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Jeff the Green
2012-12-09, 10:33 AM
Faerie-Thrall Liberator

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Image by ©Stephanie Pui-Mun Law (http://www.shadowscapes.com). Used with permission.

It is frightfully difficult to know much about the fairies, and almost the only thing for certain is that there are fairies wherever there are children.
—J.M. Barrie, in Peter Pan in Kensington

'Course, that's because they're looking for a chance to nab 'em. That's where I come in
—Jorgi Hevelsham, faerie-thrall liberator.

For all their courtliness, glamour, and beauty, fey can cause more grief than most fiends could dream of. A particular favorite of the fey is to abduct a human child, leaving a changeling in its place, and then forcing that child into servitude. Unwary adults must beware as well, for they can just as easily be snared by fey enchantments and illusions. These faerie-thralls live a piteous life, made even worse by the extended life span they receive while in faerie.

When a faerie-thrall is taken, their loved ones often send adventurers to rescue them from their captors. It is not infrequent, however, for these would-be rescuers to find themselves trapped by the very fey they set out to defeat. Only those with exceptional knowledge of fey tricks and the ability to slip into their groves and pools undetected are able to succeed. Some of these eventually specialize in retrieving faerie-thralls and defeating fey.

Hitdie
d6.

Requirements
To qualify to become a faerie-thrall liberator, a character must fulfill all of the following criteria.

Skills
Bluff 8, Disguise 8, Hide 4, Knowledge (nature) 8, Move Silently 4, Spellcraft 4, Survival 4

Feats
Cover Your Tracks (ShS), Track

Table: The Faerie-Thrall Liberator


Level
Base AttackBonus
Fort Save
Ref Save
Will Save
Special
Class Features


1st

+0

+0

+2

+2
Favored enemy +2, glamourous insight
-


2nd

+1

+0

+3

+3
Touch of cold iron
+1 level of existing class features


3rd

+2

+1

+3

+3
Create fairy ointment (darkvision, see invisibility), pierce glamour 1/day
+1 level of existing class features


4th

+3

+1

+4

+4
Hide in plain sight
-


5th

+3

+1

+4

+4
Create fairy ointment (arcane sight), favored enemy +4
+1 level of existing class features


6th

+4

+2

+5

+5
Cold iron rituals, pierce glamour 2/day
+1 level of existing class features


7th

+5

+2

+5

+5
Create fairy ointment (true seeing)
-


8th

+6

+2

+6

+6
Lead the escape
+1 level of existing class features


9th

+6

+3

+6

+6
Pierce glamour 3/day
+1 level of existing class features


10th

+7

+3

+7

+7
Favored enemy +6, unfettered mind
-


Class Skills (6 + Int modifier per level): Bluff, Climb, Craft, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (nature), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are Class Features of the The faerie-thrall liberator prestige class.

Weapon and Armor Proficiency
Faerie-thrall liberators gain no proficiency with any weapon or armor.

Class Features
At each level except 1st, 4th, 7th, and 10th, a faerie-thrall liberator gains class features and an increase in effective level as if he had also gained a level in a class to which he belonged before adding the prestige class level. The specific class features he gains include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. He does not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If he had more than one class before becoming a faerie champion, he must decide to which class to add each level for the purpose of determining class abilities.

Favored Enemy (Ex)
A faerie-thrall liberator gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against fey. Likewise, he gets a +2 bonus on weapon damage rolls against fey. This bonus stacks with any favored enemy bonus he might have from another class. If he already had the favored enemy class feature, the bonus against any one favored enemy (including fey, if so desired) increases by 2.

At 5th and 10th levels this bonus against fey increases by +2.

Glamorous Insight (Ex)
Key to a faerie-thrall liberator's goal of liberating the thralls kept by fey is not being ensnared by their glamour himself. He gains a bonus on saving throws against the spells and spell-like abilities of fey equal to one third of his ranks in Knowledge (nature).

Touch of Cold Iron (Su)
Starting at 2nd level, a faerie-thrall liberator learns to produce a subtle magic effect on his weapons, making them anathema to fey. Any weapons he wields, his unarmed strikes, and any of his natural weapons count as cold iron for the purposes of overcoming damage reduction.

Create Fairy Ointment (Ex)
A 3rd level faerie-thrall liberator learns to create fairy ointment, which allows its users to see through fey illusions. A faerie-thrall may have a number of doses active equal to twice his class level; any he produces beyond this amount are nonfunctional.

A dose of minor fairy ointment bestows the ability to see invisible creatures and objects and the ability to see in darkness, even magical darkness, to a range of 60 ft. Starting at 5th level, a faerie-thrall liberator may make a dose of standard fairy ointment that gives the benefits of a minor fairy ointment, as well as the ability to detect magic auras as the arcane sight spell. At 7th level, a faerie-thrall liberator may create a dose of greater fairy ointment, which grants the benefits of a moderate fairy ointment and additionally bestows the ability to see things as they are, as the true seeing spell. The fairy ointment also causes a sensitivity to bright light, and anyone using it is dazzled in bright sunlight or within the radius of a daylight spell.

Creating a dose of the ointment takes one hour, a successful Knowledge (nature) check, and alchemical supplies. The DC of the check and the cost of the alchemical supplies are shown in Table: Fairy Ointment

To use the ointment, the ointment must be smeared on the eyelids of its intended beneficiary, a full-round action. The effects of the fairy ointment are non-magical and cannot be dispelled, but the ointment can be washed off with an alcohol-based liquid. The benefits of the ointment last one hour plus half an hour per level.

Table: Fairy Ointment
{table=head]Fairy Ointment|Knowledge (nature) DC|Cost|Effects
Minor|20|300|Darkvision 60 ft., see invisibility
Moderate|27|600|Darkvision 60 ft., see invisibility, detect magic auras
Major|35|1200|Darkvision 60 ft., see invisibility, detect magic auras, true seeing[/table]

Pierce Glamour (Su)
Many of the thralls a faerie-thrall liberator seeks to free are under the influence of a glamour and unwilling to leave. Starting at 3rd level, a faerie thrall liberator may grant any creature within 30 ft. a free saving throw to end any ongoing Enchantment or Illusion effect affecting him, with a bonus equal to the faerie-thrall liberator's Wisdom modifier plus one third of his ranks in Knowledge (nature). He may use this ability once per day at 3rd level, and gains one additional use per day every three levels thereafter.

Hide in Plain Sight (Ex)
Starting at 4th level, a faerie-thrall liberator can use the Hide skill even while being observed. In addition, fey with special senses, including blindsense, blindsight, scent, mindsight, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you.

Cold Iron Rituals (Ex)
At 6th level a faerie thrall-liberator learns several incantations that help him combat fey. He gains knowledge of the cold iron body, cold iron weaponry, magic circle against nature, protection from nature, and ring of iron incantations. He also adds his class level to his character level to determine the caster level for the incantations. For example, a Fighter 6/Faerie-Thrall Liberator 6 would have a caster level equal to 18 for these incantations, and the protection from nature incantation would last 18 minutes.

Lead the Escape (Ex)
An 8th level faerie-thrall liberator gains the ability to hide the slaves he rescues from their captors. As a free action he may use the Aid Another action to give an ally within 10 ft. a bonus to her Hide or move Silently check. If he rolls at least a 20, the bonus his ally gains is equal to his class level rather than +2. If he rolls at least a 30 on this check, his ally also gains the bonus of the faerie-thrall liberator's Hide in Plain Sight class feature.

Unfettered Mind (Ex)
At the zenith of his training, a faerie-thrall liberator becomes entirely impervious to the fey's favorite tricks. At 10th level he gains immunity to Mind-Affecting effects. In addition, he may cause the creature trying to affect him to believe that the Mind-Affecting effect successfully affected him. The faerie-thrall liberator can play along voluntarily if he wishes to. If he does so, the creature trying to affect him takes a -5 penalty on all Sense Motive checks to realize that the faerie-thrall liberator was not affected. If the mind-affecting effect involves telepathic commands, he continues to receive them, although he isn't obligated to follow them.

Fairy Incantations
Cold-Iron Body
Transmutation
Effective Level: 5th
Skill CheckKnowledge (nature) DC 35, 5 successes
Failure: Ferriosis
Components: V, S, M, B
Casting Time: 1 hour
Range: Touch
Target: Creature touched
Duration: 1 day
Saving Throw: None
Spell Resistance: Yes; see text

You rub cold iron and ointment into the target's skin. The target's unarmed strikes and natural weapons count as cold iron for the purpose of overcoming Damage Redution and deal 2d6 additional damage to fey and creatures with DR/cold iron. In addition, any fey or creature with DR/cold iron that hits you with an unarmed strike or natural weapon takes 1d6 damage. Finally, any fey or creature with DR/cold iron that otherwise comes in contact with your skin (e.g. through grappling) takes 2d6 damage per round of contact.

Material Component
Cold iron dust mixed with ointment worth 1000 GP.

Failure
Cold iron seeps into the target's bones, causing pain and swelling. He takes a -5 penalty to all Strength- and Dexterity-based checks.

Backlash Component
The caster's skin turns gray and he becomes sickened for 24 hours by the particles of cold iron.

Cold Iron Weaponry
Transmutation
Effective Level: 3rd
Skill CheckKnowledge (nature) DC 25, 3 successes
Failure: Ferriosis
Components: V, S, M, B
Casting Time: 1 minute
Range: Touch
Target: Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 day
Saving Throw: None
Spell Resistance: No

Rubbing cold-iron and grease into the weapon, you work subtle magics that cause it to bypass fey's defenses. For the duration of this incantation, the weapon counts as cold iron for the purpose of overcoming DR.

Material Component
Cold iron dust mixed with weapon grease worth 100 GP.

Failure
Any magic properties the weapon has are suppressed for 2d4 hours

Backlash Component
The caster's skin turns bray and he becomes sickened for one hour by the particles of cold iron.

Magic Circle Against Nature
Abjuration
Effective Level: 4th
Skill CheckKnowledge (nature) DC 30, 4 successes
Failure: Attack
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Target: Special
Duration: 1 day
Saving Throw: None
Spell Resistance: Yes; see text

This incantation functions like the magic circle against evil spell, except that it is similar to protection from nature instead of protection from evil, and it can imprison an animal, fey, or vermin called creature.

Focus
A cold iron shield with an enhancement bonus of at least +2.

Failure
A creature (see table below) appears and attacks the caster and any other living creatures nearby. The creature disappears after 1 minute or after it is destroyed.

{table=head]d10|Creatures
1|Nymph
2|Elder Redcap (MM3)
3|Wendigo (FF)
4|Dire Bear
5|Dire Tiger
6|Elephant
7|Gargantuan Monstrous Spider
8|Gargantuan Monstrous Centipede
9|Huge Monstrous Scorpion
10|Chelicera (MM3)[/table]

Protection from Nature
Abjuration
Effective Level: 2nd
Skill CheckKnowledge (nature) DC 20, two successes.
Failure: Attack
Components: V, S, F
Casting Time: 30 minutes
Range: Touch
Target: Creature touched
Duration: 1 day
Saving Throw: None
Spell Resistance: Yes; see text

This incantation functions like the protection from evil spell, except that the deflection and resistance bonuses apply to attacks from animals, fey, and vermin, and animal, fey, and vermin summoned creatures cannot touch the subject.

Focus
A masterwork cold iron shield.

Failure
A number of swarms (see table below) appear and attack the caster and any other living creatures nearby. The swarms disappear after 1 minute or after they are destroyed.

{table=head]d10|Swarms
1|1d3+1 Spider Swarms
2|1d2+1 Rat Swarms
3|1d2 Locust Swarms
4|1 Centipede Swarm
5|1d2 Bat Swarms
6|1 Viper Swarm (FF)
7|1d2 Spider Swarms and 1 Locust Swarm
8|1 Bat Swarm and 1 Locust Swarm
9|1 Spider Swarm and 1 Centipede Swarm
10|1 Bat Swarm and 1d2 Locust Swarms

Ring of Iron
Abjuration
Effective Level: 4th
Skill CheckKnowledge (nature) DC 25, at least 3 successes
Failure: Vulnerability
Components: V, S, M, B
Casting Time: 1 hour
Range: Touch
Target: Special
Duration: 1 year and 1 day
Saving Throw: None
Spell Resistance: Yes; see text

You sprinkle cold iron in a ring, creating a barrier to the passage of fey. This ring may be of any size between 5 and 200 ft. in radius, but the number of successful Knowledge (nature) checks required to successfully complete this incantation increases with the size of the ring. This incantation requires three successful checks plus one for each 20 ft. you extend the ring beyond a radius of 20 ft.

Fey may not cross the ring. If a fey has spell resistance, it can attempt to cross the ring once per day. If you fail to overcome its spell resistance (your caster level is equal to your ranks in Knowledge (nature)), the fey breaks through. If the ring of cold iron is disturbed in any way, the incantation's effect ends immediately. For this reason, the ring is often laid in a shallow ditch and then covered with earth.

Material Component
Cold iron dust worth 100 GP per 10 ft. radius of the ring.

Failure
The caster takes a -5 penalty to all saving throws against the spells and spell-like abilities of fey for 24 hours.

Backlash Component
The caster becomes fatigued.

Sherishade
2012-12-10, 04:05 AM
This is a well thought out class, some aspects seem almost to good but I can't really point my finger at one over another. Over all I can see this being well used against unseelie fey in a campaign.

toapat
2012-12-14, 02:17 AM
the boosting to Favored Enemy is nice.

as for a logical entry, you might be at the down one tier, although i am not sure how good the ranger spell list is, although going off of SRD only it is terrible.

It is a pretty solid class for going to rip the wings off of those immortal buggers though. Spelling is decent. The only real change to wording or structure i would sugest is to clean up the Save boost formula for Pierce Glamour.


Personal oppinion is that the more a character tries to destroy a specific group, the more they become that group

Jeff the Green
2012-12-14, 02:41 AM
I never really thought of straight ranger being a viable entrance; while Track is required and you do get favored enemy, the skill requirements are hard for a ranger to meet. I'd more expected factotums, rogues, and bards. The only other base class that I can think of with the ability to meet the skill requirements before level 13 and without multiclassing is a cleric with the Trickery and either Plant, Knowledge, or Animal domains.

I think I fixed the wording of Pierce Glamour; it shouldn't give a bonus of your Wisdom, just your Wisdom modifier.

toapat
2012-12-14, 11:33 AM
I never really thought of straight ranger being a viable entrance; while Track is required and you do get favored enemy, the skill requirements are hard for a ranger to meet. I'd more expected factotums, rogues, and bards. The only other base class that I can think of with the ability to meet the skill requirements before level 13 and without multiclassing is a cleric with the Trickery and either Plant, Knowledge, or Animal domains.

I think I fixed the wording of Pierce Glamour; it shouldn't give a bonus of your Wisdom, just your Wisdom modifier.

Logical Entry is typically based off of who does the PrC most benefit? the answer to that is on a class by class basis. IE it is why Mystic Theurge is down one tier, its because the logical entry for them is Cleric/Wizard, but they will go to up two tiers with short entry tricks on Wizard/Archivist

being that you made a Ranger PrC with horrible Hoop jumping pre-requisites, it pretty much is down one tier

Zman
2012-12-14, 06:13 PM
I have to agree with Toapat, who is most likely o take this class? And at what level will they qualify? Answer those questions and makes sure that your ideal candidates can make it. Currently, it's prohibitive for many character classes.