typical 1-inch-diameter vine has AC 11, 5 
  hit points, and requires a DC 15 Strength (Athletics) 
  or Dexterity (Acrobatics) check to break free from. 
  The vine itself and any knots tied in it are not 
  magical. The spell cannot affect objects carried or 
  worn by a creature. 
  At Higher Levels: When you cast this spell using a 
  spell slot of 2nd level or higher, you can control an 
  additional 60-foot-long vine per slot level. 
   
  BLINDING BEAUTY 
  6th-level enchantment 
  [Bard, Sorcerer, Warlock, Wizard] 
  Casting Time 1 action  
  Range Self (30-foot radius) 
  Components V 
  Duration Concentration, up to 1 min. 
  DESCRIPTION 
  In the eyes of nearby enemies, you become of vision 
  of transcendent beauty - like that of an angel, or a 
  god. This beauty is so exquisite that it literally 
  overwhelms the senses of those who gaze upon 
  you. When you cast this spell, and at the beginning 
  of your turn each round for the spell's duration, 
  each creature within 30 feet of you and within your 
  line of sight must succeed on a Charisma saving 
  throw or be blinded for 1d4 rounds. If a creature 
  fails this save by 5 or more, it is stunned for 1 round 
  and blinded for the duration of the spell (it gets to 
  make no further saves). 
   
  Creatures in the area can avert their gaze to avoid 
  the effects of the spell. Creatures that remain in the 
  area for multiple rounds must continue to make 
  saving throws each round, but a creature that 
  succeeds on three consecutive saves to resist the 
  spell's effects becomes immune to the spell for 24 
  hours. A creature must be able to clearly see your 
  face for this spell to affect it. Color is not a necessary 
  component of the spell, and a creature seeing you 
  by means of darkvision is still affected as normal. 
  Creatures that are naturally sightless are immune to 
  this spell. 
   
   
   
  CALL PATRON AVATAR 
  9th-level conjuration 
  [Cleric, Druid, Warlock] 
  Casting Time 1 minute  
  Range 100 feet 
  Components V, S, M (1,000 gp of incense and an 
  appropriate offering) 
  Duration 1 hour 
  DESCRIPTION 
  You call to your patron or deity, and it appears in 
  the form of a powerful avatar. Calling the avatar 
  requires 
  special 
  incense 
  and 
  an 
  offering 
  Appropriate to the patron called (the nature of this 
  offering is determined by the GM). The avatar 
  speaks Common and will fulfill your requests to the 
  best of its ability, but it acts entirely of its own free 
  will. As this creature is a physical manifestation of 
  your patron or deity itself, a summoner who does 
  not show the avatar due respect, or who casts this 
  spell without dire need, may be punished severely. 
   
  You do not have to be a follower of a patron or 
  deity to call upon its avatar, but appeasing an 
  unknown avatar may prove difficult (or even 
  deadly) for non-followers. 
  
   
  188 
   
  The avatar can take on the form of any creature it 
  desires, though a warlock’s patron will generally 
  take the form of a similar creature (fey for the 
  Archfey, demons or devils for the Fiend, and 
  aberrations and monstrosities for the Great Old 
  One). You may suggest a particular form during the 
  casting, but the final decision is made by the DM. 
  But regardless of its form, each patron avatar has 
  the following features:  
   - CR 15 Huge creature 
   - 24 in all ability scores 
  - 150 hit points, 20 AC, and its natural attacks 
  are treated as magical 
   - Resistance to all damage 
  - Advantage on all saving throws 
  and may choose to automatically succeed on a 
  failed save (3/day) 
  - Immune to charmed, poisoned, paralyzed, and 
  petrified conditions 
  - The avatar retains any additional resistances or 
  immunities from its base creature type 
  CHANNEL PATRON 
  2nd-level transmutation 
  [Cleric, Druid, Warlock] 
  Casting Time 1 action  
  Range Self 
  Components V, S 
  Duration 1 minute 
  DESCRIPTION 
  You access the direct powers of your patron or deity 
  for a short time, which provides you with a random 
  benefit from the following list (roll 1d4 to 
  determine which benefit you receive): 
  1 - You grow long claws, granting you two claw 
  attacks that deal 1d6 slashing damage and are 
  treated as magical weapons for the purpose of 
  overcoming resistances. 
  2 - You gain resistance to one of the following 
  damage types of your choosing (fire, cold, poison, 
  necrotic). 
  3 - You gain resistance to one of the following 
  damage types of your choosing (slashing, piercing, 
  bludgeoning). 
  4 - You gain advantage on saving throws for one 
  ability score of your choosing. 
  CURSE OF OFFENDED SIGHT 
  3rd-level necromancy 
  [Bard, Paladin, Sorcerer, Warlock] 
  Casting Time 1 action  
  Range 60 feet 
  Components V, S, M (a shard from a broken 
  mirror) 
  Duration Special (see text) 
  DESCRIPTION 
  You punish a humanoid creature for the crime of 
  being less (or perhaps more) magnificent than 
  yourself with a curse that exaggerates their ugliness 
  and dulls their personality. The target of this spell 
  must succeed on a Constitution saving throw or 
  have their Charisma score reduced by 3 (to a 
  minimum score of 3) for 24 hours. 24 hours after 
  failing the first saving throw, the creature must 
  succeed on a second Constitution save or the effect 
  becomes permanent and can only be lifted by a 
  remove curse spell. 
  At Higher Levels: When you cast this spell with a 
  spell slot of 4th level or higher, the penalty to the 
  creature's Charisma increases by 1 point per level. 
   
  DEATH SEED 
  6th-level necromancy 
  [Druid] 
  Casting Time 1 action  
  Range 30 feet 
  Components V, S 
  Duration 4 rounds 
  DESCRIPTION 
  You produce a glossy, black seed from your palm 
  and launch it at a target within 30 feet with a 
  ranged spell attack. On a successful hit, the seed 
  immediately sinks deep into the target’s body and 
  begins to feed off of the target’s vital energy. The 
  target must make a Constitution saving throw at the 
  beginning of its turn each round for 3 rounds. It 
  takes 4d6 necrotic damage on a failed save, and half 
  that on a successful save. If the target fails 2 or more 
  of these saves, then the plant bursts from its chest 
  on the fourth round, dealing 75 points of necrotic 
  damage (no save). 
   
  
   
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  ELF DANCE 
  8th-level enchantment 
  [Bard, Cleric, Druid, Sorcerer] 
  Casting Time 1 minute  
  Range 60-foot radius centered on a point within 
  100 feet 
  Components V, S 
  Duration 6 days 
  DESCRIPTION 
  In order to cast this spell, you must be an elf. You 
  lace the very air in the affected area with 
  enchantment, which compels those who enter the 
  area to dance and revel endlessly with no thought 
  to other matters. A creature entering the area that 
  fails a Wisdom saving throw is compelled to dance, 
  frolic, and otherwise revel within the spell’s area. 
  Each day, the creature receives a new saving throw 
  to end the effect.  
  Creatures require no food, drink, or sleep while 
  under the spell's effects, nor do they gain any of the 
  benefits of rest (such as regaining lost hit points or 
  spell slots). They will defend themselves if attacked, 
  but they can take no actions except to continue the 
  dance, and they will not willfully leave the spell's 
  area for any reason. If a creature is forcefully 
  removed 
  from 
  the 
  spell's 
  area 
  the 
  effect 
  immediately ends, but the creature receives one 
  level of exhaustion for each day it spent in the 
  dance. A creature that spends a full six days under 
  the spell's effects drops dead when the spell ends. 
   
  ELF LOCKS 
  4th-level transmutation 
  [Druid, Sorcerer, Warlock, Wizard] 
  Casting Time 1 action  
  Range 30 feet 
  Components V, S, M (a strand of hair from a 
  horse’s tail) 
  Duration Concentration, up to 1 min. 
  DESCRIPTION 
  You cause a humanoid creature's hair to grow at an 
  incredible rate, and animate it to bind them. The 
  target must succeed on a Constitution saving throw 
  or its hair instantly grows to 10 feet and attempts to 
  ensnare it. A target that fails its Constitution saving 
  throw must make a Dexterity saving throw versus 
  your spell save DC at the beginning of each of its 
  turns for the spell's duration or be restrained by the 
  hair. Once restrained, the target may break free of 
  the hair with a successful Strength (Athletics) or 
  Dexterity (Acrobatics) check against the hair's 
  Strength (Athletics) check (treat the hair as having a 
  Strength score equal to your primary spellcasting 
  ability score). Once the spell ends, the hair created 
  by the spell remains in place, though it is perfectly 
  mundane in nature. 
   
  ELEMENTAL WEAPON 
  1st-level transmutation 
  [Cleric, Druid, Ranger] 
  Casting Time 1 bonus action  
  Range Touch 
  Components V 
  Duration 1 round 
  DESCRIPTION 
  A weapon you are currently holding transforms into 
  a lethal embodiment of elemental power. Change 
  the damage type of the weapon you are wielding 
  from bludgeoning, piercing or slashing to acid, cold, 
  lightning, or fire. The weapon deals its normal 
  damage plus an additional 1d10 damage, and all of 
  its damage is of the chosen type until the start of 
  your next turn. Ranged weapons bestow this 
  property to their ammunition. 
  At Higher Levels: When you cast this spell using a 
  spell slot of 2nd level or higher, you deal an 
  additional 1d10 damage of the chosen type per slot 
  level.  
   
  INFERIORITY OF THE 
  IMPERFECT 
  4th-level enchantment 
  [Bard, Sorcerer, Warlock, Wizard] 
  Casting Time 1 action  
  Range 30 feet 
  Components V, S 
  Duration Concentration, up to 10 min. 
  DESCRIPTION 
  The target of this spell must succeed on a Wisdom 
  saving throw or be overcome with a deep sense of 
  inferiority and doubt. On a failed saving throw, the 
  target must make a Charisma saving throw versus 
  
   
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  your spell save DC at the beginning of its turn each 
  round. If it fails this Charisma saving throw it loses 
  its action that round.  
   
  LIGHTNING LASH 
  1st-level evocation 
  [Sorcerer, Wizard] 
  Casting Time 1 action  
  Range Self 
  Components V, S 
  Duration 1 minute 
  DESCRIPTION 
  You summon a lash of lightning, which behaves as 
  a whip that deals 1d6 lightning damage. You are 
  considered proficient with the lash, and it will affect 
  all creatures in a line within the whip's 10-foot 
  reach. The lash is insubstantial and cannot be used 
  to trip opponents or wrap around objects. The lash 
  is immune to all weapon damage, but is affected 
  normally by dispel magic.  
   
  POISONSKIN 
  2nd-level transmutation 
  [Druid] 
  Casting Time 1 action  
  Range Self 
  Components V, S, M (1 dose of poison) 
  Duration Up to 1 hour (see text) 
  DESCRIPTION 
  You safely consume a dose of poison of any 
  delivery category, and then excrete the toxin 
  through your pores as a contact poison. Any 
  creature that you touch, or that successfully strikes 
  you with an unarmed or natural attack, must 
  immediately save versus the poison’s effects. The 
  poison dissipates after 1 hour or 3 contacts with 
  another creature, whichever comes first. The 
  excreted toxin is not of sufficient quantity or 
  stability to be successfully harvested for further use 
  as a poison. 
   
  QUICKEN DISEASE 
  4th-level abjuration 
  [Cleric, Druid] 
  Casting Time 1 action  
  Range Touch 
  Components V, S, M (a soiled rag) 
  Duration Instantaneous 
  DESCRIPTION 
  You magically infuse a creature's body with vital 
  energy, causing all diseases afflicting it to 
  immediately run their course. The target is 
  immediately cured of all diseases, though the shock 
  of this healing method causes the target to 
  accumulate one level of exhaustion for each disease 
  cured. An unwilling target of this spell may make a 
  Constitution saving throw to resist its effects. 
   
  RACIAL PARAGON 
  2nd-level transmutation 
  [Cleric, Paladin] 
  Casting Time 1 action  
  Range Touch 
  Components V, S 
  Duration 1 minute 
  DESCRIPTION 
  This spell improves a target’s inherent racial 
  abilities. Choose one ability score to which the 
  target receives a bonus due to its race (Dexterity for 
  a halfling, for instance, or Intelligence for a high elf). 
  That ability score becomes 18 for the duration of 
  the spell. If the target already has an 18 or higher in 
  the chosen ability score this spell has no effect.  
  At Higher Levels: When you cast this spell using a 
  spell slot of 3rd level or higher, the chosen ability 
  score increases by 1 additional point per level, to a 
  maximum score of 24 using an 8th level spell slot. 
   
  SERENITY 
  1st-level enchantment 
  [Bard, Paladin, Sorcerer, Wizard] 
  Casting Time 1 action  
  Range 30 feet 
  Components V, S, M (a sprig of lavender) 
  Duration 10 minutes 
  DESCRIPTION 
  This spell aids a creature in maintaining a peaceful 
  state of mind. The target has a +2 bonus to all 
  
   
  191 
   
  Wisdom saves and Persuasion checks for the spell's 
  duration. 
   
  STINKING SPRAY 
  3rd-level conjuration 
  [Ranger] 
  Casting Time 1 action  
  Range 15-foot cone 
  Components S 
  Duration Instantaneous 
  DESCRIPTION 
  This spell mimics the defense of a skunk. A 15-foot 
  cone of foul smelling mist sprays from your 
  outstretched hand, and any creature caught within 
  the cone must make a Constitution saving throw 
  against poison or be incapacitated for 1d3 rounds as 
  it chokes and retches. Creatures that don’t need to 
  breathe or are immune to poison automatically 
  succeed on this saving throw. 
   
  SUMMON NATURE’S LIGHT 
  1st-level conjuration 
  [Druid, Ranger] 
  Casting Time 1 action  
  Range 30 feet 
  Components V, S 
  Duration 1 hour 
  DESCRIPTION 
  You summon a swarm of bioluminescent insects 
  that illuminate a 5-foot radius area with a dim 
  yellow-green light. This light will not function if 
  taken into an area of magical darkness. 
  The swarm is stationary when summoned, but you 
  can command it to fly up to 20 feet per round in a 
  direction of your choosing as a bonus action. The 
  swarm may reveal the presence invisible objects or 
  creatures within its area of effect by the 
  displacement of the insects. However, attacks 
  against 
  the 
  creature 
  or 
  object 
  still 
  have 
  disadvantage. The swarm cannot attack, possesses 
  10 HP, and can only be damaged by fire or area 
  attacks. The swarm is dispersed by a strong gust of 
  wind or similar effect. 
  SYLVAN SHIELD 
  2nd-level abjuration 
  [Bard, Paladin, Sorcerer, Warlock] 
  Casting Time 1 bonus action  
  Range Self 
  Components V, S, M (a sprig of holly) 
  Duration 1 minute 
  DESCRIPTION 
  A shimmering field of translucent silver energy 
  appears in the air in front of you, granting you a +2 
  bonus to AC. In addition, your beauty is 
  supernaturally enhanced when viewed through the 
  shield. Any creature that attacks you while this spell 
  is active must succeed on a Charisma saving throw 
  versus your spell save DC or take disadvantage on 
  its attack roll. Creatures that are immune to charms 
  automatically succeed on this saves, but you still 
  retain the +2 AC bonus against them. 
   
  SYLVAN SICKNESS 
  5th-level necromancy 
  [Cleric, Druid, Wizard] 
  Casting Time 1 action  
  Range Touch 
  Components V, S 
  Duration 7 days 
  DESCRIPTION 
  This spell functions as a contagion spell, except that 
  it afflicts the target with one of the following 
  diseases: 
  Blush of Death - The target's skin becomes bright 
  red, and it becomes delusionally infatuated with the 
  forest and its creatures. Unless physically restrained, 
  the target will flee from the presence of humans and 
  seek the nearest woodland area to wander and 
  frolic. 
  Elf’s Sight - The target is blinded and its eyes burn 
  with searing pain if exposed to any light brighter 
  than moonlight. If exposed to direct sunlight, the 
  target takes 1d6 nonlethal damage each round, and 
  after every hour of such exposure it must make an 
  additional Constitution saving throw or become 
  permanently blinded. 
  
   
  192 
   
  Elven Ache - The target's bones feel as though 
  they're trying to twist themselves in knots under the 
  skin. It has disadvantage on all attack rolls, and its 
  weapon damage and speed are halved.  
  Green Madness - The target is overcome by the 
  delusion that the forest is a terrifying malevolent 
  entity which seeks to imprison and devour all life, 
  and will attempt to flee from any woodland area 
  or creatures by any means available. It will take no 
  actions when inside a woodland area or when faced 
  with a woodland creature except to get as far away 
  as possible as quickly as possible. 
  Sylvan Fever - The target burns with a high fever 
  and the skin of its hands and feet flakes and hardens 
  like tree bark. It has disadvantage on Dexterity and 
  Strength checks, and it accumulates one level of 
  exhaustion for every 10 minutes of walking or for 
  every minute of strenuous activity. 
   
  THUNDER BOLT 
  3rd-level evocation 
  [Druid, Paladin, Ranger] 
  Casting Time 1 action  
  Range 60 feet 
  Components V, S 
  Duration Instantaneous 
  DESCRIPTION 
  A javelin sized bolt of electricity seemingly trapped 
  inside an invisible tube springs from your hand and 
  speeds to its target. Make a ranged spell attack 
  against a target. The thunder bolt deals 3d8 points 
  of lightning damage. In addition, the target and 
  every other creature in a 10-foot radius from the 
  target must succeed on a Constitution saving throw 
  versus your spell save DC or be deafened by the 
  thunderous roar for 1d4 rounds. You may also 
  throw the javelin into an empty space within the 
  spell's range to create the deafening effect without 
  damaging a specific target. 
   
  TORTUROUS BEAUTY 
  4th-level illusion 
  [Bard, Warlock, Wizard] 
  Casting Time 1 action  
  Range 30-foot cone 
  Components V, S 
  Duration 1 minute 
  DESCRIPTION 
  Your features shift subtly, and you become a more 
  delicate 
  and 
  beautiful 
  version 
  of 
  yourself, 
  transforming until your visage is so sweet that it is 
  physically painful to look upon. When you cast this 
  spell, and at the beginning of your turn on 
  subsequent rounds, each creature in the spell’s area 
  must succeed on a Charisma saving throw or suffer 
  4d6 psychic damage. Creatures that fail this saving 
  throw by 5 or more are also stunned for 1d3 
  rounds. The spell’s area moves with you, emanating 
  in a cone from your eyes, and you may determine 
  the direction the cone points at the end of your 
  turn. Creatures in the area can avoid this effect by 
  averting their eyes, in the same way that they could 
  avoid a gaze attack. Once a creature succeeds on 3 
  saves, they become immune to this spell for 24 
  hours. 
   
  TRIP 
  2nd-level conjuration 
  [Bard, Sorcerer, Warlock, Wizard] 
  Casting Time 1 reaction  
  Range 60 feet 
  Components V, S, M (a bit of string pulled taut) 
  Duration Instantaneous 
  DESCRIPTION 
  The caster designates a target just as it begins to 
  move on its turn, and a small invisible force wraps 
  up the target's legs, threatening to throw it off 
  balance. The target must succeed on a Dexterity 
  saving throw or fall prone. After falling prone, the 
  target may then continue its move as normal 
  (though it must pay the standard movement 
  penalty to stand up). 
   
  WALL OF VINES 
  3rd-level conjuration 
  [Druid] 
  Casting Time 1 action  
  Range 120 feet 
  Components V, S, M (a tendril of ivy) 
  Duration Concentration, up to 10 min. 
  
   
  193 
   
  DESCRIPTION 
  You create a wall of vines on a solid surface within 
  range. You can make the wall up to 60 feet long, 
  20 feet high, and 1 foot thick, or a ringed wall up 
  to 20 feet in diameter, 20 feet high, and 1 foot thick. 
  The wall is opaque and lasts for the duration. 
  Each 5-foot square of wall may support up to 50 
  pounds and has 2 hit points per inch of thickness. 
  The uneven surface is considered difficult terrain, 
  and climbing it requires succeeding at a Strength 
  (Athletics) check. If a section of wall is reduced to 0 
  hit points, or exceeds its support weight, that 
  section of wall is considered breached.  
  The vines also attempt to entangle nearby foes. Any 
  enemies who come in contact with the wall must 
  make a Dexterity saving throw versus your spell 
  save DC or be entangled. They may make a new 
  Dexterity or Strength saving throw to end the 
  entanglement at the end of their turn each round. 
   
  WHISPERS OF THE WILD 
  4th-level divination 
  [Druid, Ranger] 
  Casting Time 1 action  
  Range Self 
  Components V 
  Duration Concentration, up to 1 hour 
  DESCRIPTION 
  You become empathically attuned to nature. You 
  can learn the general size, shape, special properties 
  and condition of any natural terrain (forest, swamp, 
  etc.) within 10 miles, and you automatically succeed 
  on any Wisdom (Survival) checks to find your way 
  through the terrain or to learn the direction (but not 
  the exact location) of any creature you are tracking. 
  You also gain a general feeling from the terrain, and 
  if anything is aggravating the natural spirit 
  (monsters, loggers, etc.).
  
   
  194 
   
  Pathfinder Elven Magic Items 
   
  Elven Leaf Tokens 
  Type Wondrous Item; Aura strong conjuration; 
  CL 12th 
  Slot --; Price see individual tokens; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, Major Creation 
  Description 
  These small elf-made tokens are shaped like tree 
  leaves, seeds, and cones. Each one produces a 
  different single-use effect. 
   
  Oak Leaf Shield (150 gp) - The oak leaf shield 
  token may be used as an immediate action to 
  provide a +4 shield bonus to the owner for 1 
  minute. 
    
  Maple Leaf Trap (300 gp) - This leaf token 
  may be placed on the ground anywhere, but 
  typically in a wooded area. Once set anyone but 
  the owner stepping within 5 feet of the token will 
  trigger a trap, forcing all within a 10-foot radius 
  area to make a DC 14 Reflex save or suffer effects 
  identical to those of a tanglefoot bag.  
   
  Pine Needle Burst (75 gp) - This pine cone and 
  associated pine needles are thrown towards 
  opponents, bursting into a 15-foot cone of razor 
  sharp needles. Every target inside the cone is struck 
  by a number of needles equal to 1d20 + the 
  attacker’s BAB and Dexterity bonus (if any). If the 
  number of needles exceeds the target’s CMD, they 
  are affected by a random effect from the dirty trick 
  combat maneuver. Roll 1d6 to determine the 
  effect: 1 - blinded, 2 - dazzled, 3 - deafened, 4 - 
  entangled, 5- shaken, or 6 - sickened). 
   
  Sycamore Achenes (75 gp) - These are small, 
  furry seeds produced by the sycamore tree. When 
  achenes leaf tokens are thrown at an opponent, 
  they enlarge to the size of a fist, striking the target 
  for 1d6 blunt damage and exploding in a 5-foot 
  cloud of small, fibrous seedlings. This cloud lasts 
  for 1 round, but stays with the target, should they 
  move. During that time, the target is blinded for 1 
  round should they fail a DC 14 Fortitude save. If 
  they succeed at the saving throw, opponents are 
  instead granted concealment for 1 round. 
     Willow Leaf Cutter (300 gp) – Throwing this 
  long, sickle-shaped leaf up to 20 feet causes it 
  becomes an enchanted scythe-like blade that spins 
  along the ground, mowing down vegetation. The 
  blade clears one 5-foot square of plant 
  overgrowth per round, eliminating any difficult 
  terrain associated with the space. Due to the 
  blade’s magic, it cuts down even magical 
  overgrowth, such as from an entangle spell. You 
  may direct it to move 5 feet in any direction as a 
  swift action on your turn. A creature who shares 
  the same space as the blade must make a DC 12 
  Reflex save or take 1d6 slashing damage. The 
  blade disappears after 5 rounds. 
   
  Fidchell (Hermit’s Tower) 
  Type Minor Artifact; Aura strong divination; CL 
  15th 
  Slot --; Price --; Weight 1 lb. 
  Destruction Can be burned by magical flame. 
  Mage’s disjunction will convert the artifact into a 
  mundane board game. 
   
  Description 
  As a mundane item, Fidchell is a common elven 
  board game, similar to chess, and the board and 
  pieces can be purchased for 5 gp. It is a two-player 
  game played on a 7x7 square grid. The object is to 
  take control of the center square, called the Tower. 
  One player is the Defender, and begins with control 
  of the Tower. The other is the attacker, who begins 
  with more pieces and must take the Tower from the 
  defender to win.  The game generally takes around 
  an hour to play, though particularly skilled players 
  could extend this to several hours. 
  However, there is also a magical version of Fidchell, 
  commonly known as Hermit's Tower or Gambler's 
  Tower. This is a single player game played against 
  the board itself, which moves its pieces on its own.  
  The board has a Knowledge (arcana) skill equal to 
  the player.  Approximately 1% of all Fidchell boards 
  can be used to play Hermit’s Tower (a DC 16 
  Spellcraft check will tell a mundane version from the 
  magical one). But Hermit's Tower is no mere curio 
  meant to decorate a wizard's study - with a well-
  
   
  195 
   
  played game, one can harness the very power of 
  Fortune itself.  
  When a wizard decides to play a game, they 
  choose which level of spell they would like to 
  invest into the game for that day. Once the spell 
  has been invested in the game, the wizard may not 
  use that spell slot to memorize a spell. As an 
  immediate action, the wizard may recall a vision 
  from the game and grant the bonus, based upon 
  the outcome of the game, to any target within 30 
  feet. The level of the spell determines the number 
  of times throughout the day the wizard may 
  benefit from these powers (1st level spell allows 
  for 1 use for the day, a 4th level spell allows for 4 
  uses during the day, etc.). 
  The side the wizard played (defender or attacker) 
  as well as whether or not the wizard wins or loses 
  the game determines the magical effects produced. 
  Fidchell is a game of skill and forethought. In 
  order to determine who wins, the players roll an 
  opposed Knowledge (arcana) check three times. 
  The best two rolls wins the game. Neither 
  opponent may voluntarily lose the game. If either 
  player were to intentionally lose the game, the 
  magic does not function and the spell slot is 
  wasted. The chart below shows the bonuses or 
  penalties the wizard receives when playing 
  attackers or defenders, as well as winning or losing 
  the game. 
  The bonuses available to the spellcaster are of the 
  same type for the whole day, depending upon 
  whether or not the spellcaster won or lost the 
  game. 
   
  Wins playing Attacker 
  Loses playing Attacker 
  +1d6 to any offensive combat roll 
  -1d6 to any opponent’s attack roll 
  Wins playing Defender 
  Loses playing Defender 
  +1d6 to Armor Class 
  -1d6 to any saving throw 
   
  August Laurels 
  Type Wondrous Item; Aura faint enchantment; 
  CL 3rd 
  Slot Head; Price 5,000 gp; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, command, eagle’s splendor 
  Description 
  This laurel wreath is imbued with the magic of the 
  Dreaming Realm. While wearing it you gain a +2 
  enhancement bonus to Charisma and you may 
  speak the command word to cast the command 
  spell once per day. 
   
  Azure Wyrmbow 
  Type Unique Weapon (longbow); Aura strong 
  evocation; CL 12th 
  Slot --; Price 40,000 gp; Weight 3 lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, call lightning, sheet lightning, resist 
  energy 
   
  Description 
  This blue-lacquered +3 longbow is carved in the 
  shape of twin dragons whose open jaws meet at 
  its center. While holding it, you have electricity 
  resistance 10. In addition, arrows fired from the 
  bow are shrouded in crackling arcs of blue 
  lightning that seek out nearby foes. On a successful 
  hit you deal an extra 1d8 electricity damage to the 
  target and 1d8 electricity damage to all other 
  enemies within 5 feet of the target. 
   
  Binder Amulet 
  Type Wondrous Item; Aura strong conjuration; 
  CL 15th 
  Slot Neck; Price see table below; Weight -- lb. 
  
   
  196 
   
  Construction Requirements Craft Wondrous 
  Item, planar binding 
  Description 
  A binder amulet consists of a small glass egg on a 
  silver chain with a gemstone embedded within it. 
  Once per day, the holder of a binder amulet can 
  speak the amulet’s command word with a standard 
  action and summon a fey creature for up to 1 hour. 
  This fey will obey your commands as long as they 
  are in accordance with its nature and alignment. If 
  you force it to perform an action that it considers 
  suicidal or otherwise against its nature, it can 
  attempt a DC 15 Will save to break free of the 
  enchantment. If it succeeds on this save, it is free to 
  attack you or to try to escape, though it will still 
  return to its home plane after 1 hour. If the 
  summoned fey breaks the enchantment in this way, 
  the amulet is destroyed. Each binder amulet allows 
  you to summon one type of fey creature. The type 
  of fey is determined by the gemstone the amulet 
  contains, as listed on the following table: 
   
  Gemstone 
  Type of Fey 
  Price 
  Spinel 
  Gremlin, Hobkins 
  4,000 gp 
  Amber 
  Faun 
  8,000 gp 
  Emerald 
  Fey Giant Toad 
  8,000 gp 
  Black Sapphire 
  Grimstalker 
  12,000 gp 
  Ruby 
  Pixie 
  12,000 gp 
   
  Boots of the Moonhart 
  Type Wondrous Item; Aura moderate 
  transmutation; CL 8th 
  Slot feet; Price 5,000 gp; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, longstrider, whispering lore, skin of a doe 
  killed by a silver arrow during a full moon 
  Description 
  It is said these boots are crafted through an ancient 
  elven rite, using the skin of a doe killed by a silver 
  arrow under the light of a full moon. The wearer 
  gains all the benefits of the ranger's woodland stride 
  ability. In addition, the wearer can use a swift action 
  to speak the boots' command word and gain the 
  effects of a longstrider spell for up to 1 hour per day. 
  This hour can be used all at once or split into 10 
  minute intervals, as the wearer wishes. 
   
  Briarborn Cloak 
  Type Wondrous Item; Aura moderate 
  transmutation; CL 11th 
  Slot shoulders; Price 8,000 gp; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, thorn body, vine strike 
  Description 
  This cloak appears to be made of tightly entwined 
  tendrils of living ivy. You have +2 circumstance 
  bonus o Stealth checks to hide within forest terrain  
  while wearing it. In addition, when an opponent 
  attempts to grapple you, a multitude of needle-like 
  thorns extends from the ivy, dealing 1d6 damage  
   
  to the grappler and granting you a +4 circumstance 
  bonus to your CMD to avoid the grapple and your 
  CMB or Escape Artist checks to escape a grapple.  
   
  This ability does not function against Huge or larger 
  opponents, or against opponents wearing heavy 
  armor. 
   
  Clustershot Arrow 
  Type Weapon (ammunition); Aura faint 
  transmutation; CL 5th 
  Slot --; Price +1 Bonus; Weight -- lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, arcane mark, unerring weapon 
  Description 
  These arrows are inscribed with a spiral groove 
  down the length of the shaft and an eye-glyph on 
  the head. When a clustershot arrow finds its mark, 
  it becomes a temporary magical beacon. After 
  making a successful attack with a clustershot 
  arrow, all other arrows you fire at the same target 
  that round will steer their paths toward its point 
  of impact, granting you a +2 bonus to your attack 
  rolls and negating any benefits the target has due 
  to concealment or cover (except total cover). This 
  effect only functions only for the archer that fires 
  the clustershot arrow, and lasts until the start of 
  their next turn. 
   
   
  
   
  197 
   
  Dewdrop Necklace 
  Type Wondrous item Aura moderate 
  conjuration; CL 9th 
  Slot neck; Price 10,000; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, aqueous orb, control water, cure light 
  wounds, cure moderate wounds, purify food and 
  drink, sleet storm, summon nature’s ally V, wave 
  shield 
   
  Description 
  This silver necklace has 10 dewdrop beads strung 
  from it. You can remove a dewdrop and activate 
  its magic as a standard action, after which it is 
  destroyed. The wearer of the necklace intuitively 
  knows each dewdrop’s effect and how to activate 
  it. After all the dewdrops have been used, the 
  necklace loses its magic and becomes an ordinary 
  piece of jewelry. 
   
   
  Dewdrop Effect 
  Activation Method 
  Cure Light Wounds (x2) 
  Swallowed 
  Cure Moderate Wounds (x2) 
  Swallowed 
  Aqueous Orb 
  Thrown up to 20’ 
  Purify Food & Drink 
  Dropped into drink/Crumbled on food 
  Control Water 
  Dropped or thrown up to 20’ into body of water 
  Sleet Storm 
  Tossed into the air 
  Wave Shield 
  Crushed in the hand* 
  Summon Water Elemental** 
  Thrown up to 20’ into an empty space 
  *If removed beforehand and held during battle, it can be used as an immediate action as per the wave shield spell. If unused, it can be 
  reattached to the necklace. 
  **Summons one water elemental which may be Small, Medium, or Large (user’s choice). Otherwise, Functions as summon nature’s ally. 
  Figurine of Wondrous Power: 
  Ironwood Treant 
  Type Wondrous Item; Aura strong conjuration; 
  CL 15th 
  Slot --; Price 21,000 gp; Weight 1 lb. 
  Construction Requirements Craft Wondrous 
  Item, animate objects, summon monster VI 
  Description 
  This small, ironwood figurine is in the shape of a 
  treant about the size of a human hand. Upon 
  command, 
  the 
  small 
  figurine 
  grows 
  and 
  transforms into a full-sized treant. The treant is 
  fully under the control of the owner of the 
  figurine and will serve in any capacity a normal 
  treant could. The treant understands and speaks 
  Common. 
  If the figurine is broken or destroyed in its statuette 
  form, it is forever ruined. All magic is lost, its 
  power departed. If slain in animal form, the 
  figurine simply reverts to a statuette that can be 
  used again at a later time. 
  The figurine may be used up to 24 hours per 
  month. These hours do not need to consecutive, 
  but are used in 1-hour increments.  
   
  Gloaming Weapon 
  Type Weapon Property (melee); Aura faint 
  illusion; CL 3rd 
  Slot --; Price +1 bonus; Weight -- lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, mirror image 
  Description 
  Weapons with the gloaming property possess 
  cloudy, translucent blades. They are often granted 
  to warriors of the Unseelie Court and are a frequent 
  sight within the fey wilds and the Dreaming Realm. 
  Once per day, you may refract your form after 
  taking damage from an attack, creating three 
  illusory duplicates which behave as a mirror image 
  spell. 
   
  Gloves of the Magister 
  Type Wondrous Item; Aura strong (no school); 
  CL 12th 
  Slot --; Price 12,000 gp; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, ability to cast 4th level spells 
  Description 
  These gold-embroidered black leather gloves have 
  3 charges per day. When you cast a spell you may 
  
   
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  spend one or more charges to increase the spell’s 
  effective level as though using the Heighten Spell 
  metamagic feat. The spell’s level increases by the 
  number of charges you apply. You cannot use the 
  gloves to increase a spell’s effect level beyond the 
  highest level of spell you can currently cast. 
   
  Graverot Arrow 
  Type Weapon Property (arrow); Aura moderate 
  necromancy; CL 9th 
  Slot --; Price +2 bonus; Weight -- lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, symbol of pain 
  Description 
  The sickly gray wood of this arrow seems quite 
  fragile and delicate. Created from pale necromantic 
  bone or casket wood, this arrow cracks apart when 
  it impacts, embedding splinters in the target and 
  creating a black, festering wound. On top of the 
  arrow’s normal damage, the splinters inflict an extra 
  1d8 negative energy damage which is subtracted 
  directly from the target’s maximum hit points 
  (ignoring any temporary hit points the target may 
  possess). In addition, as long as the splinters remain, 
  the target gains only half as many hit points as usual 
  from healing spells. Removing the splinters requires 
  10 minutes (plus 5 minutes per each additional 
  graverot arrow hit) and a DC 18 Heal check. A 
  successful check returns the target to its normal hit 
  point maximum and removes the healing magic 
  resistance. 
   
  Horns of the Buck 
  Type Wondrous Item; Aura moderate 
  transmutation; CL 6th 
  Slot head; Price 5,000 gp; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, magic fang, speak with animals 
  Description 
  When a buck in the forest blesses an elven craftsman 
  with its horns, the result is the Horns of the Buck. 
  The horns fuse to the wearer's head, granting them 
  a headbutt attack which deals 1d6 damage (plus the 
  wearer’s Strength modifier). The Horns are 
  considered the wearer’s primary natural weapon 
  (or secondary if the wearer already possesses 
  natural weapons). Also, the wearer gains the ability 
  to cast speak with animals once per long rest. 
   
  Curse 
  A pureblood elf can don and remove the Horns of 
  the Buck freely without any negative effects. 
  However, any non-elf or half-elf who attunes with 
  the horns can only remove them with a remove 
  curse spell. In addition, this use of the horns draws 
  the ire of the Buck Lord, a powerful fey who guards 
  the spirits of woodland creatures. Within 1 week of 
  donning the horns, he will appear before the 
  wearer in the guise of a great stag with a long beard 
  entwined with leaves and twigs and an enormous 
  rack of glowing golden horns. He will telepathically 
  send the wearer an ultimatum: "Prove you are 
  worthy of my brethren's horns by facing me in 
  single combat - or yield and accept my judgement." 
  If the wearer defeats him in a one-on-one duel, the 
  Buck Lord will vanish and lift the curse, allowing the 
  horns to be freely removed and to retain all their 
  magical properties. If the wearer yields or is 
  defeated, or if someone else interferes in the duel, 
  the Buck Lord will strip the horns of their magic, in 
  which case they become blunt and overgrown with 
  velvet, removing their headbutt attack, and they 
  lose their speak with animals ability. They also 
  become permanently affixed to the skull as an 
  enduring reminder of the wearer’s transgression 
  against the forest though can be removed through 
  the successful use of a remove curse spell. 
   
  The Buck Lord      CR 5 
  XP 1,600 
  CG Large fey 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +15 
  Defense 
  AC 20, touch 13, flat-footed 16 (+3 Dex, +1 
  dodge, +7 natural, -1 size) 
  hp 58 (9d6+27) 
  Fort +6, Ref +9, Will +13 
  DR 10/magic; Immune charm, compulsion, poison 
  Offense 
  Speed 50 ft. 
  Melee head butt +8 (1d10+4), hooves +5 (1d8+2) 
  Space 10 ft.; Reach 10 ft. 
  Spells Known (CL 9th; concentration +11) 
  At will: detect magic 
  3/day each: entangle, faerie fire (DC 18), 
  goodberry 
  
   
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  1/day each: barkskin, featherstep, pass without 
  trace 
  Statistics 
  Str 18, Dex 16, Con 16, Int 10, Wis 24, Cha 15 
  Base Atk +4; CMB +9; CMD 23 
  Feats Dodge, Multiattack, Power Attack, Weapon 
  Focus (head butt) 
  Skills Acrobatics +10 (+18 to jump), Bluff +11, 
  Climb +8, Diplomacy +10, Escape Artist +7, 
  Handle Animal +6, Intimidate +10, Knowledge 
  (nature) +8, Perception +15, Sense Motive +15, 
  Stealth +11, Swim +8 
  Special Abilities 
  Materialize/Dematerialize: The Buck Lord is a 
  physical manifestation of the magic of the Horns 
  of the Buck, and he can appear instantly in any 
  location where they reside. He does not die when 
  reduced to 0 HP, his form simply vanishes and he 
  cannot manifest himself within the Material Plane 
  again for 1 week. His link with the Horns and his 
  power over them cannot be broken or diminished. 
  Powerful Charge: The Buck Lord’s horn attack 
  does double damage (2d8+10) during a charge 
  attack. 
  Speak with Beasts and Plants: The Buck Lord can 
  communicate with beasts and plants as if they 
  shared a language. 
   
  Leystone 
  Type Artifact; Aura strong to overwhelming 
  conjuration; CL 18th-22nd 
  Slot --; Price --; Weight varies 
  Destruction A leystone can only be destroyed 
  within the Dreaming, though the manner of 
  destruction depends on the specific Leystone’s 
  properties and power. 
  Description 
  "Leystone" is the general term for an item that 
  allows one to enter the Dreaming. But befitting the 
  chaotic nature of the Dreaming, leystones possess 
  no consistent shape, size, or even method of 
  operation. One leystone may take the shape of a 
  jeweled comb which transports one to the 
  Dreaming as long as it is left in the hair; another 
  may appear as a mirror or painting which can be 
  stepped through like a door; another the exit of a 
  garden maze, or a stairway that appears after 
  circling a certain tree three times. The one common 
  feature they all seem to share is the mystery 
  surrounding their origins. Each leystone was either 
  passed down from ancient times or discovered in a 
  forgotten ruin or in the wild, and no one knows 
  who initially created them. Some say they are the 
  invention of the Dreaming itself, reaching out into 
  the Material Plane. 
   
  Mindcloud Dagger 
  Type Weapon (dagger); Aura faint enchantment; 
  CL 4th 
  Slot --; Price 3,000 gp; Weight 1 lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, touch of idiocy 
  Description 
  This ebony-hafted +1 dagger temporarily addles the 
  senses of its foes, rendering them vulnerable to 
  mental attacks. The dagger has 2 charges per day. 
  When you land a successful hit with the dagger, you 
  may spend 1 charge to impart a -2 penalty on the 
  target’s next Will save. This effect dissipates after 1 
  minute. 
   
  Plate of Swift Passage 
  Type Armor (full plate); Aura strong conjuration; 
  CL 19th 
  Slot --; Price 85,000 gp; Weight 40 lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, dimension door, expeditious retreat, 
  plane shift, teleport 
  Description 
  Designed by elven master craftsmen seeking to 
  improve the speed and mobility of heavy armor 
  without sacrificing defensive capability, this suit of 
  +2 mithral full plate has a max Dex bonus of +2, an 
  armor check penalty of -4, and is imbued with 
  transportation magic. The armor has 4 charges per 
  day. As a standard action, the wearer may spend 1 
  or more charges to cast the following spells: 
   
  expeditious retreat – 1 charge 
   
  dimension door – 2 charges 
   
  teleport – 3 charges 
   
  plane shift – 4 charges 
   
  Ring of the Fey-Bound 
  Type Wondrous Item; Aura moderate 
  transmutation; CL 6th 
  Slot finger; Price 8,000 gp; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, a drop of fey blood 
  
   
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  Description 
  Often awarded by Seelie court to outsiders who 
  have proven trustworthy allies, this ring grants the 
  wearer +4 on saving throws against charms and 
  compulsions and immunity to magical sleep. 
   
  Twilight Armor 
  Type Armor Property; Aura faint illusion; CL 5th 
  Slot --; Price +1 bonus; Weight -- lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, fog cloud 
  Description 
  When you don a set of twilight armor, your features 
  become blurry and difficult to discern, giving you 
  concealment in areas of dim light. It also allows you 
  to cast fog cloud centered on yourself once per day. 
   
  Umbral Weapon 
  Type Weapon property (melee); Aura moderate 
  illusion; CL 6th 
  Slot --; Price +1 bonus; Weight -- lb. 
  Construction Requirements Craft Magic Arms 
  and Armor, umbral weapon 
  Description 
  An eerie shadowy trail follows an umbral weapon 
  as it moves. It has 3 charges that renew each day at 
  dawn. Once per round when you attack with the 
  weapon, you may spend 1 charge to convert the 
  shadow trail into a ghostly doppelganger which 
  attacks alongside you. You roll two attack rolls and 
  choose the higher roll for your attack. In addition, 
  if both these attack rolls would be successful hits, the 
  doppelganger erupts in a pillar of eldritch energy, 
  dealing an extra 1d8+3 cold damage to the target. 
   
  Windrunner Bracers 
  Type Wondrous Item; Aura faint transmutation; 
  CL 4th 
  Slot arms; Price 2,500 gp; Weight -- lb. 
  Construction Requirements Craft Wondrous 
  Item, expeditious retreat, haste 
  Description 
  Wearing these electrum bracers grants you 
  supernatural speed. You gain +2 to initiative rolls, 
  your movement speed increases by 5 feet, and once 
  per day you may activate the bracers as a swift 
  action to gain the effects of a haste spell for one 
  round. 
   
  Elven Alchemical Items 
  The elves are known for their preternatural 
  aptitude with plants and animals of the forest. 
  elven alchemists have developed many useful 
  items by combining their knowledge of nature 
  with their innate magic abilities. 
  Feysight Ointment (175 gp) - Extracted from a 
  type of algae that flourishes in stagnant cave 
  pools, feysight ointment is often used by elves and 
  given as gifts to their trusted human allies. When 
  smeared around the eyes, it grants darkvision out 
  to 60 feet for 3 hours. A typical cannister holds 3 
  doses of the ointment. 
   
  Sparkfly Crystal (50 gp) - This rough-hewn crystal 
  contains a swarm of sparkflies, a type of beetle 
  similar to fireflies but native to the Feywild. The 
  sparkflies are held in stasis within the crystal, as 
  their delicate bodies cannot survive the air of the 
  material plane. As a standard action, you can 
  throw the crystal up to 20 feet as a ranged attack 
  roll against a target. On a hit, the crystal shatters, 
  releasing the sparkflies, which swarm about the 
  target and explode in a splash of glowing, 
  corrosive bodily fluids. The fluids burn the eyes 
  and blur the vision, causing the target to take a -2 
  penalty on attack rolls and ability checks for 1d3 
  rounds.  
  A sparkfly crystal can also be attached to an arrow 
  shaft and fired from a bow. Such an arrow deals 
  no damage on a hit, but the crystal shatters as 
  normal. Sparkfly crystals have no effect on Huge 
  and larger creatures. 
   
  Tangleroot Dust (150 gp) - When a small pouch of 
  this rust-colored powder is spread across the roots 
  of trees, a bed of shrubs, or the like, it rapidly 
  accelerates the growth of the plants. Within 10 
  minutes a 20-foot radius will become difficult 
  terrain, and after 1 hour the overgrowth in the 
  immediate vicinity will become so dense as to be 
  impassable without cutting one’s way through. 
  
   
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  5th Edition Elven Magic Items  
   
  Elven Leaf Tokens 
  Wondrous item, rare 
  These small elf-made tokens are shaped like tree 
  leaves, seeds, and cones. Each one produces a 
  different single-use effect. 
     Oak Leaf Shield - The oak leaf shield leaf token 
  may be activated with your reaction, giving you a 
  +4 bonus to AC until the start of your next turn.  
     Maple Leaf Trap - This leaf token may be placed 
  on the ground anywhere, but enemies have 
  disadvantage on their Wisdom (Perception) 
  checks to spot it in a wooded area. Once set, 
  anyone but the owner stepping within 5 feet of 
  the token will trigger the trap, forcing all creatures 
  in a 10 foot radius to succeed on a DC 14 Dexterity 
  saving throw or be bound up by spindly branches. 
  Creatures that fail their saving throw have the 
  restrained condition until they use an action to 
  make a successful DC 10 Strength check to free 
  themselves.  
     Pine Needle Burst - This pine cone can be 
  thrown up to 20 feet towards opponents, bursting 
  into a 15 foot cone of razor sharp needles. All 
  creatures within in the cone take 4d4 + 4 piercing 
  damage. A successful Dexterity save (DC equals 8 
  + your proficiency bonus + your Dexterity bonus) 
  halves this damage. 
     Sycamore Achenes - These are small, furry seeds 
  produced by the sycamore tree. When an achenes 
  leaf token is thrown at an opponent within 20 
  feet, they enlarge to the size of a fist, striking the 
  target for 1d6 + your Strength bonus bludgeoning 
  damage and exploding in a 5 foot cloud of small, 
  fibrous seedlings. The target must succeed on a DC 
  12 Constitution saving throw or be blinded for 1 
  round. 
     Willow Leaf Cutter – Throw this long, sickle-
  shaped leaf up to 20 feet and it becomes an 
  enchanted scythe-like blade that spins along the 
  ground, mowing down vegetation. The blade 
  clears one 5-foot square of plant overgrowth per 
  round, eliminating any difficult terrain associated 
  with the space. Due to the blade’s magic, it cuts 
  down even magical overgrowth, such as from an 
  entangle spell. You may direct it to move 5 feet in 
  any direction on your turn. A creature who shares 
  the same space as the blade must make a DC 12 
  Dexterity save or take 1d6 slashing damage. The 
  blade disappears after 5 rounds. 
   
  Fidchell (Hermit’s Tower) 
  Wondrous item, rare 
  As a mundane item, Fidchell is a common elven 
  board game, similar to chess. It may be selected as 
  a tool proficiency like any other gaming set, and the 
  board and pieces can be purchased for 1 gp. It is a 
  two-player game played on a 7x7 square grid. The 
  object is to take control of the center square, called 
  the Tower. One player is the Defender, and begins 
  with control of the Tower. The other is the attacker, 
  who begins with more pieces and must take the 
  Tower from the defender to win.  The game 
  generally takes around an hour to play, though 
  particularly skilled players could extend this to 
  several hours. 
  However, there is also a magical version of Fidchell, 
  commonly known as Hermit's Tower or Gambler's 
  Tower. This is a single player game played against 
  the board itself, which moves its pieces on its own. 
  But Hermit's Tower is no mere curio meant to 
  decorate a wizard's study - with a well-played 
  game, one can harness the very power of Fortune 
  itself.  
  You may play only a single game per day at dawn, 
  and you cannot be under the effect of any spells 
  while playing the game. If you win, Fortune will 
  grant you a blessing; lose, and you will receive a 
  penance. Each blessing and penance lasts until dawn 
  of the following day. You may choose to be the 
  attacker or the defender – this does not change the 
  outcome. 
  Begin the game by sacrificing a spell slot of third 
  level or lower to imbue the board with your 
  magical power. The board adjusts its difficulty 
  according to your Intelligence and the level of this 
  slot. To play, make an opposed Intelligence check 
  against the board (you may add your proficiency 
  bonus to this check if you are proficient with the 
  Fidchell gaming set). The board's bonus to this check 
  is equal to the level of the spell slot you sacrificed + 
  your Intelligence bonus (to a minimum of +2).  
  
   
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  The blessings and penances for each level spell slot 
  are listed below. No spell or ability can counteract 
  the effects of a blessing or penance once it is 
  activated. 
   
  Hermit’s Tower Results 
   1st Level Spell Slot. 
  Blessing: 
  Cause an opponent to have disadvantage on their save against one spell you cast today. 
  Penance: 
  The next natural 20 you roll today becomes an automatic failure instead. 
   2nd Level Spell Slot. 
  Blessing: 
  One time today, when an opponent successfully saves against one of your spells, you may turn 
  their roll into a failure instead. 
  Penance: 
  Enemies cannot have disadvantage on attack rolls against you or on saves against your spells. If 
  an enemy rolls a natural 1 to attack you, it becomes an automatic hit instead. 
   3rd Level Spell Slot. 
  Blessing: 
  For 1 minute today your spell save DC increases by 2, and all opponents have disadvantage on 
  their saves against your spells. 
  Penance: 
  Enemies have advantage on all attack rolls made against you, and any natural 1s rolled to 
  attack you are treated as natural 20s instead. 
   
  August Laurels 
  Wondrous item, rare 
  This laurel wreath is imbued with the magic of the 
  Fey Realms. While wearing it, your Charisma score 
  is 19, and you may cast command once per long 
  rest. 
   
  Azure Wyrmbow 
  Weapon (longbow), very rare 
  This blue-lacquered +2 longbow is carved in the 
  shape of twin dragons whose open jaws meet at 
  its center. While holding it, you have resistance to 
  lightning and thunder damage. Arrows fired from 
  the bow are shrouded in crackling arcs of blue 
  lightning that seek out nearby foes. On a successful 
  hit you deal an extra 2d8 lightning damage to the  
   
  target and 1d8 lightning damage to all enemies 
  within 5 feet of the target. 
   
  Binder Amulet 
  Wondrous item, rarity varies (see text) 
  A binder amulet consists of a small glass egg on a 
  silver chain with a gemstone embedded within it. 
  Once per long rest, the holder of a binder amulet 
  can use an action to speak the amulet’s command 
  word and summon a fey creature as if casting the 
  conjure fey spell. However, if the user loses 
  concentration during the spell and frees the fey, the 
  amulet shatters and its magic is permanently lost. 
  Each binder amulet allows you to summon one type 
  of fey creature. The type of fey is determined by the 
  gemstone the amulet contains. 
    
   Gemstone 
  Type of Fey 
  Rarity 
   Spinel 
  Blink Dog 
  Uncommon 
   Red Onyx 
  Satyr 
  Uncommon 
   Amber 
  Dryad 
  Rare  
   Emerald 
  Sprite 
  Rare 
   Ruby 
  Pixie 
  Rare 
   Black Sapphire 
  Night Hag 
  Very Rare 
   
  Boots of the Moonhart 
  Wondrous item, Rare (Requires Attunement) 
  It is said these boots are crafted through an ancient 
  elven rite, using the skin of a doe killed by a silver 
  arrow under the light of a full moon. The wearer 
  gains all the benefits of the ranger's land's stride class 
  
   
  203 
   
  feature. In addition, once per long rest, the wearer 
  can use an action to speak the boots' command 
  word and gain the effects of a longstrider spell for 1 
  minute. 
   
  Briarborn Cloak 
  Wondrous item, rare 
  This cloak appears to be made of tightly entwined 
  tendrils of living ivy. You have +4 on Dexterity 
  (Stealth) checks to hide within forest terrain while 
  wearing it. In addition, when an opponent attempts 
  to grapple you, a multitude of needle-like thorns 
  extends from the ivy, dealing 1d6 damage to the 
  grappler and giving you advantage on all checks to 
  avoid or escape the grapple. This ability does not 
  function against Huge or larger opponents or 
  opponents in heavy armor. 
   
  Clustershot Arrow 
  Weapon (arrow), uncommon 
  These arrows are inscribed with a spiral groove 
  down the length of the shaft and an eye-glyph on 
  the head. When a clustershot arrow finds its mark, 
  it becomes a temporary magical beacon. After a 
  successful hit with a clustershot arrow, all other 
  arrows fired at the same target that round have 
  advantage on their attack rolls. This effect functions 
  only for the archer that fired the clustershot arrow, 
  and lasts until the start of your next turn. 
   
  Dewdrop Necklace 
  Wondrous item, rare (requires attunement) 
  This silver necklace has 10 dewdrop beads strung 
  from it. You can use an action to remove a 
  dewdrop and activate its magic, after which it is 
  destroyed. The wearer of the necklace intuitively 
  knows each dewdrop’s effect and how to activate 
  it. Where applicable, spell effects produced by a 
  dewdrop have a save DC of 15. After all the 
  dewdrops have been used, the necklace loses its 
  magic and becomes an ordinary piece of jewelry. 
   
   Dewdrop Effect 
  Activation method. 
   Cure Wounds, Level 1 (x2) 
  Swallowed 
   Cure Wounds, Level 2 (x2) 
  Swallowed 
   Cure Wounds, Level 3 (x2) 
  Swallowed 
   Purify Food & Drink 
  Dropped into drink/Crumbled on food 
   Sleet Storm 
  Tossed into the air 
   Control Water 
  thrown up to 20’ into a body of water 
   Conjure Elemental (Water only) 
  thrown up to 20’ into an empty space 
   
  Figurine of Wondrous Power:
  Ironwood Treant 
  Wondrous Item, Very Rare 
  Upon command, this small ironwood carving of a 
  treant grows and transforms into a full-sized treant. 
  The treant is fully under the control of the figurine’s 
  owner and will serve in any capacity a normal 
  treant could. The treant understands and speaks 
  Common. The figurine remains in its treant form for 
  up to 7 hours. Once it has been used (or if it is slain 
  while in treant form) it can’t be used again until 1 
  week has passed. If the figurine itself is broken or 
  destroyed, all its magic is permanently lost. 
   
  Gloamblade 
  Weapon (scimitar), uncommon 
  These scimitars with cloudy, translucent blades are 
  granted to warriors of the Unseelie Court and are a 
  frequent sight within the Fey Realms and the 
  Dreaming. A gloamblade scores a critical hit on a 
  roll of 19 or 20 (this effect is not cumulative with 
  other abilities that increase critical hit range). In 
  addition, when a gloamblade scores a critical hit, 
  the wielder’s form is refracted, creating three 
  illusory duplicates which behave as a mirror image 
  spell. 
   
  Gloves of the Magister 
  Wondrous item, rare (requires attunement by a 
  wizard)  
  These gold-embroidered black leather gloves have 
  a maximum of 3 charges and renew 1d3 charges 
  each day at dawn. When you cast a spell you may 
  spend one or more of the gloves’ charges to increase 
  the spell’s level without using a higher level spell 
  slot. The spell’s level increases by the number of 
  charges you apply. You cannot use the gloves to 
  
   
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  increase a spell’s level beyond the highest level of 
  spell you can currently cast. 
   
  Graverot Arrow 
  Weapon (arrow), rare  
  The sickly gray wood of this +1 arrow seems quite 
  fragile and delicate. Created from pale necromantic 
  bone or casket wood, this arrow cracks apart when 
  it impacts, embedding splinters in the target and 
  creating a black, festering wound. On top of the 
  arrow’s normal damage, the splinters inflict an extra 
  1d8 necrotic damage which is subtracted directly 
  from the target’s maximum hit points (ignoring any 
  temporary hit points the target may possess). In 
  addition, as long as the splinters remain, the target 
  is considered resistant to healing magic, and gains 
  only half as many hit points as usual from healing 
  spells. Removing the splinters requires 10 minutes 
  (plus 5 minutes per each additional graverot arrow 
  hit) and a DC 15 Wisdom (Medicine) check. A 
  successful check returns the target to its normal hit 
  point maximum and removes the healing magic 
  resistance. 
   
  Horns of the Buck 
  Wondrous item, rare (requires attunement)  
  When a buck in the forest blesses an elven craftsman 
  with its horns, the result is the Horns of the Buck. 
  The horns fuse to the wearer's head, granting them 
  a headbutt attack which deals 1d6 damage (plus the 
  wearer’s Strength modifier). The wearer is 
  proficient with this attack, and the horns are 
  considered a light melee weapon. Also, the wearer 
  gains the ability to cast speak with animals once per 
  long rest. 
   
  Curse 
  A pureblood elf can don and remove the Horns of 
  the Buck freely without any negative effects. 
  However, any non-elf or half-elf who attunes with 
  the horns can only remove them with a remove 
  curse spell. In addition, this use of the horns draws 
  the ire of the Buck Lord, a powerful fey who guards 
  the spirits of woodland creatures. Within 1 week of 
  donning the horns, he will appear before the 
  wearer in the guise of a great stag with a long beard 
  entwined with leaves and twigs and an enormous 
  rack of glowing golden horns. He will telepathically 
  send the wearer an ultimatum: "Prove you are 
  worthy of my brethren's horns by facing me in 
  single combat - or yield and accept my judgement." 
  If the wearer defeats him in a one-on-one duel, the 
  Buck Lord will vanish and lift the curse, allowing the 
  horns to be freely removed and to retain all their 
  magical properties. If the wearer yields or is 
  defeated, or if someone else interferes in the duel, 
  the Buck Lord will strip the horns of their magic, in 
  which case they become blunt and overgrown with 
  velvet, removing their headbutt attack, and they 
  lose their speak with animals ability. They also 
  become permanently affixed to the skull as an 
  enduring reminder of the wearer’s transgression 
  against the forest. 
   
   
  Large Fey, Chaotic Good 
  AC: 14 (16 with barkskin) 
  HP: 76 (9D10+27) 
  Speed: 50’ 
   
  STR 18  DEX 14  CON 16 INT 9  WIS 14  CHA 16 
  (+4)  
  (+2)  
  (+3) 
  (-1) 
  (+2) 
  (+3) 
   
  Damage Resistances poison, necrotic 
  Condition Immunities charmed, frightened, 
  paralyzed, petrified, poisoned 
  Senses passive Perception 15 
  Languages Common, Fey 
  Challenge 6 (2,300 XP) 
   
   
  SPELLCASTING 
  The Buck Lord’s innate spellcasting ability is 
  Charisma (spell save DC 15). The Buck Lord can 
  innately cast the following spells, requiring no 
  material components: 
  At will: druidcraft 
  3/day each: entangle, goodberry, misty step 
  1/day each: barkskin, moonbeam, pass without 
  trace 
   
  Magic Resistance: The Buck Lord has advantage on 
  saving throws against spells and other magical 
  effects. 
  Speak with Beasts and Plants: The Buck Lord can 
  communicate with beasts and plants as if they 
  shared a language. 
  
   
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  Materialize/Dematerialize: The Buck Lord is a 
  physical manifestation of the magic of the Horns 
  of the Buck, and he can appear instantly in any 
  location where they reside. He does not die when 
  reduced to 0 HP, his form simply vanishes and he 
  cannot manifest himself within the material plane 
  again for 1 week. His link with the Horns and his 
  power over them cannot be broken or diminished. 
   
   
  ATTACKS 
  Multiattack: The Buck Lord makes two attacks, 
  once with his hooves and once with his horns. 
  Hooves – Melee Attack: +8 to hit, 5’ reach, 11 
  (2d6 + 4) bludgeoning 
  Horns (+1 Magic) – Melee Attack: +9 to hit, 5’ 
  reach, 12 (2d6 + 5) piercing 
  Charge: If the Buck Lord moves at least 20 feet 
  straight toward a target and then hits it with a 
  horn attack on the same turn, the target takes an 
  extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone. 
   
  Leystone 
  Wondrous item, very rare 
  "Leystone" is the general term for an item that 
  allows one to enter the Dreaming. But befitting the 
  chaotic nature of the Dreaming, leystones possess 
  no consistent shape, size, or even method of 
  operation. One leystone may take the shape of a 
  jeweled comb which transports one to the 
  Dreaming as long as it is left in the hair; another 
  may appear as a mirror or painting which can be 
  stepped through like a door; another the exit of a 
  garden maze, or a stairway that appears after 
  circling a certain tree three times. The one common 
  feature they all seem to share is the mystery 
  surrounding their origins. Each leystone was either 
  passed down from ancient times or discovered in a 
  forgotten ruin or in the wild, and no one knows 
  who initially created them. Some say they are the 
  invention of the Dreaming itself, reaching out into 
  the Material Plane. 
   
  Mindcloud Dagger 
  Weapon (dagger), uncommon 
  A favorite of arcane tricksters, this ebony-hafted +1 
  dagger temporarily clouds the minds of its foes, 
  rendering them vulnerable to mental attacks. When 
  you land a successful hit with a mindcloud dagger, 
  you may activate it to force the target to have 
  disadvantage on the next Wisdom saving throw or 
  Intelligence check it makes within the next minute. 
  This ability functions once per short rest. 
   
  Plate of Swift Passage 
  Armor (plate), legendary (requires attunement) 
  Designed by elven master craftsmen seeking to 
  improve the speed and mobility of heavy armor 
  without sacrificing defensive capability, this suit of 
  silver +2 plate armor has a Strength requirement of 
  13, 
  weighs 40 
  lbs., and 
  is 
  imbued 
  with 
  transportation magic. The armor has a maximum of 
  4 charges and renews 1d3+1 charges each day at 
  dawn. The wearer may activate the armor to cast 
  the following spells: 
   
  misty step – 1 charge 
   
  dimension door – 2 charges 
   
  teleport – 3 charges 
   
  plane shift – 4 charges 
   
  Ring of the Fey-Bound 
  Wondrous item, rare (requires attunement) 
  Often awarded by Seelie Court to outsiders who 
  have proven trustworthy allies, this ring grants the 
  wearer advantage on saving throws against being 
  charmed and immunity to magical sleep. 
   
  Twilight Armor 
  Armor (breastplate), rare 
  When you don this dull gray +1 breastplate, your 
  features become blurry and difficult to discern, 
  giving you advantage on Dexterity (Stealth) checks 
  in areas of dim light. It also allows you to cast Fog 
  Cloud centered on yourself once per long rest. 
   
  Umbral Blade 
  Weapon (any sword), rare (requires attunement) 
  An eerie shadowy trail follows this +1 sword as it 
  moves. It has 3 charges that renew each day at 
  dawn. Once per round when you attack with the 
  sword, you may spend 1 charge to convert your 
  shadow into a ghostly doppelganger which attacks 
  alongside you, granting you advantage on your 
  attack roll. In addition, if both of your rolls on this 
  advantage attack resolve to successful hits, the 
  doppelganger erupts in a pillar of eldritch energy, 
  
   
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  dealing an extra 4d6 cold damage and stunning the 
  target until the start of your next turn. 
   
  Windrunner Bracers 
  Wondrous item, uncommon 
  Wearing these electrum bracers grants you 
  supernatural speed. You gain +2 to initiative rolls, 
  your movement speed increases by 5 feet, and once 
  per long rest you may activate the bracers as a 
  bonus action to gain the effects of a haste spell for 
  one round. 
   
  Elven Alchemical Items 
  The elves are known for their preternatural 
  aptitude with plants and animals of the forest. 
  Elven alchemists have developed many useful 
  items by combining their knowledge of nature 
  with their innate magic abilities. 
   
  Feysight Ointment (70 gp) - Extracted from a type 
  of algae that flourishes in stagnant cave pools, 
  feysight ointment is often given as a gift to the 
  elves' trusted human allies. When smeared around 
  the eyes, it grants darkvision out to 60 feet for 3 
  hours. A typical cannister holds 3 doses of the 
  ointment. 
   
  Sparkfly Crystal (25 gp) - This rough-hewn crystal 
  contains a swarm of sparkflies, a type of beetle 
  similar to fireflies but native to the Fey Realms. 
  The sparkflies are held in stasis within the crystal, 
  as their delicate bodies cannot survive the air of 
  the material plane. As an action, you can throw 
  the crystal up to 20 feet as a ranged attack roll 
  against a target. On a hit, the crystal shatters, 
  releasing the sparkflies, which swarm about the 
  target and explode in a splash of glowing, 
  corrosive bodily fluids. The fluids burn the eyes 
  and blur the vision, causing the target to have 
  disadvantage on attack rolls and ability checks for 
  1d3 rounds.  
   
   
  A sparkfly crystal can also be attached to an arrow 
  shaft and fired from a bow. Such an arrow deals 
  no damage on a hit, but the crystal shatters as 
  normal. Sparkfly crystals have no effect on Huge 
  and larger creatures. 
   
  Tangleroot Dust (50 gp) - When a small pouch of 
  this rust-colored powder is spread across the roots 
  of trees, a bed of shrubs, or the like, it rapidly 
  accelerates the growth of the plants. Within 10 
  minutes a 20-foot radius will become difficult 
  terrain, and after 1 hour the overgrowth in the 
  immediate vicinity will become so dense as to be 
  impassable without cutting one’s way through. 
   
   
   
  
   
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  The Arsae’Laidir    
  The Arsae’Laidir (pronounced arshay la ideer; 
  translation; Ancient Might) or HomeTree is home 
  to several hundred elves, most notably the queen, 
  the druid hierarchy, the Coven of the Communion, 
  and other members of the court. The tree’s exterior 
  appears as multiple colossal cypress – sequoia 
  hybrids grown together, but it is in-fact one unique 
  individual tree. The winding internal trunk provides 
  a natural walkway on its hollow interior, providing 
  hundreds of individual living spaces. All living 
  spaces inside are either wood-shaped by the elves, 
  or by the tree itself. The tree’s diameter is roughly 
  1,000 feet, with a circumference of about 3200 feet, 
  and it is easily twice this tall. Sprawling limbs up to 
  100 feet thick provides a canopy that roughly 
  spreads over 45,000 square feet. Though the tree is 
  essentially hollow, rain does not fall freely through 
  the tree, but is instead channeled by a natural duct 
  work of leaves and filtering moss channels. A truly 
  distinctive 
  looking 
  tree, 
  the 
  trunk 
  appears 
  coniferous, but the leaves are deciduous, the 
  vaguely maple shaped leaves are as wide as two 
  hands – palm open.  The wood of the tree is 
  exceptionally tough and fibrous, allowing it to 
  withstand the fiercest storms as well as tornados and 
  hurricane force winds. The Arsae’Laidir is a sentient 
  being that lives for tens of thousands of years, and 
  only gets stronger with age. 
   
  The tree matures at a fantastic rate, gaining 30’ of 
  height in its first year of growth, reaching its full 
  diameter in just over 100 years. Sentient from birth, 
  it communes with all flora surrounding it either 
  empathically or 
  directly 
  using 
  terran 
  plant 
  languages, though it does this telepathically. The 
  Arsae’Laidir may learn the language of any natural 
  plant or animal within its province. This province is 
  a sphere that grows by 1 mile for every year the tree 
  is alive up to 1000 miles. Within this province the 
  Home Tree is the uncontested master of all aspects 
  of nature, able to affect weather, compel animals to 
  do its bidding, and even direct worms to irrigate 
  sections of the forest. The being gains a level of 
  
   
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  druidic spell casting every year of its life, repeating 
  levels again and again until it can cast any druid 
  spell at any time, multiple times per day. It also 
  gains any cleric or sorcerer spells that allow for 
  communication, creating phantasms or illusions 
  including such spells as clairvoyance, clairauidience, 
  dancing 
  lights, 
  detect 
  evil, 
  ghost 
  sound, 
  hallucinatory terrain, maze, whispering wind as 
  well as making such spells permanent with 
  permanancy, The tree is deific, though it does not 
  demand worship. Instead it commands respect by 
  how well it treats the inhabitants and terrain within 
  its sphere. 
   
  The elves revere the Arsae’Laidir as a direct conduit 
  of Danu and listen to its wisdom. While the elven 
  court holds council in the tree’s loftier heights, one 
  seat is for the queen alone, the Bole Throne, which 
  is deep in the base of the tree, and there the 
  Arsae’Laidir and the Queen become one. Here the 
  queen becomes suffused with the strength of the 
  trees’ roots and mighty limbs, imparted with 
  wisdom garnered from thousands of years of 
  existence, and suffused with the raw elemental 
  power and impartial serenity and savagery of 
  nature. This joining is called Kaelravin. 
   
  The tree may grow up to 60 acorns a year that 
  function as the feather token minor wondrous item, 
  either bird or tree. A squirrel may be substituted for 
  the bird. These also are gifts given in times of need. 
  In addition to this, the tree has two other amazing 
  qualities, found in its sap (sulach) and its wood 
  (aemoivh). 
   
  Sulac/Sap: The Sap of the Arsae’Laidir acts as a 
  potion of cure moderate wounds (2d8+10) and 
  lesser restoration combined. This sap is collected as 
  it weeps out of the tree, producing about 2 such 
  potions per day. These are precious treasures 
  indeed, and most are stored for times of great need. 
  Occasionally they will be given as gifts to those 
  travelling great distances in service to the Nation. 
  The tree is never tapped for this reason, if the elves 
  have need beyond their stores (times of war, etc.), 
  the Home Tree seems to know this and will increase 
  productivity if possible. Elves have 3 rituals 
  concerning the Sap of the Arsae’Laidir. Each of these 
  rituals transfers some of the Home Tree’s sentience 
  to its imbiber. 
  The first ritual, called the Will of the Resounding 
  Whisper, is performed during a sylvan elven child’s 
  infancy. It is thus called, because the Elven infant has 
  no choice in the manner, and it is a custom all sylvan 
  elves who were born in the Home Tree perform. 
  This is a normal ritual performed by elven parents, 
  much the same as humans perform baptism on their 
  children. It is the one rare instance that the elves do 
  not insist on individuality over conformity. Its 
  benefits are instrumental in the security of the Elf 
  Wood, and to the Sylvan Elf Nation. Once this is 
  done, the Sylvan Elf will be considered one of the 
  Home Tree’s “walking kindred”.  The Arsae’Laidir 
  can sense any walking kindred within its sphere. 
  This sense is not omniscient, the Home Tree merely 
  knows the presence and location of one of its 
  walking 
  kindred, 
  and 
  through 
  its 
  other 
  communications with the plants in the forest can 
  send aid or animate plants in the area to help the 
  individual. This is how the elves navigate through 
  the Arsae’Laidir’s myriad hallucinatory terrain and 
  maze spells. A plant may bend a leaf here or a 
  branch may seem to point in a certain direction 
  there. It usually takes the elves’ keen senses to notice 
  these 
  seemingly 
  invisible 
  “trail 
  markers”. 
  Additionally, the elf gains an innate sense of the Elf 
  Wood granting her a bonus on knowledge nature 
  and knowledge local checks (see Will of the 
  Resounding Whisper racial trait). Furthermore, 
  since the Arsae’Laidir can instantly speak with any 
  plant within its forest, it can communicate events 
  across the forest instantaneously. It may convey this 
  information to one of the walking kindred through 
  its whispering wind ability, spoken in a language 
  only one of the walking kindred can understand – 
  in fact it appears as the walking kindred is merely 
  listening to the wind in the trees. 
   
  The second ritual, called Communion, is usually 
  reserved for high ranking clerics, druids and rangers. 
  The ritual used to transform the sap used for 
  Communion is a secret known only to the Queen 
  and the Coven of the Communion. Once a member 
  of the Communion, you will forever be a member, 
  though you may travel far and wide. Members of 
  the Communion receive three gifts: 
   
   
  Understanding; the Coven member gains 
  the Druidic language and the ability to 
  speak with plants and animals at will. 
  
   
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  Essentially they become proficient with the 
  every language animals and plants know. 
  This is not an ability that can be dispelled. 
   
  Commune; all members of the coven can 
  use the whispering wind spell at will, while 
  within the Arsae’Laidir’s sphere. 
   
  Ward; the most revered of the gifts, a 
  member of the coven receives the abilities 
  of the Community Domain with the Home 
  subdomain. These abilities function as if the 
  Coven member were a cleric equal to her 
  character level. 
   
  Community Domain (with Home Subdomain) 
  Granted Powers: Your touch can heal 
  wounds, and your presence instills unity 
  and strengthens emotional bonds. 
  Calming Touch (Sp): You can touch a 
  creature as a standard action to heal it of 
  1d6 points of nonlethal damage + 1 point 
  per cleric level. This touch also removes the 
  fatigued, shaken, and sickened conditions 
  (but has no effect on more severe 
  conditions). You can use this ability a 
  number of times per day equal to 3 + your 
  Wisdom modifier. 
  Guarded Hearth (Su): At 8th level, you can 
  create a ward that protects a specified area. 
  Creating this ward takes 10 minutes of 
  uninterrupted work. This ward has a 
  maximum radius of 5 feet per 2 cleric levels 
  you possess. When the ward is completed, 
  you designate any number of creatures 
  inside its area. Should any other creature 
  enter the warded area, all of the selected 
  creatures are immediately alerted (and 
  awoken 
  if 
  they 
  were 
  asleep). 
  The 
  designated creatures also receive a sacred 
  bonus equal to your Wisdom modifier on 
  all saving throws and attack rolls while 
  inside 
  the 
  warded 
  area. 
  This 
  ward 
  immediately ends if you leave the area. The 
  ward lasts for 1 hour per cleric level. You 
  can use this ability once per day. 
  Domain Spells: 1st—alarm, 2nd—shield 
  other, 3rd—glyph of warding, 4th—imbue 
  with spell ability, 5th—telepathic bond, 
  6th—heroes' feast, 7th—guards and wards, 
  8th—cure critical wounds (mass), 9th—
  miracle. 
  The third ritual is reserved for the Queen alone, it is 
  called Kaelravin or Synthesis. Whenever the Queen 
  sits in the Bole Throne at the heart of the 
  Arsae’Laidir, she becomes a part of the Home Tree 
  herself. When sitting in the throne, the tree infuses 
  her with vines and the tree’s sap and her blood 
  become one. She becomes aware of the entire forest 
  as the Arsae’Laidir is, and can communicate 
  telepathically to the Home Tree, and to any plant 
  within the forest. She may use the whispering wind 
  ability of the Home Tree to send messages 
  anywhere in the forest, and may use the Ward 
  ability as well as any version of the summon 
  nature’s ally spell as if she were present at any place 
  within the Arsae’Laidir’s sphere. She may use each 
  of these abilities at will, up to as many times per day 
  as her Wisdom Score. Due to the mingling of the 
  Home Trees’ sap and her blood, the Queen gains 
  other advantages. Her lifespan is extended by a 
  multiple equal to her Wisdom Modifier, she ceases 
  to show age (as per the timeless body ability of the 
  druids), gains DR10/-, SR 20 plus her caster level, 
  and a +5 natural armor bonus. The queen also has 
  these continuous enhancements and spell like 
  abilities:  
   
  • Effective Druid Level +6 
  • +2 divine bonus to spell DCs 
  • Aspect of the Falcon 
  • Entangle 
  • Aspect of the Bear 
  • Barkskin 
  • Bear’s Endurance 
  • Bull’s Stength 
  • Cat’s Grace 
  • Owl’s Wisdom 
  • Summon Swarm (at will) 
  • Call Lightning Storm (at will) 
   
  Aemoivh/Wood: the wood of the Arsae’Laidir is 
  amazingly resilient. Druids may tree-sing items from 
  the Homewood tree, and these items have the 
  following qualities: they have +2 hardness and +10 
  hit points greater than normal wood, they gain a 
  +4 saving throw bonus to resist being shaped by a 
  
   
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  warp wood or wood shape spell, the items are 
  naturally buoyant, and may be bent much farther 
  than normal while still maintaining vitality. This 
  quality is especially present in the Elvencraft Laidir 
  bows (see arms and equipment). Wood from the 
  Arsae’Laidir only retains this quality when tree-sung. 
  Wood is never cut from a Homewood Tree. 
   
  Trees and Plants of the Elven 
  Forest 
  Aerog Ruta Tree 
  The Aerog Ruta (translation Aerial Root) cover 
  miles of forest in a circle around the homewood 
  tree. The huge trees sprout up and then their dense 
  branches grow roots down onto and into the earth 
  creating twisting and winding passage ways and 
  even complete rooms. These passage ways can 
  wind upwards like towers and some are like 
  caverns, extending deep into the earth, sometimes 
  up to 3 and 4 miles. Most passage ways have 
  sufficient air, as the elves wood shape air funnels 
  into and out of the trees. As the root canopy grows 
  thicker and the light dimmer, ichra, or glowing 
  moss, grows on the roots and provides the keen 
  sighted elves with plenty of light. Whole 
  communities are housed within these trees, as well 
  as fortresses. It is common for extravagant villas to 
  be housed in Aerog Rutas, with furniture grown and 
  shaped right up out of the roots. In some of the 
  more remote areas, there are whole ecosystems 
  inside Aerog Ruta forests. The Aerog Ruta is highly 
  resistant to Fire and Cold (resistance 10 fire and 
  cold) and renegerates at an astounding rate, up to 
  10 hit points per 10 cubic feet per day. Its bark and 
  sap is used for potions and oils of healing, 
  regeneration 
  and 
  fire 
  and 
  cold 
  resistance. 
   
  Saighead Ruta (translation Arrow Root) is a 
  bamboo like plant that the elves cultivate to use as 
  arrow shafts. Many versions of the plant exist 
  including one that is used to make the Hollow Shaft 
  
   
  211 
   
  arrows. The plant grows exceedingly quick gaining 
  its full height and diameter in a single year (about 6 
  feet tall and ⅜ inch wide). The long thin reed is 
  extremely resilient and is continuously harvestable. 
  Once a chute is chopped off, the base plant will 
  grow another, harvesting does not kill it. The chutes 
  may be boiled and eaten as bamboo chutes are, and 
  the elves grow crops for both food and 
  ammunition. 
  Darachroi (translation; Oak Heart) The Oak Heart 
  Tree is a large tree, almost rivaling the Sequoias in 
  the deeper vales of Elven Forests. The tree’s sap is 
  used to make oils/potions of natural armor, bears 
  endurance and elixirs of endurance (the feat). The 
  wood is extremely hard having the qualities of the 
  Iron Wood spell. The wood takes 3 times as long as 
  normal oak to work, which is why the elves usually 
  use spells or tree song to shape the wood. Wood 
  may be used from this tree to make blades as sharp 
  as steel, and the lethal bloodshot arrows. 
  Ichra (translation glow moss) is a phos-fluorescent 
  naturally occurring moss that grows inside the open 
  spaces of the Aerog Ruta trees. A 12” square section 
  gives off the same light as a torch in a green 
  iridescence. This can be removed from the tree and 
  used as a light source, but loses its radiance after 1d3 
  hours. The elves have been known to grow the 
  moss inside devices like lanterns. 
  Maith Caor  (translation good berry) or Tinn Duille 
  (translation sick leaf) The name used to describe this 
  plant is based on what part of the plant is being 
  culled at the time. The Maith Caor is a naturally 
  occurring Good Berry plant, where the berries 
  function exactly as the spell. Contrary to the health 
  benefits of the fruit it bears, the leaves (tinn duille) 
  are mildly poisonous and are harvested for making 
  Poison Leaf Arrows. The elves seem to be immune 
  to this sickening quality and are often found eating 
  the whole plant as a salad. For reasons unknown 
  even to the elves, this plant refuses to grow 
  anywhere but in the wild. It will not grow in a pot, 
  and planting it in a garden is only successful if the 
  garden is deep in the wild. 
  Rasur Finiuin (translation; Razor Vine) This densely 
  growing bush is so named for its stiff leaves which 
  have a tendency to slice exposed flesh and clothing 
  alike. Anyone without the woodland, wilderness, 
  or wild stride ability (or similar spells placed upon 
  them) suffer 1 point of slashing damage per 5’ while 
  moving through its brambles. Razor Vines are often 
  grown within Aerog Ruta tree passages and then 
  plant growthed to hinder anyone following the 
  elves. Razor Vine brambles are considered difficult 
  terrain. Leaves are culled from Razor Vines to make 
  Razor Leaf arrows. 
  Elven FAUNA 
  The Cruathaur  
  This humanoid squats clutching his spear, his 
  position is ready to spring in numerous directions. 
  His bulging muscles contorted in unthinkable ways, 
  fingers ending in horrific talons. His face is twisted 
  in a permanent mask of rage, heavy browed and 
  sharpened teeth, his breath fetid. He could almost 
  pass for human except for the slight points of his 
  ears. He is Cruathaur, so named by the elves, the 
  "misbegotten". 
   
  Adult Cruathaur (Ritualized)    
            CR 3 
  XP 800 each 
  Ravenous primitive half-elf barbarian (unchained) 
  1 
  CE Medium humanoid (elf, human) 
  Init +2; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +12 
   
  DEFENSE 
  AC 17, touch 12, flat-footed 15 (+3 armor, +2 
  Dex, +2 natural) 
  hp 14 each (1d12+8); cannibalistic healing 1 
  Fort +8, Ref +2, Will +2; +2 vs. enchantments 
  DR 5/—; Immune sleep 
  Weaknesses ravenous body 
   
  OFFENSE 
  Speed 40 ft. 
  Melee greatclub +6 (1d10+7) or spear +6 
  (1d8+7/×3) or unarmed strike +6 (1d3+5) 
  Ranged composite longbow +3 (1d8/×3) 
  
   
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  Special Attacks rage (8 rounds/day), favored prey 
  (+2 vs. humanoids, +4 vs. Elves or Humans), 
  hungry frenzy, hungry special attacks 
   
  TACTICS 
  Before Combat Cruathaur always track groups 
  moving through their territory for at least half a day 
  trying to gauge the groups strength. An initial attack 
  to test strength is only warranted if the group 
  appears to be very powerful, otherwise stealth and 
  ambush are the preferred methods. 
   
  During Combat Ranged attacks are common by the 
  cruathaur, but only as a first strike to weaken 
  opponents, then they prefer to rush in and let their 
  powerful strength and surprise overwhelm enemies, 
  disengaging only if the adversary proves too strong. 
   
  Morale The Cruathaur are ferocious and will try to 
  intimidate anyone or group they think could be 
  more powerful than they. If an ambush fails to net 
  them food or prisoners, they will try to demoralize 
  their opponents and attack. If the resistance is still 
  too strong they resort to two things before giving 
  up; If the cruathaur have many members, they will 
  simply return with a greater force and attempt to 
  win through number superiority. If the cruathaur's 
  numbers are few, they will try to wear their 
  opponent down by attrition with tactical strikes and 
  withdrawals usually against a single individual until 
  that person is eliminated. The cruathaur are not 
  usually patient, but may take a week to terrorize a 
  group as long as their number loss is not too large. 
   
  STATISTICS 
  Str 21, Dex 15, Con 19, Int 8, Wis 10, Cha 8 
  Base Atk +1; CMB +6 (+8 grapple); CMD 18 (20 
  vs. grapple) 
  Feats Alertness, Blind-fight, Great Fortitude, 
  Improved Grapple, Improved Unarmed Strike, 
  Iron Will, Skill Focus (Survival), Toughness 
  Skills Acrobatics +5 (+9 to jump), Bluff -1 (+1 vs. 
  humanoids, +3 vs. Elves or Humans), Climb +12, 
  Escape Artist +5, Handle Animal +3, Intimidate 
  +7, Knowledge (geography) +0, Knowledge 
  (nature) +3, Perception +12 (+14 vs. humanoids, 
  +16 vs. Elves or Humans), Sense Motive +2 (+4 vs. 
  humanoids, +6 vs. Elves or Humans), Stealth +13, 
  Survival +15 (+17 vs. humanoids, +19 vs. Elves or 
  Humans); Racial Modifiers +2 Bluff vs. humanoids, 
  +4 Bluff vs. Elves or Humans, +2 Perception, +2 
  Perception vs. humanoids, +4 Perception vs. Elves 
  or Humans, +2 Sense Motive vs. humanoids, +4 
  Sense Motive vs. Elves or Humans, +4 Stealth, +4 
  Survival, +2 Survival vs. humanoids, +4 Survival 
  vs. Elves or Humans 
  Languages Common, Elven 
  SQ ageless, elf blood, fast movement, sprint 
  Other Gear hide shirt, composite longbow, 
  greatclub, spear 
   
  ECOLOGY 
  Environment The cruathaur can be found anywhere 
  in a wilderness area (that is large enough to not be 
  explored) that borders both a human and elven 
  nation, or any place where both races are prevalent 
  and therefore a presence of a large amount of half-
  elves. 
  Organization The cruathaur are organized as a 
  primitive barbarian tribe in which case the strong 
  rule the weak. The ritual of cannibalism is held only 
  for those that have proven themselves to be fearless 
  warriors and laid many enemies low or captured 
  many for the slave / breeding pits. Those cruathaur 
  “Ritualized” 
  (those 
  who 
  have 
  committed 
  cannibalism and received the dark gifts) are the 
  leaders and are usually barbarian rangers, though 
  some shamans exist here as well. Second in line of 
  command are magic users of which are usually 
  sorcerers, witches, shamans and druids. Most of 
  these magic users are not ritualized, but are given 
  first rites to the breeding pits. Lastly are all the 
  others who are merely primitive, but desire to 
  "ascend" to a ritualized status. It should be noted 
  that even those npc's in the village without class 
  levels should have both the primitive and the 
  barbaric creature templates. The barbaric template 
  is discarded once an individual becomes a warrior 
  (a level in the barbarian and/or ranger class). 
  Treasure The cruathaur have no need for coin, but 
  will melt precious metals down to make jewelry or 
  to decorate totems and weapons. Even degenerates 
  such as these recognize the superiority of magic, and 
  keep whatever items they find on their victims. 
   
  SPECIAL ABILITIES 
  Ageless (Ex) A ravenous creature does not age as 
  long as it is not starving. 
  
   
  213 
   
  Blind-Fight Re-roll misses because of concealment, 
  other benefits. 
  Cannibalistic Healing (Ex) Gain fast healing 1 for 
  one hour after feeding on the flesh of elves or 
  humans. 
  Damage Reduction (5/-) You have Damage 
  Reduction against all attacks. 
  Darkvision (60 feet) You can see in the dark (black 
  and white vision only). 
  Elf Blood Half-elves count as both elves and 
  humans for any effect related to race. 
  Elven Immunities - Sleep You are immune to magic 
  sleep effects. 
  Fast Movement +10 (Ex) +10 feet to speed, unless 
  heavily loaded. 
  Favored Prey (+2 vs. humanoids, +4 vs. Elves or 
  Humans) (Ex) +2 to damage, Bluff, Perception, 
  Sense Motive, and Survival vs. same type. Same 
  kind increases bonus to +4. 
  Hungry Frenzy (Ex) +4 Str, +4 Con, +2 to Will 
  saves, -2 to AC vs. own kind. Doubles when 
  starving. 
  Hungry Special Attacks (Ex) Creatures of same kins 
  take -2 on saves vs. spells and special attacks. 
  Improved Grapple You don't provoke attacks of 
  opportunity when grappling a foe. 
  Improved Unarmed Strike Unarmed strikes don't 
  cause attacks of opportunity, and can be lethal. 
  Low-Light Vision See twice as far as a human in 
  low light, distinguishing color and detail. 
   
  Cu Sidhe 
  The elf summons his beast to his side, its shoulders 
  higher than his hips. Grey and brown fur with subtle 
  black stripes cover the creature that lopes like a 
  wolf, and stalks like a great cat. Long tapering ears 
  track sounds around it, and the creature stares at 
  you with split pupil eyes at once fierce and 
  predatory. What is truly frightening however, is the 
  unmistaken presence of intelligence in the stare... 
   
  Cu Sidhe CR 5 
  XP 1,600 
  CG Medium magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  mistsight, scent; Perception +9 
  DEFENSE 
  AC 19, touch 15, flat-footed 14 (+3 Dex, +2 
  dodge, +4 natural) 
  hp 42 (5d10+15) 
  Fort +7, Ref +7, Will +5 
  
   
  214 
   
  Defensive Abilities forest-born; DR 5/cold iron; 
  Immune charm 
   
  OFFENSE 
  Speed 40 ft., climb 20 ft., feather step 
  Melee unarmed strike +8 (1d3+3 nonlethal) or 
  bite +9 (1d8+3 plus trip), claw +8 (1d6+3) 
  Special Attacks pounce, rend (2 claws, 1d8+4) 
   
  STATISTICS 
  Str 17, Dex 17, Con 16, Int 10, Wis 14, Cha 12 
  Base Atk +5; CMB +8; CMD 23 (27 vs. trip) 
  Feats Ability Focus (generic ability), Skill Focus 
  (Perception), Skill Focus (Stealth), Weapon Focus 
  (bite) 
  Skills Acrobatics +7 (+11 to jump), Climb +11, 
  Intimidate +5, Perception +9, Sense Motive +4, 
  Stealth +10, Survival +5, Swim +7, Use Magic 
  Device +2 
  Languages empathy (100', half-elves) 
  SQ howling mist, telepathic communication 
   
  ECOLOGY 
  Environment any elven or fey forest 
  Organization solitary or pair and sometimes in 
  packs of 6-10. 
  Treasure Cu sidhe like small magical items, though 
  unable to use them unless they are resized or are 
  remade to fit them. 
   
  SPECIAL ABILITIES 
  Climbing (20 feet) You have a Climb speed. 
  Damage Reduction (5/cold iron) You have 
  Damage Reduction against all except Cold Iron 
  attacks. 
  Darkvision (60 feet) You can see in the dark (black 
  and white vision only). 
  Empathy (100', half-elves) (Su)Empathy 
  communication with elves, fey, half-elves and 
  sylfaen. 
  Feather Step (Su) Difficult terrain in forests does 
  not slow this creature. 
  Forest-born (Ex) +2 dodge bonus to AC when in 
  forest terrain. 
  Howling Mist (3/day, DC 17) (Sp) . Three times 
  per day, the Cu Sidhe may cause an eerie mist to 
  form that appears to have many eyes within it and 
  unnatural howling. The split pupil eyes glow with 
  an iridescent gleam, and the howling sounds like 
  laughter, though it sounds like tortur 
  Immunity to Charm You are immune to charm 
  effects. 
  Low-Light Vision See twice as far as a human in 
  low light, distinguishing color and detail. 
  Mistsight (Su) See through fog, mist and murky 
  water without penalty 
  Pounce (Ex) You can make a full attack as part of a 
  charge. 
  Scent (Ex) Detect opponents within 15+ feet by 
  sense of smell. 
  Telepathic Communication (Su) Emapthy (100', 
  fey, elves, half-elves and sylfaen) (Su) The Cu Sidhe 
  can communicate telepathically with any 
  humanoid with the elf subtype and creatures of 
  the fey type at will within 100 ft. Full-blooded 
  elves as well as fey creatures, can understan 
  Trip (Bite, Bite) (Ex) You can make a trip attempt 
  on a successful attack. 
   
  Known to most travelers as “Elf Hounds”, the Cu 
  Sidhe (coo shee) have both a feline and canine 
  presence. They often seem selfish and nonchalant 
  like an ordinary house cat, but then seemingly on a 
  whim they turn at the presence of their masters (if 
  they have one) and become as giddy and obedient 
  as the most well trained hound. 
   
  At least 40 inches at the shoulder, most Cu Sidhe are 
  about 5-6 feet long, and powerfully built. They 
  have the long tapering eyes and ears like that of the 
  caracel great cat, and the snout and tail of a wolf. 
  Long wolf like legs give them their speed, but they 
  end in great tiger like paws that they use to 
  devastating effect. 
   
  Cu Sidhe enjoy a number of benefits due to their fey 
  ancestry: They are naturally immune to charm 
  effects, and are at home in forests. Benefits while in 
  forested and natural areas include a bonus to AC 
  and immunity to difficult terrain. 
   
  Cu Sidhe see through fog and mist (including those 
  they create) and may track using Scent. They are 
  known to trip opponents they are chasing, often 
  with another of the pack waiting to pounce on the 
  downed creature, sometimes waiting in ambush 
  amongst trees they have climbed. 
   
  
   
  215 
   
  Cunning and vigilant, the cu sidhe are excellent 
  companions and many are a staple in elven villages. 
  They also make for dangerous predators, and their 
  chaotic nature sometimes means that they will hunt 
  sentient beings for sustenance as well as sport. 
   
  Cu Sidhe were once minor fey that invoked the 
  wrath of an Eldar Fae that cursed them into the 
  existence of a large, but loyal bestial hunter. This 
  capricious Fae decided a hybrid of wolf and great 
  cat would be the home of the Cu Sidhe (spirit 
  hound). It retains only a modicum of its former fey 
  power and intelligence. The creature is able to 
  create a Howling Mist which it often uses to confuse 
  and 
  frighten 
  prey. 
  Able 
  to 
  telepathically 
  communicate with each other, and also with fey 
  and elven masters, they make formidable hunters, 
  using tactics not known to other natural animals. 
  The Eldar Fae curse that created them included a 
  form of geas that made the creature loyal to 
  servants of the forest (elves, half elves and Sylfaen) 
  and to fey/Fae. Proclivity to Seelie or Unseelie 
  Courts seems to have bred itself into color 
  variations, with lighter fur for the former and darker 
  for the latter. The creatures have now bred for 
  centuries and though still intelligent, most have long 
  forgotten their origins and are simply content to be 
  what they are. 
   
  There is a rumor that an evil breed exists, called the 
  Cu Sith, often these creatures are even more 
  intelligent and are capable of casting a small amount 
  of spells. 
   
  The Great Stag 
  A massive white tail deer, 6 feet tall at the 
  shoulder, the beast carries a large intimidating 
  rack, bristling with many sharp points. 
   
  Great Stag   
   
   
   
            CR 2 
  XP 600 
  N Large animal 
  Init +2; Senses low-light vision; Perception +8 
    
  DEFENSE 
  AC 14, touch 12, flat-footed 11 (+3 Dex, +2 
  natural, –1 size) 
  hp 25 (3d8+12) 
  Fort +7, Ref +7, Will +3 
    
  OFFENSE 
  Speed 50 ft., swim 30 ft. 
  Melee gore +4 (1d8+3) or 2 hooves –1 (1d6+1) 
  Space 10 ft.; Reach 5 ft. 
   
  STATISTICS 
  Str 15, Dex 17, Con 18, Int 2, Wis 15, Cha 6 
  Base Atk +2; CMB +6; CMD 18 (22 vs. trip) 
  Feats Endurance, Lightning Reflexes, Run 
  Skills Perception +8, Swim +11, Acrobatics (jump) 
  +11 
                  
  ECOLOGY 
  Environment cold or temperate forests 
  Organization solitary, pair, or herd (3–50) 
  Treasure none 
    
  Powerful and swift land mammals, the great stags 
  range through the plains, hills, and forests of many 
  wildernesses, the protectors of great herds. Great 
  Stags are guardians of deer herds and are often 
  befriended by elves and serve as mounts for them. 
  Their size, strength, and antlers—reaching up to 8 
  feet wide on some males—allow them to contend 
  with most of their environment’s dangers, though 
  herds generally favor flight to combat. 
   
  Great Stag grow to approximately 9 feet tall and 
  weigh between 800 and 1200 pounds. 
    
  Great Stag Companions 
  Starting Statistics: Size Medium; Speed 50 ft; AC +1 
  natural armor; Attack gore (1d6); Ability Scores Str 
  14, Dex 17, Con 14, Int 2, Wis 15, Cha 5; Special 
  Qualities low-light vision. 
    
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack gore (1d8) or 2 hooves (1d6); 
  Ability Scores Str +6, Con +4; Special Qualities 
  powerful charge. 
   
  We hope you enjoyed this title.  It was many years 
  in the making.  We couldn’t have done it without 
  the aid of friends and fans, the support of kickstarter 
  and 
  the 
  exceptional 
  talents 
  of 
  the 
  many 
  contributors of this project.  Thank you! 
   
   
  
   
  216 
   
  Contents ©2016 Total Party Kill Games 
  All logos are the trademark of Total Party Kill Games, all rights reserved. 
    
  All hyperlinks to the PFSRD provided with permission by John Reyst of d20PFSRD.com, 
  copyright 2010.  
    
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, 
  Inc.  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for 
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  LLC, and are used under the         Pathfinder Roleplaying Game Compatibility License. 
    
  See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license. 
    
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;    Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
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  Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, 
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  Pathfinder Companion: Elves of Golarion, Copyright 2008, Paizo Publishing, LLC; 
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  Author: Joshua J. Frost. 
   
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  Psionics Unleashed. Copyright 2010, Dreamscarred Press. 
   
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