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Alabenson
2014-02-06, 05:07 PM
The Feyblessed

The denizens of the fey realms are a notoriously unpredictable lot. Many a traveler has heard tales of the dangers of angering the fair folk, who have little compunction against placing ruinous curses upon those who have incurred their wrath. However, there are also those who have earned the favors of the fair folk, whether by passing some test of character, pleasing them with a song, or by simply being in the right place at the right time. These fortunate ones, the feyblessed, are gifted with incredible luck and the ability to call upon the magic of the fey.

Adventures: As often as not, feyblessed don’t go out seeking adventure as adventure finds the feyblessed. Many feyblessed simply go out into the world seeking their fortune, trusting to their luck to see them through whatever fate has in store for them.

Characteristics: Feyblessed can call upon the magical traditions of the fey, granting them limited arcane spellcasting ability. Furthermore, the feyblessed are gifted with amazingly good luck, allowing them to succeed at tasks through sheer good fortune when skill isn’t sufficient.

Alignment: The vast majority of the feyblessed are genuinely good natured individuals who share the chaotic leanings of the fey themselves. That said however, the fey are notoriously fickle, and even the most devout champion of law may find themselves gifted with their blessings. Similarly, every so often the unseelie court will grant their blessings to a mortal whose heart is as black as their own.

Religion: Many feyblessed lean towards the worship deities of nature or luck, however the feyblessed count followers of almost every deity among their number.

Background: Becoming a feyblessed is largely a matter of being in the right place at the right time. Fey can be found almost anywhere, and the actions that earn their favor can be deceptively innocuous. An enjoyable song sung in the right forest glade, a meal shared with the right beggar, even cursing the right misfortune. Any of these could induce the capricious fair folk into granting a mortal their favor.

Races: The majority feyblessed are human, largely owing to the fairy court’s incredible fascination with that particular race. Most other feyblessed are elves, half-elves, gnomes or halflings. While races other than these rarely become feyblessed, such individuals aren’t totally unknown.

Other Classes: Most members of other classes are delighted to have a feyblessed among them, due to their ability to improve the fortunes of those around them. However, feyblessed sometimes come into conflict with those who strongly oppose the fey, such as some paladins, clerics of lawful deities, and rangers who have taken fey as a favored enemy.

Role: Much like bards, feyblessed are generalists, able to fill a number of roles thanks to their unique abilities. In particular, they are well suited to acting as the party face thanks to their skills and Charisma focus.

GAME RULE INFORMATION
Feyblessed have the following game statistics
Abilities: Charisma is by far the most important ability for a feyblessed, as it determines the power of their spellcasting, as well as many of their class features. Dexterity is also valuable, as the feyblessed is restricted to light armor.
Alignment: Any
Hit Die: D8
Starting Age: As barbarian
Starting Gold: As barbarian

Class Skills:
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (local), Knowledge (nature), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble
Skill Points at 1st level: (6 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier



LevelBABFortRefWillSpecial0th 1st 2nd 3rd 4th 5th



1st+0+0+2+2 Armored Mage, Magical Companion, Wild Empathy 3 2 -- -- -- --



2nd+1+0+3+3 Good Fortune 4 3 -- -- -- --



3rd+2+1+3+3 Grace of the Wee Folk 5 4 -- -- -- --



4th+3+1+4+4 Charming Skill 6 5 -- -- -- --



5th+3+1+4+4 Shared Luck 6 5 2 -- -- --



6th+4+2+5+5 Fortune’s Blade 6 6 3 -- -- --



7th+5+2+5+5 Charming Skill 6 6 5 -- -- --



8th+6+2+6+6 Magical Empathy 6 7 6 -- -- --



9th+6 +3+6 +6 Unluck 6 7 6 2 -- --



10th+7+3+7+7 Charming Skill 6 8 7 3 -- --



11th+8+3+7+7 Eye for Deception 6 8 7 5 -- --



12th+9+4+8+8 Lucky to be Alive 6 8 8 6 -- --



13th+9+4+8+8 Charming Skill, Fortunate Aura 6 9 8 6 2 --



14th+10+4+9+9 Everlasting Youth 6 9 8 7 3 --



15th+11+5+9+9 Fantastic Empathy 6 9 8 7 5 --



16th+12+5+10+10 Charming Skill 6 9 9 8 6 --



17th+12+5+10+10 Amazing Luck 6 10 9 8 6 2



18th+13+6+11+11 True Seeing 6 10 9 8 7 3



19th+14+6+11+11 Charming Skill 6 10 10 9 7 5



20th+15+6+12+12 Fae Transformation 6 10 10 10 8 6



Weapon and Armor Proficiencies: A feyblessed is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Feyblessed are proficient with light armor and shields (except tower shields).

Spells: A feyblessed casts arcane spells, which are drawn from the feyblessed spell list (see below). A feyblessed can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a feyblessed must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a feyblessed spell is 10 + the spell level + the feyblessed’s Cha modifier.
A feyblessed can cast only a certain number of spells of each spell level per day. The feyblessed’s base daily spell allotment is given on the Table. In addition, a feyblessed receives bonus spells per day if he has a high Charisma score.

Spells Known: A feyblessed begins play knowing two 0-level spells and two 1st-level spells, chosen from the feyblessed spell list. The feyblessed also knows one additional 0-level spell for each point of Charisma bonus.
Each time a feyblessed gains a new class level, he learns one additional spell of any level he can cast, chosen from the feyblessed spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, a feyblessed can choose to learn a new spell in place of one he already knows. In effect, he loses access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the feyblessed can cast. For instance, upon reaching 9th level, a feyblessed could trade in a single 1st-level spell for a different 1st-level spell. A feyblessed can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level
A feyblessed need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. The unique nature of a feyblessed’s spells, however, allows them to avoid any chance of arcane spell failure if they wear light armor or carry a shield (other than a tower shield). This does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Bonus Languages: A feyblessed gains the ability to speak Sylvan as a bonus language.

Magical Companion: A feyblessed may begin play with a magical companion, an enchanted animal gifted with supernatural intelligence and durability which acts as the feyblessed’s companion and ally. The feyblessed chooses which kind of companion he receives. As the feyblessed advances in level, his magical companion also increases in power.
If the magical companion dies or is dismissed by the feyblessed, the feyblessed must attempt a DC 15 Will saving throw or suffer a -2 morale penalty on all attack rolls, damage rolls, saves and checks for the next 24 hours.

Wild Empathy (Ex): A feyblessed can use body language, vocalizations and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person. The feyblessed rolls 1d20 and adds his feyblessed level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the feyblessed and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal this way takes 1 minute but, as with influencing people, it might take more or less time.
A feyblessed can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon) but he takes a -4 penalty on the check.

Good Fortune (Su): One of the most valuable gifts a feyblessed receives from the their otherworldly patrons is their unbelievable luck. A feyblessed of 2nd level or higher may reroll an attack roll, damage roll, save, or check and take the better of the two results a number of times per day equal to one half their class level (rounded up) + their Charisma modifier. Using this ability requires no action. A feyblessed may not expend multiple uses of this ability to modify a single roll. A feyblessed must decide to use this ability after they have made the original roll but before the success or failure of that roll has been announced.
If a feyblessed takes luck feats (see Complete Scoundrel), he may use a luck reroll on a roll that has already been modified by his Good Fortune ability, however he may not use his Good Fortune ability to modify a roll that he has already used a luck reroll on.

Grace of the Wee Folk (Ex): Starting at 3rd level, a feyblessed may expend one of their daily uses of Good Fortune as a free action to add their Charisma modifier (if positive) as a luck bonus to their saving throws for one round per 2 class levels (rounded down).

Charming Skill (Ex): At 4th level, a feyblessed may select any skill they have at least 1 rank in. The feyblessed may add their Charisma modifier as a luck bonus to that skill from then on. At 7th level and every 3 levels thereafter (10th, 13th, 16th, 19th), the feyblessed may select an additional skill to which this bonus applies.

Shared Luck (Su): Beginning at 5th level, a feyblessed gains the ability to share some of their good fortune with their companions. As an immediate action, a feyblessed may expend a daily use of their Good Fortune ability to allow an ally within 60 feet to reroll a single attack roll, damage roll, save, or check.

Fortune’s Blade (Ex): A feyblessed of 6th and higher may expend one of their daily uses of Good Fortune as a free action to add their Charisma modifier (if positive) as a luck bonus to all attack and damage rolls for one round per 2 class levels (rounded down).

Magical Empathy (Ex): Starting at 8th level, a feyblessed may use Wild Empathy on magical beasts without penalty.

Unluck (Su): At 9th level, a feyblessed gains the ability to negatively influence the luck of his enemies. As an immediate action, the feyblessed can expend two daily uses of his Good Fortune ability to force an opponent within 60 feet to reroll a single attack roll, damage roll, save, or check and take the lesser of the two results.

Eye for Deception (Ex): A feyblessed of 11th level or higher has become so used to the tricks of the fae that he can spot them almost immediately. The feyblessed automatically receives a saving throw to disbelieve illusions, even if they haven't interacted or carefully studied them.

Lucky to be Alive (Ex): At 12th level, a feyblessed gains the ability to survive harm that should otherwise kill him by sheer dint of luck. If the feyblessed is dealt sufficient damage to bring him to -10 hitpoints, the feyblessed may expend two daily uses of his Good Fortune ability to instead be brought to -1 and stable condition. The feyblessed need not expend an action to use this ability, but he may not use it if he is unconscious.

Fortunate Aura (Su): At 13th level, a feyblessed gains the ability to project an aura of good fortune. The feyblessed may grant all of their allies within 30 feet (excluding themselves) a luck bonus equal to +1 for every three class levels the feyblessed has to attack rolls, damage rolls, saving throws, or skill or ability checks. The feyblessed may only grant this bonus to one type of roll at a time.

Everlasting Youth (Ex): After attaining 14th level, a feyblessed no longer takes ability score penalties for aging and cannot be magically aged Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the feyblessed still dies of old age when his time is up.

Fantastic Empathy (Ex): At 15th level, a feyblessed gains the ability to use Wild Empathy to improve the attitude of any creature with an Intelligence of 1 or 2, regardless of their creature type.

Amazing Luck (Ex): At 17th level, a feyblessed’s good luck becomes even more pronounced. Whenever he uses his Good Fortune ability to modify one of his own attack rolls, damage rolls, saves, or checks, he may roll two additional times and takes the best of the three outcomes.

True Seeing (Su): At 18th level, a feyblessed gains the ability to perceive things as they truly are, as per the true seeing spell out to a range of 60 feet.

Fae Transformation: At 20th level, a feyblessed partially transforms into one of the fair folk. This transformation brings several benefits:
- The feyblessed is treated as having the Fey type for the purposes of spells and effects.
- The feyblessed gains damage reduction 10/cold iron
- The feyblessed is gifted with everlasting life. The feyblessed now has no maximum age, and will never die due to old age. However, the feyblessed’s life can still be ended normally.
- Finally, once per day the feyblessed can use one of the following spells as a spell-like ability; elemental swarm, shambler, shapechange, or storm of vengeance. The save DC is equal to 19 + the feyblessed’s Charisma modifier.

Magical Companions
Magical companions are magically linked to their masters through the same fey magics that grant the feyblessed their other abilities. A magical companion is a normal animal that has been granted supernatural intelligence and vigor, becoming a magical beast. It retains the appearance and feats of the animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type, as well as its Hit Dice, base attack bonus, base saves, and skill points. Furthermore, a magical companion’s starting skill points are recalculated according to its new Intelligence. Only a normal, unmodified animal may become a magical companion. Thus, a druid/feyblessed can’t use her animal companion as a magical companion.
A magical companion also grants special abilities to its master, as given on the table below. These special abilities apply only when a master and the magical companion are within 1 mile of each other.



Magical Companion Special



Cat Master gains +2 to Bluff and Diplomacy checks



Dog, Small Master gains +2 to Gather Information and Search checks



Hawk Master gains +2 to Search and Spot checks



Monkey Master gains +2 to Jump and Tumble checks



Owl Master gains +2 to Listen and Spot checks



Pony Master gains +2 to Handle Animal and Survival checks



Rat, Dire Master gains +2 to Hide and Move Silently checks



Snake, Tiny Viper Master gains +2 to Bluff and Intimidate checks



Weasel Master gains +2 to Balance and Escape Artist checks




A magical companion becomes stronger and gains special abilities as its master increases in level, as described below.



Class Level Natural Armor Adj. Str/Dex Adj. Int Special



1-2 +0 +0 10 Empathic link, share spells, speech



3-5 +2 +1 11 Evasion, linked fortune



6-8 +4 +2 12



9-11 +6 +3 13 Speak with animals of its kind



12-14 +8 +4 14



15-16 +10 +5 15 Improved Evasion



17-18 +12 +6 16



19-20 +14 +7 17




Magical Companion Basics:
Use the basic statistics for a creature of the magical companion’s kind, as given in the Monster Manual, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the magical companion’s adjusted HD total, whichever is higher. As a magical beast, the magical companion’s HD increases in size to 1d10. Each time the magical companion's master gains a level in feyblessed, their magical companion gains an additional HD, unless this would result in the magical companion having more HD than their master's class level.
Each of these additional HD gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the magical companion’s base attack and base save bonuses. A magical companion has a base attack bonus equal to its HD and good Fortitude and Reflex saves. A magical companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice, however its size never changes from these additional HD.
Class Level: The character’s feyblessed level. The feyblessed’s class levels stack with levels of any other classes that are entitled to a magical companion for the purpose of determining the companion’s abilities.
Natural Armor Adj.: The number noted here is an improvement to the magical companion’s existing natural armor bonus, if any.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Int.: The magical companion’s Intelligence score.
Empathic Link (Su): The master shares an empathic link with his magical companion out to a distance of up to 1 mile. The master cannot see through the magical companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that magical companions see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the master has the same connection to an item or place that his magical companion does. For instance, if his magical companion has seen a room, the master can teleport into that room as if he has seen it too.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his magical companion. The magical companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the magical companion if it moves farther than 5 feet away and will not affect the magical companion again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his magical companion (as a touch range spell) instead of on himself. A master and his magical companion can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Speech: A magical companion is able to speak Common, as well as any additional languages that the master is able to speak.
Evasion (Ex): If a magical companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Linked Fortune (Su): If the master is 3rd level or higher and within 1 mile of the magical companion, the magical companion received a luck bonus to its attack and damage rolls equal to its master's Cha modifier (if positive).
Speak with animals of its kind (Ex): If the master is 9th level or higher, a magical companion can communicate with animals of approximately the same kind as itself (including dire varieties): cats with felines, dogs with canines, hawks and owls with birds, monkeys with primates, ponies with equines, dire rats with rodents, snakes with reptiles and weasels with similar creatures of the family Mustelidae (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a magical companion, takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Feyblessed Spell List
0: dancing lights, detect magic, ghost sound, light, mage hand, open/close, prestidigitation, read magic

1: animate rope, calm animals, charm animal, detect animals or plants, disguise self, endure elements, expeditious retreat, faerie fire, goodberry, hide from animals, magic mouth, obscure object, pass without trace, silent image, speak with animals, unseen servant, ventriloquism

2: animal messenger, animal trance, blur, calm emotions, darkness, enthrall, heroism, hypnotic pattern, invisibility, locate object, minor image, mirror image, misdirection, pyrotechnics, reduce animal, silence, soften earth and stone, tongues, whispering wind

3: clairaudience/clairvoyance, daylight, diminish plants, dispel magic, dominate animal, glibness, illusionary script, invisibility sphere, major image, plant growth, sculpt sound, see invisibility, speak with plants, water breathing

4: command plants, freedom of movement, giant vermin, hallucinatory terrain, invisibility, greater, legend lore, locate creature, rainbow pattern, zone of silence

5: animal growth, commune with nature, dispel magic, greater, heroism, greater, mirage arcana, mislead, persistent image, seeming, tree stride

New Feats
Cursed Spell (Metamagic)
You can cast spells imbued with the power of ill fortune.
Prerequisites: Unluck, any metamagic feat
Benefit: Anyone who has to make a save against a cursed spell must roll twice and take the lower of the two results. If a spell requires multiple saving throws (such as phantasmal killer), then the subject must reroll and take the lower result for each saving throw required. A cursed spell uses a spell slot one level higher than the spell’s actual level.

Extra Fortune
You can use your power of good fortune more often than normal.
Prerequisite: Good fortune
Benefit: You gain three additional daily uses of your good fortune ability.
Special: You may take this feat multiple times. Its effects stack. Each time you take the feat, you can use your good fortune ability three more times per day.

Fae Knight
You’ve learned to combine the blessings of the fair folk with your paladin training.
Prerequisites: Lay on hands, good fortune
Benefit: Your feyblessed and paladin levels stack for determining your daily uses of your smite evil and good fortune abilities, the amount you can heal with your lay on hands ability, and the amount of bonus damage your smite evil ability deals.
In addition, you can multiclass freely between the feyblessed and paladin classes. You must still remain lawful good in order to continue advancing as a paladin. You still face the normal XP penalties for having multiple classes more than one level apart.

Fae Musician
You’ve learned to combine the blessings of the fair folk with the power of song.
Prerequisites: Inspire competence, good fortune
Benefit: Your bard and feyblessed levels stack for the purposes of determining the uses per day and available effects for your bardic music ability and the uses per day for your good fortune ability.

Improved Magical Companion
Your magical companion is more powerful than normal.
Prerequisite: Magical companion
Benefit: Your effective feyblessed level is treated as being 4 levels higher for the purposes of determining the power and abilities of your magical companion. This benefit can’t increases your effective level to higher than you Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of other classes, you might be able to apply the rest of the bonus.

Mystical Fortune
You can augment your luck by expending magical power
Prerequisites: Able to cast 2nd level spells, good fortune
Benefit: When you use your good fortune ability to modify an attack roll, saving throw, or skill check, you may expend a prepared spell or spell slot to gain a bonus to the second roll equal to the level of the spell or slot.

Mighty_Chicken
2014-02-10, 06:13 AM
Alright! I really love the class, which sounds terrific to play with. The flavor is very well defined and every class feature reflects it. It's a little of what I always wanted the Bard was. However, some abilities are just too strong in my opinion.

Let's start my critique with Magical Companion. I really like it. It's druid's animal companion only applied to familiar-like harmless creatures. Remember's me of Mr Scruffy, Belkar's cat. Seems like a more reliable touch-spell deliverer than a familiar, but still less powerful than an animal companion. What about improving it with feats, though? Allow the player to choose a bigger animal and it becomes practically as powerful as the druid's ability... is there plan concerning a Improved Magical Companion feat?


The spell list is fine, it's exactly what I expect from a traveler of fairy tales.


You turned Wild Empathy into an interesting class feature when it applies to any monster later in the career. Well done. I can imagine a feat tree making it even more interesting now.


Good Fortune is where the trouble begins. I know it's the main class feature, but compare it to any other class or feat that grants luck rerolls. An universal luck reroll was only given so far to the Luck domain. Luck feats almost never give you luck rerolls, and usefull uses of them only appear by the second tier of the luck feat tree.

This class feature is looking beautiful as it is, but without anything restricting it I feel it is unbalanced towards similar abilities. I know, it's the class' signature feature; the problem is that you gave it other features that are too strong.

So my suggestions: a minor nerf would be make the player pick the second result even if it's worse. The greater nerf would be making certain kinds of reroll cost two uses instead of one. I'd go with attack and damage, since I expect that surviving and succeeding with skills comes more naturally for this kind of magical traveler archetype than being a better warrior, thought this is part of the trope too.


Grace of the Wee Folk is also strong. The class already has 3 good saves, can by third level reroll 3 or 4 save rolls everyday, now it has a +2/+3 bonus to all saves as well? If you want extreme survival capacity to be a theme of the class, maybe Grace could be a feat. I think this is strong, and in combination with other strong abilities the class gets more and more unbalanced compared to the Bard.


Shared Luck and Unluck are great and belong to the right levels. Congrats!


Charming Skill is a good ability, with a fair amount of power. I like that having Eagle's Splendor on myself would give me a bonus in several skills!


However, Eagles Splendor would give me a bonus on too much. Fortune's blade is positively too much. If I could only give you one advice, it would be take out or change this one. Up to now, Charisma is giving the Feyblessed more uses of the class ability, spell DC, and skill bonuses and attack and damage bonuses! I really like the idea of a fairy-blessed commoner being good at killing giants, this class feature is just imbalanced as it is, that's all. Don't make your beautiful Feyblessed SAD!

I think requiring the Feyblessed to spend Good Fortune's uses to activate Fortune's Blade would be more more than fair. In my table, I would allow anything more powerful than having it active for [Char mod] for every two Good Fortune uses spent or something like that. A feat would reduce the cost to one Good Fortune use. Then you have the giant-slayer-commoner fantasy going on without making it unbalanced.


Eye for Deception and Lucky to be Alive are powerful but fair.


Fortunate Aura: heh, at least this time you ain't getting all bonuses at once! Personally I think that, specially together with other class abilities, it is too strong. I think that if bonuses to saving throws and ability and skill checks were free, but changing to attack and damage bonuses for X round had a cost, than the ability would still be powerful, but much more balanced.


Finally, I'm not convinced all good saves is justified by flavor, and I have it pretty clear it's unbalanced.


Overall the class is great. It is a little unbalanced but do not nerf it too hard. I really feel like playing it, or showing it to my players so they want to play it! It' a better generalist than the bard ever was - and its flavor makes much more sense.

Congratulation! 8/10, in a scale where 9/10 would be Grod the Giant.

Alabenson
2014-02-10, 11:25 AM
Alright, I've made a few tweaks to the Feyblessed, as summarized below;

* Reduced Fortitude save to poor.
* Grace of the Wee Folk now requires the expenditure of a Good Fortune use to gain the bonus for one round.
* Fortune’s Blade now requires the expenditure of a Good Fortune use to gain the bonuses for one round.
* Added language to Fortunate Aura clarifying that a Feyblessed cannot benefit from their own Fortunate Aura.

Edit;
I've also added a section with new feyblessed-oriented feats.

Mighty_Chicken
2014-02-10, 12:39 PM
Nice changes. Two minor things to say:

* Grace of the Wee Folk, or any save bonus, as a swift action kind of defeats the purpose of it. Having it as an immediate action wouldn't be unbalanced at all; specially because using an immediate action means precisely that you already spared your swift action, with the only benefit that you're not wasting Good Fortune uses.

* Though the Good Fortune cost to use Grace and Fortune's Blade is high, a class feature that grants at least 9 rerolls of attack and damage per day at 10th level is unheard of. I'm curious to hear the opinion of other people about it. You already know my latter suggestions; another suggestion I'd give is to have attack and damage rerolls to cost a swift action.

The feats are good. Not sure about Cursed Spell's balance (for good or for bad). How about cross-class feats for Rogue and Fighter Feyblessed too?

Zaydos
2014-02-10, 01:08 PM
My opinion is Unluck looks more worrisome. Forcing a target to make 2 saves and take the worst is much stronger than rolling 2 attack rolls, and honestly I'd make it take 2 or more uses of Good Fortune to use (or just not allow you to force enemies to re-roll saves with it). The attack, damage, and check options are all significantly worse than the saves option (you fail an attack and you do less damage for that round, you fail a save and you're out of the battle). In this case it's not so much what the class can do solo but giving the equivalent of +5 to a spell save DC is probably too high (this is assuming the target needs a 10 normally, come about by comparing a 20th level DN's kill spell to e a Balor's Fort save).

As for the rest: dropping Fort and making Good Fortune fuel Grace and Blade is a good change (Grace does need to be an immediate action, though). And things look pretty good.

Also one of the options on Fae Transformation is MUCH stronger than the other three put together (shapechange). Not saying it needs to be, but noting that if it's allowed it blows the others out of the water completely except shambler which you use on days you're not adventuring.

As for Feats:

Cursed spell needs to use a higher slot. Say they need a 9 to succeed they now went from a 60% success to a 36% success (equivalent of needing a 14 to succeed). If I had to spitball I'd say it should be a +3 metamagic. Not spitballing (i.e. mathing) at Lv 20 you're looking at DC 25 with 2nd level spells (12 + 11 Cha [16 + 5 level + 5 inherent + 6 item] + 2 Greater Spell Focus), a balor needs a 6 to successfully (Will) save normally. This would make it a 3rd level spell where the balor has a 56% chance of success instead of a 75% (the equivalent of a +4 to save DC). On a 3rd level spell it goes from 70% to 49%, and on a 4th from 65% to 42%. I'd say you probably want it to be at least a +2 metamagic, possibly +3 (it this wasn't a half caster +3 would be minimum to limit it to 6th level spells). looks fine on their spell list and casting chassis (not enough save or suck/lose) beware of Arcane Disciple feat, though.

Alabenson
2014-02-11, 12:08 PM
Following further feedback, I've made a couple of additional refinements;

* Grace of the Wee Folk is now activated by an immediate action.
* Unluck now requires two uses of Good Fortune to activate.
* Added language to Unluck specifying that the target must take the lesser of the two rolls.

ngilop
2014-02-13, 05:12 PM
I like this class, its really cool and the fluff all fits together!

my only suggestion would be to add some more depth to the spell list

I'll give my suggestions in keeping with the nature and overall fey theme of the class. You can do as you like :)

Player's Handbook
0- Daze, Flare, Guidance, Puryify Food and Drink

1st- Alarm, Sleep, Obscurring Mist

2nd- Gust of Wind, Tasha's Hideous Laughter, Zone of Truth

3rd- Deep Slumber, Locate Object, Meld into Stone

4th- Air Walk, Dimension Door, Discern Lies, Repel Vermin

5th- Dream, Find the Path, Passwall, Stone Tell

Spell Compendium
0- Dawn, Launch Item

1st- Animate Fire, Animate Water, Animate Wood, Buzzing Bee, Camouflage, Cloudburst, Distract, Distract Assailant, Healthful Rest, Inhibit, Scatter Spray, Wood Wose

2nd- Binding Winds, Briar Web, Greater Mage Hand, Mass Camouflage, One with the Land, Slapping Hand

3rd- Capricious Zephyr, Forest Fold, Mesmerizing Glare, Spell Vulnerability, Weather Eye

4th- Land Womb, Last Breath, Ruin Delver's Fortune, Wall of Water, Wind at Back

5th- Animate Snow, Heal Animal Companion, Make Manifest, Panacea, Phantasmal Thief, Rejuvenation Cocoon

TuggyNE
2014-02-14, 02:06 AM
True Seeing (Su): At 18th level, a feyblessed gains the ability to perceive things as they truly are, as per the true seeing spell out to a range of 30 feet.

This is gained late and limited. Push it up to make it relevant; it should ideally come no later than a level or two after true seeing can first be cast normally.


Fae Transformation: At 20th level, a feyblessed partially transforms into one of the fair folk. This transformation brings several benefits:
- The feyblessed is treated as having the Fey type for the purposes of spells and effects.
- The feyblessed gains damage reduction 10/cold iron
- The feyblessed is gifted with everlasting life. The feyblessed now has no maximum age, and will never die due to old age. However, the feyblessed’s life can still be ended normally.
- Finally, once per day the feyblessed can use one of the following spells as a spell-like ability; elemental swarm, shambler, shapechange, or storm of vengeance. The save DC is equal to 19 + the feyblessed’s Charisma modifier.

Having Fey type is not an unmixed blessing; some few harmful effects specifically affect Fey but not Humanoids (including at least one turning variant, I believe), and some beneficial effects like enlarge/reduce person are the reverse. Therefore it may be better to say that they are treated as having either the Fey type or their previous type for purposes of spells and effects, whichever is more beneficial at any time.

Everlasting life does not specify whether it prevents or removes aging penalties; if not, this is almost purely fluff and is of no real practical benefit for a game.

Shapechange is at least twice as good as any of the other SLA options, and probably thrice as good as storm of vengeance. Perhaps give uses/day accordingly.

Alabenson
2014-02-15, 03:17 PM
This is gained late and limited. Push it up to make it relevant; it should ideally come no later than a level or two after true seeing can first be cast normally.

I don't think you're really factoring in the benefits of receiving true seeing as a constant ability as opposed to being a relatively short-duration spell with an expensive material component.
That said, after a great deal of thought, I've increased the range of the Feyblessed's true seeing to 60 feet from 30 feet.

Also, the reason everlasting life does not specify whether it prevents or removes aging penalties is because that issue is already handled by the earlier ability Everlasting Youth.

TuggyNE
2014-02-15, 08:55 PM
I don't think you're really factoring in the benefits of receiving true seeing as a constant ability as opposed to being a relatively short-duration spell with an expensive material component.
That said, after a great deal of thought, I've increased the range of the Feyblessed's true seeing to 60 feet from 30 feet.

Hmm. Perhaps at lower levels it could be limited in daily usage. Going suddenly from "no way to pierce most illusions" to "illusions don't work at all ever" is kind of a big jump.


Also, the reason everlasting life does not specify whether it prevents or removes aging penalties is because that issue is already handled by the earlier ability Everlasting Youth.

So it is. Bah.

Zaydos
2014-02-15, 09:39 PM
One thing that could be done to ease the transition would be to give it to them as a bonus 4th level spell known at say 14th level. That way they could use it if they needed to, but at a cost (both gp and spell slot) and then at 18th it becomes continual.

That is if you feel it actually needs doing. I'd say Eye for Deception already represents that, possibly with a continual See Invisibility for better effect.

Alabenson
2015-03-15, 03:52 PM
Following the first part of the final bit of testing for the class, I've made the following changes to the Feyblessed;
* I've clarified that the daily uses for Good Fortune are one-half the class level rounded up.
* I've increased the duration of Grace of the Wee Folk to 1 round per 3 class levels
* I've increased the duration of Fortune's Blade to 1 round per 3 class levels

In addition, I've updated the tables to the new format.

Alabenson
2017-03-22, 08:52 AM
After further testing, I've decided to add the Linked Fortune ability to the magical companion, which grants it a luck bonus on attack and damage rolls equal to the Feyblessed's Cha modifier. This was added because at higher levels I noticed that the magical companion was becoming completely ineffectual, and while the magical companion shouldn't be on par with the druid's animal companion it is meant to have at least some effect on combat.

Alabenson
2018-06-19, 10:26 PM
Following still more testing, I've made some additional refinements to the Feyblessed:
* Grace of the Wee Folk and Fortune's Blade may now be used as free actions instead of immediate / swift actions.
* The duration for Grace of the Wee Folk and Fortune's Blade have been increased to 1 round per 2 class levels (rounded down).
* Magical companions now receive a number of HD equal to the character's feyblessed level. Other benefits received by magical companions are granted at the same levels.

Alabenson
2018-09-24, 02:11 PM
As part of my ongoing testing, I've changed the Feyblessed's Fortunate Aura ability to provide a bonus equal to 1/3 the Feyblessed's class levels instead of their Cha modifier.