Elven Pantheon

Aedrie Faenya

Alignment: Chaotic Good
Domains: Air, Animal, Chaos, Eagle, Elf, Feather, Good, Liberation, Sky, Storms, Vulture, Weather.
Favored Weapon: Javelin.

Aerdrie Faenya is the elven expression of freedom and impulse, and she dislikes staying in anyone place for too long. She delights in the sound of wind instruments and in creating unpredictable atmospheric conditions, including fairly severe or violent thunderstorms on occasion, but her primary joy is simply feeling the air rush past her with the ground far below. The Winged Mother is a somewhat distant deity who rarely involves herself in elven culture, and she is far more chaotic than the rest of the Seldarine.

Dogma: The ever-changing reaches of the sky are the gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the ever changing clouds. Honor those who dwell with the Aerdrie and cherish the birds which dance about her tresses. Change is beautiful and chaos births new life — ascend, soar, glide, dive, and ascend again and relish in the freedom that the Winged Mother bequeaths.

Obedience: Cast yourself into the dawn sky; if you cannot fly, then stand upon the edge of a precipice with the wind at your face. As you to this offer praise and thanks to the Winged Mother. With the birds, join their dawn chorus and sing to greet the new day. Gain +4 sacred bonus on Acrobatics checks.

Boons
1: Winged Blessing (Sp)
feather fall 3/day, levitate 2/day, or cloak of winds 1/day.
2: Aspect of the Wind (Su) Avian wings sprout from your back, granting you a fly speed of 30 feet with average maneuverability. If you already have wings, then instead your fly speed increases by 10 feet and your maneuverability improves by 1 step.
3: Winged Mother’s Vengeance (Su) As a swift action, you can surround your weapon with crackling electricity that deals 4d6 points of electricity damage plus 1 point for every 2 Hit Dice you have (maximum 4d6+10). You can maintain the aura for a number of rounds equal to your Hit Dice (maximum 20 rounds), but the rounds need not be consecutive. You can dismiss the aura as a free action. Any non-expended rounds are lost on regaining this boon the next day.

Specialty Priest: Halcyon† (Cleric)

  • The Halcyon only chooses one domain.
  • The Halcyon only gains light armor proficiency and no shields.
  • Bird Speech: At 1st level she may speak with any sort of avian creature as if continually affected by Speak with Animals. This replaces medium armor and shield proficiencies.
  • Familiar: Gains a familiar as a wizard, which must be some form of bird and must have the Emissary archetype; at 4th level, it gains the Celestial template; at 8th level, the Halcyon is emboldened by the presence of their familiar as if they possessed the Emissary’s Emboldening feat. This and Bird Form replace the Halcyon’s second domain.
  • Bird Form: At 7th level, the Halcyon can assume the form of a bird, as if casting Beast Shape II as a spell-like ability. She may do this once per day at 7th level, and an additional time per day every 4 levels thereafter.

Feats: Beacon of Hope, Bestow HopeHands of Valor, Liberation ChannelNimble Natural Summons, Oath of the Unbound, Protective Channel.

Prestige Classes: Arcane Devotee, Divine Archer, Divine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: A Shining BeaconElven Polytheist, Focus on FreedomPantheist, Purity of FaithShared AncestorsUnder Siege.

Unique Spell Rules

  • Animal Messenger may be prepared as a 2nd-level Cleric spell.
  • Commune with Birds may be prepared as a 1st-level Cleric spell.
  • Feather Fall may be prepared as a 1st-level Cleric or Ranger spell.

Unique Summon Rules

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Alathrien Druanna

An almost forgotten demipower in the elven pantheon, she is the patron of scribes, runes and conjuration. In earlier times she watched over summonings that brought forth friends and allies of the elves to their aid, but in modern times, elves seeking such assistance call upon Corellon Larethian for most all forms of magic. She has no churches upon Toril, nor priesthood, though one may chance upon a devotee of the demigoddess in the Outlands where she resides, or in Sigil.

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Angharradh

Angarrath is a triune of the three goddesses Aerdrie Faenya, Hanali Cenalnil and Sehanine Moonbow. The dogma of the followers of this faith is that she was merged of the essences of the three female goddesses of the Seldarine — a belief closely held by certain factions of elves. Hence the canon in our setting is the entire doctrine of the triune is basically ordained heresy, with three separate goddesses answering the prayers of the faithful of the combined aspect.

Those who hold Angarrath as their divine patron typically focus upon an aspect that is akin to one of the three goddesses. So plain terms, one of the three goddesses whose aspect is the focus of the divine caster’s worship is the one actually granting the worshipper’s powers, and thus the worshipper uses the statistics of that particular goddess (domains, obedience, boons, etc); Angarrath herself will not have a separate set of statistics.

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Araleth Letheranil

One of the younger generation of elven deities, Araleth Letheranil is the adventurous power of starlight and twilight. He is a deity of the night, but not a deity of darkness; he represents the beauty of a starlit night, and shining a light into the dark to keep hidden evils at bay. His church is not particularly prominent on most worlds, Toril being one of them. Once revered as a patron of sailors and sea voyages, this portfolio has gradually shifted more and more into the hands of Sehanine Moonbow. Wildspace is another story altogether, however; and the Prince of Stars is highly regarded as the one who guides many an elven spelljammer through the spheres in discovery of new worlds. More on his faith is here.

 

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Corellon Larethian

Alignment: Chaotic Good
Domains: Art, Chaos, Elf, Good, Liberation, Magic, Pride, Protection, War.
Favored Weapon: Longsword or Elven Thornblade

The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets.

Dogma: The Tel’Quessir are both wardens and sculptors of magic’s endless mysteries. Through Art and Craft, bring forth the beauty that envelops and let the spirit gambol unfettered. The song of joy and the dance of freedom soars on the wings of those who dare take flight. Guard against the slow death of stifling sameness by seeking out new experiences and new ways. Ward against those who seek only to destroy in their inability to create and commune with the natural and mystical world. Be ever vigilant in force of arms and might of magic against any return of the banished darkness, and be strong in heart against corruption from within.

Obedience: In the dawn of each new day, create something artistic with your own hands and share it with your kin; or peruse, patronize or appreciate works of your kindred’s hands, give them laud for it, and in twain praise the Creator for the gift of creation. Gain a +4 sacred bonus on Craft and Perform checks, and a +2 sacred bonus on Perception checks.

Boons
1: Dedicated Might (Sp) true strike 3/day, alacrity 2/day, or heroism 1/day
2: Shield of the People (Su) Protection of self and kindred is paramount to you. You gain a +2 sacred bonus to your Armor Class. When using the aid another action to increase an Elven blooded ally’s Armor Class, your sacred bonus increases to +4 and the ally gains an additional +2 sacred bonus to her Armor Class until the end of your next turn.
3: Bond of Kinship (Su) Your bond to your kindred is your strongest boon. Each time you complete your obedience, you can select a bonus teamwork feat. You must meet the prerequisites for this feat, but you may select a different teamwork feat each day you complete your obedience. Your allies are treated as if they possessed the same teamwork feat as you for the purpose of determining whether you receive the benefit of the teamwork feat. As a free action, you can grant this feat to all Elven blooded allies within 30 feet who can see and hear you. Allies do not need to meet the prerequisites of the bonus teamwork feat. You can grant this feat for a number of rounds per day equal to your Hit Dice. These rounds need not be consecutive.

Paladin Oath: Elven Paladins of the Seldarine on the mainland of Faerun are typically of the Order of the Forgotten Flower, with either Corellon Larethian or Vandria Gilmadrith as their patron. The Knights of the Forgotten Flower are errant knights who might accompany their elven kin on expeditions and pilgrimages, or themselves embark on a journey of exploration to recover and defend ancient sites and relics of Elven lore. To that end the paladin’s oath for the Order of the Forgotten Flower is as follows:

  • I shall be a shield of safety to our People; no one of Elven blood shall fall before me while in my charge.
  • I shall be a symbol of the unity of our People; I remember the days of strife amongst blood kin, therefore I shall never harm another elf.
  • I shall be a portrait of the Elven Way: I shall exemplify our history, our tradition and our culture.
  • I shall be a defender of our past; I shall never allow harm to come to the artifacts, monuments or recordings of our forebears.
  • I shall never covet the relics of our past for myself and my own gain — these belong to our kin as a People, and I shall share freely in the treasures of our history that I may discover.

Specialty Priest: Feywarden† (Cleric or Warpriest)

  • One of the Feywarden’s blessings or domains must be the Elf blessing or domain.
  • Exhortation: The Feywarden adds his Wisdom bonus to any Charisma related check against another elf. Further, he may spend a full round action exhorting his elven kindred within 30 feet of him who can see and hear him, giving these allies (excluding the Feywarden) a morale bonus of +1 to attack and damage rolls, and +1 to Will saves for a number of rounds equal to his Wisdom bonus. This replaces one of the Feywarden’s lesser blessings or domain powers.
  • Weapon Training: The Feywarden gains the Weapon Training feature of the Fighter in all the weapons of the Elven weapons group at 5th level; he does not get to select any additional weapon groups as he levels up, but this weapon group does continue to increase by +1 at 9th, 13th, and 17th levels, and he gets to select an Advanced Weapon Training at these levels. This replaces Channel Energy.

Archetypes and Alternate Class Features: Blade Adept (Sorcerer), Bladesinger (Magus), Collegiate Initiate (Arcanist), Elven High Guard (Fighter), Knight of the Forgotten Flower† (Fighter, Ranger, Paladin).

Feats: Arcane Insight, Beacon of Hope, Bestow Hope, Divine ExpressionForceful Channel, Hands of ValorIntrepid Rescuer, Ironbound Master, Liberation ChannelMagical Epiphany, Oath of the Unbound, Persuasive PerformerProtective ChannelSword Oath (applies to favored weapon; treat BAB as fighter level).

Magic Items: Bow of the WintermoonMillenial Chainmail.

Prestige Classes: Arcane Devotee, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker, Eldritch Knight, Mystic Theurge.

Traits: A Shining Beacon, Arcane DepthAvowed Inspiration, Battlefield Caster, Divine ArtistDivine Warrior, Elven PolytheistFocus on FreedomIron Grip, Magic is Life, Magic’s MightMighty Protector, Pantheist, Protective Faith, Purity of Faith, Shared AncestorsShield-Trained, Split-Second DefenseSteady Strength, Strong Heart, Veteran of Battle, Under Siege, Underlying Principles.

Unique Spell Rules

  • Bladed Dash may be prepared and case as a 2nd-level Ranger spell.
  • Faerie Fire may be prepared and cast as a 1st-level spell for all divine casters.
  • Minor Creation may be prepared and cast as a 4th-level Cleric spell.

Unique Summons

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Deep Sashelas

Alignment: Chaotic Good
Domains: Aquatic [Oceans], Chaos, Elf, Good, Knowledge, Protection, Water.
Favored Weapon: Trident.

Deep Sashelas is the Elven Lord of the Undersea and the patron of sea elves. Sashelas is a powerfully creative deity who is forever changing the environments below the sea, creating islands and reefs by altering continental rifts, tinkering with undersea volcanoes, and the like. He is also said to create the deep undersea caverns that the sea elves can use for air-breathing when they wish. Sashelas is known as the Knowledgeable One, for he provides advice as to where food can be found or the enemies are hidden.

Dogma: Swim the great currents and the shallow seas. Exult in the everchanging beauty and life of the bounteous Undersea. Revel in the joy of creation and increase its myriad aspects. Seek not to hold that which is everchanging, but instead love the change itself. Seek out fellow swimmers who honor the ways of the Lord of the Undersea, and ally with them against those who see only the darkness of the deeps. Follow the way of the dolphin. Promote the use of the seas by all reasonable folk for all time to come; fight those who would hoard its riches or pollute its depths.

Obedience: Whilst meditating where land meets the water (a shoreline, a riverbank, the edge of a pond) Use the tooth or shell of an aquatic animal to trace whirls and spirals mimicking waves onto your skin, letting the sound of the moving water inspire you, giving praise to the Dolphin Prince for the eternal waters, and their ever changing nature. Gain +4 sacred bonus to Swim checks.

Boons
1: Born to Water (Sp)
hydraulic push 3/day, slipstream 2/day, or water breathing 1/day.
2: Master of the Waves (Su) Three times per day as an immediate action, when you step into any natural body of water, you can cause water within a 30-foot radius of where you stand to churn. You are unaffected by this churning. Any other creature wading or swimming in this water must attempt Swim checks as if the water were one category rougher; wading creatures must attempt DC 10 Swim checks, creatures swimming in calm water must make DC 15 Swim checks, creatures swimming in rough water must attempt DC 20 Swim checks, and creatures swimming in stormy water must attempt DC 25 Swim checks. If the water has a natural current, that current becomes fast moving. If the current was already fast moving, the DC of the Swim or Strength check to avoid going under increases to 15 + half your Hit Dice. This effect lasts for a number of rounds equal to your Hit Dice or until you leave the water, whichever is first.
3: In the Depths, Life (Su) When completely submerged in water, you gain fast healing 2. You can recover a total number of hit points equal to twice your Hit Dice in this manner each day. At 20th level, if you fall below 0 hit points and your body is fully immersed in a body of water, you automatically stabilize.

Specialty Priest: Sea Druid (Druid), Tidal Trickster (Rogue)

  • Full-level wildshape instead of the archetype abilities at 3rd and 9th levels if the character is already aquatic.

Feats: Beacon of Hope, Bestow HopeHands of Valor, Intrepid Rescuer, Master of KnowledgeProtective Channel, Riptide Attack, Wave Master

Prestige Classes: Arcane DevoteeDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: A Shining BeaconElven Polytheist, Eternal Understanding, FloundererLoreseeker, Mighty Protector, Pantheist, Protective FaithPurity of Faith, River Freedom, Seer of Reality, Shared Ancestors, Split-Second Defense, Strong SwimmerThirst for Knowledge, Wave’s Sight.

Unique Spell Rules

  • Hydraulic Torrent can be prepared as a 2rd-level Cleric spell.
  • Wave Shield can be prepared as a 1st-level spell for all divine casters.
  • Speak with Waves can be prepared as a 6th-level Cleric spell.

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Elistraee

Alignment: Chaotic Good
Domains: Art, Chaos, Charm [Lust], Drow, Elf, Good [Redemption], Hunting, Moon, Night (Darkness), Portal (Travel).
Favored Weapon: Bastard sword, Elven curve blade.

Eilistraee is the goddess of the good drow — those dark elves who yearn for a return to life in the surface Realms, an existence akin to that enjoyed by elves of the woodlands, left behind by the drow long ago. She is a goddess of song and beauty, worshipped through song and dance — preferably in the surface world, under the stars of a moonlit night. Eilistraee aids her faithful in hunting and swordcraft, and worship of her is usually accompanied by feasting. Eilistraee has worshippers of human, elven, and in particular half-elven stock, and looks kindly upon the Harpers. She is usually seen only from afar, but her song of unearthly beauty, driving many to tears. is heard whenever she appears.

Dogma: Aid the weak, strong, grateful, and churlish alike; be always kind, save in battle with evil. Encourage happiness everywhere; lift hearts with kind words, jests, songs, and merriment. Learn how to cook game, and how best to hunt it. Learn new songs; dances, ways with weapons, spices, and recipes, and pass this learning on whenever possible. Learn to play, make, and repair musical instruments. Practice music and swordwork. Defend and aid all folk, promoting harmony between races. Strangers are your friends. The homeless must be given shelter from storms, under your own roof if need be. Repay rudeness with kindness, but repay violence with swift violence; that the fewest may be hurt, and danger fast removed from the land. This is the credo of the Dark Maiden.

Obedience: Dance under the moonlight in a natural surrounding with your weapon in hand, and mediate on your kin who still wander lost in the dark; if you come across another Illythiri spend the rest of your meditation time in effort to reach out to them to speak of the Moonlight Dancer. If you’re met with hostility, either evade or subdue — do not meet them with lethal force, rather allow them to reflect upon the mercy showed to them. Gain Uncanny Dodge of a rogue equal to your level; if you already have Uncanny Dodge, it becomes Improved Uncanny Dodge; if you already have Uncanny Dodge, then you may always act in a surprise round.

Boons
1: Lunar Dancer (Sp) feather step 3/day, alacrity 2/day, or searing light 1/day (the visible effect of the spell is a ray of moonlight)
2: Choreography of the Night (Su) When the night sky is visible to you, you gain +4 sacred bonus on initiative checks, a +2 sacred bonus on Acrobatics and Escape Artist checks, and a +1 dodge bonus to Armor Class and on Reflex saving throws. In addition, you can take 5-foot steps in difficult terrain.
3: The Dance in All Things (Sp) Once per day, you can cast animate objects with a caster level equal to your character level. Objects you animate with this ability gain the benefits of a haste spell for as long as they are animated, and their natural attacks count as good and silver for the purpose of overcoming damage reduction.

Darksong Knights Tenets:

  • Even in the deepest despair, when all seems lost, hope can still be found in all that is beautiful in life. I shall fight to protect that light, and bring it to all those who are lost in the dark.
  • Everyone should be free to choose what to be, their faith, to express themselves and forge their own path in life. I shall relentlessly oppose all those who would deny this right, tyrants and fearmongers alike.
  • All drow must be freed by the poison of the Spider Queen. I will reach out to Illythiri who suffer in her web and offer them a new beginning.
  • Fiends are the embodiment of all evil and suffering in the world. They are the responsible for the fall of the drow people. I shall seek and hunt them wherever they hide, and banish them with sword and light.

Silverhair Knights Oath:

  • Evil isn’t a monster that can be slain with the simple blade. The sword provides a needed protection, but evil is often the consequence of the pain harbored in the hearts of the people, and the only way to truly defeat it passes through understanding, and healing.
  • I shall never raise my hand to slay one of my kin, and I will always extend mercy to those who can be redeemed. There’s strength in letting a life bloom and rise from evil, because untold beauty can stem from an awakened soul.
  • Life is meant to be celebrated and enjoyed; I will live mine as art, and spark wonder and passion wherever I go. Music and dance are to be spread, bringing joy and laughter to people, so that no moment is lost in the greyness of bore and melancholy.

Divine Fighting Technique: Elistraee’s Merciful Blade

Archetypes and Alternate Class Features: Darksong Knight

Specialty Priest: Sword Dancer† (Omdura)

Feats: Beacon of Hope, Bestow HopeDivine Expression, Hands of Valor, Opener of DoorsPersuasive Performer, Planar Wayfarer, Protective Channel, Seductive Channel, Trick Spell.

Prestige Classes: Arcane Devotee, Divine Archer, Divine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker, Silverhair Knight

Traits: A Shining Beacon, AlluringBlade of Mercy, Ear for MusicElven Polytheist, Enchanting ConniverPantheist, Purity of Faith, Shared Ancestors.

Unique Spell Rules

  • Elistraee’s Moonfire can be prepared and cast as a 1st-level spell for all divine casters.
  • Dance of a Hundred Cuts can be prepared and cast as a 4th-level Cleric/Oracle/Warpriest spell and a 3rd-level Paladin/Ranger spell.

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Erevan Ilesere

Alignment: Chaotic Neutral
Domains: Chaos, Elf, Luck, Sloth, Trickery [Thievery].
Favored Weapon: Shortsword, Leafblade.

Erevan is the elven god of mischief and change, and the patron of elven and half-elven rogues. The Trickster’s following is not as large as most of his fellow elven gods for Erevan is too unpredictable for most elves. Nevertheless, he commands his share of attention from the Fair Folk, particularly by those engaged in thievery or other forms of knavery, those who seek excitement so as to alleviate the boredom of near-immortality, as well as many young elves who seek a life of adventure and danger. Erevan is also revered by some members of the small sylvan races, and is welcome company among the Seelie Court.

Dogma: Change and excitement are the spice of life. Live on the edge, unbound by the conventions of society in a spirit of constant self-reinvention. Puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten. Inspire laughter and happiness, giddy silliness, and welcome release from care so that the routine of day-to-day existence does not become worn so deep that it grinds all the joy from life. Celebrate the spontaneous, and practice random acts of helpfulness.

Obedience: Due to Everan’s ever-changing nature, his obedience is likewise ever-mutable, and he places the task upon each faithful to act out an obedience for the day that reflects Everan’s whimsy, irreverence and contempt for routine, such as: wander a mile in a random direction to find a new spot for prayer; disrupt a formal or boring gathering in such a way that it brings laughter to the gathered guests; play a light hearted prank upon a stranger, using the opportunity to impress upon them the need for humor in their life. Gain a +2 sacred bonus on Bluff checks, as well as a +2 bonus on Sense Motive checks.

Boons
1: Prankster (Sp)
lesser confusion 3/day, invisibility 2/day, or suggestion 1/day
2: Transform Others You can cast polymorph any object once per day.
3: Element of Surprise (Su)
Whenever you roll initiative, any allies within 30 feet of you who are also rolling initiative can choose to use the result of your roll instead of theirs. Your allies still add their own modifiers to your roll to calculate their initiative order. Alternatively, you may choose to use another ally’s roll instead of your own.

Specialty Priest: Mischiefmaker† (Divine Agent multiclass archetype)

  • Use the full caster variant of Divine Agent, but replacing Channeling Strike and Greater Channeling Strike with the below
  • Charmed Activation: A Mischiefmaker adds 1/2 of his class level to Use Magic Device checks, and he may use this skill untrained. Further, the Mischiefmaker loves magical devices with random effects, such as a Rod of Wonder; when using any such item, he may choose either the effect rolled, or the effect directly above or below the rolled result on the table; if the result is either the first or last result on the table, he has the option to reroll and take the rolled result. This replaces the standard cleric’s spontaneous casting.

Archetypes: Fey Prankster (Bard), Rake (Rogue)

Feats: Bravery in Action, Fateful ChannelUnbound Bravery, Undaunted Bravery.

Prestige Classes: Arcane Devotee, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: A Shining Beacon, BackstabberElven Polytheist, Holy Schemer, Liar’s Tongue, Opportunistic (works with deity’s favored weapon), PantheistPracticed Deception, Purity of Faith, Shared Ancestors.

Unique Spell Rules

  • Fey Form may be prepared as a 4th-level Cleric spell.
  • Glitterdust may be prepared as a 2nd-level Cleric spell.
  • Shapechange can be prepared as a 9th-level Cleric spell.

Unique Summon Rules:

  • Summon Monster I – Sprite
  • Summon Monster II: Hybsil
  • Summon Monster III – Brownie or Leprechaun (without major creation)
  • Summon Monster V – Remacera
  • Summon Monster VIII – Nereid
  • Summon Monster IX – Hamadryad

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Fenmarel Mestarine

Alignment: Chaotic Neutral
Domains: Animal, Chaos, Elf, Plant, Travel, Trickery [Espionage], Wolf.
Favored Weapon: Dagger, Leafblade.

Fenmarel Mestarine is the eternal outsider, the solitary god who holds himself aloof from his fellow Seldarine. He is venerated by outcasts from elven society, as well as by feral elves who have been isolated from the main body of their race and who live in wild, relatively uncivilized rural groups. Although he does not actively seek the worship of mortals, Fenmarel serves as the teacher and protector of those who turn to him, one who is silent and subtle, instructing his people in survival, spying, camouflage, deception, and secrecy.

Dogma: The world is a harsh and unforgiving place, with uncompromising demands on those who would forge their own path. Rely not on others for protection, for betrayal comes easily, but on you own skills and those taught to you by the Lone Wolf: the skills of camouflage, deception and secrecy. Follow the way of the Lone Wolf, for his is the path of self-sufficiency.

Obedience: Find an isolated spot hidden from all eyes, and over the course of an hour draft plans for a complex ambush or construct a trap using materials scavanged from the area. Gain +2 sacred bonus on Survival checks and initiative when outdoors in untamed terrain.

Boons
1: Peerless Hunter (Sp)
tireless pursuit 3/day, locate object 2/day, or follow aura 1/day
2: Night Stalker (Ex) You gain low-light vision. If you already have low-light vision, you instead gain darkvision with a range of 60 feet. You also gain a +4 sacred bonus on Perception checks at night.
3: Lone Survivor (Su) Whilst in a forest, you no longer need to drink, eat, or sleep to survive, though you must still rest with only light activity for at least 2 hours a day to renew your spells. While ina forest, jungle, or heavily wooded area, you gain DR 4/—; your GM has final approval over what qualifies for this.

Specialty Priest: Lone Wolf† (Nature Fang druid archetype)

Feats: Nimble Natural Summons, Thicket Channel, Trailblazing Channel

Prestige Classes: Arcane Devotee, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: Backstabber, Bestial WrathElven Polytheist, Frightening Speed, Holy SchemerLiar’s TongueLight Sleeper, Opportunistic (works with favored weapon), Pantheist, Practiced Deception, Shared Ancestors, Wolf Cub.

Unique Spell Rules

  • Alarm may be prepared as a 1st-level Cleric spell.
  • Rope Trick can be prepared as a 3rd level Cleric spell, or 2nd level Ranger spell.

Unique Summons

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Hanali Celanil

Alignment: Chaotic Good
Domains: Art, Chaos, Charm [Love, Lust], Elf, Good, Magic, Pleasure, Protection.
Favored Weapon: Dagger.

Hanali Celanil is the elven goddess of love, romance, and beauty. Lady Goldheart is predominantly depicted as female, although on rare occasions it is said that she has taken male form. Hanali is revered especially by gold elves and moon elves. Her followers also include elven artisans (particularly sculptors), lovers, performers (particularly bards and dancers), and nobles. Lady Goldheart is also widely revered by half-elves born of joyous unions, in honor of the love that brought their parents together. Hanali shares the waters of Evergold — which bridges Arvandor and Brightwater in the plane of Arborea — with the human goddesses Sune, Sharess and Lliira as well as several other goddesses of pantheons not worshiped in the Realms.

Dogma: Life is worth living because of the beauty found in the world and the love that draws twin hearts together. Nurture what is beautiful in life, and let beauty’s rapturous glow enliven and brighten the lives of those around you. The greatest joy is the rapture of newfound love and the tide of romance that sweeps over those wrapped in its embrace. Find love wherever it takes root, and bring it to its fullest bloom so that all may share in it joy and beauty it creates. Always give shelter and succor to young lovers, for their hearts are the truest guides to life’s proper course.

Obedience: When the moon is highest, find a quiet place to disrobe, and praise the most beautiful aspects of yourself aloud, praise those of close friends and lovers in your company as well. Give thanks to Hanali for the beauty around you, and honour the romance of the night. Gain +2 sacred bonus to all Charisma based skill checks except Use Magic Device.

Boons
1: Golden Heart (Sp) charm person 3/day, adoration 2/day, or suggestion 1/day
2: Blinding Beauty (Sp) Three times per day, you may use your beauty as a weapon. Those hostile to you who look directly at you must succeed a fortitude save or be blinded as per the spell blindness/deafness. This ability affects all humanoids within 30 feet who can see you. The save DC is Charisma-based, with your character level as your caster level.
3: Flawless Form (Su) Gain a Sacred bonus to your armour class equal to your Charisma modifier (minimum +1) whenever you wear revealing clothing or elven made chainmail armour enscribed with dedications to Hanali

Specialty Priest: Goldheart† (Cleric)

  • Spontaneous Glamour: Goldhearts cannot spontaneously cast curing spells, but instead they can spontaneously cast from the following by sacrificing a prepared slot of the same or greater level: 1st – charm person; 2nd – enthrall; 3rd – suggestion; 4th – rainbow pattern; 5th – mass charm person; 6th – serenity; 7th – mass suggestion; 8th – sympathy; 9th – mass charm monster. This replaces spontaneous casting.
  • Dazzling Channel: Goldhearts can choose to either channel positive energy to heal allies, or they can channel a radiant burst of color which does no damage, but leaves those who fail their save vs. channeling dazed for 1 round. At 6th level it also renders them dazzled for a number of rounds equal to the Goldheart’s Wisdom bonus. At 12th level, failing this save renders them stunned for 1 round, blinded for a number of rounds equal to the Goldheart’s Wisdom bonus, and dazzled for a number of rounds equal to her cleric level. This alters channel energy and replaces one of the Goldheart’s major domain powers.
  • At 5th level, the Goldheart gains a +1 inherent bonus to her Charisma; she gains another +1 every 5th level thereafter for a total of +4 at level 20. This diminishes the cleric’s channel energy to +1d6 every third level instead of every other level.

Feats: Arcane InsightBeacon of Hope, Bestow Hope, Clarifying ChannelDivine Expression, Forceful ChannelHands of Valor, Intrepid Rescuer, Magical EpiphanyPersuasive Performer, Protective ChannelSeductive ChannelTrick Spell.

Magic Items: Medal of the Hero’s Heart

Prestige Classes: Arcane Devotee, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: A Shining BeaconAlluring, Arcane Depth, Ear for Music, Enchanting ConniverElven Polytheist, Inner Beauty, Intense Artist, Magic is Life, Magic’s Might, Mighty ProtectorPantheist, Protective FaithPurity of FaithShared Ancestors, Split-Second DefenseUnderlying Principles, Unswaying Love, Wedded Bliss.

Unique Spell Rules

  • False Face may be prepared as a 1st-level Cleric spell.
  • Fey Form may be prepared as a 4th-level Cleric spell.
  • Kiss of Unrequited Love can be prepared as a 4th-level Cleric spell.
  • Unnatural Lust may be prepared as a 2nd-level Cleric spell.

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Khalreshaar

An interloper goddess in the elven pantheon, who is an aspect of Mielikki. She is hailed by many half-elves to be the daughter of Silvanus and Hanali Celanil, and as such, the one truly half-elven deity. Khalreshaar is recognized on Evermeet and in areas of Faerun such as the Yuirwood with dense half-elven populations. In the Seldarine pantheon, she serves Rillifane Rallathil. In all other ways, her divine features are those of Mielikki.

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Labelas Enoreth

Alignment: Chaotic Good
Domains: Chaos, Fate (Luck), Elf, Good, Knowledge, Mind, Prophecy, Rune, Time.
Favored Weapon: Quarterstaff.

Labelas Enoreth is the elven god of longevity and time. At the creation of the Fair Folk, Labelas blessed the elves with long lifespans and decreed that their appearances would not be marked by the passage of time. The Lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond mortal realms. The Elves, being one of the eldest races, are one of few who practiced the ancient art of chronomancy, and as Lord of the Continuum, Labelas governs the orderly passage of time and guards against those who would use these arts alter the path of history. The Lifegiver knows the future and past of every elf, faerie, or sylvan creature. Labelas is worshiped by sages, historians, philosophers, librarians, and all those who measure the changes wrought by the passing of years. Read more here.

Dogma: The march of time is inexorable, but the blessings of the Lifegiver enable the children of Corellon to live long and fruitful lives, unmarked by the passage of years. Record and preserve the lessons of history, and draw lessons from that which has unfolded. In the end, the sun always sets before the next day dawns anew. When you follow Labelas’s teachings, time is on your side.

Obedience: Spend an hour meditating on something you’ve recently learned and whispering hypotheses and possibilities based upon that fact. Write down notes about your theorising to publish or otherwise share with others later. If you can share these notes that day with someone but choose not to, unless the sharing would cause greater harm, your obedience is unfulfilled. Gain a sacred bonus of +2 on all Perception and Sense Motive checks.

Boons
1: Expansive Knowledge (Sp) identify 3/day, anticipate thoughts 2/ day, or secret page 1/day
2: Mutatis Mutandis (Ex) While preparing your spells daily, you can treat yourself as one age category older than your true age for the next 24 hours, temporarily gaining all the ability score bonuses and penalties associated with your emulated age.
3: Tempus Fugit (Sp) Time is simply a construct, and as such, it can be understood and manipulated. You gain the ability to perceive the flow of time and alter it around yourself, giving you the ability to bounce through time-space from one place to another. Once per day, you can use dimensional bounce as a spell-like ability.

Specialty Priest: Chronologian† (Cleric)

  • 1/2 BAB and d6 hit dice liked a Wizard, retains Cleric save bonuses.
  • Loses armor and shield proficiencies.
  • The Chronologian chooses only one domain.
  • Versatile Casting: Casts and prepares Cleric spells as an Arcanist, using the Arcanist tables for spells prepared and slots per day; he does not get a domain spell slot, but his domain spells are considered always prepared. This alters the cleric’s spellcasting.
  • Chronomancy: At 3rd level, and every 2 levels thereafter, the Chronologian may add one spell from the Wizard spell list that aren’t on the Cleric spell list to his spells known; these spells must be either from the Divination school (any), or spells from other schools that deal with time — the manipulation thereof, the reversal or acceleration thereof, or the abjuration or reversal of such effects. He can select a spell of the highest level he can cast or lower, treating the Wizard spell level as the Cleric spell level.
  • Rooted in the Present: At 5th level, the Chronologian is immune to magical or supernatural aging effects (such as the touch of a ghost)
  • Spontaneous Quicken: At 10th level, the Chronologian can cast a spell as if it were quickened with no change in caster level or casting time 3 times per day.
  • Timeless Body: At 15th level he gains the timeless body ability of a druid.
  • Untouched by Time: Timeless At 20th level, he can use Time Stop as a spell-like ability three times per day; he may alternately spend a use of this ability as an immediate action to be immune to the effects of Time Stop cast by another person. He is continually immune to any other effect that alters his perception or functioning in time (such as a Slow spell, or staggering effects).

Archetypes: Ancient Lorekeeper† (Oracle), Chronomancer (Wizard)

Feats: Beacon of Hope, Bestow HopeHands of Valor, Master of Knowledge, Protective Channel.

Prestige Classes: Arcane Devotee, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: Elven Polytheist, Eternal Understanding, LoreseekerPantheist, Purity of Faith, Seer of RealityShared Ancestors, Thirst for Knowledge

Unique Spell Rules

  • Temporal Divergence can be prepared as a 7th-level Cleric spell.
  • Temporal Regression can be prepared as a 9th-level Cleric spell.
  • Wizened Appearance can be prepared as a 1st-level Cleric spell.
  • Youthful Appearance can be prepared as a 1st-level Cleric Spell.

Unique Summon Rules:

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Melira Taralen

Alignment: Chaotic Good
Domains: Art [Performance], Chaos [Revelry], Elf, Good.
Favored Weapon: Rapier.

Melira Taralen is the youngest of the Seldarine. She is said to be the daughter of Hanali Celanil and Milil — making her the second such halfelven power, as many regard Mielikki in her aspect of Khalreshaar. Like many of her mortal bardic contemporaries, Melira too has a patron: the leader of the elven pantheon, Corellon. She was sent to Corellon to be his musical apprentice, and it is said that so fond was He of her talent that he elevated her to divinity, where she now presides as a demipower of bards, the fine arts, and song magic. Melira’s faithful tend to be musically inclined and appreciative of music. Not only does she favor musicians, but also those who act as patrons, and those who treat their musicians well and reward them aptly are often granted boons from the goddess as well.

Melira has no organized churches upon Toril, and she is but a demipower, thus has no specialty priests on Toril, and does not grant divine boons. In fact, her clergy doesn’t include traditional clerics at all; she’s only interested in having those with proven musical talent within her church. Not that she dislikes those with no talent — in fact, one of the goals of her followers is to help train others in singing, dancing, and songwriting. Such efforts warm her heart. She can grant divine prayers, however, and is given a nod and bow upon Evermeet, in temples of Hanali, and amongst some adventuring elves who hail from the Green Isle. Elven Songhealers and Artristry Oracles on Toril and other worlds often draw their divine powers from The Songstress.

Unique Spell Rules

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Mythrien Sarath

Mythrien Sarath is one of several elven gods of magic in danger of losing their deific status because of lack of worshipers. As Mystra once delegated certain aspects of magic to other, lesser deities, so too did Corellon Larethian before her. Mythrien held dominion over protective magic and aided high mages in the erection of mythals in the ancient history of Toril. Every mythal that was created upon a crystal sphere carried a portion of Mythrien’s essence. After millenia of work and countless mythals across many crystal spheres, this left Mythrien barely a demipower. But as the erection of mythals has waned, so has their patron’s power.

Seeking to restore his lost status, he designed a powerful artifact that would do just that. He sent his lone avatar to the world of Toril, in the age when magic and mythals were especially strong. It was a gambit that would be thwarted by the fledgeling god Malar, who imrisoned Mythrien’s avatar beneath the forest and made off with the completed relic. This occurence happened in what is now the Wood of Sharp Teeth, and was likely the reason the forest is as accursed as it is today. Mythrien’s worshipers celebrate “The Forging and the Loss” as a boly day on Ches 12, commemorating the anniversary of Malar’s attack and theft.

Mythrien has no churches upon Toril, nor any active priesthood. What divine power he can muster to offer to his followers goes to rangers, hunters and divine champions devoted to his faith, who have made it their blood oath to hunt down Malar and his servants, and to hopefully one day locate and rescue Mythrien’s Ring, hoping it will free their god’s avatar and restore his divine power.

Dogma: Work to protect elven lands and peoples from malign forces. Magic is an inherent part of elven life and offers the best method to create protections great and small. Create and reinforce the greatest of elven magical creations, the mythals, as these are the most potent magical protections that can be created. Search out the ancient and corrupted mythals that have been lost and document them and one day restore their splendor.

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Naralis Analor

Alignment: Neutral Good
Domains: Elf, Good, Healing, Repose, Suffering
Favored Weapon: Flail

Naralis is an elven god whose primary interest is not just the safeguarding of elven souls after they depart, but also healing of the living. Where Sehanine Moonbow is the elven deity of death, Naralis Analor is the the deity of the dead. He guards the spirits of those elves who have passed on to Arvandor, and guiding them back to Sehanine when they wish to reincarnate. However, death itself is displeasing to Naralis, and so he has adopted the mantle of keeping it from elves as long as possible and ensuring it is peaceful when it does come, through the healing of wounds and the soothing of suffering. He is one of the few death gods who isn’t malevolent or uncaring, and he has found common ground and a staunch ally in Kelemvor on the crystal sphere of Toril, since the Faerunian God of Death ascended to that throne. Naralis’s worshippers are those who are concerned with keeping their fellow elves healthy, and in caring for those who are going to die. Some adventurers give their respect to Naris in the hope he’ll be able to turn the next potential deathblow away from them.

Dogma: Pain, suffering, and death are anathema to the elven love of life. Cure the sick, heal the injured, and ensure those who cannot be saved pass with dignity and without pain. Honor the fallen and conduct the rites to guarantee they reach Arvandor.

Obedience: Each day at dusk, place white lilies upon an altar to the Watcher of Souls, praying for the souls of those who departed from Toril to Arvandor; as you depart, seek out those who are sick and infirm, and offer what means you have to cure or soothe their ailments, offering them in tribute to Naralis Analor. Gain a +2 sacred bonus on saving throws against poison, disease, or negative energy effects.

Boons:
1: Guardian of the Living and the Dead (Sp) sanctify corpse 3/day, companion life link 2/day, or speak with dead 1/day
2: Release Death’s Grip (Su) Your touch bolsters the living against the terrors of undeath. As a standard action, you can touch someone afflicted with the dazed, paralyzed, sickened, staggered, or stunned condition and grant that creature another saving throw to resist the effect. You can use this ability once per day plus one additional time per day for every three Hit Dice you have (maximum 6 times per day).
3: Return to Rest (Su) Once per day as a full-round action, you can call upon your patron to help you return an undead creature to the grave. The chosen undead must be within 60 feet. The undead must succeed at a Will save (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) or lose either its damage resistance or its spell resistance (choose one) for a number of rounds equal to your Hit Dice (maximum 20 rounds). Additionally, if the undead is unable to rest because of some grievance or trauma, you become aware of what that is, and how you might address it to give the soul peace.

Specialty Priest: Heralar (Cleric)

  • The Heralar must choose the Healing Domain as one of his domains.
  • Touch of Repose (Su): At 1st level, the Heralar can touch a recently fallen corpse, preserving it as the Gentle Repose spell. If he makes this touch as a melee touch attack upon an undead creature, the creature takes positive energy damage equal to 1d6 + 1 point for every two cleric levels, and the touched creature must make a Will save with a DC of 10 + 1/2 the Heralar’s Cleric level + his Wisdom modifier, else be staggered for a number of rounds equal to the Heralar’s Wisdom bonus. This touch can be made a number of times per day equal to 3 + his Wisdom modifier. This replaces the Rebuke Death power of the Healing domain.
  • Versatile Healing (Su): Heralar do not gain domain slots, rather, in addition to being able to spontaneously cast any spell with “Cure” in the name, the Heralar is further able to spontaneously cast any spell on his spell list from the Conjuration (healing) subschool. This alters spontaneous casting and domains.

Feats: Beacon of Hope, Bestow Hope, Channel Viciousness, Eerie Sense, FlagellantHands of Valor, Protective Channel, Messenger of Fate, To the Last, Welcome Pain

Prestige Classes: Arcane Devotee, Divine Archer, Divine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: A Shining Beacon, Battlefield Surgeon, Corpse Hunter, Demoralizing PresenceElven Polytheist, Envoy of Healing, Pain Is PleasurePantheist, Purity of Faith, Scarred by War, Shared Ancestors, Spirit Guide, Stabilizing Touch, Undead Slayer, Wisdom in the Flesh.

Unique Spell Rules

  • Halt Undead may be prepared as a 3rd-level Cleric spell.

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Rillifane Rallathil

Alignment: Chaotic Good
Domains: Chaos, Elf, Fey, Forest, Good, Plant, Protection [Guardian].
Favored Weapon: Spear.

In many myths, it is said that Labelas Enoreth, the warden of time, is older than even Corellon Larethian; the two deities themselves are uncertain. Older still than either, however, is Rillifane Rallathil, the steward of the great trees and the keeper of the woodlands. He is often likened by his priests to a giant ethereal oak tree that stands at the heart of Arvandor, the High Forest of Olympus, so huge that its roots mingle with the roots of every other plant in the Toril. The Leaflord is the patron of the Sy-Tel’Quessil and is an anchor to an ancient, more primal culture of the elves — a stark contrast to the more tamed, even urbane manner of other elf kin. Rillifane is closely allied with Silvanus the Oak Father, and the two, along with Shiallia and Jannath, form the quadrumvirate of druidic powers known as the Green Faith.

Rillifane is served by a host of great spirits including the primeval Bear called Magnar the Bear by the Cha-Tel’Quessir (wild-elven half-elves), Eagle, Raven, and Wolf, among others. These aspects of the Leaflord are recognized only by the Sy-Tel’Quessir and the Cha-Tel’Quessir and not by the other elven or half-elven folk. Many of Rillifane’s followers call upon each of these aspects as appropriate for a situation, though many also seek a totem spirit upon which to focus. At any time prior to reaching 7th level, green elven kin of Rillifane, sometimes known as skinwalkers, may seek out a totem animal in a ritual involving fasting and meditation for 1d4 days followed by 1d4 days of following the animal that appears; once a skinwalker gains enlightenment and wisdom from the totem animal, she or he is bound to that type of animal as his or her totem (see the the following archetypes below for totem variants). Read more here.

Dogma: The Great Oak draws energy from all the living creatures of the world and nourishes, sustains, and protects them from outside threats. Live in harmony with the natural world, allowing each living being the opportunity to serve out its natural purpose in life. As the Leaflord’s countless branches, his faithful are to serve as his mortal agents in the natural world. Defend the great forests from those who would ravage their riches, leaving only destruction in their path. Contest both the quick and the slow death of Rillifane’s bounty and hold strong like the great oaks in the face of those who can see only their own immediate needs.

Obedience: (For druids not seeking to be totem druids, instead see the obedience and boons of the Green Faith.) Find a set of animal prints in the wildlands, and track the creature down. When you find the creature, do not kill it, but instead kneel down near it and thank it for being part of the forest. Leave an appropriate food offering for this creature, and go without waking it up if it is sleeping or frightening it if it is awake. If it accepts your offering once you have left or it awakens, you gain a +2 sacred bonus on Handle Animal and wild empathy checks. You can also attempt Handle Animal checks untrained, even if the task would normally require that you be trained.

Boons
1: Woods-walker (Sp) feather step 3/day, chameleon stride 2/day, or burst of speed 1/day
2: Forest’s Ward (Su) You are a sacred guardian of the forest; you protect the wilderness, and the forest protects you in turn. Whenever you are in the forest, you gain a +2 sacred bonus to AC. No matter what terrain you are in, creatures of the animal type must succeed at a Will save (DC = 10 + your Hit Dice) or be unable to attack you unless you harm them first.
3: Tree Lord’s Aspect (Sp) Once per day, you can assume an imitation of one of the many forms Rillifane prefers when traveling in the mortal realms. This functions as frightful aspect, using your Hit Dice as your caster level, except you also gain darkvision with a range of 90 feet, scent, and a bite attack. Treat the bite attack as a primary attack made with your full base attack bonus; it deals an amount of damage equal to 3d6 plus 1-1/2 times your Strength modifier.

Archetypes: Beast Shaman (Druid), Totem Bonded (Hunter), Totem Guide (Companion), Totem Warrior (Barbarian), Wild Hunter (Ranger)

Feats: Beacon of Hope, Bestow HopeHands of Valor, Intrepid RescuerProtective Channel, Thicket Channel.

Magic Items: Bronze Skinning Knife

Prestige Classes: Arcane Devotee, Divine Archer, Divine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker, Heirophant.

Traits: A Shining BeaconElven Polytheist, Pantheist, Mighty Protector, Protective Faith, Purity of Faith, Shared AncestorsSplit-Second Defense.

Unique Spell Rules

  • Liveoak can be prepared as a 6th-level Cleric spell.
  • Tree Stride can be prepared as a 5th-level Cleric spell.

Unique Summons

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Sehanine Moonbow

Alignment: Chaotic Good
Domains: Chaos, Dream, Elf, Good, Illusion (Trickery), Knowledge, Moon, Prophecy, Travel.
Favored Weapon: Bladed scarf

Sehanine Moonbow is the elven goddess of the moon. She governs divinations, omens, and subtle magics and protects against madness. She watches over the dreams of the elves, keeping them from harm while in reverie and sending omens to protect them from future dangers. Sehanine watches over the passage of elven spirits from the world to Arvandor, as protectress of the dead. Sehanine governs long journeys, both physical and spiritual. Elves seeking to explore transcendental mysteries, awaiting passage to Evermeet or Arvandor, or undergoing physical or spiritual journeys pray to the Goddess of Moonlight, as do mystics, seers, diviners, and weavers of illusions.

Dogma: Life is series of mysteries whose secrets are veiled by the Luminous Cloud. As the spirit transcends its mortal bounds and new mysteries are uncovered, a higher form is achieved and the cycle of life continues. Through contemplation and meditation, communion with the Lady of Dreams is achieved. Through dreams, visions, and omens revealed in sleep or the reverie, the Daughter of the Night Sky unveils the next step along the path and the next destination on the endless journey of mystic wonder that is life and death and life.

Obedience: Dance in an isolated place under the light of the moon in praise to Sehanine for her light. If no moonlight is available or if someone witnesses your dance, pray for the spirits of the dead and then leave a lighted lantern in a dark area. Gain a +4 sacred bonus on saving throws against spells and effects of the necromancy school, and your lowlight vision is double that of normal while under the moonlight.

Boons
1: Celestial Guide (Sp) faerie fire 3/day, moonbeam 2/day, or guiding star 1/day
2: Moonlight (Sp) You can cast an enlarged sunbeam once per day. The visible effect is a beam of brilliant silver moonlight, but the spell’s effects are unchanged.
3: Navigator Wisp (Sp) Once per day, you can cast an extended find the path on yourself with a caster level equal to your character level. The effect of the spell manifests as a mote of light that is visible to only you. If the route would take you through dangerous territory (such as a river with a very strong current or a hidden pit of acid), the wisp glows yellow. If the route would take you past hidden creatures, the wisp flashes red, giving you a +10 circumstance bonus on Perception checks to notice them.

Specialty Priest: Starsinger† (Prophet archetype Oracle)

  • Must select the Heavens or Moon (Kobold Press) mystery.

Divine Fighting Technique: Sehanine’s Scarf Dance

Feats: Beacon of Hope, Believable VeilsBestow HopeHands of Valor, Master of KnowledgeProtective Channel, Trailblazing Channel.

Prestige Classes: Arcane DevoteeAshavic Dancer† (Called Moondancer)*, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.
* Unchained: Only requires 5 ranks Perform, and adds her level to bardic performance (or equivalent) of the base class.

Spells: Haze of Dreams

Traits: A Shining BeaconElven Polytheist, Eternal Understanding, Frightening SpeedLight Sleeper, LoreseekerPantheist, Purity of Faith, Seer of Reality, Shared Ancestors, Strip the Veils, Thirst for Knowledge, Veils upon Veils.

Unique Spell Rules

  • Dream can be prepared as a 6th-level Cleric spell.
  • Moonbow can be prepared as a 5th-level Cleric spell.
  • Sense Spirit Magic can be prepared as a 1st-level Cleric spell.

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Shevrash

Alignment: Chaotic Neutral
Domains: Chaos, Elf, Loss (Darkness), Pride, Retribution, War, Wrath.
Favored Weapon: Longbow.

Shevrash embodies the hatred the Fair Folk hold for the drow; he is the elven god of vengeance and military crusades. He is venerated by elves and half-elves who have suffered the loss of loved ones through violence, particularly those who burn with revenge against the drow, and by those who have sworn to destroy the Spider Queen and the other evil gods of the dark elves. Some elven theologians speculate that Shevarash serves to gather in the bitterness and hatred that has riven the elven race since the Crown Wars, thus keeping the contagious evil of the Spider Queen from spreading to the elven population at large.

Dogma: The greatest enemy of the Seldarine is Lolth, who sought the corruption of Arvandor and the overthrow of the Creator. The greatest enemy of the Fair Folk is the drow, the debased followers of the Spider Queen who long ago were enmeshed in her dark web. Redemption and revenge may be achieved through the utter destruction of the drow and the dark powers they serve. Only then may the joy of life begin anew.

Obedience: List the names, or titles, of those of the dark kin whom you hunt whilst sharpening a blade, or fletching arrows, one stroke of the whetstone, or one arrow per name. If you have no personal list, recite the atrocities the dark ones have committed to you, to those you love, or to a personal companion, that these names may kindle wrath in your heart towards those who harmed them. Gain +2 Profane or Sacred Bonus to attack rolls and damage against Drow.

Boons
1: Vengeance Rising (Sp) true strike 3/day, flame blade or flame arrow 2/day, or force hook charge 1/day
2: Vengeance Unceasing (Ex) Your burning hatred and desire for revenge leaves you unusually resistant to injury. Each day after your obedience is completed, you gain a number of temporary hit points equal to your Wisdom modifier plus your total number of Hit Dice. These temporary hit points remain for 24 hours.
3: Vegence Eternal (Sp) Once per day, when you are the target of an attack or spell that would either kill you or render you helpless, you can target your attacker with a trap the soul spell as an immediate action after you resolve the effects of the attack on yourself (even if you are dead when this effect occurs). You must be carrying a gemstone, or piece of jewelery of adequate value to contain the target’s soul. (Value derived from magical properties counts for this purpose.) A single piece of jewelry can hold only one soul. You can release a trapped individual as a standard action by holding the soul container out before you, which causes the target to reappear prone in that square. A creature released this way is stunned for 1d4 rounds.

Specialty Priest: Dhaeraow’athila – Drow-Bane (Warpriest)

  • Adds Intimidate and Survival as class skills, 4 skill points per level.
  • Spellcasting: The Dhaeraow’athila adds the Ranger’s spells to his spell list; if the spell appears on both spell lists, he uses the warpriest level. This replaces one of the warpriest’s blessings
  • Dedicated Adversary: The Dhaeraow’athila has the same ability as the UnRanger, gaining all creatures with the Drow subtype as his favored enemy; he does not gain any additional favored enemies or the ability to designate an additional favored enemy. The bonus progresses using his warpriest level as his UnRanger level, up to +10 at 20th level. This replaces sacred armor.
  • Survivor: At 2nd level, the Dhaeraow’athila gains a bonus equal to 1/2 his class level to all Survival skill checks. Additionally, he gains the skill unlock powers for the Survival skill as appropriate to his number of ranks in that skill. This replaces channel energy.
  • Hunter Training: At 3rd level, the Dhaeraow’athila chooses a combat style from the UnRanger, and treats his warpriest level as his ranger level to qualify for combat feats belonging to his chosen style; like a ranger, he need not meet other prerequisites other than his effective ranger level. At 3rd level he can add Zen Archery to his feat choices if he chose the Archery style. He cannot use his warpriest level as his effective fighter level. This alters bonus feats and replaces Fighter Training.

Archetypes and Alternate Class Features: Lantern Bearer† (Ranger)

Divine Fighting Technique: Shevrash’s Sure Shot

Feats: Bloody Vengeance, Curse of Vengeance, Ironbound Master, Sword Oath (applies to favored weapon; treat BAB as fighter level).

Magic Items: Elven Vengeance

Prestige Classes: Arcane DevoteeBlack Archer† (Unchained Lantern Bearer achetype), Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: Avowed Inspiration, Battlefield Caster, Divine WarriorElven Polytheist, Empty Heart, Full Heart, Favored Prey, Iron GripPantheist, Shared Ancestors, Shield-Trained, Steady Strength, Strong Heart, Veteran of Battle.

Unique Spell Rules

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Solonor Thelandira

Alignment: Chaotic Good
Domains: Chaos, Elf, Good, Plant, War.
Favored Weapon: Longbow.

Solonor Thelandira is the elven god of hunting, archery, and survival in wild and harsh places. The Great Archer’s prowess with the bow is unmatched by any other power venerated in the Realms. Solonor is concerned with the integrity of nature and the balance between exploitation and agriculture on one hand and fallow, wild terrains on the other. Like Corellon Larethian and Fenmarel Mestarine, the Great Archer watches over the boundaries of elven lands. He instructs the Fair Folk in the art of hiding in and moving through natural foliage so as not to be detected as well as the art of archery and hunting. Solonor is primarily revered by elven and half-elven rangers, hunters, woodsmen, and fighters.

Dogma: Walk in harmony with nature and oppose the efforts of those who would disturb her delicate balance. Preserve the wild places from excessive encroachment, and work with those who would settle the land to preserve the beauty that first attracted them. Hunt only for sustenance, culling the old and the weak from the herd so that all species may prosper. Like an arrow in flight, it is difficult to arrest the consequences of an action. Choose your targets carefully, for an ill-considered action can have a long-reaching impact.

Obedience: Fletch a quiver of twenty arrows while meditating upon the Great Archer’s blessings. If you give these arrows to another, do it with Solonor’s blessings and invite the recipient on your next hunt. Once per day, you may reroll a failed attack with your arrows.

Boons
1: Sureshot (Sp) longshot 3/day, deadeye’s arrow 2/day, or flame arrow 1/day
2. Mark of the Archer (Sp) As a swift action, you can grant your next shot with a longbow wielded by you the Bane property against a named target. You may grant this property a number of times per day equal to your character level.
3: Faithful Archer (Ex) You are particularly skilled at using Solonor’s favored weapon. When using a bow, you add your Wisdom bonus on damage rolls; this is in addition to whatever ability bonus you normally add to ranged damage (even if it is your Wisdom bonus). in addition, add your Wisdom score to the range increment of your weapon.

Specialty Priest: Hunter (base class)

Archetypes: Divine Hunter* (Paladin), Divine Marksman (Ranger), Eldritch Archer (Magus), Woodland Sniper (Slayer),
* DIvine Hunters of Solonor are CG or NG in alignment.

Divine Fighting Technique: Solonor’s Supressive Shot

Feats: Beacon of Hope, Bestow HopeHands of Valor, Thicket Channel, Protective Channel, Savior’s Arrow, Sword Oath (applies to favored weapon; treat BAB as fighter level), Thicket Channel,

Magic Items: Deadeye Leather,

Prestige Classes: Arcane DevoteeDeadeye Devotee† (Unchained), Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker, Hinterlander†.

Spells: Deadeye’s Arrow (Shocking Arrow)

Traits: A Shining Beacon, Avowed Inspiration, Battlefield CasterDeadeye Bowman, Divine WarriorElven Polytheist, Iron GripPantheist, Purity of Faith, Shared Ancestors, Shield-Trained, Steady Strength, Strong Heart, Veteran of Battle.

Unique Spell Rules

  • Gravity Bow may be cast as a 1st-level Cleric spell.
  • Arrow Eruption may be cast as a 4th-level Cleric spell.
  • Bow Spirit may be cast as a 7th-level Cleric spell, or 6th level Warpriest spell.
  • Flame Arrow may be cast as a 3rd level Cleric spell.

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Tarsellis Meunniduin

Alignment: Chaotic Neutral
Domains: Arctic, Chaos, Cold, Elf, Mountains, Plant, Travel, Water [Rivers].
Favored Weapon: Spear

The isolated and reclusive Tarsellis Meunniduin is the primary patron of the equally reclusive snow elves. He is revered as the Lord of the Mountains, overseeing and protecting the wilderness found in high, rugged places, as well as the rivers that originate in alpine peaks and glaciers. He does not actively pursue worship beyond the snow elves, whom he sees as his charges, but he does not discourage other elven peoples from looking to him for guidance.

While Tarsellis is of chief importance to snow elves, he is rarely called upon by other elves. His faith is not considered particularly relevant in the lives of most other elves; only those who live in high mountains or make frequent trips through such terrain call upon him with regularity. The general elven attitude of disdain towards their snow elven kin extends somewhat to the Lord of the Mountains, as their patron, and his faith is seen as somewhat willfully backward, although his protection in mountainous terrain is still considered valuable. Outside of the snow elves, his faith is most often found among sylvan elves and avariel. The priesthood of Tarsellis opposes the more open attitude preached by some other groups of elves.

Dogma: The high mountains offer safety and seclusion. All that you need can be found there. Seek out places of magical power in the high lands, for outsiders will exploit them if you do not guard against their depredations. Be self-sufficient, and shun contact with outsiders.

Obedience: Kneel outdoors while dipping your bare hands into the snow. If there is no snow, then instead dip your hands into ice water. Slowly raise your hands above your head as you pray to the Snow Father until your fingers begin to grow numb from the cold. Gain a +4 sacred bonus on saves against cold effects.

Boons:
1: Frozen Magic (Sp)
 mount (caribou only) 3/day, chill metal 2/day, or protection from energy 1/day
2: Icy Shards (Su)
 Three times per day, you can breathe a 15-foot cone of ice particles. The cone deals 1d6 points of damage per HD you possess (maximum 15d6). Half this damage is cold damage, while the other half is slashing damage. A Reflex save (DC 10 + 1/2 your HD) halves damage taken from this attack.
3: Glacial Dark (Sp)
You can cast polar midnight once per day.

Specialty Priest: Mountain Druid

Feats: Beacon of Hope, Bestow HopeHands of Valor, Protective Channel, Riptide AttackThicket Channel, Trailblazing Channel, Wave Master.

Prestige Classes: Arcane Devotee, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: A Shining BeaconElven Polytheist, FloundererFrightening SpeedLight Sleeper, Pantheist, Purity of Faith, Shared Ancestors, River Freedom, Strong Swimmer, Wave’s Sight.

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Tethrin Veralde

Alignment: Neutral Good
Domains: Elf, Good, Magic, Strength, War.
Favored Weapon: Rapier or Elven Thornblade.

One of the younger generation of elvish powers, Tethrin Veralde, the Shining One has quickly developed a broad following in the srelatively hort time since he started granting spells to his priests, and it seems likely he will soon grow beyond the status of demipower. Tethrin Veralde is also called The Shining One or The Master of Blades. He is the patron god of bladesingers and swordsmen, and is the son of Corellon and Sehahine. He is an adventurous, strident god, he believes in the power of elven blades and magic to win the day, and likewise encourages his followers to use such to protect and further the elven cause. It is said that none can match the deadly grace he shows with sword and dagger, save Corellon himself. Read more here.

Dogma: The art of swordsmanship is a natural gift of the elven peoples; take that natural skill and work to bring it to a masterful level. Learn the intricacies of all manners of blades, and use that knowledge to benefit the elven nations and peoples. Show all the deadly beauty of the art of swordplay. Mastery of blade and spell led to the creation of bladesinging; encourage the learning of this art and always use it in the defense of elves.

Obedience: Over the course of 1 hour, spend equal time practicing with your blade; recalling the teachings of your Vel’Nikerym (blade lord) moving as a flowing wind between stances and forms. Spend equal time in study of texts of war and the arcane, particularly those blending blade and spell in accord. Receive a +4 sacred bonus on Concentration checks to cast spells while in combat.

Boons
1. Blade and Mind in accord (Sp) unerring weapon 3/day, alacrity 2/day, or keen edge 1/day
2: Mind over Blade (Su) You have attuned yourself to the essence within magic weapons, and can conjure up that same aura within any weapon you hold. Any weapon attacks you make are considered magic and with an alignment the same as yours, for the purposes of overcoming damage reduction, regardless of the composition or special qualities (or lack thereof) of the weapon you hold.
3: Vel’Nikerym (Su) You are able to turn the tide of battle by inspiring your allies to feats worthy of legend. Allies within 60 feet (not including yourself) gain a +2 morale bonus on initiative checks, on melee damage rolls while flanking, and to AC when adjacent to you or at least one other ally.

Bladesinger’s Oath:

I walk in the light but darkness surrounds me; Mighty are the foes of my people; I am their shield; My blood for their blood, My life for their life; My sword and I are one; I will serve our people and The Elven Way. I have sworn this Oath upon my life; This day and forever, I name myself Bladesinger.

Specialty Priest: Being a demipower, Tethrin has no true specialty priests. However, his warpriests, called Tethryls, often practice in the bladesinging arts that their patron created. These are considered alternate class features, and each warpriest can choose to gain any or none of these so long as they possess the class feature in trade:

  • Sacred Swordsmith: At 1st level, a Tethryl can gain Craft Magic Arms and Armor, even though he may not otherwise qualify for the feat. He also gains a bonus equal to half his warpriest level on Craft (weapon) checks. This replaces Focus Weapon.
  • Bladesong: At 2nd level, a Tethryl can practice the art of Bladesong, using the Bladesinger’s class feature of the same name. He gains the benefits of Lesser Bladesong, and at 6th level gains the benefits of Greater Bladesong. Rather than an arcane pool, the Tethryl expends a use of Fervor to activate this ability; this otherwise functions as Bladesong, and replaces the Sacred Weapon ability to add enhancement bonuses to his weapon.
  • Bladesong Arcana: A Tehryl may select a magus arcanum in place of a bonus combat feat. Any arcanum that requires points from a magus’ arcane pool instead requires the same number of uses of fervor. This alters bonus feats.
  • Sacred Strike: Starting at 6th level, a Tethryl with a blessing or domain power that has uses per day and is delivered by either a touch or ranged touch attack, can be delivered through his weapon as part of a melee attack. If this ability deals damage, the attack uses the weapon’s critical threat range, but the damage caused by the touch ability is doubled, regardless of the weapon’s critical multiplier; the damage of the weapon itself resolves as normal. This replaces a 6th or higher level bonus feat.

Archetypes: Bladesinger (Magus),

Feats: Arcane Insight, Beacon of Hope, Bestow HopeHands of Valor, Ironbound Master, Forceful Channel, Magical Epiphany, Merciless Rush, Protective Channel, Sword Oath (applies to favored weapon; treat BAB as fighter level).

Prestige Classes: Arcane DevoteeDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker.

Traits: A Shining Beacon, Arcane Depth, Avowed Inspiration, Battlefield Caster, Divine WarriorElven Polytheist, Iron Grip, Magic is Life, Magic’s MightPantheist, Purity of Faith, Shared Ancestors, Strength’s Fanfare, Strong Willed, Shield-Trained, Steady Strength, Strong Heart, The Flexing Arm, Veteran of Battle, Underlying Principles.

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Vandria Gilmadrith

Aligment: Lawful Good
Domains: Community, Elf, Good, Law, Planning, Protection, Tactics (War).
Favored Weapon: Shield.

Vandria Gilmadrith is the elven goddess of elven unity, tactical combat, and the sorrows of war. She is the chief sponsor and patron of elven knights and paladins. In her youth, Vandria was as carefree and gleeful as many other members of the Seldarine. After the betrayal of her mother Arushnee, however, Vandria’s spirit sobered and she became a grim goddess dedicated to vigilance and prudence. As the Crown Wars raged, it was Vandria who moved among the ranks of elven warriors with the aim to minimize casualties and end the conflict more swiftly through superior tactics so that fewer of the People died in the chaos of battle. It is during this time she ascended to the rank of demipower among the Seldarine, as her dogma gained traction amongst commanders in the ranks — many of whom would later ascend to influence in their Houses and bring their reverence of the silver haired daughter of Corellon to their descendants.

Vandria can feel every wound and death of elves who fall in battle, along with the grief of their loved ones. Thus Vandria’s greatest priority is preventing wars or, when conflict is inevitable, making them quick and decisive so that casualties are minimized. Known as Steelheart for her steady nature and steadfast protection, Vandria represents the ability of the elves to harden their carefree hearts and band together in times of strife.

Dogma: The strength of elves lies in unity, only together can Tel’Quessir overcome even the greatest challenges, and achieve lasting victory. While the Steelheart does not besmirch or seek to stifle the free spirit of our people, there come times of need that require setting aside the individual to bolster the collective. It was the pride of self and the lust for individual gain that led to the falling of Arushnee and her banishment into the abyss. We let corruption and disunity fester in our hearts before; let it never happen again. True strength is demonstrated not by oppressing others, but by using your power to shield those who cannot defend themselves. Offer mercy to those who surrender, and honor those who fall in battle, be it by your side, or by your blade. Be vigilant, and firm, but humble in exhorting our kindred to stand as one.

Always remember that first and foremost, we are Tel’Quessir; we are one people; as facets of a single diamond, we shine brightest together.

Obedience: Make time at the beginning of your day to spar with comrades and devise strategy to face the challenges of the coming day; during this reflect on the unity of our people and pledge yourself and your blood to your comrades in your company. Gain a +2 sacred bonus to your Initiative and Perception checks.

Boons
1: Vigilance (Sp) anticipate peril 3/day, anticipate thoughts 2/day, or magic circle against evil 1/day
2: Defending Shield (Su) Your dedication to protecting your people manifests as a way to shield yourself and others. Three times per day as a standard action, you can summon a mystical shield with a red glow that sheds light equivalent to a torch. This shield manifests in a square within 30 feet of you, and it can share your space or that of any of your allies. If the defending shield is in a creature’s square, it grants that creature a +1 sacred bonus to its Armor Class, increasing by +1 at 5th and every 5 levels thereafter. You can move the shield to a different square within 30 feet of you as a swift action and can dismiss the shield as a free action. The defending shield lasts for 10 rounds each time it is summoned.
3: Allied Bond (Sp) You understand that any actions undertaken for the people are best taken in accord. You are treated as possessing any teamwork feat that an ally adjacent to you possesses. Once per day as a standard action, you can grant the effects of battlemind link as a spell-like ability to all allies within a 10′ radius centered on you; if an ally leaves this radius, the effects for that ally end immediately; the caster level of this ability is equal to your character level.

Paladin Oath: See the oath of the Forgotten Flower above.

Specialty Priest: Being a demipower, Vandria has no specialty priests, however, her most devout faithful are the paladins who follow her cause, and she grants these divine warriors an exclusive archetype:

  • Vandrian Paladins gain proficiency in the tower shield. They can eploy the tower shield to gain benefits from feats that would affect other shields except the tower shield (such as Improved Shield Bash).
  • Battlefield Presence (Su): The Vandrian Paladin can ward and inspire her fellows whether she’s standing at the fore of the formation, or being the lynchpin in a shield wall. Beginning at third level, in place of a 10′ aura, as a swift action, the Vandrian Paladin can designate a number of allies within 30 feet equal to her Charisma modifier. These allies gain the benefits of the paladin’s auras so long as they can see and hear the paladin and remain within 30 feet, and for a number of rounds thereafter equal to her Charisma modifier. This alters the standard paladin’s aura abilities.
  • Divine Bond (Su): If the Vandrian Paladin selects a weapon bond as her divine bond, she instead forges the bond with her shield. The enhancement bonuses granted by her divine spirit apply to her shield bonus to AC, and the properties she can opt to apply to her shield are exclusively the following: arrow deflection, bashing, blinding, energy resistance (any), fortification (any), ghost touch, and spell resistance (any). Once per day, she can apply the reflective property, which dispels after one successful reflection. Any enhancement bonuses to shield AC from this ability may, as a swift action, be used as enhancement bonuses to attack and damage rolls when the shield is employed in a shield bash; these bonuses no longer apply to the shield AC until the beginning of her next turn. This modifies divine bond.
  • Shield Commander (Su): In place of a mercy at the levels she may choose a new mercy, the Vandrian Paladin may select a feat that has Shield Focus as a prerequisite; she is treated as having this feat and her paladin level is treated as her fighter level for the purpose of qualifying for these feats. Further, at 11th level, she can spend one use of her smite evil ability to grant one of these feats of her choosing for one minute to a number of allies within 30 feet of her up to a maximum of her Charisma bonus. This alters mercy. and replaces aura of justice.

Archetypes and Alternate Class Features: Elven High Guard (Fighter), Knight of the Forgotten Flower† (Fighter, Ranger, Paladin), Spire Defender (Magus)†

Feats: Beacon of Hope, Bestow HopeButterfly’s Sting, Hands of Valor, Intrepid Rescuer, Ironbound MasterProtective Channel, Sword Oath (applies to favored weapon; treat BAB as fighter level).

Prestige Classes: Arcane Devotee, Divine ArcherDivine ChampionDivine Disciple, Divine Scion (Unchained).

Traits: A Shining Beacon, Defensive Strategist, Elven Polytheist, Eyes and Ears of the City, Fruits of Your Labor, Guardian Smite, Honeyed Words, Lover of the Law, Pantheist, Purity of Faith, Shared Ancestors, Talented Organizer, Well-Prepared.

Unique Spell Rules

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