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TitleElves of Faerun Volume Vi by Lord Karsus
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Page 2

Elves of Faerûn
Volume I

The Elves of Faerûn

Project Manager: Steve Sypa
Lead Designers: Nicolas Costa, Steve Sypa, Markus Taylor
Contributors: Nicolas Costa, “Dark Wizard”, Erik de Bie, Mark Diffendal II, Matt
Drozdowski, Daniel Felshiem, Ed Greenwood, Brian James, Sonja Laflure, “Longarm”,
Bradley McGrath, “Quale”, Serge Racamy, “roll8dn”, “Penknight”, Steve Schend, Steve
Sypa, Markus Taylor, Marybeth Thompson, “Zireael”
Editor: Steven Sypa
Cover Art: Races of the Wild, Larry MacDougall
Interior Illustrations: Stephanie Pui-Mun Law


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All Wood-Walkers take the Wood-Walker Pact. In this ceremony, the candidate presents him/herself nude, with
all of the hair all over their bodies shaved, to the group of Wood-Walkers. This represents shedding oneself of all of the
trappings civilization. The candidate then cuts his/her wrist, and his/her blood is mixed with tree sap that has been blessed
by the Wood-Walkers. The candidate then swears his/her allegiance to the wilderness, and officially becomes a Wood-


Race: Any Elf (Except Drow)
Patron: Rillafane Rallathil
Spellcasting: Ability to cast 3rd Level Divine Spells
Alignment: True Neutral
Special: Must take the Wood-Walker Pact

Class Skills
Concentration, Gather Information, Handle Animal, Heal, Hide, Intimidate, Knowledge (Nature), Knowledge (Religion),
Listen, Move Silently, Search, Sense Motive, Survival
Skill Points at Each Level: Level: 4 + INT Bonus
Hit Die: d6

Level BAB Fort Ref Will Special Spells per Day
01 +0 +0 +2 +0 Plant Apotheosis +1 Level of Existing Divine

Spellcasting Class
02 +1 +0 +3 +0 --- +1 Level of Existing Divine

Spellcasting Class
03 +2 +1 +3 +1 Plant Apotheosis +1 Level of Existing Divine

Spellcasting Class
04 +3 +1 +4 +1 Speak with Plants +1 Level of Existing Divine

Spellcasting Class
05 +3 +1 +4 +1 Plant Apotheosis +1 Level of Existing Divine

Spellcasting Class
06 +4 +2 +5 +2 --- +1 Level of Existing Divine

Spellcasting Class
07 +5 +2 +5 +2 Plant Apotheosis +1 Level of Existing Divine

Spellcasting Class
08 +6 +2 +6 +2 Transport via Plants +1 Level of Existing Divine

Spellcasting Class
09 +6 +3 +6 +3 Plant Apotheosis +1 Level of Existing Divine

Spellcasting Class
10 +7 +3 +7 +3 One With Nature +1 Level of Existing Divine

Spellcasting Class

Class Features

Weapon and Armor Proficiency: A Lone Wolf gains no weapon or armor proficiencies.
Plant Apotheosis (Ex): Beginning at 1st level, and continuing every odd level after that, the Wood-Walker begins turning
into a plant-like creature. At 1st level, his/her shaven hair begins to grow back. Their freshly grown hair appears similar to
grass, however, and small berries grow within. Of the berries that grow within the Wood-Walker’s hair, four are
Goodberries. If picked, the Goodberries grow back within 24 hours. At 3rd level, a sticky sap begins to ooze from the
Wood-Walker’s pores. This sap, which ranges in color, from clear to orange, gives the Wood-Walker a +5 to all Grapple
Checks, and a –5 to all Escape Artist checks opposing the Wood-Walker. At 5th level, the Wood-Walker’s skin becomes a
living bark, permanently bestowing upon him/her the effects of the Barkskin spell. At 7th level, the Wood-Walker no longer
needs to eat, or enter into reverie. As long as the Wood-Walker’s feet touch the ground, the character absorbs the
nutrients he/she needs to survive from the soul. As long as the character spends at least 1 hour in sunlight, he/she does
not need to enter into reverie for the next 24 hours. Finally, at 9th level, the Wood-Walker’s type changes to Plant.
Speak with Plants (Su): At 4th level, the Wood-Walker gains the ability to speak with plants, as per the spell, Speak with
Plants. This ability may be used indefinitely, as long as the Wood-Walker maintains the ability to speak.
Transport via Plants (Su): At 8th level, the Wood-Walker gains the ability to travel through living plants, via the spell
Transport via Plants. For the purposes of caster level, treat the character’s total Wood-Walker levels as his/her caster
level. This supernatural ability can be used three times per day.
One With Nature (Ex): At 10th level, a Wood Walker becomes part of a greater “communal mind” of Wood Walkers. As
long as two Wood Walkers are within 250’ of each other, they can communicate telepathically, and can read each others
minds, at no limit. If a Wood Walker is 251’ to 500’ away from another Wood Walker, they can read each others base
emotions. If two Wood Walkers are 500’+ away from each other, they can only locate each other, but cannot perform any
kind of communication.

Ex-Wood Walkers: Former Wood Walkers, for whatever the reason, are no longer welcome in the Order of Wood
Walkers. They become outcasts in the society of the woods, and to normal Elves. Most former Wood Walkers become
hermits, who slowly wither and die. Other, more lucky former Wood Walkers are accepted into a new community of forest
dwellers, where they start anew.


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Sashelan Aquarian


Aquarians are defenders of Aquatic Elven Realms who are dedicated to Deep Sashelas. They are a very
informal and casual order within Deep Sashelas’ church. That does not mean, however, that what they do is of little, or no
consequence. In fact, Aquarians have very important duties.
The majority of the defenses that Aquatic Elves have stop at the waters edge. In other words, they only deal
with threats that stem from the sea itself. Such threats include Kuo-Toa, Scags, Malenti, Merrow, Sahuagin, and so on.
Aquarians, on the other hand, do not stop at the waters edge. Aquarians are expected to follow threats onto the land, and
to investigate possible threats to the sea that stem from the land. For example, it would be within the scope of an
Aquarians assignment to trace pollution back to those who created it, and then to extract vengeance, of some sort.
Conversely, it is not uncommon for Aquarians to be planted in coastal towns, villages and cities, for them to prevent
environmental crimes to the sea.
Aquarians often live solitary lives. Though some do, the majority of them do not start families of their own, due
to the fact that they spend a great deal of time away from their cities, and sometimes away from the sea itself. Many often
become slightly resentful of those who threaten the sea, and Aquatic Elven realms, because, if it weren’t for them, the
Aquarian would be able to start a family of his own, and would be able to settle down more easily. That is not, however, to
say that Aquarians dislike what they do.
Most Aquarians have contacts with other groups. It is not uncommon for an Aquarian to work with the Eldreth
Veluuthra, or the Kraken Soceity, in eliminating a specific threat to the seas. As the old adage goes, “The enemy of your
enemy is your friend”.
In Aquatic Elven cities, Aquarians are given a great deal of respect, as they have given up so much to defend
the Sea Elven realms. Surface Elves can not fully comprehend the sacrifices that Aquarians make. The best way they can
understand is through explaining it to them in hypothetical role reversal- If the surface Elves gave up living on land all the
time, and spent a great deal of their time undersea, to protect their homes from threats from the deep.


Race: Aquatic Elf, Half-Aquatic Elf, Malenti
Skills: Diplomacy 4 Ranks, Disguise 4 Ranks, Gather Information 4 Ranks, Knowledge (Local) 2 Ranks, Knowledge
(Nature) 2 Ranks, Sense Motive 4 Ranks, Swim 6 Ranks
Languages: Common, Elven, Aquan
Feats: Skill Focus (Swim)
Patron: Deep Sashelas

Class Skills
Bluff, Decipher Script, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Knowledge (Local),
Knowledge (Nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim
Skills Poin Each Level: 4 + INT Bonus ts at
Hit Die: d8

Level BAB Fort Ref Will Special
01 +1 +2 +0 +2 Surface Sojourn
02 +2 +3 +0 +3 Investigator; Turn Aquatic Undead
03 +3 +3 +1 +3 Aquatic Animal Empathy
04 +4 +4 +1 +4 Sneak Attack +1d6
05 +5 +4 +1 +4 Cetacean Form

Class Features

Weapon and Armor Proficiency: A Sashelan Aquarian gains no weapon or armor proficiencies.
Surface Sojourn (Su): At 1st level, the Aquarian is blessed by Deep Sashelas. The Aquarian may make extended trips to
the surface world because he/she gains the ability to cast the spell Surface Sojourn innately. This supernatural ability can
be used up to five times per day.
Investigator (Ex): At 2nd level, the Aquarian gains the use of the Investigator Feat.
Turn Aquatic Undead (Su): At 2nd level, the Aquarian is blessed by Deep Sashelas in combating the Undead that
threaten the sea. He/she is treated as if he were 2 levels higher than he/she actually is when turning aquatic Undead,
such as Sea Zombies, or Skeletal Fish.
Aquatic Animal Empathy (Su): At 3rd level, the Aquarian gains the ability to influence the behavior of aquatic animals,
such as seals, or fish. This ability works exactly like a Druid’s Animal Empathy, except the Aquarian’s empathy extends
only to aquatic and amphibious creatures.
Sneak Attack (Ex): At 4th level, the Shashelan Aquarian gains the ability to make sneak attacks, like a Rogue. Anytime an
opponent is denied the DEX bonus to their AC, the Aquarian is entitled to deal an extra 1d6 points of damage.
Cetacean Form (Su): At 5th level, the Aquarian gains the ability to transform into any cetacean during a limited amount of
time, as per the Cetacean Form spell. This ability functions as if the character were a caster equal to his/her Aquarian
levels. This supernatural ability can be used only one time per day.


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the five-foot mark. His diminutive stature, along with his
agility and speed, would prove useful, however, as
Littlewing became a scout for his tribe, keeping track of
potential dangerous situations.

Littlewing was one of the first Avariel to discover the
arrival of the refugees of Tintageer. For weeks, he kept
tabs on the refugees as they settle down and began
exploring the lands that they declared ‘Faerûn’. When
Durothil and Sharlario Moonflower were attacked by the
Master of the Mountains, Littlewing was among the
group that chased the Red Wyrm away, and saved
Sharlario Moonflower.

Littlewing would eventually go on to be killed by a Gold
Dragon baron, King Orchtrien, when armies loyal to
Orchtrien stumbled upon his tribe. Littlewing allowed
himself to be captured, along with all of the other males
in the settlement, to allow as many of the women and
children to flee as possible. When Littlewing attempted
to escape after being brought back to Orchtrien’s
capital, he was insinerated, along with other escapees,
by the Gold Wyrm’s breath weapon.

Flight: Littlewing has a flying speed of 50 feet, with
average maneuverability, as long as he does not carry
more than a Medium load, is not wearing Heavy armor,
and is not fatigued or exhausted. Littlewing may make a
dive attack that works like a charge, except he must
descend from a minimum of 30 feet, and must use a
piercing weapon.
Keen Sight (Ex): Littlewing gains a natural +4 racial
bonus on all Spot checks.
Skirmish (Ex): Littlewing deals an additional +1d6
points of damage on all attack rolls where he moves at
least 10 feet during the round. The extra damage
applies only to living creatures that have a discernable
anatomy. Littlewing also gains a +1 to AC on all rounds
where he moves at least 10 feet. He loses this benefit
when wearing Medium or Heavy armor, or when he is
carrying a Medium or Heavy load.
Battle Fortitude (Ex): Littlewing gains a +1
competence bonus on Fortitude checks, and Initiative
checks. He loses this benefit when wearing Medium or
Heavy armor, or when he is carrying a Medium or
Heavy load.
Trapfinding (Ex): Littlewing may use his Search skill to
locate traps with a DC higher than 20, and his Disable
Device skill to disable traps or bypass magical traps.
Uncanny Dodge (Ex): Littlewing cannot be caught flat-
footed, and reacts to danger before his senses would
normally allow him to.
Fast Movement (Ex): Littlewing gains a +10 to his
base land speed. He loses this benefit when wearing
Medium or Heavy armor, or when he is carrying a
Medium or Heavy load.
Trackless Step (Ex): Littlewing cannot be tracked in
natural surroundings.

Xzorsh; CR 8
Male Aquatic Elf Ranger 6 / Aquarian 1 / Wizard 1
CG Medium Humanoid (Aquatic, Elf)
Init +4; Senses Superior Low Light Vision; Listen +4,
Spot +4
Languages: Aquan, Common, Elven, Sylvan
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 armor +2

HP 49 (8 HD)
Immune: Sleep
Resist: None
Fort +8, Ref +9, Will +8 (+10 against Enchantments)
Speed 30 ft. (6 squares); swim 40 ft. (8 squares)
Melee: +1 Shortsword +11/+6 (1d6+2/19-20)
Ranged: +1 Animated Shuriken +11/+6 (1d2/20)
Base Attack Bonus: +6/+1
Attack Options: Favored Enemy (Monstrous
Humanoids +4, Medium Humaniods [Aquatic] +2)
Ranger Spells Prepared (CL 3)
1st- Detect Poison, Horrible Taste

Wizard Spells Prepared (CL 1)
1st- Obscuring Mist, Silent Image

Cantrips- Detect Magic, Message, Resistance

Spell Save DC: 10 + Spell Level
Abilities: STR 15, DEX 19, CON 12, INT 14, WIS 14,
CHA 10
SQ: Animal Companion, Elven Traits, Gills, Summon
Familiar, Surface Sojourn 5/day, Wild Empathy

Feats: Close Quarters Fighting, Endurance, Eschew
Materials, Scribe Scroll, Skill Focus (Swim), Track,
Two-Weapon Fighting, Weapon Finesse

Skills: Climb +2, Concentration +3, Decipher Script +2,
Diplomacy +4, Disguise +4, Gather Information +4,
Handle Animal +6, Heal +3, Hide +12, Jump +2,
Knowledge (Arcana) +2, Knowledge (Geography) +3,
Knowledge (Local) +4, Knowledge (Nature) +4, Move
Silently +4, Ride +4, Search +3, Sense Motive +6,
Spellcraft +6, Survival +8, Swim +11, Use Rope +5

Possessions: +1 Shortsword, +1 Animated Shuriken
(3), Bracers of Armor +2, Coral Ring (Ring of Protection
+2), Masterwork Scroll Case, Spear, Spellbook, Wand
of Magic Missile (CL 5th; 50 charges), 600 GP (6 100
GP Pearls)
Hook: “I will ever remember this, as will my clan after
Description: Xzorsh is a youthful Sea Elf, who primarily
spends his time off of coast of the Sword Coast,
Ruathym and the northern Moonshae Isles. Xzorsh is a
benevolent, honest soul, who spends his time working
with the Relay, a network of nenevolent aquatic
creatures working on Faerûn’s western seas.

Xzorsh first became involved with the Relay as a child.
While he was still very young, his parents were
murdered, and malevolent individuals took him captive.
Had it not been for Captain Hrolf of the Elfmaid, it is
likely that he would have been sold into slavery, or
worse. Instead, Hrolf brought the young Xzorsh to the
nearest Temple of Deep Shashelas, where he was
raised until his clan discovered his fate and claimed
him. It is the time he spent in the care of the Sashelan
clergy that caused Xzorsh to become a Ranger and an
Aquarian later in life.

Xzorsh eventually married, but working with the Relay
kept him away from his family most of the time. Instead,
he spent most of his time with his partner, Sittl. Tragedy
would eventually strike Xzorsh. Merrow, Aquatic Ogres,


Page 54

would kill his wife and child. After their death, Sittl
became his only close family member.

While protecting the Elfmaid near Ruathym, he met
Liriel Baenre, Wizard and Cleric of Lolth. With her, he
would participate in the Battle of Ruathym, and the
Battle of Ascore. It was also Liriel who forewarned
Xzorsh of the betrayal of Sittl, who was a Malenti.
Xzorth was wounded when he was betrayed, but he
lived to see another day.

After parting with Liriel Baenre, who promised to find a
suitable tutor for Xzorsh, he returned to the Relay,
honing the minor magical skills she taught him.

Gills: Xzorsh can survive out of water for 12 hours
before the effects of suffocation occur
Surface Sojourn (Su): Xzorsh may make extended
trips to the surface world because he gains the ability to
cast the spell Surface Sojourn innately. This
supernatural ability can be used up to five times per
Wild Empathy (Ex): Xzorsh's wild empathy check is
1d20+8 (+4 for magical beasts)
Spellbook: Spells prepared plus 0-all; 1st-distract
assailant, expedious retreat [swift], identify, orb of
sound [lesser], sleep
Note: Xzorsh has yet to summon a Familiar or Animal


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