Fellspire Wyrdwarden:
Prerequisites: Forest Elf Race, Character level 4th
Effects: All forms of sight you have double in range, you gain a racial +4 to all perception checks, and upon starting combat, each enemy you are aware of and have visual contact with at that moment cannot make attacks of opportunity against you for entering or leaving a threatened area for the first 1d4 + 1 rounds of combat.
The Ever-Vigilant Wardens of the strange silver spires that appear from the depths of the Elvenwood on nights of the New Moon where none or some of the moons of Ea have vanished from the sky, the Wyrdwardens of the Fellspires have sight honed beyond mortal limits, their gazes honed from their time spent in the otherwhere the fellspires vanish too when the moons return. Their eyes colored pure colors, they stand staunchly atop the spires on those eerie, Moonless nights, keeping watch on the surrounding landscapes like wide-eyed gargoyles...and any whom make the mistake of engaging them quickly find out that, so long as their watchful gaze is upon you, they will not allow their foes the opportunity to strike them on a retreat or advance.
Scalewars Descendant:
Prerequisites: Forest Elf Race, Character level 8th
Effects: Gain a +4 bonus to escape grapples. This bonus rises by 2 each round you do not escape the grapple to a maximum of +10, which resets to +4 once you successfully escape. Any weapon you wield gains the bane enchantment against creatures with the Reptilian subtype. Once per encounter, you may use the dimension door spell as an Extraordinary ability that does not provoke AoO as an immediate action when you would be grappled or successfully swallowed. You can only travel to within 30ft of where your square when you were swallowed or pinned with this ability.
Among the Forest Elves who trace their lineage back to the era of the Scalewars and the fights against the High Lamia e some who can channel the ancient power of their ancestors and use it to escape from grapples and swallowing embraces. Feared for their adaptability in combat, they are hard to pin down and harder to hold still.
Survivor of Shattered Skies:
Prerequisites: Forest Elf Race, Character level 8th
Effects: You automatically detect ongoing telepathic communication so long as you come within 60ft of a creature sending or receiving telepathic communication such as from a Sending or Message spell, a Collective Class feature, or a similar effect or spell (GM Discretion). This does not allow you to hear what is being said, but you are able to pinpoint the creature(s) that are pinging with this feat. 1/day, you may attempt to intrude on such an ongoing link by making a will save equal to the spell DC of the creature that initiated the contact, or who owns the collective. On a success, you hear what is being said unbeknownst to those involved in it. On a failed save, those in the link are aware an attempt was made to listen in but gain no other information as to who did it.
Among the Forest Elves who trace their lineage back to the distant past where the world of Ea was beset by a titanic swarm of hive-minded insects simply called the Hive that were intent on stripping all life and material from the world, those that can bring forth the ancient power of their ancestors who fought this invincible insectoid menace find that power greatly to their benefit. What their ancestors once used to locate and listen in to the silent telepathic connections of the hive mind, their descendants now use to find enemies in contact with others of their ilk, and listen in to the secrets they speak…
Sage of the Verdant Path:
Prerequisites: Forest Elf Race, ‘Aspirant of the Verdant Path’, Character level 4th
Effects: You may subtract twice your CONMOD instead of your CONMOD when you use ‘Aspirant of the Verdant Path’, and you may use its effect to subtract your CONMOD from incoming damage twice per combat instead of once. Once per day, by taking initiative from willing allies, you may add 1 point to your initiative roll for every 2 points taken from an ally, up to a maximum of as if you had rolled a natural 20 on the die. If you reduce an ally to 1 this way, they are treated as having rolled a natural 1 and go last no matter what.
Among those few who devote their lives to the way of the Verdant Path and the betterment of the self, the Sages of this path become even more hardy than their brethren and, as they are often inducted into the legendary Clovenguard as powerful legionaries, they frequently turn their power and durability into a potent force on the battlefield that lets them work with their allies in the Clovenguard or otherwise to better their own standing in battle and put them in a better position to move first once things begin.
Clovenguard Veteran:
Prerequisites: Forest Elf Race, Character level 6th
Effects: You may take a full round movement during any surprise round, and if a surprise round exists, you are automatically included in it. You gain a racial +2 to initiative checks. You gain tremorsense out to 60ft, and on a natural 20 on an initiative check, you get a surprise round even if one would not normally exist.
Isolated though they may be, the Elves of the Elvenwood are far from helpless. Though it is unknown to all but them how many they maintain, they maintain several active battalions of warriors within the groves of the Elvenwood...chief amongst them stands the Clovenguard. The only battalion to be witnessed by outsiders, the Clovenguard is the one which deals with hostile incursion of the Elvenwood by the races of the material plane...experts at ambush warfare and shock tactics, they blitz from the trees of their home like lightning, striking before their enemies even realize what hit them.
Byblosian Archivist:
Prerequisites: Forest Elf Race
Effects: You may take a High Human racial feat, ignoring any race-based prerequisites. You must meet level requirements and racial feat or racial trait requirements as normal.
Special: You may take this feat more than once, receiving a new High Human feat each time.
Delving deep into the ruined depths of the ruined city smashed into the center of the Elvenwood, the Forest Elves who spend such lengths of time, dedication, and research in the halls of the ruined city are rewarded for their effort with the gaining of secrets long since thought lost to time, secrets that once were special to none but the High Humans themselves...in perhaps a poetic twist of irony, these Forest Elves are unknowingly, or perhaps knowingly, hearkening back to the horrible acts of bullying the High Humans once committed, the races they stole from, and the traits they plundered by enacting the same treatment on the remnants of the High Humans themselves.
New-Age Magister Lord:
Prerequisites: Forest Elf Race, Character level 12th
Effects: You automatically add 30ft to the ranged increment of any non-firearm ranged weapon you wield. You double the range of all firearm ranged weapons you wield unless their range is 50ft or greater, in which cast you add 1.5x to their range increment instead. You may convert 10 points of elemental damage per HD per day(Ex: 100 points per day at 10HD) that you deal either through a weapon or spell into another elemental type other than force as a free action when attacking with a weapon or spell. Similarly, You may convert 5 points of elemental damage per HD per day(Ex: 50 points per day at 10HD) that is dealt TO YOU into another elemental type as an immediate action when struck with elemental damage.
A veritable miracle of Forest Elven ingenuity, the New-Age Magister Lords are living proof that the Forest Elves have mastered the ruined city that long ago fell in the depths of the Elvenwood. Having conquered and commanded the halls of the once-mighty High Human City as if it were their own, the Magister Lords take their Moniker from the ancient High Human lords of the same name who once ruled their empire...whether out of respect or mockery, none can say, but what is irrefutable is that these Magister Lords are capable of eliciting not only better performance from the ranged weapons they wield, but can also manipulate the very elements as easy as breathing.
Keeper of the Plantfort:
Prerequisites: Forest Elf Race, 'Greenwalker' alternate racial trait, Character level 6th
Effects: Gain old druidic as a bonus language. You may use tree stride 3/day instead of 1/day from ‘Greenwalker’. Any attempts made to dispel a spell cast by you gain a +4 to the DC to dispel the effect.
A secret known to none but a select few is that the plantfort, the long-fabled invincible and undispellable magical formation which guards the Elvenwood, has long since passed out of the hands of the Forest Elves who live there. Instead, an enigmatic group of nomads, Elves, and druids that all take the moniker ‘Keeper of the Plantfort’ maintain the massive formation, all of them bound by a unified desire to see nature free and untainted by outsiders. Capable of speaking the language of the earth and capable of casting magic that is quite a bit harder to dispel, the Keepers of the Plantfort are an odd lot...and the forest elves are content to leave them alone so long as the ancient edicts are obeyed. They keep the forest safe from without, and the Forest Elves keep it safe from within.
Traveler of the Feywilds:
Prerequisites: Forest Elf Race, 'Feyscarred' alternate racial trait, Character level 5th
Effects: You gain an effect similar to Deathwatch, but instead of detecting the hit points of a creature remaining, you instead detect which type(s) and subtype(s) a creature is. This effect is always active on you, but cannot function in an area where magic could not normally function. You may also discern if a creature is hostile towards you, friendly towards you, or indifferent.
Said to be the result of Forest Elven children who stray too far from home on nights of the moonless sky, these odd Elves are said to hail from the realms beyond the mortal, shedding off the stigma their kind hold against the lawless, chaotic feywilds to become travelers of its unfathomable depths. Capable of discerning the very nature of a creature, they are ostracized in their homeland, feared as agents of their sworn enemy.
Feybane Batallion:
Prerequisites: Forest Elf Race, 'Feyscarred' alternate racial trait, Character level 5th
Effects: For an amount of time equal to one minute per HD possessed, you may treat the weapon you are current holding as possessing either a +1 enchantment or the Fey Bane weapon magical property. When used, your weapon sheds light as a torch. You may use this ability as many times a day as you wish, but the total time available to you must be spent in 1 minute intervals.
The sister legion to the Clovenguard, the Feybane Battalion is the razor-sharp, deadly blade the Forest Elves keep at the ready to defend against their sworn enemy, who invades their home every night where the moon(s) vanish from the sky...a legion of Elven warriors trained to deliver brutal, supernaturally efficient death to the chaotic denizens of the feywilds. Trained to be the epitome of law and order to combat the chaotic nature of their foe, the warriors of the Feybane Batallion are capable of honing any weapon they wield to supernatural effectiveness against the Fey, and engage in combat against them each time they appear.
El'Adri Cryptguard:
Prerequisites: Forest Elf Race, Character level 9th
Effects: As a full-round action, you may turn into a stone statue. While in this form, all forms of speed are reduced to 0, you gain DR10/-, you no longer require food, water, and do not age while in this form. You remain aware of your surroundings but take a -10 on your perception checks, and you may exit this form as a swift action-if you do so to initiate combat, you gain a racial +4 racial bonus on your initiative check.
Denizens of the Fellspires much like their Wyrdwarden kin, the Cryptguards are strange, unfathomable existences within the odd silver spires, and give the faintest of glimpses into where the spires vanish on most days...capable of remaining as frozen, unmoving statues of stone for indefinite periods, forgoing all normal requirements for life in exchange for immobility, the Cryptguards give clues that the Fellspires may be just the merest fragment of a once-might city of their ancestors, spires of proud silver that are trying to come home from wherever they have been trapped within. The cryptguards are said to be the chosen few Forest Elves chosen to take up the mantle of defending the spires, and refuse all contact with outsiders, on most occasions...
Timberfell Miststepper:
Prerequisites: Forest Elf Race, 'Member of the Timberfell Conclave' alternate racial trait, Character level 4th
Effects: 3/day as a swift action, you may teleport up to 30ft to an unoccupied space that you can see.
The first line of defense of the Timberfell Conclave, the Miststeppers have mastered the art of the Misty Step, and use their secret technique to pop from tree to tree within their forest home, their keen senses keeping watch on their home and allowing them to surprise any potential invaders, throwing them off balance in the process.
Timberfell Statesman:
Prerequisites: Forest Elf Race, 'Member of the Timberfell Conclave' alternate racial trait, Character level 4th
Effects: Gain a racial +4 to Diplomacy, Bluff, and Sense Motive. Additionally, by focusing for one minute, you may convert a vial’s worth of water into elixir of truth, save that the DC to resist it is 16 instead of 13. By focusing for five minutes, you may convert a similar, harmless liquid to the same elixir of truth.
The statesmen and politicians of the forest elves, the Statesmen are the Elves amongst the Timberfell Conclave that are the first points of contact for those visitors to their forest home who mean them no harm, and also serve as ambassadors when they must travel to speak to foreign leaders and nations. Charismatic, apt, and capable speakers, they are also said to be potent lie-detectors...though, many discount this as a mere rumor.
Timberfell Greenwarden:
Prerequisites: Forest Elf Race, 'Timberfell Miststepper' racial feat, 'Timberfell Statesman' racial feat, Character level 7th
Effects: You gain the ability to, within 80feet of you, automatically sense the location of anything that is in contact with vegetation, plant growth, or similar material. Additionally, no plant creatures willingly attack you, though they may still do so if they are attacked by you or one of your allies, or if compelled to do so through magical means. Any area you remain in or around for more than a week begins to manifest plant life and vegetation if it is capable of supporting it.
Rarely seen by outside eyes, the Greenwardens are the leaders of the Conclave, the first amongst its members who shed the yoke of the Elvenwood to become free...old, powerful beings that were said to have been rewarded by Gregaia himself for their bravery and love for nature with nature senses, the Greenwardens lead the Conclave from the deepest depths of the Timberfell Forest with finesse, wisdom, and grace. They are respected for both their power, and willingness to interface with any who wish to meet them.
Four-Clover Lodge - Slaver
Prerequisites: Forest Elf Race, 'Four-Clover Initiate' alternate racial trait, Character level 4th
Effects: Against All creatures and beings that do not possess the ‘Elf’ subtype, your mind-affecting effects have a doubled duration. Any attempts made to demoralize humanoids gain a +2 racial bonus.
The rank and file of the four-clover lodge, the Slavers are the ones who go out and sew terror and fear as they capture new prey for the lodge’s sick blood games and torture sessions. Having mastered the art of the ways of slavery and mind-control, they are experts at controlling others and demoralizing them...preferably, right after killing their most treasured people in front of them.
Four-Clover Lodge - Beguiler
Prerequisites: Forest Elf Race, 'Four-Clover Initiate' alternate racial trait, Character level 4th
Effects: All creatures that share a language with you and do not have the ‘Elf’ subtype treat you as one step friendlier than normal for 24 hours upon seeing you for the first time, or for the first time in over 48 hours, at which point they make a will save(DC = 10 + ½ CHAMOD + ½ HD) against the effect.
The other half of the Lodge’s rank and file, the Beguilers are the ones who go out and seek out new targets for the Slavers to capture. Capable of appealing themselves best to new faces they meet, the Beguilers travel to new lands in search of interesting prey...and their social skills are something that should be taken lightly. The first time one meets them is often said to be their last...and should you survive to the second time, you may just get lucky enough to realize your friend may not be who you thought they were.
Four-Clover Lodgemaster
Prerequisites: Forest Elf Race, 'Four Clover Lodge - Slaver' racial feat, 'Four-Clover Lodge - Beguiler' racial feat, Character level 7th
Effects: 1/day, you can attempt to assert your dominance over any visible creature within 30 feet by declaring the target your property. The target can resist this effect with a successful Will save (DC = 10 + 1/2 your level + your Wisdom modifier). If the target fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 your level, save that the target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. You can use this ability one additional time per day at 14th level. This is a language-based mind-affecting effect.
The infamous lords of the Four-Clover Lodge, the Lodgemasters are said to be the original Elves who splintered from the Elvenwood, their might absolute and their belief in their absolute superiority so absolute that it is no exaggeration to say that they can persuade someone with words to enter into slavery of their own volition. Famously, though they never appear in public for obvious reasons, preferring instead to work from the shadows, it is an infamous tale told by denizens of the underworld that one of the Lodgemasters’ number, having grown annoyed with Draconian efforts to hunt them down, so completely and utterly convinced the current Pope of the church of his own inferiority that he willingly allowed himself to be enslaved. The veracity of such a story aside, they are formidable foes, for they have mastered the ways of asserting their dominance of a being’s very soul. Their words capable of enslaving others, the other lodgemates fear and respect their power.
© 2019 Jacob Wrightsman
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