only1doug
2011-04-18, 04:25 PM
I'm homebrewing a base class modification for one of my PC's, currently a Pixie Rogue 1 (ECL5)
The player wants to utility support capable of filling in many gaps, he likes the Dragon Shaman class mechanics but not the fluff (or the breath weapon)
This is the Latest Version.
Previous Versions can be found Here (http://www.giantitp.com/forums/showpost.php?p=10838805) (or scroll down to post 10)
Making A Fey Champion
As a Fey Champion, you primarily act as a melee combatant, but your class features also allow you to grant benefits to those fighting around you.
In a standard group of adventurers, you can stand in for the fighter or the cleric.
Your combat prowess isn’t quite as great as a fighter’s, but you can employ special attacks and special defenses a fighter can’t access.
Although you lack many of the cleric’s specialized spells, you do possess the ability to heal and remove negative conditions.
As a Fey Champion, you can grow thicker skin, Produce Magical Effects, and soar on Faerie wings—and that barely scratches the surface of the powers at your command.
Abilities: As with any melee-oriented class, Strength is a key ability for Fey Champions.
Constitution provides you with increased hit points as usual.
If you want to make good use of the Fey Champion’s magical effects and ability to heal and remove negative conditions, you’ll need a high Charisma.
Races: Although Elves make up the majority of Fey Champion, any community of people with a close connection to the wild can produce Fey Champions.
Typically, Fey Champions come from savage societies that live in forests or wilds, but even highly civilized populations can produce Fey Champions.
In any race or society, Fey Champions tend to dedicate themselves to the wilds native to the area.
Alignment: Attaining the abilities of a true Fey requires a deep commitment to the chosen Path.
An aspiring Fey Champion must Live the Ideals of his Path; adopting these for himself opens the door to the Fey power.
Thus, Fey Champions align their morals to suit the outlook required for the Path to which they dedicate themselves.
Most Paths have a particular alignment with which it cannot be associated.
A Fey Champion who turns toward the barred alignment of his chosen Path loses many of his powers unless he can successfully adopt another Path (see Ex-Fey Champion, below).
Hit Dice: D8
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: As druid (PH 109).
CLASS SKILLS
(2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft,
Knowledge (nature), Listen, Tumble, Spot, Survival, Swim (plus others depending on the chosen Path).
CLASS FEATURES
As a Fey Champion, you function most effectively on the front lines of any combat.
Your class abilities allow you to boost your combat effectiveness and that of your party, and the touch of vitality ability provides you with the power to heal others and remove negative conditions that affect them, giving you more reason to take the fight to your foes and stay close to those melee-oriented allies most likely to need your aid.
Weapon and Armor Proficiency: Fey Champions are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).
Bonus Languages: A Fey Champion’s bonus language options include Sylvan.
{table]Level |
BAB |
Fort |
Ref |
Will |Special |
Aura's Known
1 |
+0 |
+2 |
+0 |
+2 |Fey Aura +1, Fey Path |
3
2 |
+1 |
+3 |
+0 |
+3 |Skill Choice |
3
3 |
+2 |
+3 |
+1 |
+3 |Fey Power I |
4
4 |
+3 |
+4 |
+1 |
+4 |Bonus Power |
4
5 |
+3 |
+4 |
+1 |
+4 |Fey Immunity I, Fey Aura +2 |
5
6 |
+4 |
+5 |
+2 |
+5 |Bonus Power, Touch of Vitality (Heal Wounds) |
5
7 |
+5 |
+5 |
+2 |
+5 |Fey Power II, commune with Fey Spirit |
6
8 |
+6/+1 |
+6 |
+2 |
+6 |Bonus Power, Skill Choice |
6
9 |
+6/+1 |
+6 |
+3 |
+6 |Fey Wings |
7
10 |
+7/+2 |
+7 |
+3 |
+7 |Bonus Power, Fey Aura +3 |
7
11 |
+8/+3 |
+7 |
+3 |
+7 |Touch of Vitality (remove Conditions) |
7
12 |
+9/+4 |
+8 |
+4 |
+8 |Fey Power III |
7
13 |
+9/+4 |
+9 |
+4 |
+9 |Bonus Power |
7
14 |
+10/+5 |
+9 |
+4 |
+9 |Fey Immunity II |
7
15 |
+11/+6/+1 |
+9 |
+5 |
+9 |Fey Aura +4 |
7
16 |
+12/+7/+2 |
+10 |
+5 |
+10 | Bonus Power, Skill Choice |
7
17 |
+12/+7/+2 |
+10 |
+5 |
+10 |Fey Power IV |
7
18 |
+13/+8/+3 |
+11 |
+6 |
+11 |Bonus Power |
7
19 |
+14/+9/+4 |
+11 |
+6 |
+11 |Double Fey aura |
7
20 |
+15/+10/+5 |
+12 |
+6 |
+12 |Bonus Power, Fey Aura +5 |
7[/table]
Fey Auras: As Dragon Shaman auras.
Charm: Increases your Allies Cha bonus for the purpose of social skill checks.
Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
Grace: Increases your allies effective dex bonus for the purpose of AC and Reflex saves.
Litheness: Increases your allies effective dex bonus for the purpose of Escape Artist, Tumble & Sleight of Hand checks.
Pizazz: Increases your Allies Casting stat bonus for the DC of saves against their spells.
Power: as Dragon Shaman aura, dragon magic Pg 86
Resolve: as Dragon Shaman aura, dragon magic Pg 86
Senses: as Dragon Shaman aura, dragon magic Pg 86
Stealth: Bonus to hide and move silently checks.
Swiftness: as Dragon Shaman aura, dragon magic Pg 86
Vigor: as Dragon Shaman Aura, PHBII Pg 13
Fey Path: You must choose a Fey Path from among the Paths detailed below (or others developed later).
You gain additional class skills, abilities and When selecting your Fey Power or Bonus Powers you may choose from either your selected path or the general list (You cannot choose from powers listed under another path).
Your attunement to the Fey allows you to take any feat that has Fey Heritage as a prerequisite without needing to take the Fey Heritage feat.
Seelie Champion
Alignment Restriction: non evil only
Bonus Class Skills: Diplomacy, Disguise, Gather Information
Fey Power I :
All-Seeing Eyes: (As comprehend languages on written material, bonus on Search and Spot checks.)
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
Fey Power II :
Frightful Presence: Make nearby creatures shaken.
Relentless Dispelling: As targeted dispel magic, with additional targeted dispel magic the next turn.
Fey Power III :
Painful Slumber of Ages: Creature falls asleep, takes damage when awakened.
Chilling Grasp: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area. (see Chilling Tentacles)
Fey Power IV :
Instill Vulnerability: Make target creature vulnerable to chosen energy type.
Unseelie Champion
Alignment Restriction: non good only
Bonus Class Skills: Disguise, Intimidate, Search
Fey Power I :
Baleful Utterance: (Speak word of the Dark Speech and shatter objects as the shatter spell.)
Darkness: (Create darkness as the spell.)
Fey Power II :
Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
Voracious Dispelling: Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled.
Fey Power III :
Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
Aura of Flame: Aura deals fire damage to creatures that strike you.
Fey Power IV :
Swarm Shadow: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype. (see Dark Discorporation)
Natures Champion
Alignment Restriction: none
Bonus Class Skills: Handle Animal, Heal, Ride
Fey Power I :
Call of the Beast: (Speak with animals and influence their behavior.)
Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.
Fey Power II :
Hungry Darkness: Create shadows filled with a swarm of bats.
Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Fey Power III :
Caustic Mire: Acidic sludge slows progress, deals damage.
Natures Bounty: Gain temporary hit points equal to your level. (see Draconic Toughness)
Fey Power IV :
Steal Summoning: Take control of another caster's summoned monster.
Mischief's Champion
Alignment Restriction: Chaotic only
Bonus Class Skills: Bluff, Escape artist, Sleight of Hand
Fey Power I :
Beguiling Influence: (Gain bonus on Bluff, Diplomacy, and Intimidate checks.)
Dark One’s Own Luck: (Gain a luck bonus on one type of saves.)
Fey Power II :
Enthralling Voice: Make nearby creatures fascinated.
Changling: Touch attack imposes 1d6 Cha penalty and transforms you to look like target. (see Mask of Flesh)
Fey Power III :
Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Dream World: Create illusory terrain that damages foes and allows you to hide. (see Nightmares Made Real)
Fey Power IV :
Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
General List
Fey Power I :
Breath of Mist: Create a fog cloud as the spell.
Magic Insight: (Detect magical auras; identify magic items.)
See the Unseen: Gain darkvision; gain see invisibility as the spell. or
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Nixie Knacks: Gain swim speed and ability to breathe water.
Fey Power II :
Charm: Cause a single creature to regard you as a friend.
Cold Comfort: You and nearby allies protected by endure elements.
Energy Resistance: Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
Humanoid Shape: Take the form of any humanoid creature.
Stony Grasp: Use stony grasp as the spell.
Voidsense: Gain blindsense out to 30 feet.
Walk Unseen: Use invisibility (self only) as the spell.
Witchwood Step: Walk on water and move through some obstacles unimpeded.
Fey Power III :
Chilling Fog: Create solid fog that deals cold damage.
Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Hellspawned Grace: Transform into a hellcat for 1 round/2 Fey Champion levels.
Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
Fey Message: Use sending as the spell, but risk damage from recipient. (see Warlock’s Call)
Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
Fey Power IV :
Caster's Lament: Your touch can break enchantment, and you can counterspell.
Future Echo: Use foresight as the spell, and communicate telepathically with a close target of the effect. (see Dark Foresight)
Energy Immunity: Gain immunity to acid, cold, electricity, fire, or sonic damage.
Path of Shadow: Use shadow walk as the spell and speed up natural healing.
Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
Skill Choice: At 2nd level, you have a choice of specialisng within your path or broadening your interests. You may either add a new skill to your class list from one of the other fey paths or any of your previous classes or you may gain Skill Focus as a bonus feat. (You must apply the feat to one of the class skills granted by your chosen Fey Path including a previously added skills).
For example, a Mischief's Champion can expand his class skills to include animal handling (from the Natures champion Path) or he could select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Disguise)
At 8th level, and again at 16th level, you can add new class skills from previous classes or other Fey Paths or gain Skill Focus in another of the class skills granted by your chosen Fey Path.
If you already have Skill Focus in all three of the skills associated with your Fey Path, you gain Skill Focus in any other Fey Champion class skill.
Fey Power:
At 3rd level you start Unlocking the secrets of the Fey. Anytime you gain a Fey Power Level or a bonus power you may choose a new power of any level up to the maximum level previously unlocked. The most recently unlocked level of Fey Power is usable 2 / day at first then 2 additional times / day when a bonus power of that level becomes available and finally unlimited times / day when the 2nd bonus power of that level is offered.
Existing Spell like abilities from any Fey source will also gain 2 more uses / day whenever bonus powers are unlocked but never become useable at will.
e.g.
gaining fey power III grants 2/day to the 3rd level power, all lower level powers will already be at will.
A Fey Champion does not prepare or cast spells as wielders of arcane magic do.
Instead, he possesses a repertoire of attacks, defenses, and abilities known as Powers that enable him to focus the wild energy that suffuses nature.
A Fey Champion can use any Power he knows at will, with the following qualifications: A Fey Champion's powers are spelllike abilities; using a Power is therefore a standard action that provokes attacks of opportunity.
A Power can be disrupted, just as a spell can be ruined during casting.
A Fey Champion is entitled to a Concentration check to successfully use a Power if he is hit by an attack while using a Power, just as a spellcaster would be.
A Fey Champion can choose to use a Power defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity.
A Fey Champion’s Powers are subject to spell resistance unless an Power’s description specifically states otherwise.
A Fey Champion’s caster level with his Powers is equal to his Fey Champion level.
The save DC for a Power (if it allows a save) is 10 + equivalent spell level + the Fey Champions’s Charisma modifier.
Since spell-like abilities are not actually spells, a Fey Champion cannot benefit from the Spell Focus feat.
He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
A Fey Champion First gains knowledge of one Fey Power at Level 3, which must be of the lowest grade (Fey Power I). A Fey Champion can only select powers from the power list of his path or the general power list.
Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron. This overlaps with any existing DR you may have unless you already have DR / Cold Iron in which case you may keep this DR or exchange it for a +2 bonus to your existing DR.
At 14th Level this increases to Immunity to Enchantment spells and effects and to DR10 / Cold Iron. If you have an existing DR / Cold Iron you may keep this bonus or exchange it for a further +2 (total of +4).
Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. (see dragon shaman class feature PHBII).
Bonus Power: At 4th level and again at 6th, 8th, 10th, 13th, 16th, 18th and 20th you can gain an additional power of any level already known, these will share the uses / day with the existing known power of that level. Gaining a bonus power also grants 2 additional uses / day of your existing powers.
Fey Wings (Ex): At 9th level, you grow a pair of wings that resemble those of a Pixie.
They allow flight at a speed of 60 feet (good maneuverability).
You can only fly while carrying a light load and no heavier than medium armour.
If you already have wings, you can choose whether these Fey wings replace your own.
Commune with Fey Spirit (Sp): At 7th level, you gain the ability to contact Fey Spirits directly to ask questions of them.
This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels.
After using this ability, you cannot use it again for seven days.
Double Fey Aura: at 19th Level you gain the ability to Project two Fey Aura's simultaneously.
Done now, Suggestions very welcome.
The player wants to utility support capable of filling in many gaps, he likes the Dragon Shaman class mechanics but not the fluff (or the breath weapon)
This is the Latest Version.
Previous Versions can be found Here (http://www.giantitp.com/forums/showpost.php?p=10838805) (or scroll down to post 10)
Making A Fey Champion
As a Fey Champion, you primarily act as a melee combatant, but your class features also allow you to grant benefits to those fighting around you.
In a standard group of adventurers, you can stand in for the fighter or the cleric.
Your combat prowess isn’t quite as great as a fighter’s, but you can employ special attacks and special defenses a fighter can’t access.
Although you lack many of the cleric’s specialized spells, you do possess the ability to heal and remove negative conditions.
As a Fey Champion, you can grow thicker skin, Produce Magical Effects, and soar on Faerie wings—and that barely scratches the surface of the powers at your command.
Abilities: As with any melee-oriented class, Strength is a key ability for Fey Champions.
Constitution provides you with increased hit points as usual.
If you want to make good use of the Fey Champion’s magical effects and ability to heal and remove negative conditions, you’ll need a high Charisma.
Races: Although Elves make up the majority of Fey Champion, any community of people with a close connection to the wild can produce Fey Champions.
Typically, Fey Champions come from savage societies that live in forests or wilds, but even highly civilized populations can produce Fey Champions.
In any race or society, Fey Champions tend to dedicate themselves to the wilds native to the area.
Alignment: Attaining the abilities of a true Fey requires a deep commitment to the chosen Path.
An aspiring Fey Champion must Live the Ideals of his Path; adopting these for himself opens the door to the Fey power.
Thus, Fey Champions align their morals to suit the outlook required for the Path to which they dedicate themselves.
Most Paths have a particular alignment with which it cannot be associated.
A Fey Champion who turns toward the barred alignment of his chosen Path loses many of his powers unless he can successfully adopt another Path (see Ex-Fey Champion, below).
Hit Dice: D8
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: As druid (PH 109).
CLASS SKILLS
(2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft,
Knowledge (nature), Listen, Tumble, Spot, Survival, Swim (plus others depending on the chosen Path).
CLASS FEATURES
As a Fey Champion, you function most effectively on the front lines of any combat.
Your class abilities allow you to boost your combat effectiveness and that of your party, and the touch of vitality ability provides you with the power to heal others and remove negative conditions that affect them, giving you more reason to take the fight to your foes and stay close to those melee-oriented allies most likely to need your aid.
Weapon and Armor Proficiency: Fey Champions are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).
Bonus Languages: A Fey Champion’s bonus language options include Sylvan.
{table]Level |
BAB |
Fort |
Ref |
Will |Special |
Aura's Known
1 |
+0 |
+2 |
+0 |
+2 |Fey Aura +1, Fey Path |
3
2 |
+1 |
+3 |
+0 |
+3 |Skill Choice |
3
3 |
+2 |
+3 |
+1 |
+3 |Fey Power I |
4
4 |
+3 |
+4 |
+1 |
+4 |Bonus Power |
4
5 |
+3 |
+4 |
+1 |
+4 |Fey Immunity I, Fey Aura +2 |
5
6 |
+4 |
+5 |
+2 |
+5 |Bonus Power, Touch of Vitality (Heal Wounds) |
5
7 |
+5 |
+5 |
+2 |
+5 |Fey Power II, commune with Fey Spirit |
6
8 |
+6/+1 |
+6 |
+2 |
+6 |Bonus Power, Skill Choice |
6
9 |
+6/+1 |
+6 |
+3 |
+6 |Fey Wings |
7
10 |
+7/+2 |
+7 |
+3 |
+7 |Bonus Power, Fey Aura +3 |
7
11 |
+8/+3 |
+7 |
+3 |
+7 |Touch of Vitality (remove Conditions) |
7
12 |
+9/+4 |
+8 |
+4 |
+8 |Fey Power III |
7
13 |
+9/+4 |
+9 |
+4 |
+9 |Bonus Power |
7
14 |
+10/+5 |
+9 |
+4 |
+9 |Fey Immunity II |
7
15 |
+11/+6/+1 |
+9 |
+5 |
+9 |Fey Aura +4 |
7
16 |
+12/+7/+2 |
+10 |
+5 |
+10 | Bonus Power, Skill Choice |
7
17 |
+12/+7/+2 |
+10 |
+5 |
+10 |Fey Power IV |
7
18 |
+13/+8/+3 |
+11 |
+6 |
+11 |Bonus Power |
7
19 |
+14/+9/+4 |
+11 |
+6 |
+11 |Double Fey aura |
7
20 |
+15/+10/+5 |
+12 |
+6 |
+12 |Bonus Power, Fey Aura +5 |
7[/table]
Fey Auras: As Dragon Shaman auras.
Charm: Increases your Allies Cha bonus for the purpose of social skill checks.
Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
Grace: Increases your allies effective dex bonus for the purpose of AC and Reflex saves.
Litheness: Increases your allies effective dex bonus for the purpose of Escape Artist, Tumble & Sleight of Hand checks.
Pizazz: Increases your Allies Casting stat bonus for the DC of saves against their spells.
Power: as Dragon Shaman aura, dragon magic Pg 86
Resolve: as Dragon Shaman aura, dragon magic Pg 86
Senses: as Dragon Shaman aura, dragon magic Pg 86
Stealth: Bonus to hide and move silently checks.
Swiftness: as Dragon Shaman aura, dragon magic Pg 86
Vigor: as Dragon Shaman Aura, PHBII Pg 13
Fey Path: You must choose a Fey Path from among the Paths detailed below (or others developed later).
You gain additional class skills, abilities and When selecting your Fey Power or Bonus Powers you may choose from either your selected path or the general list (You cannot choose from powers listed under another path).
Your attunement to the Fey allows you to take any feat that has Fey Heritage as a prerequisite without needing to take the Fey Heritage feat.
Seelie Champion
Alignment Restriction: non evil only
Bonus Class Skills: Diplomacy, Disguise, Gather Information
Fey Power I :
All-Seeing Eyes: (As comprehend languages on written material, bonus on Search and Spot checks.)
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
Fey Power II :
Frightful Presence: Make nearby creatures shaken.
Relentless Dispelling: As targeted dispel magic, with additional targeted dispel magic the next turn.
Fey Power III :
Painful Slumber of Ages: Creature falls asleep, takes damage when awakened.
Chilling Grasp: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area. (see Chilling Tentacles)
Fey Power IV :
Instill Vulnerability: Make target creature vulnerable to chosen energy type.
Unseelie Champion
Alignment Restriction: non good only
Bonus Class Skills: Disguise, Intimidate, Search
Fey Power I :
Baleful Utterance: (Speak word of the Dark Speech and shatter objects as the shatter spell.)
Darkness: (Create darkness as the spell.)
Fey Power II :
Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
Voracious Dispelling: Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled.
Fey Power III :
Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
Aura of Flame: Aura deals fire damage to creatures that strike you.
Fey Power IV :
Swarm Shadow: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype. (see Dark Discorporation)
Natures Champion
Alignment Restriction: none
Bonus Class Skills: Handle Animal, Heal, Ride
Fey Power I :
Call of the Beast: (Speak with animals and influence their behavior.)
Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.
Fey Power II :
Hungry Darkness: Create shadows filled with a swarm of bats.
Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Fey Power III :
Caustic Mire: Acidic sludge slows progress, deals damage.
Natures Bounty: Gain temporary hit points equal to your level. (see Draconic Toughness)
Fey Power IV :
Steal Summoning: Take control of another caster's summoned monster.
Mischief's Champion
Alignment Restriction: Chaotic only
Bonus Class Skills: Bluff, Escape artist, Sleight of Hand
Fey Power I :
Beguiling Influence: (Gain bonus on Bluff, Diplomacy, and Intimidate checks.)
Dark One’s Own Luck: (Gain a luck bonus on one type of saves.)
Fey Power II :
Enthralling Voice: Make nearby creatures fascinated.
Changling: Touch attack imposes 1d6 Cha penalty and transforms you to look like target. (see Mask of Flesh)
Fey Power III :
Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Dream World: Create illusory terrain that damages foes and allows you to hide. (see Nightmares Made Real)
Fey Power IV :
Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
General List
Fey Power I :
Breath of Mist: Create a fog cloud as the spell.
Magic Insight: (Detect magical auras; identify magic items.)
See the Unseen: Gain darkvision; gain see invisibility as the spell. or
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Nixie Knacks: Gain swim speed and ability to breathe water.
Fey Power II :
Charm: Cause a single creature to regard you as a friend.
Cold Comfort: You and nearby allies protected by endure elements.
Energy Resistance: Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
Humanoid Shape: Take the form of any humanoid creature.
Stony Grasp: Use stony grasp as the spell.
Voidsense: Gain blindsense out to 30 feet.
Walk Unseen: Use invisibility (self only) as the spell.
Witchwood Step: Walk on water and move through some obstacles unimpeded.
Fey Power III :
Chilling Fog: Create solid fog that deals cold damage.
Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Hellspawned Grace: Transform into a hellcat for 1 round/2 Fey Champion levels.
Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
Fey Message: Use sending as the spell, but risk damage from recipient. (see Warlock’s Call)
Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
Fey Power IV :
Caster's Lament: Your touch can break enchantment, and you can counterspell.
Future Echo: Use foresight as the spell, and communicate telepathically with a close target of the effect. (see Dark Foresight)
Energy Immunity: Gain immunity to acid, cold, electricity, fire, or sonic damage.
Path of Shadow: Use shadow walk as the spell and speed up natural healing.
Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
Skill Choice: At 2nd level, you have a choice of specialisng within your path or broadening your interests. You may either add a new skill to your class list from one of the other fey paths or any of your previous classes or you may gain Skill Focus as a bonus feat. (You must apply the feat to one of the class skills granted by your chosen Fey Path including a previously added skills).
For example, a Mischief's Champion can expand his class skills to include animal handling (from the Natures champion Path) or he could select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Disguise)
At 8th level, and again at 16th level, you can add new class skills from previous classes or other Fey Paths or gain Skill Focus in another of the class skills granted by your chosen Fey Path.
If you already have Skill Focus in all three of the skills associated with your Fey Path, you gain Skill Focus in any other Fey Champion class skill.
Fey Power:
At 3rd level you start Unlocking the secrets of the Fey. Anytime you gain a Fey Power Level or a bonus power you may choose a new power of any level up to the maximum level previously unlocked. The most recently unlocked level of Fey Power is usable 2 / day at first then 2 additional times / day when a bonus power of that level becomes available and finally unlimited times / day when the 2nd bonus power of that level is offered.
Existing Spell like abilities from any Fey source will also gain 2 more uses / day whenever bonus powers are unlocked but never become useable at will.
e.g.
gaining fey power III grants 2/day to the 3rd level power, all lower level powers will already be at will.
A Fey Champion does not prepare or cast spells as wielders of arcane magic do.
Instead, he possesses a repertoire of attacks, defenses, and abilities known as Powers that enable him to focus the wild energy that suffuses nature.
A Fey Champion can use any Power he knows at will, with the following qualifications: A Fey Champion's powers are spelllike abilities; using a Power is therefore a standard action that provokes attacks of opportunity.
A Power can be disrupted, just as a spell can be ruined during casting.
A Fey Champion is entitled to a Concentration check to successfully use a Power if he is hit by an attack while using a Power, just as a spellcaster would be.
A Fey Champion can choose to use a Power defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity.
A Fey Champion’s Powers are subject to spell resistance unless an Power’s description specifically states otherwise.
A Fey Champion’s caster level with his Powers is equal to his Fey Champion level.
The save DC for a Power (if it allows a save) is 10 + equivalent spell level + the Fey Champions’s Charisma modifier.
Since spell-like abilities are not actually spells, a Fey Champion cannot benefit from the Spell Focus feat.
He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
A Fey Champion First gains knowledge of one Fey Power at Level 3, which must be of the lowest grade (Fey Power I). A Fey Champion can only select powers from the power list of his path or the general power list.
Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron. This overlaps with any existing DR you may have unless you already have DR / Cold Iron in which case you may keep this DR or exchange it for a +2 bonus to your existing DR.
At 14th Level this increases to Immunity to Enchantment spells and effects and to DR10 / Cold Iron. If you have an existing DR / Cold Iron you may keep this bonus or exchange it for a further +2 (total of +4).
Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. (see dragon shaman class feature PHBII).
Bonus Power: At 4th level and again at 6th, 8th, 10th, 13th, 16th, 18th and 20th you can gain an additional power of any level already known, these will share the uses / day with the existing known power of that level. Gaining a bonus power also grants 2 additional uses / day of your existing powers.
Fey Wings (Ex): At 9th level, you grow a pair of wings that resemble those of a Pixie.
They allow flight at a speed of 60 feet (good maneuverability).
You can only fly while carrying a light load and no heavier than medium armour.
If you already have wings, you can choose whether these Fey wings replace your own.
Commune with Fey Spirit (Sp): At 7th level, you gain the ability to contact Fey Spirits directly to ask questions of them.
This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels.
After using this ability, you cannot use it again for seven days.
Double Fey Aura: at 19th Level you gain the ability to Project two Fey Aura's simultaneously.
Done now, Suggestions very welcome.