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<blockquote data-quote="Neo" data-source="post: 1540294" data-attributes="member: 4139"><p><strong>Councillor of the Tree’s: </strong></p><p>Although a Coronal may be the leader of the people for each significant elven kingdom such as Cormanthyr, Cormyr (as its original eleven colony), Jhyrennstar (before it was assimilated into Cormanthyr), or Eaerlann), there are those local rulers, the various leaders of individual clans and sites that form a group known as the Council of Tree. Council of the Tree members have a variety of titles; the most common among the smaller colonies is the use of the settlement name or clan name as the ruler’s title (i.e, “the Alusiil of alusiil Grove”, or the “Vispasial of Clan Vispasial, ruler of Bhaasoraen”). Each rules the particular settlement as the Coronal rules over them all. However, their powes are strictly limited to their particular settlements and its established territories. While within the borders of another settlement or among the neutral territories between the colonies, that leader or leaders cannot overrule any edicts of a ruling noble of that settlement of Coronal.</p><p>All these individual leaders are among the heads of the noble families of the elves, the senior families that originally settled Arcorar, though this is no longer strictly the case since the retreat to the west. In times of old the noble heads would all sit on the Nobles Council, which was held in Myth Drannor, where they would discuss and debate individual settlements policies or those of the Coronal. They would even meet once each year with the Coronal who would address their concerns. Of course until the time of Myth Drannor and the later Retreat the major concerns among the nobles council were the hunting rights, recognising clan heirs, or discussing the doings of the High Mages or other nobles with the Coronal.</p><p>At the current time there are still members of the Council of the Trees (nobles council) but they have either seceded from the council or strayed far away, such as to Evermeet. As a result of this the nobles council has not convened officially for almost 1200 years, there are however still those who keep their faith and trust in the old ways and with the existing Queen on Evermeet Amlaruil Moonflower for all intent and purpose being the only remaining Coronal of the elven peoples the Council of Trees are at least to some degree able to fulfil their ancient responsibilities still.</p><p>.</p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a councillor of the trees, a character must fulfil all of the following criteria:</p><p><strong>Race:</strong> Any elf, all subtypes except drow </p><p><strong>Base Will Save:</strong> +5</p><p><strong>Skills:</strong> Diplomacy 10 ranks, Sense Motive 6 ranks, Knowledge (nobility & royalty) 2 ranks, Knowledge (local) 4 ranks </p><p><strong>Feats:</strong> Noble House, Leadership </p><p><strong>Special:</strong> Must be the leader of an elven settlement and have sworn an oath to server the elven peoples and the Coronal. </p><p></p><p><strong>Class Skills</strong></p><p>The Councillor of the Tree's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Speak Language. </p><p></p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the councillor of the trees prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> A councillor of the trees is proficient with all simple and martial weapons, and with light and armours.</p><p><strong>Mediator (Ex):</strong> A Councillor of the Trees, are adept at dealing with people and problems in a fair and helpful manner. They are required to make decisions on their people’s behalf and in their best interests, including the mediation of any disputes, which may arise. As a result of this a 1st level Councillor receives a +2 bonus to all Charisma based checks and all Charisma skill checks for the purposes of dealing with, or matters which relate to the people of their lands. This bonus increases to +4 at 4th level and +6 at 8th.</p><p><strong>Aide:</strong> The Councillor of the trees at 1st level gains the services of an Aide to help them deal with the logistics of their position and to oversee the implementation of any orders in their absence. An aid can be of any of the NPC classes and his level is equal to the Councillors level in this prestige class. Every time the Councillor goes up a level as does the Aide, who does not require payment (considered to be paid by the lands), but does require food and lodgings. If an aide is slain he cannot be replaced until the Councillor next gains a level.</p><p><strong>Ties that Bind (Su):</strong> Upon reaching 2nd level a Councillor of the trees learns to tap the magic of the land in such a way that they gain the power to detect evil (as the spell) at will. In addition, the councillor gains the power to sense evil that enters the there lands borders (not those already within its borders). This power detects any evil creature with an intelligence greater than 3 that that crosses their borders. The power does not give the scout the exact location of the evil, but with a successful Concentration check (DC 15), the councillor can determine the general direction and distance (to the north, far away and so on). Effectively this provides them with a +10 insight bonus for the purposes of survival rolls to track such threats down. It is a form of this power that the scouts of Cormyr eventually learned to harness of a fashion for themselves by manipulating the magic’s left behind from when Cormyr was an elven outpost.</p><p><strong>House Strength:</strong> At 3rd level the Councillor of the Trees has gained enough renown and recognition as the leader of his people that it benefits his bloodline, raising his Noble house Strength by +1. His house strength increases by +1 again at 6th and finally at 9th.</p><p><strong>Personal Guard:</strong> Upon reaching 3rd level, a Councillor of Trees has gained such importance that he is assigned a permanent personal guard of followers, similar to those provided by the Leadership feat. The Councillor attracts a number of followers whose total levels equal the prestige class level, and who have levels only in Warrior. For example, an 6th level Councillor of Trees may have six 1st level warrior guards, or a 3rd level warrior Captain, and three 1st level warrior guards, or any other combination whose total levels do not exceed the Councillors level. Any individual member of the Councillors personal guard may be no higher than 5th level and no higher than half his level rounded down. Each time the Councillor gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all members of his personal guard for a new combination of followers. Note a personal guard’s contingent does not count towards followers provided by the Leadership feat, nor do they count as a noble’s retinue. Personal guards do not require payment (already being assumed to be paid by the lands), they do require food and lodgings however. Also any personal guard members slain cannot be replaced until the noble next goes up a level in this class.</p><p><strong>Woodland Favour (Sp):</strong> At 5th level, a councillor of the trees can once per day, while within the boundaries of his lands call upon the woodland creatures to help him. This in all other ways works exactly as a summon natures all III spell cast by a Druid of the characters level.</p><p><strong>Activate Elfgate (Ex):</strong> When the elves retreated to the West they left behind magical gateways known as elfgates. These gats were constructed so that those who chose to remain behind could if they needed to retreat to Evermeet. Many such elfgates are one way, but those of noble blood who are taught the secrets of their activation may open them. All Councillors of the Trees are passed down the knowledge of how to activate an elfgate. Not all communities have an elfgate in them or even nearby, but almost all know where to head to, to find one should the need arise. The knowledge of activation in itself is of little use, for one must also be elven and of noble birthright. It is a Councillors responsibility to see that the legacy of the elfgates activation is passed to their successors.</p><p><strong>Exceptional Leadership:</strong> The Councillor of the Trees at 7th level gains the Exceptional Leadership feat as a bonus feat. Effectively increasing his leadership score by +3 as a result.</p><p><strong>Call Green Warders (Sp):</strong> Upon reaching 9th level a councillor is granted the ability to call upon the aid of the Green Warders (see Monsters of Faerun) who are magical plant creatures created to guard the elven lands and secrets. It is a Full round action to call the warders and 1d8 arrive immediately in there is vegetation nearby, otherwise it takes 1d6 rounds for them to appear. They will perform a single service for the councillor, which cannot last longer than 1 hour per level at the end of which they return from whence they came. This ability can only be used once per day.</p><p><strong>Boon to the Land (Su):</strong> Finally upon reaching 10th level a Councillor gains perhaps their most powerful ability, their connection to the land has grown such that so long as they remain within the boundaries of their land the fertility of all plants increases effectively doubling the productivity of the land in a ½ mile radius per level of the prestige. The land is green and fertile, sickness finds no foothold, animal’s are more fertile and so on. However should the Councillor leave the boundaries of his lands for more than a month then all benefits of this ability are negated, and the Councillor must remain on his lands for a full season before the effects benefits reinstate themselves.</p><p></p><p>Councillor of the Trees Advancement</p><p>Level Attack Fort Ref Will Special </p><p>1st +0 +0 +2 +2 Mediator +2, Aide</p><p>2nd +1 +0 +3 +3 Ties that Bind</p><p>3rd +2 +1 +3 +3 House Strength +1, Personal Guard</p><p>4th +3 +1 +4 +4 Mediator +4</p><p>5th +3 +1 +4 +4 Woodlands Favour</p><p>6th +4 +2 +5 +5 House Strength +2, Activate Elfgate</p><p>7th +5 +2 +5 +5 Exceptional Leadership</p><p>8th +6 +2 +6 +6 Mediator +6</p><p>9th +6 +3 +6 +6 House Strength +3, Call Green Warders</p><p>10th +7 +3 +7 +7 Boon to the Land</p></blockquote><p></p>
[QUOTE="Neo, post: 1540294, member: 4139"] [b]Councillor of the Tree’s: [/b] Although a Coronal may be the leader of the people for each significant elven kingdom such as Cormanthyr, Cormyr (as its original eleven colony), Jhyrennstar (before it was assimilated into Cormanthyr), or Eaerlann), there are those local rulers, the various leaders of individual clans and sites that form a group known as the Council of Tree. Council of the Tree members have a variety of titles; the most common among the smaller colonies is the use of the settlement name or clan name as the ruler’s title (i.e, “the Alusiil of alusiil Grove”, or the “Vispasial of Clan Vispasial, ruler of Bhaasoraen”). Each rules the particular settlement as the Coronal rules over them all. However, their powes are strictly limited to their particular settlements and its established territories. While within the borders of another settlement or among the neutral territories between the colonies, that leader or leaders cannot overrule any edicts of a ruling noble of that settlement of Coronal. All these individual leaders are among the heads of the noble families of the elves, the senior families that originally settled Arcorar, though this is no longer strictly the case since the retreat to the west. In times of old the noble heads would all sit on the Nobles Council, which was held in Myth Drannor, where they would discuss and debate individual settlements policies or those of the Coronal. They would even meet once each year with the Coronal who would address their concerns. Of course until the time of Myth Drannor and the later Retreat the major concerns among the nobles council were the hunting rights, recognising clan heirs, or discussing the doings of the High Mages or other nobles with the Coronal. At the current time there are still members of the Council of the Trees (nobles council) but they have either seceded from the council or strayed far away, such as to Evermeet. As a result of this the nobles council has not convened officially for almost 1200 years, there are however still those who keep their faith and trust in the old ways and with the existing Queen on Evermeet Amlaruil Moonflower for all intent and purpose being the only remaining Coronal of the elven peoples the Council of Trees are at least to some degree able to fulfil their ancient responsibilities still. . [b]Hit Die:[/b] d8 [b]Requirements[/b] To qualify to become a councillor of the trees, a character must fulfil all of the following criteria: [b]Race:[/b] Any elf, all subtypes except drow [b]Base Will Save:[/b] +5 [b]Skills:[/b] Diplomacy 10 ranks, Sense Motive 6 ranks, Knowledge (nobility & royalty) 2 ranks, Knowledge (local) 4 ranks [b]Feats:[/b] Noble House, Leadership [b]Special:[/b] Must be the leader of an elven settlement and have sworn an oath to server the elven peoples and the Coronal. [b]Class Skills[/b] The Councillor of the Tree's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Speak Language. [b]Skill Points at Each Level:[/b] 4 + Int modifier. [b]Class Features[/b] All the following are class features of the councillor of the trees prestige class: [b]Weapon and Armour Proficiency:[/b] A councillor of the trees is proficient with all simple and martial weapons, and with light and armours. [b]Mediator (Ex):[/b] A Councillor of the Trees, are adept at dealing with people and problems in a fair and helpful manner. They are required to make decisions on their people’s behalf and in their best interests, including the mediation of any disputes, which may arise. As a result of this a 1st level Councillor receives a +2 bonus to all Charisma based checks and all Charisma skill checks for the purposes of dealing with, or matters which relate to the people of their lands. This bonus increases to +4 at 4th level and +6 at 8th. [b]Aide:[/b] The Councillor of the trees at 1st level gains the services of an Aide to help them deal with the logistics of their position and to oversee the implementation of any orders in their absence. An aid can be of any of the NPC classes and his level is equal to the Councillors level in this prestige class. Every time the Councillor goes up a level as does the Aide, who does not require payment (considered to be paid by the lands), but does require food and lodgings. If an aide is slain he cannot be replaced until the Councillor next gains a level. [b]Ties that Bind (Su):[/b] Upon reaching 2nd level a Councillor of the trees learns to tap the magic of the land in such a way that they gain the power to detect evil (as the spell) at will. In addition, the councillor gains the power to sense evil that enters the there lands borders (not those already within its borders). This power detects any evil creature with an intelligence greater than 3 that that crosses their borders. The power does not give the scout the exact location of the evil, but with a successful Concentration check (DC 15), the councillor can determine the general direction and distance (to the north, far away and so on). Effectively this provides them with a +10 insight bonus for the purposes of survival rolls to track such threats down. It is a form of this power that the scouts of Cormyr eventually learned to harness of a fashion for themselves by manipulating the magic’s left behind from when Cormyr was an elven outpost. [b]House Strength:[/b] At 3rd level the Councillor of the Trees has gained enough renown and recognition as the leader of his people that it benefits his bloodline, raising his Noble house Strength by +1. His house strength increases by +1 again at 6th and finally at 9th. [b]Personal Guard:[/b] Upon reaching 3rd level, a Councillor of Trees has gained such importance that he is assigned a permanent personal guard of followers, similar to those provided by the Leadership feat. The Councillor attracts a number of followers whose total levels equal the prestige class level, and who have levels only in Warrior. For example, an 6th level Councillor of Trees may have six 1st level warrior guards, or a 3rd level warrior Captain, and three 1st level warrior guards, or any other combination whose total levels do not exceed the Councillors level. Any individual member of the Councillors personal guard may be no higher than 5th level and no higher than half his level rounded down. Each time the Councillor gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all members of his personal guard for a new combination of followers. Note a personal guard’s contingent does not count towards followers provided by the Leadership feat, nor do they count as a noble’s retinue. Personal guards do not require payment (already being assumed to be paid by the lands), they do require food and lodgings however. Also any personal guard members slain cannot be replaced until the noble next goes up a level in this class. [b]Woodland Favour (Sp):[/b] At 5th level, a councillor of the trees can once per day, while within the boundaries of his lands call upon the woodland creatures to help him. This in all other ways works exactly as a summon natures all III spell cast by a Druid of the characters level. [b]Activate Elfgate (Ex):[/b] When the elves retreated to the West they left behind magical gateways known as elfgates. These gats were constructed so that those who chose to remain behind could if they needed to retreat to Evermeet. Many such elfgates are one way, but those of noble blood who are taught the secrets of their activation may open them. All Councillors of the Trees are passed down the knowledge of how to activate an elfgate. Not all communities have an elfgate in them or even nearby, but almost all know where to head to, to find one should the need arise. The knowledge of activation in itself is of little use, for one must also be elven and of noble birthright. It is a Councillors responsibility to see that the legacy of the elfgates activation is passed to their successors. [b]Exceptional Leadership:[/b] The Councillor of the Trees at 7th level gains the Exceptional Leadership feat as a bonus feat. Effectively increasing his leadership score by +3 as a result. [b]Call Green Warders (Sp):[/b] Upon reaching 9th level a councillor is granted the ability to call upon the aid of the Green Warders (see Monsters of Faerun) who are magical plant creatures created to guard the elven lands and secrets. It is a Full round action to call the warders and 1d8 arrive immediately in there is vegetation nearby, otherwise it takes 1d6 rounds for them to appear. They will perform a single service for the councillor, which cannot last longer than 1 hour per level at the end of which they return from whence they came. This ability can only be used once per day. [b]Boon to the Land (Su):[/b] Finally upon reaching 10th level a Councillor gains perhaps their most powerful ability, their connection to the land has grown such that so long as they remain within the boundaries of their land the fertility of all plants increases effectively doubling the productivity of the land in a ½ mile radius per level of the prestige. The land is green and fertile, sickness finds no foothold, animal’s are more fertile and so on. However should the Councillor leave the boundaries of his lands for more than a month then all benefits of this ability are negated, and the Councillor must remain on his lands for a full season before the effects benefits reinstate themselves. Councillor of the Trees Advancement Level Attack Fort Ref Will Special 1st +0 +0 +2 +2 Mediator +2, Aide 2nd +1 +0 +3 +3 Ties that Bind 3rd +2 +1 +3 +3 House Strength +1, Personal Guard 4th +3 +1 +4 +4 Mediator +4 5th +3 +1 +4 +4 Woodlands Favour 6th +4 +2 +5 +5 House Strength +2, Activate Elfgate 7th +5 +2 +5 +5 Exceptional Leadership 8th +6 +2 +6 +6 Mediator +6 9th +6 +3 +6 +6 House Strength +3, Call Green Warders 10th +7 +3 +7 +7 Boon to the Land [/QUOTE]
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