| Prime Requisite: | WIS |
| Requirements: | CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |
Elven windsingers are the priests of their tribes. They listen to the winds and the spirits, and interpret their desires for the tribe. They tell the elves when to travel and where.
Elven windsingers are capable combatants. At first level, elven wingsingers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience. Elven windsingers can use bolas, daggers, javelins, longbows, spears, and swords. They can wield a weapon in each hand, and wield weapons two-handed. They can wear no armor heavier than hide or fur, and cannot use shields.
Elves gain a +1 bonus to surprise rolls when in the wilderness due to their attunement to nature. Elves have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict, and the target values for all their saving throws versus Spells, Paralysis, and Petrification are reduced by 1. Elves are capable of elf running, increasing their movement speed to 150' when wearing chainmail or lighter armor, and do not need to rest every 6 turns. They can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
An elven windsinger may turn undead like a cleric. Starting at 2nd level, an elven windsinger may cast divine spells. Elven windsingers follow the same spell progression as clerics and use the same rules for learning and casting spells. However, an elven windsinger's spell list is slightly different than a cleric's; see below. Like clerics, elven windsingers must uphold the doctrines of their faith, and suffer penalties if they violate them.
Elven windsingers are skilled singers, and are considered to start out with the Performance (sing) proficiency, with a proficiency throw of 11+. They can choose the proficiency again in order to improve their ability.
A windsinger can sing magical songs that can serenade members of the opposite gender (as a charm person spell) or tame savage beasts (as a sleep spell). The character must succeed on an appropriate Performance proficiency throw. If successful, the charm or sleep effect begins immediately and lasts until the character stops performing. If the elven windsinger performs for a full turn (10 minutes), the effect has the duration of the spell. Magical music has no effect if used against creatures that are already in combat.
Starting at 3rd level (Wind-Speaker), elven windsingers can listen to the wind once per week, as the commune spell. It takes 1 turn (10 minutes) to cast.
When an elven windsinger reaches 5th level (Wind-Singer), his songs of history inspire his hirelings to strive for glory. Any henchmen and mercenaries hired by the elven windsinger gain a +1 bonus to their morale score if the windsinger is there to witness and record their deeds. This bonus stacks with any modifiers from the elven windsinger's Charisma or proficiencies.
At 7th level (Wind-Priest), an elven windsinger can inspire courage by singing or chanting war-songs. Inspiring courage requires a few moments of oration before a battle (one round), and grants the elven windsinger's allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). An elven windsinger can inspire courage in any given character once per day per class level. (Even the most vicious abuse gets old if you hear it twice in the same day.) An elven windsinger cannot inspire courage on characters who are already engaged in combat.
At 9th level (Wind-Lord), elven windsingers can establish a fastness in a natural setting, such as a ravine or oasis. Rather than impose upon nature, this keep must blend seamlessly with it. A total of 3d6×10 1st level elven NPCs will move in to help with it and defend the fastness at no cost to the character. Additional rules for elven fastnesses are detailed in the Campaign chapter.
Elven Wingsinger Proficiency List: Acrobatics, Apostasy, Battle Magic, Beast Friendship, Climbing, Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Healing, Knowledge, Laying on Hands, Leadership, Lip Reading, Loremastery, Martial Training, Mimicry, Mystic Aura, Naturalism, Pass Without Trace, Performance, Precise Shooting, Sensing Power, Signaling, Soothsaying, Theology, Unflappable Casting, Weapon Finesse
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Wind-Listener | 1 | 1d6 | — | — | — | — | — |
| 1,650 | Wind-Talker | 2 | 2d6 | 1 | — | — | — | — |
| 3,300 | Wind-Speaker | 3 | 3d6 | 2 | — | — | — | — |
| 6,600 | Wind-Walker | 4 | 4d6 | 2 | 1 | — | — | — |
| 13,200 | Wind-Singer | 5 | 5d6 | 2 | 2 | — | — | — |
| 26,400 | Wind-Rider | 6 | 6d6 | 2 | 2 | 1 | 1 | — |
| 55,000 | Wind-Priest | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 |
| 110,000 | Wind-Master | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 |
| 260,000 | Wind-Lord | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 |
| 410,000 | Wind-Lord, 10th level | 10 | 9d6+1* | 4 | 4 | 3 | 3 | 2 |
| 560,000 | Wind-Lord, 11th level | 11 | 9d6+2* | 4 | 4 | 4 | 3 | 3 |
| 710,000 | Wind-Lord, 12th level | 12 | 9d6+3* | 5 | 5 | 4 | 4 | 3 |
| 860,000 | Wind-Lord, 13th level | 13 | 9d6+4* | 5 | 5 | 5 | 4 | 3 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 10+ | 16+ | 13+ | 15+ | 10+ |
| 3–4 | 12+ | 9+ | 15+ | 12+ | 14+ | 9+ |
| 5–6 | 11+ | 8+ | 14+ | 11+ | 13+ | 8+ |
| 7–8 | 10+ | 7+ | 13+ | 10+ | 12+ | 7+ |
| 9–10 | 9+ | 6+ | 12+ | 9+ | 11+ | 6+ |
| 11–12 | 8+ | 5+ | 11+ | 8+ | 10+ | 5+ |
| 13 | 7+ | 4+ | 10+ | 7+ | 9+ | 4+ |
Created with Hit Dice Value 1, Fighting Value 1, Divine Value 2, and Elf Value 0.
| First Level Divine Spells | |
|---|---|
| 1 | Cure Light Wounds * |
| 2 | Delay Disease PC |
| 3 | Detect Magic |
| 4 | Faerie Fire |
| 5 | Light * |
| 6 | Predict Weather PC |
| 7 | Protection from Evil * |
| 8 | Remove Fear * |
| 9 | Resist Cold |
| 10 | Trance PC |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bless * |
| 3 | Cure Moderate Wounds * PC |
| 4 | Delay Poison |
| 5 | Enthrall PC |
| 6 | Hold Person |
| 7 | Obscuring Cloud |
| 8 | Resist Fire |
| 9 | Silence 15' Radius |
| 10 | Unseen Servant PC |
| Third Level Divine Spells | |
| 1 | Call Lightning PC |
| 2 | Continual Light * |
| 3 | Cure Blindness |
| 4 | Cure Disease * |
| 5 | Cure Major Wounds * PC |
| 6 | Eyes of the Eagle PC |
| 7 | Prayer |
| 8 | Protection from Normal Missiles |
| 9 | Remove Curse * |
| 10 | Striking |
| Fourth Level Divine Spells | |
| 1 | Clairaudience PC |
| 2 | Clairvoyance |
| 3 | Cure Serious Wounds * |
| 4 | Death Ward PC |
| 5 | Dispel Magic |
| 6 | Divination |
| 7 | Fly |
| 8 | Neutralize Poison * |
| 9 | Nondetection PC |
| 10 | Protection from Evil, Sustained * |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Commune |
| 3 | Control Wind PC |
| 4 | Cure Critical Wounds * |
| 5 | Dispel Evil |
| 6 | Quest |
| 7 | Restore Life and Limb * |
| 8 | Scry PC |
| 9 | Summon Weather PC |
| 10 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |