Elven Windsinger (Campaign Class)

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

Elven Windsinger Level Progression

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

Elven Windsinger Attack and Saving Throws

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.

Elven Windsinger Divine Spell List

First Level Divine Spells
1Cure Light Wounds *
2Delay Disease PC
3Detect Magic
4Faerie Fire
5Light *
6Predict Weather PC
7Protection from Evil *
8Remove Fear *
9Resist Cold
10Trance PC
Second Level Divine Spells
1Augury
2Bless *
3Cure Moderate Wounds * PC
4Delay Poison
5Enthrall PC
6Hold Person
7Obscuring Cloud
8Resist Fire
9Silence 15' Radius
10Unseen Servant PC
Third Level Divine Spells
1Call Lightning PC
2Continual Light *
3Cure Blindness
4Cure Disease *
5Cure Major Wounds * PC
6Eyes of the Eagle PC
7Prayer
8Protection from Normal Missiles
9Remove Curse *
10Striking
Fourth Level Divine Spells
1Clairaudience PC
2Clairvoyance
3Cure Serious Wounds *
4Death Ward PC
5Dispel Magic
6Divination
7Fly
8Neutralize Poison *
9Nondetection PC
10Protection from Evil, Sustained *
Fifth Level Divine Spells
1Atonement
2Commune
3Control Wind PC
4Cure Critical Wounds *
5Dispel Evil
6Quest
7Restore Life and Limb *
8Scry PC
9Summon Weather PC
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion