Racial Paths

The Quintessential Elf II

The Quintessential Elf

Author Shannon Kalvar
Publisher Mongoose Publishing
Publish date 2004
OGL Section 15 qelfii

The material below is designated as Open Game Content

For Quintessential Elf II we have adapted the concept of Career Paths to meet this need. The core concept of Career Paths allows a character to construct a group of skills and feats that, if he holds to them, give him an advantage and disadvantage appropriate to the choices. This creates a systemic benefit and penalty for particular skill and feat paths, not unlike the concept of martial arts mastery presented in other books.

The concept of a Racial Path for the elf is represented by their differing spirits – this grows directly out of the concept of elves as beings only partially belonging to physical reality. If the elf strongly aligns with a specific primal force, that alignment should have some direct impact on his character. Once he makes this choice he must take steps to maintain it or it falls into decay.

Following a Elf’s Racial Path

When an elf (or half-elf) character gains any character level he may choose a Racial Path that he qualifies for. The character must be an elf or half-elf to follow an elven Racial Path. In each path’s description, the advancement options section describes a number of skills, feats or other choices that serve both as a route map and a list of prerequisites for that path. The character must possess the following requirements:

One skill at the requisite rank from that path’s advancement options.

One feat from that path’s advancement options.

The minimum ability requirement (if any) for that path.

There may also be additional restrictions for those attempting to follow a particular Racial Path; these will be detailed in the Restrictions section for each path. Each Racial Path also requires a specific ritual action on the character’s part; he must perform this action eachtime he gains a level, or else fall from the path. Again, these ritual actions will be specified in the Restrictions section.

A character may only follow one path (Racial or Career) at any time. In addition, the Racial Path he has chosen must be maintained. Every time the character advances a character level, he must do at least one of the following:

Select a new feat from the career path’s advancement options (only available if his level advancement grants a feat).

Increase the ability listed as the minimum ability for that path (only available if his level advancement grants an ability increase and if the path has a minimum ability score requirement).

Increase a skill from that path’s advancement options. The character need only spend 1 skill point in this fashion.

When a character selects a path he gains one benefit and one disadvantage form the accompanying list. He is free to choose which advantage and disadvantage he prefers. Each of these advantages and disadvantages persists as long as the character qualifies for the path. If he ever falls from the path, he loses both aspects of the path.

Characters can abandon or lose a Racial Path by either failing to meet requirements or by breaking one of the restrictions listed on the path. In either case the character immediately loses both the benefits and the disadvantages associated with his path. Once he lapses, the elf may restart the path the next time he gains a character level.

Unlike many Career Paths, a character becomes more and more powerful as he advances on his Racial Path. For every five character levels that the character maintains his path without failing, he gains one additional advantage and disadvantage from the proposed list. However, if he ever falls from his path, he must start over again at the beginning. A character may never select a new Racial Path if he has already abandoned another, though they are still eligible for a Career Path (though whilst following a Career Path, the character will not be able to restart his old Racial Path).

Note that skills and feats do not change their status regarding the character. Cross-class skills do not become class skills and he must still meet the prerequisites of a feat in the advancement options list before being able to gain it. The Racial Path is more like a route map that restricts the character’s freedom of choice in exchange for a benefit and a clearer sense of purpose.

For example, an elven sorcerer with Charisma 17, Concentration 5 ranks and the Augmented Summoning feat, has reached 5th level and decides he wants to follow the spirit of magic Racial Path. As he meets all of that path’s requirements, he may start following the path. He immediately gains one advantage and one disadvantage from it. When he reaches 6th character level he must either spend one skill point on Concentration, Knowledge (arcana), Knowledge (the planes) or Spellcraft or select his new feat from the spirit of magic’s options (meeting all the normal prerequisites for that feat). If he can hold to the path for five full character levels, he gains a second advantage and disadvantage at 10th level. However, he falls from the path by failing to consume or burn the 11 spell levels worth of scrolls and potions at 11th level. He automatically loses both the advantages and disadvantages he gained from the path. If he takes up the path again at 12th level (choosing the Extend Spell feat to meet the requirements) he gains one advantage and disadvantage of his choice.

Spirit of Chaos

The world is change. Nothing lasts forever. Mountains rise and fall. Seas grow, only to shrink down to small lakes. Forests bloom, grow green and then fall into slumber as winter comes.

As the world changes, so too do the elves that choose to embody the spirit of chaos. Rather than trying to hold on to impermanent things they take delight from their growth and eventual fall. They see the joy in impermanence and the wonder to be found in not taking things so seriously.

Adventuring: An elven spirit of chaos walks the world looking for new and interesting things. He takes up whatever cause seems handy, from helping a young child in distress to leading a kingdom at war. Wherever he walks, disorder and frivolity are sure to follow, making him an uncomfortable travelling companion. At the same time his innate mastery of the art of change makes him invaluable in many circumstances.

Roleplaying: The spirit of chaos embodies change, not insanity. His life among mortals demonstrates to him, time and time again, that nothing lasts forever. Therefore he enjoys the moment, the flashes of joy and brilliance that make up mortal life. He does not cling to convention or the past, for such things are truly just weights upon his soul. What has past is past, and clinging to it will only bring great sorrow. For the same reasons he does not waste time planning for the future. What will happen cannot be controlled, so why spend time worrying about it?

Advancement Options: A character follows the spirit of magic Racial Path by choosing the following advancement options: Concentration 5 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Spellcraft 5 ranks; Augmented Summoning, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Improved Counterspell, Magical Aptitude, Maximise Spell, Quicken Spell, Silent Spell, Spell Mastery, Still Spell, Widen Spell.

Restrictions: The spirit of chaos must be of chaotic alignment. He must also be free of any personal or political alliance that would force him to accept responsibility for others (with the exception of being a member of an adventuring party – they normally end up taking responsibility for the elf, rather than the opposite). When the elf gains a character level, he must destroy an item or concept that has become in any way important to him – this may be a hoarded magical item, a budding friendship or a religious icon. The Games Master has the final say as to which item or concept may be sacrificed. The character may delay this destruction but if he gains another character level before destroying a personal item or concept, he loses this path and may never regain it (this is an exception to the normal rules).

Benefits: The spirit of chaos must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Chaos (Su): The elf becomes infused with the power of chaos. He radiates chaos as an outsider when analysed with a detect chaos spell. He also gains a +2 bonus to one type of saving throw; roll 1d6 – on 1-2 Fortitude saves are increased, on 3-4 Reflex saves are increased and on 5-6 Will saves are increased. The elf also gains a +2 deflection bonus to his Armour Class when targeted by a lawful opponent.

Changing Touch (Su): The elf can concentrate a portion of essential chaos within a Medium or smaller inanimate object. He may do this as a standard action a number of times per day equal to his Charisma bonus (or once, whichever is higher). The object immediately transforms into a random animal or plant, which is not under the control of the character and will react in a normal fashion for one of its kind. Objects held by a character may resist with a Will save (DC 10 + half the spirit of chaos’ character level + his Charisma modifier).

Eye for Change (Sp): The elf gains the innate ability to sense change as it occurs. He can detect chaos or detect law at will, as a standard action that does not provoke an attack of opportunity and at a caster level equal to the elf’s character level.

Disadvantages: The spirit of chaos must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Creature of Chaos (Su): The elf’s alignment with the forces of chaos cause him to be more vulnerable to law-aligned attacks and spells. All law-aligned effects deal one extra point of damage per damage die. Cure spells cast by lawful characters act as inflict spells of the same level when cast on the elf.

Chaotic Changes (Su): Whenever the elf uses or is the target of a spell from the illusion or transmutation schools, the Games Master may select another spell from the corresponding school and level at random. This spell automatically targets the character (who may make a saving throw as normal, the DC determined as if the character had cast the spell).

Uncontrolled Glamour (Su): No one who looks at the spirit of chaos sees the same thing twice. The elf gains +2 racial bonus to Disguise skill checks, but cannot have the Leadership feat. If he is gone from someone’s presence (other than close friends or party members) for more than a few hours, the other person must make a Sense Motive skill check (DC 10 + the elf’s character level) to recognise the elf.

Spirit of Crystal

The spirit of crystal walks a path less travelled in elven development. He looks up into the night sky and sees the infinite order inherit in the stars. He takes the pulse of the mountain and feels the steady order of its heart. He hears the structure of music, tastes the balanced mix of flavours in pure streams. All of these things lead him to a very unusual conclusion; that the world is ordered like a crystal, perfect symmetry broken only occasionally by flaws in the lattice. He becomes one with this order, a living expression of its infinite perfection.

Adventuring: A spirit of crystal travels the world in search of ultimate perfection. His belief in the innate order of things makes him an excellent follower or leader, although most of the time he prefers to lead. A group led by a spirit of crystal will quickly find itself bound about by rules and regulations that make travelling tedious but safe. They will also find that the spirit’s methodical nature allows him to uncover opportunities more flighty leaders would set aside.

Roleplaying: A spirit of crystal does not set aside the joy of the elven people when he takes up his rigid path. His love of order is just that. He does not take up order as a heavy burden, like a dwarf or a man. Instead the spirit finds infinite joy in the perfect symmetry of motion that makes up the universe. It delights him, makes him laugh and gives him hope that the world will one day achieve a state of beauty unknown to all but immortal eyes.

Advancement Options: A character follows the spirit of crystal Racial Path by choosing the following advancement options: Concentration 5 ranks, Craft (any) 5 ranks, Knowledge (nobility and royalty) 5 ranks, Search 5 ranks; Alertness, Diligent, Endurance, Investigator, Leadership, Negotiator, Self-Sufficient, Toughness, Weapon Focus, any Item Creation feat.

Restrictions: The spirit of crystal must be of lawful alignment. When he gains a character level, the spirit of crystal must create an item of masterwork quality, symbolising the construction of form and order. The character may delay this creation process, but if he gains another character level before succeeding in creating a masterwork item, he loses this path and may never regain it (this is an exception to the normal rules).

Benefits: The spirit of crystal must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Crystal (Su): The elf radiates an aura of calm purpose. This aura strengthens the elf’s lawful allies. All friendly lawful creatures within a 30 foot radius of the elf gain a +1 morale bonus to all saving throws so long as the elf remains above 0 hit points. This effect lasts as long as the target remains within the aura and for 1d4 rounds after leaving it.

Crystal’s Vision (Su): The elf’s eyes become clear crystals that give off a faint golden light. He can detect chaos or detect law at will, as a standard action that does not provoke an attack of opportunity and at a caster level equal to the elf’s character level.

Crystal’s Kin (Su): The elf absorbs the structure of the universe into his spiritual make up. He gains a bonus equal to his Charisma modifier to any saving throw to resist the effects of a transmutation spell. If he is affected by a transmutation spell, he may make a saving throw every round to throw off the effect.

Disadvantages: The spirit of crystal must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Creature of Crystal (Su): The elf’s alignment with the forces of law cause him to be more vulnerable to chaos-aligned attacks and spells. All chaos-aligned effects deal one extra point of damage per damage die. Cure spells cast by chaotic characters act as inflict spells of the same level when cast on the elf.

Crystal Soul (Su): The elf’s spirit is infused with the power of order. He cannot voluntarily be affected by any transformation effect, including class features such as wild shape and polymorph spells – if forced upon him, the character will always resist the transformation.

Enemy of Change (Su): Chaotic creatures recognise the spirit of crystal as their natural enemy. The elf gains a –2 penalty to Diplomacy, Disguise and Sense Motive skill checks targeting chaotic creatures. A chaotic creature that attacks the elf gains a +1 insight bonus to attack and damage rolls.

Spirit of Darkness

Not all elves dance in the light. There are dark places in the world, pits where the light of sun, moon, or stars never reached. In these places dwells an ancient darkness so thick that it chokes the souls of lesser mortals. The spirit of darkness takes on aspects of this ancient power, for good and for ill.

Adventuring: A spirit of darkness journeys to places far away from the light of day. He will often take companions with him, as the dark places are not always safe even for his kind. These places often lie deep underground; but the ancient forests of the world and the far deserts also contain places of primal shadow. Adventuring parties that accept a spirit of darkness among them must deal with his foibles, but gain a valuable scout and ally.

Roleplaying: Spirits of darkness do not necessarily have to be depraved forces of evil, although many become that way over time. They start out by being fascinated by the things that happen where no one can see; by the creatures that develop away from any hope. Over time this leads them to darker and darker places where forgotten evils lurk. As they sink deeper into the shadow most eventually turn to true evil as a way to discover more fully the wonders they seek. Over time the elf’s skin gains a dark tone; once he gains all three benefits from the path it becomes jet black.

Advancement Options: A character follows the spirit of darkness Racial Path by choosing the following advancement options: Hide 5 ranks, Listen 5 ranks, Knowledge (dungeoneering) 5 ranks, Spellcraft 5 ranks; Blind Fighting, Combat Reflexes, Eschew Materials, Investigator, Iron Will, Point Blank Shot, Silent Spell, Stealthy, Still Spell.

Restrictions: The spirit of darkness may not be of good alignment. When he gains a character level, the spirit of darkness must retire to a place of utter darkness for three continuous days and nights, to meditate and fast. The elf may delay this period of meditation, but if he gains another character level before being able to do so, he loses this path and may never regain it (this is an exception to the normal rules).

Benefits: The spirit of darkness must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Darkness (Su): The elf radiates an aura of spiritual darkness. All creatures without the Blind Fight feat, blindsight, blindsense or darkvision within 30 feet of the elf must make a Will save (DC 10 + half the elf’s character level + his Charisma modifier). Those that fail suffer a –1 circumstance penalty to all checks and rolls that rely on vision (including attack and damage rolls). This effect lasts as long as the target remains within the aura and for
1d4 rounds after leaving it. Once a creature succeeds on this saving throw he becomes immune to the elf’s aura for 24 hours.

Eyes of Darkness (Su): The elf gains darkvision (120 feet). His eyes become jet-black orbs, without iris, pupils or white. This transformation also gives him a +2 racial bonus to his Intimidate skill checks.

Shadow’s Kin (Su): The elf becomes kin to the creatures that dwell in dark places. He gains wild empathy, equivalent to the druid ability, targeting vermin and animals that live their entire lives underground only. The elf uses his character level to determine his facility with this power.

Disadvantages: The spirit of darkness must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Creature of Darkness (Su): The elf feels ill at ease in brightly lit situations. Any lighting condition brighter than shadowy illumination causes him to suffer a –2 penalty to all saving throws and skill checks.

Light Blindness (Su): The elf’s eyes can no longer see normally under bright lighting conditions. The elf can only see in black and white when in brightly lit areas and takes a –2 penalty on all Spot checks in such conditions.

Light’s Enemy (Su): The spirit carries with him the scent of dark places and foul things. Any creature of the animal type that lives on the surface of the world (except those that breed in the darkest forests and polar regions) will attack the elf if he comes within 10 feet of them.

Spirit of Light

Many stories speak of the radiant aura of the elves. These stories record the presence of the spirits of light, elves who love the light so much that over time they become light itself. They walk like gods among mortals. None can stand to look upon their splendour, for none are pure enough of heart to bear looking upon such infinite grace.

Adventuring: Spirits of light move through the mortal world like the gods they will eventually become. Where there is darkness they will oppose it, where there is evil they will vanquish it. Some see them as meddlesome interlopers who have no regard for politics. The common folk adore them though, seeing them as saviours. Adventuring parties with a spirit of light among them will always find something to do. That something might involve facing impossible odds with nothing more than good intentions but such is the burden a spirit of light must bear.

Roleplaying: The spirit of light embraces the philosophy of good, although not necessarily the dictates of law. He uses his powers to help and protect, to heal and to nurture. The spirit does not turn away from any evil, great or small. He also tries his best to help those in need of his aid, whether by becoming a living banner of the light or by holding their hand while they make a fateful decision.

Advancement Options: A character follows the spirit of darkness Racial Path by choosing the following advancement options: Decipher Script 5 ranks, Knowledge (arcana) 5 ranks, Sense Motive 5 ranks, Spot 5 ranks; Animal Affinity, Combat Reflexes, Empower Spell, Extra Turning, Greater Spell Penetration, Heighten Spell, Improved Initiative, Improved Turning, Leadership, Lightning Reflexes, Magical Aptitude, Maximise Spell, Persuasive, Spell Penetration, Weapon Finesse.

Restrictions: The spirit of light must be of good alignment. When he gains a character level, the spirit of light must retire to a place of beatific natural light (often a mountain top, but sometimes a blazing desert area) for three continuous days and nights, to meditate and fast. The elf may delay this period of meditation, but if he gains another character level before being able to do so, he loses this path and may never regain it (this is an exception to the normal rules).

Benefits: The spirit of light must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Light (Su): The spirit of light radiates an intense aura of spiritual light. All good creatures within a 30 foot radius receive a +1 morale bonus to their saving throws. The elf counts as a good outsider when analysed with a detect good spell.

Reflected Truths (Su): The elf’s eyes reflect the soul of anyone who looks into them. Once per round as a standard action, the elf may gaze into the eyes of a neutral or evil creature and show them the truth. That target must make a Will save (DC 10 + half the elf’s character level + the elf’s Charisma modifier). Failure causes the creature to become shaken (–2 penalty on attack rolls, saving throws, skill checks and ability checks) for one round.

Touch of the Sun (Su): The elf’s touch carries with it the warmth of the sun. He gains a +4 bonus to saves to resist ability damage and energy drain. Once per day, he can give one other person a +2 bonus to saves to resist energy draining effects as a standard action. This bonus lasts for the elf’s Charisma modifier in hours and requires the elf to touch his target.

Disadvantages: The spirit of light must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Blind to the Darkness (Su): The elf depends upon and loves the light, but this can be detrimental for him. The character may never use darkvision, blindsight or any other ability that allows him to visualise in darkness, no matter how it is used. Low-light vision works normally. The elf suffers a –2 penalty to Spot and Search checks when in shadowy illumination or worse.

Creature of Light (Su): The elf is so much a creature of light that his physical body depends on its presence. He does not heal naturally in darkness or when underground. In these conditions, cure spells cast upon the elf always heal two fewer points of damage.

Sun’s Fire (Su): The elf’s blood burns with the light of the sun. The elf takes double damage from cold and shadow damage attacks. On the other hand, the elf may now never be dazzled, as he is simply too used to the light.

Spirit of Magic

Men stand in awe of the arcane accomplishments of the elves. Their voices tremble with wonder when they speak of the great works elves create, or the deeds they are rumoured to have done. It is said that even the elves themselves do not know all that they can accomplish by harnessing the powers of magic.

The elves that embody the spirit of magic give rise to these tales. They devote their lives to becoming one with the ordered powers that nourish the heart of the universe. This devotion gives them powers far beyond what mortals could dream of. It also makes them vulnerable to dangers that less sensitive spirits would never encounter.

Adventuring: A spirit of magic wanders from place of power to place of power. He may stay at each place for a season or a decade, researching what it is and why it works the way it does. Once he understands the power present he moves on to the next place. So long as he increases his connection to the fundamental forces of the universe he remains happy. An adventuring party with a spirit of magic among them gains an ally with immense magical power who may be occasionally distracted from the immediate goal by an interesting opportunity for discovery.

Roleplaying: An elven spirit of magic embodies the fundamental power that created the universe as well as the disciplined mind needed to harness that power for civilised use. He treats magic with a casual attitude unthinkable for a mortal magician. He does not use magic; he is magic incarnate. The spirit of magic always considers the magical solution to a problem first. Many carry this to the point of discarding solutions that do not involve some form of arcane dealing. They are addicted to magic, just as others become addicted to drugs or other simple solutions.

Advancement Options: A character follows the spirit of magic Racial Path by choosing the following advancement options: Minimum Charisma 13; Concentration 5 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Spellcraft 5 ranks; Augmented Summoning, Empower Spell,
Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Improved Counterspell, Magical Aptitude, Maximise Spell, Quicken Spell, Silent Spell, Spell Mastery, Still Spell, Widen Spell.

Restrictions: The spirit of magic must have the ability to cast a number of arcane spells per day whose total levels equal or exceed his character level – hence a fighter 5/wizard 1 with Intelligence 14 could not take this path, as he would only be able to cast 2 levels of arcane spells per day. When he gains a character level, the spirit of magic must sacrifice a number of magical scrolls or potions containing spells of a level equal to or greater than his new character level; these items are burnt or consumed by the elf with no other effect.

Benefits: The spirit of magic must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Magic (Su): The elf radiates a powerful aura of magical energy. Choose a number of arcane spells equal to the character’s total arcane caster level (usually bard + sorcerer + wizard levels) – when casting these spells, the elf’s caster level is equal to his character level. The elf registers as an outsider for purposes of analysis by a detect magic spell.

Embodied Magic (Su): The elf embodies the powers of magic. One attack per round (melee or ranged) he makes is considered magical for the purpose of penetrating Damage Reduction. When attacking incorporeal creatures, he has a 20% chance to miss rather than 50%.

Empowered Magic (Su): The elf can tap into the primal forces of the universe to fuel his spells. When he casts an arcane spell, he may choose to take a number of points of nonlethal damage equal to the spell’s level (which may not be offset or reduced in any way). If he does so, he may make a Will save (DC 15 + the level of the spell). Should he succeed on the Will save, he casts the spell but does not expend it (or in the case of spontaneous casting, does not use the spell slot).

Disadvantages: The spirit of magic must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Creature of Magic (Su): The elf becomes a creature of pure magic. His body consumes magic the same way that others consume food. He must absorb one level of spell energy per point of his major spellcasting ability score modifier per day, or suffer from the effects of hunger. This energy can come from harmless spells cast on him or from his own spells per day.

Magic’s Bane (Su): The elf cannot sustain himself in a non-magical area. If he enters an area where magic does not function, he suffers 1d6 hit points of damage per round that cannot be reduced by any means. This damage cannot be healed until he leaves the area. If targeted by a dispel magic spell (or similar effect), he must make a Will save with a DC equal to the caster’s dispel check (or 15 if there is no caster). Failure means the elf takes 1d4 damage for every caster level the elf possesses (maximum 15d4).

Magic’s Curse (Su): The elf exists only as an expression of the fundamental magic of the universe. He is treated as a native outsider for the purposes of abjuration spells and effects. He may still be controlled by spells that affect humanoids or magical humanoids, but is additionally vulnerable to spells that dominate or control outsiders. He may not be banished back to his ‘home’ plane, however, unless he is currently not on the Material Plane.

Spirit of Shadow

Many mortals find it confusing that the spirits of darkness do not embody evil. This comes from the mortal conception of good and evil being directly embodied in darkness and light. Elves know differently; they know that evil comes from a conscious turning away from good, from the things that cause the world to grow. Darkness is just part of the world, albeit a part easily manipulated by the forces that call themselves evil. Elves who turn to evil walk in the shadows, not the darkness, haunting the edges of the world so that they may find opportunities to do harm.

Adventuring: At first a spirit of shadow seems like a valuable ally. He will do anything; say anything to accomplish the group’s goals. Over time his innate selfishness and depravity become more and more of a burden. He may go along with the party for decades, always plotting his inevitable victory through the slow poison of time. These plots give even the most hardened mortal an uneasy feeling; as if an immortal used him as a pawn in a complicated game he cannot understand. That feeling would be correct.

Roleplaying: Unlike spirits of darkness, spirits of shadow are depraved forces of evil. They consciously turn their backs on the world of light made by the elves. They drink deep of selfishness, horror and pain. Although they may be redeemable most would never admit to it. However they share in the immortal patience of the elves. A mortal may think of a spirit of shadow as a kind, gentle creature that always offers him whatever help he needs. After all, the elf has centuries in which to enact his plans. A kindness now may blossom into depravity a hundred years hence.

Advancement Options: A character follows the spirit of shadow Racial Path by choosing the following advancement options: Minimum Wisdom 13; Bluff 5 ranks, Knowledge (the planes) 5 ranks, Move Silently 5 ranks, Spellcraft 5 ranks; Augment Summoning, Blind- Fight, Deceitful, Deft Hands, Dodge, Enlarge Spell, Iron Will, Leadership, Negotiator, Quicken Spell, Skill Focus (Bluff, Hide or Move Silently), Stealthy, Silent Spell, Still Spell, Widen Spell.

Restrictions: The spirit of shadow must be of evil alignment. When he gains a character level, he must sacrifice a living, sentient creature with fewer Hit Dice than himself, to honour the deep darkness of the soul. This sacrifice must be done within 24 hours of gaining the level, or the elf falls from the path.

Benefits: The spirit of shadow must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Evil (Su): The elf radiates an aura of depraved evil. Any good creature that enters a 30 foot radius of the character must make a Will save (DC 10 + half the elf’s character level + the elf’s Charisma modifier). If the target fails, it suffers a –2 penalty to saving throws until he escapes the area of effect. If he succeeds he is immune to the elf’s aura for 24 hours. The elf registers as an outsider for purposes of analysis by a detect evil spell.

Evil’s Seduction (Su): The elf gains a +2 racial bonus to Bluff, Diplomacy and Sense Motive skill checks targeting creatures of good alignment. He knows the words they need to hear and the things they need to do to unleash the desires in their hearts.

Touch of Hatred (Su): The elf can seed his evil into other creatures with a touch. If he touches a non-evil creature (as a standard action), that character may make a Will save (DC 10 + half the elf’s character level + the elf’s Wisdom modifier). If the target fails, it will follow whatever order the elf gives during the following round, as if affected by a suggestion spell cast at the elf’s character level. The spirit of shadow may use this ability once per day.

Disadvantages: The spirit of shadow must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Creature of Evil (Su): The elf’s alignment with fundamental evil strips him of the vestiges of his mortality. He can be turned or rebuked as an undead, but does not gain any of the advantages of that creature type.

Hope’s Enemy (Su): The elf is healed by inflict spells and harmed by cure spells. He can also be damaged by the lay on hands class feature. The character is a susceptible creature of despair now and may not gain morale bonuses of any kind (but morale-based penalties incurred by the elf are halved).

Unseen Good (Su): The elf’s eyes can no longer see the good things of the world clearly. He suffers a –1 penalty to attack rolls against good creatures and a –1 penalty to Spot checks when trying to discern a hidden good creature. He must also roll twice for checking against concealment when attacking creatures of good alignment; if either of the two rolls indicate a miss, the character misses his target.

Spirit of the Stars

For the ageless elves a decade passes in the blink of an eye. Mortals crumble into dust before they truly become interesting, forests wither and even rivers change their paths. Only the stars remain the same. As ageless as the elves themselves, the tapestry of the night sky forms a constant beacon for them in an ever-changing world.

Elves that become a spirit of the stars embody this truth. They turn their eyes to the heavens, there learning things unknown to other mortals. As the world crumbles into dust around them, these elves remain calm, communing with the only things that will outlast them.

Adventuring: A spirit of the stars makes an unlikely adventurer. He deliberately fills his vision with things beyond the understanding of other mortals. He also spends decades staring into the night sky. However, should he see a glimpse of what is to come in the heavens the spirit begins to move with remarkable speed. Sometimes he tries to prevent what he sees; more often the elf attempts to make sure that destiny proceeds on its appointed course with a minimum of interruptions. Adventuring parties that accept a spirit of the stars among them gain an uneasy but useful ally. His knowledge of the present and the future makes him an invaluable source of information. The spirit’s unfortunate tendency to spend every possible moment studying the stars makes him an exasperating companion. His dedication to the future, good or ill, means that he may turn away from his dearest friends without a moment’s hesitation.

Roleplaying: A spirit of the stars embodies the timeless qualities of the heavens. He never rushes, never hurries and never feels the pressure of time. He knows the shape of things to come although not the details. Events rarely surprise him, though the actions of an individual can certainly seem out of place.

Advancement Options: A character follows the spirit of stars Racial Path by choosing the following advancement options: Minimum Constitution 13; Concentration 5 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Spellcraft 5 ranks; Agile, Craft Wondrous Item, Deft Hands, Diligent, Endurance, Eschew Materials, Heighten Spell, Improved Counterspell, Improved Precise Shot, Magical Aptitude, Point Blank Shot, Precise Shot, Silent Spell, Spell Mastery, Still Spell.

Restrictions: When the spirit of stars gains a character level, he must create a starlight beacon and place it in a place of darkness. This beacon is only partly corporeal and glows faintly as if lit with a hint of starshine. It is formed of the elf’s own love for the stars and requires no Craft checks or materials to create. It does take 24 hours for the elf to create, during which the elf may do nothing else. The process also drains the elf of four points of Strength (which can be recovered through normal rest only, as temporary ability damage). This must be done as soon as the elf gains a level; if it is not completed within 48 hours, the spirit of stars falls from the path.

Benefits: The spirit of the stars must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Stars (Su): The ageless grace of the stars settles onto the elf and all of those around him. He becomes immune to haste and slow spells. The elf may also take 10 on Dexterity based skill checks in half of the required time.

Heart of Time (Su): The elf’s knowledge of the stars gives him some insight into the future. While preparing his spells for the day he may make a Wisdom check (usually DC 15, though the Games Master may modify this). If he succeeds, he gains information equal to that available from the divination spell with regards to his prospective activities for the day.

Silent Soul (Su): The silence of the stars grips the elf’s soul. Any effect that would disturb that silence must overcome their power as well as the elf’s will. He gains a +4 racial bonus to any saving throw to resist a compulsion or phantasm effect. The elf also gains a +2 racial bonus to Move Silently skill checks.

Disadvantages: The spirit of the stars must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Bound to Fate (Su): Knowing the future carries a heavy price. An elf suffering from this disadvantage understands the futility of trying to change the future. Any time he uses a divination ability or spell to discover what may happen, he gains a –2 penalty to any skill check, attack roll or saving throw that might alter the perceived future.

Creature of the Night (Su): The elf’s vision has become adapted to the darkness, although not nearly so much as that of a spirit of darkness. He is dazzled in normal sunlight.

Name of the Star (Su): The elf’s nature changes so that he becomes a native outsider. He can be called up using a planar ally spell and suffers the effects of abjurations that affect outsiders. He may not be banished back to his ‘home’ plane, however, unless he is currently not on the Material Plane.

Spirit of Wild Magic

The magic of the world does not always run along structured paths. Raw power bubbles up through the fabric of civilisation, serving as a reminder that the power of creation still permeates the world. Mortal druids dwell close to this power. Sometimes they can harness it for their own uses.

A spirit of wild magic does not dwell near the power or harness it. He becomes it, body and soul. Creation wells up in him and he within it. In taking on this power the elf becomes a fundamental force of the universe, discarding his personal identity for a greater destiny.

Adventuring: A spirit of wild magic wanders the world looking for places where the façade of ordinary reality fades. He looks for mysterious happenings, odd events and untouched places where creation still occurs. As such the spirit may be found anywhere, at any time. Adventuring parties that accept the spirit gain access to his powers although they must often bend to his odd requests.

Roleplaying: Spirits of wild magic take on many of the primal aspects of creation. When they cry it seems as if all the sorrow in the world runs through them. When they rage their wrath can shake the heavens. Whatever they do they do without reservation, restriction or restraint. He also does not plan overly much; he is too busy moving from passion to passion.

Advancement Options: A character follows the spirit of wild magic Racial Path by choosing the following advancement options: Minimum Dexterity 13; Knowledge (religion) 5 ranks, Listen 5 ranks, Spellcraft 5 ranks, Tumble 5 ranks; Animal Affinity, Empower Spell, Eschew Materials, Improved Initiative, Improved Turning, Maximise Spell, NaturalSpell, Magical Aptitude, Persuasive, Quick Draw, Quicken Spell, Spell Focus.

Restrictions: The spirit of wild magic must be neutral good, neutral or neutral evil. The spirit of wild magic must have the ability to cast a number of divine spells per day whose total levels equal or exceed his character level – hence a fighter 5/druid 1 with Wisdom 14 could not take this path, as he would only be able to cast 2 levels of divine spells per day. When the spirit of wild magic gains a character level, he must (upon having rested and regained all his spells) expend all of those spells in a wild blaze of glory, immediately upon waking up. This may take several minutes, but will exhaust the character of spells for that one day following his level advancement.

Benefits: The spirit of wild magic must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Wild Magic (Su): The elf radiates an aura of primal power. All elementals, magical beasts and summoned creatures within a 30 foot radius gain a +2 bonus to their Strength, Constitution and Dexterity scores. This effect lasts as long as the creature stays within the area of effect.

Wild Surge (Sp): Once per day, the elf can channel raw power into his body and spirit. Invoking this ability requires a standard action that does not provoke an attack of opportunity and expends a divine spell. The spirit gains an enhancement bonus to his Strength, Constitution or Wisdom score (determine randomly each time) equal to the level of the divine spell expended,

Voice of Power (Su): The elf gains the ability to command outsiders of the same alignment; he may do this a number of times per day equal to his 3 + his Charisma modifier. This ability works as an evil cleric’s ability to rebuke undead. Invoking the ability requires a standard action that does not provoke an attack of opportunity. The elf can only command outsiders that match his alignment precisely. This ability is language-dependent; the elf and the target must be able to understand one another for it to function.

Disadvantages: The spirit of wild magic must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Blood of the Source (Su): Primal power rages through the elf’s veins. This can be extremely intimidating to others sensitive to him; hostile animals, beasts, elementals and other outsiders will attack the character in preference to all others. Note that this does not mean that all such creatures automatically attack the character – they must be hostile towards him or his party first.

Creature of Wild Magic (Su): The elf has difficulty maintaining his physical presence without the aid of direct infusions of wild power. He must absorb at least two turning or wild shape attempts per day, either from utilising his own abilities or by others targeting him with turn undead attempts (these will have no other effect on the spirit of wild magic other than to ‘feed’ him). Every day that he fails to meet this requirement is effectively a day of starvation for him.

Spirit Tethers (Su): The elf develops an attachment to a particular place where creation still flows freely. For every 100 miles that he travels away from this spot, he suffers a –1 penalty to skill checks and saving throws.

Spirit of the Wilderness

Elves roam the wild lands far from the constraints of man. There they drink in the beauty of nature. They feast on the bounty it provides and come in time to embody its virtues. This reality of their lives leads men to think of them as being akin to the fey folk.

This thought is not far wrong where it concerns the doings of an elf that walks the path of the spirit of wild places. Elves on this path take on the aspects of wild beasts and great trees. They can walk unseen through trackless forests or scream out the names of eagles and expect an answer. Such wisdom comes with a heavy price; for all of their connection to the world these spirits lose touch with the elements that separate them from beasts.

Adventuring: The spirits of the wilderness often find themselves drawn into a wide variety of difficult situations. They may become involved with adventures that involve protecting the wilderness, whether these are in dungeons or above ground. They also quickly get embroiled in affairs dealing with the fey folk. An adventuring party who accepts a spirit of the wilderness into its midst’s gains a staunch ally in any fight involving defending the wilderness. Unfortunately, that same ally will turn on them in an instant if they threaten the wild places.

Roleplaying: The spirit of the wilderness adopts many of the personality traits one would usually associate with the fey. He rarely speaks. He moves suddenly, like a darting animal. When he stands still, he does not move a single muscle. When moving he barely seems to breath. His speech slows down, as if he had trouble remembering the languages of men and elves.

Advancement Options: A character follows the spirit of the wilderness Racial Path by choosing the following advancement options: Knowledge (dungeoneering) 5 ranks, Knowledge (nature) 5 ranks, Listen 5 ranks, Survival 5 ranks; Agile, Animal Affinity, Alert, Deft Hands, Endurance, Die Hard, Improved Grapple, Improved Unarmed Strike, Lightning Reflexes, Natural Spell, Run, Self-Sufficient, Skill Focus (Survival or Knowledge (nature)), Stealthy, Toughness, Track.

Restrictions: The spirit of the wilderness may not be of good alignment. The spirit of the wilderness may never sleep below a crafted roof, although he may sleep in natural overhangs and caves. He may never harm an animal or fey that does not attack him first. When the spirit of the wilderness gains a character level, he must retreat into the wilderness (any area that is not rural, urban, suburban or civilised) for at least 24 hours to re-establish his bond with the wild. If he cannot complete this retreat within 72 hours, the elf falls from the path.

Benefits: The spirit of the wilderness must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of the Wild (Su): The elf radiates the quiet calm of the deepest wilderness. Animals and plants within a 30 foot radius receive a +1 enhancement bonus to their Armour Class and a +1 bonus to all saving throws so long as they remain with the area of effect.

Call of the Wild (Sp): The elf may call for assistance a number of times per day equal to his Wisdom bonus. This takes a full minute of concentration. Once completed, the ability functions as a summon nature’s ally spell with a caster level equal to half the elf’s character level. The type of summon nature’s ally spell is equal to the elf’s Charisma modifier (hence a spirit of the wilderness with Charisma 14 would cast summon nature’s ally II).

Deep Roots (Su): The elf draws his strength from the bones of the world. Whenever he stands relatively still (not taking any move actions or even a five foot step) he gains a +4 enhancement bonus to Strength. The elf is not considered immobile, paralysed or helpless – he can move within his space (casting spells or fighting, for instance), but the bonus terminates if he moves or is moved by five feet or more.

Disadvantages: The spirit of the wilderness must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Creature of the Wild (Su): The elf becomes a true creature of the wild. He develops feral behaviours and becomes almost incapable of mortal speech. The things he thinks about simply have nothing to do with the world of metal and wheels. The elf suffers a –2 penalty to Diplomacy, Disguise, Gather Information and Sense Motive skill checks. On the other hand, he gains a +4 competence bonus to all Intimidate checks. These bonuses and penalties are only applicable to when the elf is interacting with civilised, non-primitive cultures – druids and rangers will not be particularly bothered by the character either.

Trapped Spirit (Su): The elf does not deal well with being trapped in civilisation. When enclosed in a worked building (house, castle, mined dungeon) he must make a Will save (DC 15, rising by +1 for every continuous four hour period the character stays inside) every four hours. If he fails the Will save he becomes panicked for one hour and will seek to escape the area by any means possible.

Wild Heart (Su): The elf becomes one with the silent wilderness. Druids and rangers may target him with their wild empathy ability. Furthermore, iron and steel weapons gain a +1 bonus to damage rolls when they strike him.

Spirit of Wisdom

Not all of the tales of elves tell of their incredible magical power, or their fearsome otherness. A few speak of their compassion for the plight of mortals. In these tales elves have far more knowledge about the mortal condition than the seeker. That wisdom might not be useful to those who seek it out; hearing the truth and using it are two very different things.

An elf choosing to embody the quality of wisdom becomes more attuned to the flow of mortal events. He recognises the shifting patterns of history and can easily sort through the petty problems plaguing everyday life. Unfortunately this knowledge does not always bring peace. Others will only rarely listen to the truth. Even fewer mortals do anything to change their lives even if they know that their path will lead to their ultimate destruction.

Adventuring: The spirit of wisdom adventures not for knowledge or glory, but for the opportunity to help others. Wherever the elf walks he looks into the hearts of mortals to see if he can assist them. Most of the time he simply passes by. Interfering would create nothing but heartache. Occasionally though he finds someone ready for his help, someone who can reach beyond their current understanding to something greater. An adventuring party with a spirit of wisdom among them will often find that they have ready-made adventures waiting for them around every corner. In return for putting up with such a busybody the party gains a wise counsellor and an able figurehead.

Roleplaying: Elves who embody wisdom speak only after careful thought. They say only what they think others can understand; this sometimes leads others to think of them as manipulative. Although they profess compassion they also walk past people who seem to others to be in dire need. This causes mortals to call them hypocrites. In truth though the spirit of wisdom recognises the difference between those who cannot be helped, those who refuse to help themselves and those who feel true need. The latter he will never turn away from. The former two have a far harder path to walk.

Advancement Options: A character follows the spirit of the wilderness Racial Path by choosing the following advancement options: Minimum Wisdom 13; Diplomacy 5 ranks, Knowledge (history) 5 ranks, Knowledge (nobility and royalty) 5 ranks, Sense Motive 5 ranks; Brew Potion, Craft Wondrous Item, Diligent, Extend Spell, Great Fortitude, Investigator, Leadership, Negotiator, Persuasive, Scribe Scroll, Spell Mastery, any feat with a Wisdom prerequisite.

Restrictions: The spirit of wisdom may never falsely answer a question posed to him, although his answer may be even more confusing than the problem presented. When the spirit of wisdom gains a character level, he must spend a number of hours equal to his new character level in meditation – the character must complete this meditation within 48 hours or fall from the path.

Benefits: The spirit of wisdom must select one of the following benefits when he starts on this path. For every five character levels that he maintains the path, he gains an additional benefit.

Aura of Wisdom (Sp): The elf develops an aura of deep wisdom that holds attackers at bay. Once per day, the character may cast a special version of sanctuary on himself. The caster level is equal to his character level, but the ward will not be as effective against chaotic evil creatures or those with an Intelligence of 2 or lower – these creatures gain a +4 bonus to their Will saves.

Compassionate Heart (Su): The elf can see into the hearts of men, elves and others with exceptional skill. When the elf succeeds at an opposed Sense Motive or Diplomacy check against a target, the elf gains a +2 competence bonus to all further Sense Motive or Diplomacy checks against that target. If the target ever manages to succeed at an opposed Bluff or Diplomacy check against the character, this bonus is removed.

Hope Unending (Su): The elf’s boundless hope prevents him from feeling the effects of fear. He becomes immune to fear. All allies within 30 feet also gain a +1 morale bonus to saves against fear.

Disadvantages: The spirit of wisdom must select one of the following disadvantages when he starts on this path. For every five character levels that he maintains the path, he gains an additional disadvantage.

Creature of the Mind (Su): The elf lives a life of the mind and spirit. As such, his connection to his physical body wanes. He suffers a –1 penalty on all Strength based skills.

Foresight (Su): The elf’s great wisdom tells him what will most likely happen; this foresight weighs him down. He no longer sees a way into a future filled with joy. He gains a +1 racial bonus to Spot and Sense Motive skill checks, but suffers a –2 penalty to Will saves.

Speak in Riddles (Su): Although he does not mean to, the elf’s words always come out twisted in the form of riddles. Whilst these can normally be understood (unless the elf is being deliberately obtuse), it can be incredibly aggravating. The character suffers a –2 penalty to all Diplomacy, Sense Motive and Non-Player Character reaction checks with those with the rage class feature or ability, those with a particular dislike of elves, the illiterate or those with an Intelligence score lower than 10.

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