View Full Version : Feyblooded (3.5 Prestige Class)

2013-04-09, 06:34 PM
Feyblooded (Prestige Class)

You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Level: Bluff 8 ranks
Race: elf or gnome or some sort of fey bloodline.
Alignment: Any Chaotic

Class Features
Hit Dice: d6
Suggested ability scores: Dex, Cha, Wis

The Feyblooded’s class skills are Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str), Use Magical Device (Cha).
Skill Points: 4 + Int Modifier

Table: The Feyblooded
Level| Attack Bonus | Fort | Ref | Will |
Class Features |
Spells Per Day
1 | +0 |{colsp=1}
+2 | Feyblooded, Laughing Touch | -----
2 | +1 |{colsp=1}
+3 | Beguiling Touch | +1 existing spellcasting level
3 | +1 |{colsp=1}
+3 | Woodland Stride | +1 existing spellcasting level
4 | +2 |{colsp=1}
+4 | Trickster Magic | +1 existing spellcasting level
5 | +2 |{colsp=1}
+4 | Force of Will | +1 existing spellcasting level

6 | +3 |{colsp=1}
+5 | Allergen Aura | -----
7 | +3 |{colsp=1}
+5 | Irresistable Demand | +1 existing spellcasting level
8 | +4 |{colsp=1}
+6 | Shape Emotions | +1 existing spellcasting level
9 | +4 |{colsp=1}
+6 | Fleeting Grace | +1 existing spellcasting level
10 | +5 |{colsp=1}
+7 | Force of Will | +1 existing spellcasting level

11 | +5 |{colsp=1}
+7 | Verdant Step | -----
12 | +6 |{colsp=1}
+8 | Captivating Dance | +1 existing spellcasting level
13 | +6 |{colsp=1}
+8 | Fey Magic | +1 existing spellcasting level
14 | +7 |{colsp=1}
+9 | Force of Will | +1 existing spellcasting level
15 | +7 |{colsp=1}
+9 | Soul of the Fey | +1 existing spellcasting level

Class Features
All of the following are class features of the Feyblooded.

Armor and Weapon Proficiency:
The Feyblooded is proficient with all simple weapons plus the longbow, net and shortbow. The Feyblooded is proficient with no armor or shields.

Feyblood (Su):
At 1st level, whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Laughing Touch (Sp):
At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Beguiling Touch (Sp):
At 2nd level, you can charm a living creature by touching it. Creatures with more Hit Dice than your level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Woodland Stride (Ex):
At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Trickster Magic (Sp):
At 4th level, when you use any of your spells or spell-like abilities to deceive, trick, or humiliate a creature (at the GM’s discretion), the spell-like ability resolves at caster level +4 higher and receives a +4 bonus on concentration checks.

Force of Will (Su):
At 5th level, you can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 10th level, affected creatures can communicate back to you via the telepathic link as well. At 14th level, any creature that succeeds at a saving throw against an enchantment spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round.

Allergen Aura (Ex):
At 6th level, you exude an aura of pollen and other irritating allergens that forces living creatures within 30 feet to make a DC 18 Fortitude save or become sickened, coughing and sneezing for 1d6 rounds. Creatures who successfully save cannot be affected by the same character's aura for 24 hours. A character can suppress this aura at Will as a free action. The save DC is Constitution-based.

Irresistible Demand (Sp):
At 7th level, you can force others to do your bidding. As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your level. The targeted creature receives a Will saving throw each round to negate the effect.

The DC is equal to 10 + 1/2 your level + your Intelligence modifier. You can dominate creatures for a number of rounds per day equal to your level. These rounds do not need to be consecutive. You must concentrate as a standard action to maintain control over a dominated creature.

Shape Emotions (Su):
At 8th level, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your level.

If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened).

If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.

Fleeting Glance (Sp):
At 9th level, you can turn invisible for a number of rounds per day equal to your level. This ability functions as greater invisibility. These rounds need not be consecutive.

Verdant Step (Su):
At 11th level, every stride taken by the character causes small plants, grasses, and wildflowers to sprout from the ground, though she can suppress this effect if she desires. While within a plain of tall grass, brush, or similar undergrowth, a character may also step through such plant-life and emerge at any other point within the same field (potentially miles away). This ability functions similar to transport via plants, but a character can only transport herself and does not require a plant equal to her size. This ability is usable three times per day.

Captivating Dance (Su):
At 12th level, when you dance, all living creatures within 30 feet that view the rhythmic swaying and movements of your body must succeed on a DC 19 Will save or become utterly enthralled and captivated. Creatures that are sexually attracted to your gender who view this dance suffer a –2 penalty on their saving throws. A creature that makes its save cannot be affected again by the same character's captivating dance for one day.

A captivated creature is dazed (it cannot attack, but can defend normally). This continues for as long as the character dances. A character can move and act normally (including using their spell-like abilities) while maintaining their dance. The save DC is Charisma-based.

Fey Magic (Su):
At 13th level, you may re-roll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su):
At 15th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your level as your caster level.