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CopperElfCleric
2018-12-25, 01:10 PM
The Feymage

The Feymage prestige class is particularly attractive to elven Wizards and Sorcerers who wish to overcome the fragility that results from combining d4 hit dice with a racial Constitution penalty. It also allows them to develop the traits traditionally associated with elven and fey races which are simply not available within these classes: stealth and observation skills, agility, nature-related abilities and spells, and moderate skill in combat.

As druids are divine casters who share a link with the animals of nature, feymages develop a similar link to the world's fey. And like the fey themselves, feymages swear allegiance – or at least an alliance – with one of the two great courts.

Requirements

Alignment: Any nonlawful
Skills: Knowledge (arcana) 8 ranks , Knowledge (nature) 4 ranks
Special: Must be able to cast 2nd-level arcane spells; must make peaceful contact with a fey creature and peacefully spend at least a day among fey.


Hit die: d6
Skill points: 2 + Int
Class Skills: Concentration (con), Craft (int), Diplomacy (cha), Knowledge (arcana)(int), Knowledge (nature)(int), Knowledge (the planes)(int), Spellcraft (int).

Class Features

Weapon and Armor Proficiency: Feymages are proficient with all weapons and armor usable by Druids and Rogues. They gain no additional proficiency with armor or shields.

Spellcasting: At every feymage level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a feymage, you must decide to which class to add each level for the purpose of determining spells per day.

Seelie Courtier (Ex): At 1st level, you must choose either the seelie or the unseelie path. Good-aligned characters can't choose the unseelie path, while evil-aligned characters are barred from the seelie path. This choice determines certain benefits you gain from this prestige class. If your alignment later changes to make your choice illegal, you automatically exchange all seelie- or unseelie-related class features for their opposites.

In addition, you gain a bonus equal to your feymage level on Bluff, Diplomacy, and Intimidate checks made to influence fey and magical beasts.

Sylvan Empathy (Ex): This is identical to the Druid ability, with feymage levels counting as Druid levels.

Spontaneous Spells: A feymage can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. You can sacrifice any prepared arcane spell (or, for a spontaneous caster, an arcane spell slot) to cast a particular spell of the same spell level or lower. Depending on whether you have chosen the seelie or unseelie path, you choose from different specific spells as specified on the table below. You gain access to these spontaneous spell options by level. Access to a spontaneous spell does not grant the ability to cast it if you do not have a prepared spell or spell slot of appropriately high level to lose in exchange.

For example, a 5th-level wizard/4th-level feymage who chose the seelie path could lose a prepared ice storm to cast break enchantment or a lower-level option (invisibility sphere, Tashas hideous laughter, or remove fear). A 6th-level sorcerer/1st-level wild soul who chose the unseelie path can spontaneously cast lesser confusion, detect thoughts, or poison.

These spells are not considered to be part of your class spell list, so this feature doesn't grant you the ability to activate spell trigger or spell completion items using these spells.


Spell Level Seelie Unseelie
1st remove fear lesser confusion
2nd Tashas hideous laughter detect thoughts
3rd invisibility sphere poison
4th break enchantment bestow curse
5th baleful polymorph endless slumber
6th true seeing mass suggestion
7th prismatic spray waves of exhaustion
8th sympathy horrid wilting
9th time stop wail of the banshee

Seelie Bond (Su): When you cast summon seelie ally or a summon monster spell to bring forth a creature from the summon seelie ally list, your connection to the seelie increases, granting you benefits. These benefits remain as long as one of the seelie or unseelie creatures you summoned is alive and the duration of the spell has not expired. The benefits described below are cumulative. Thus, a 10th-level wild soul would gain all of them upon summoning a seelie or unseelie ally.

At 2nd level, you gain immunity to magic and nonmagical sleep effects. This ability grants elves immunity to nonmagical sleep effects, to which they are normally vulnerable.

At 4th level, you gain a +2 bonus on saves against enchantment spells or effects. The bonus against enchantment effects is untyped and thus stacks with an elf's or half-elf's +2 racial bonus against enchantment spells and effects.

At 6th level, your base land speed increases by 10 feet.

At 8th level, add 1 to the Difficulty Class of saving throws against illusion spells you cast.

At 10th level, add 1 to the Difficulty Class of saving throws against enchantment spells you cast.

Summon Seelie Ally (Sp): Starting at 2nd level, a feymage can summon a seelie ally three times per day. This ability functions like summon monster I except that you choose a creature from a list of options, as detailed on the table below, based on your feymage level and path. You can use this ability to summon one creature from the highest-level list available to you, 1d3 creatures of the same kind from the next highest-level list, or 1d4 +1 creatures of the same kind from any lower-level list. Your caster level is equal to your character level.

In addition, whenever you cast a summon monster spell of 4th to 8th level, you can choose a creature from the appropriate list below in place of one of the normal options.

2nd (Summon Monster IV) – Seelie: Blink dog, Pegasus, Senmurv (Fiend Folio), Unicorn
Unseelie: Aranea, Howler, Redcap, young (Monster Manual III), Shadar-kai (Fiend Folio)

4th (Summon Monster V) – Seelie: Nixie, Satyr (with pipes)
Unseelie: Joy stealer (Monster Manual IV), Shadow mastiff

6th (Summon Monster VI) – Seelie: Pixie (can't cast Otto's irresistible dance; with sleep arrows, but not memory loss arrows), Shimmerling swarm (Monster Manual III)
Unseelie: Displacer beast, Winter wolf

8th (Summon Monster VII) – Seelie: Lillend, Leskylor (Book of Exalted Deeds)
Unseelie: Annis, Will-o'-wisp

10th (Summon Monster VIII) – Seelie: Bearhound (Monster Manual III), Leskylor, three-headed (Book of Exalted Deeds)
Unseelie: Redcap, elder (Monster Manual III), Rejkar (Monster Manual III)

Feyheart: At 10th level, your mystic bond with nature changes your very being. Your type becomes Fey (augmented humanoid), and you gain the following feats; Fey Heritage, Fey Power, Fey Legacy, Fey Presence and Fey Skin.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Seelie courtier, spontaneous spells (1st—3rd), Sylvan empathy +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Seelie bond (immune to sleep), summon seelie ally +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Spontaneous spells (4th) +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Seelie bond (+2 against enchantments), summon seelie ally +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Spontaneous spells (5th) +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Seelie bond (speed +10 feet), summon seelie ally +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Spontaneous spells (6th) +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Seelie bond (+1 to illusion DCs), summon seelie ally +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Spontaneous spells (7th) +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Seelie bond (+1 to enchantment DCs), spontaneous spells (8th and 9th), summon seelie ally, Feyheart +1 level of existing arcane spellcasting class

Sir Brett Nortj
2018-12-25, 01:26 PM
The Feymage

The Feymage prestige class is particularly attractive to elven Wizards and Sorcerers who wish to overcome the fragility that results from combining d4 hit dice with a racial Constitution penalty. It also allows them to develop the traits traditionally associated with elven and fey races which are simply not available within these classes: stealth and observation skills, agility, nature-related abilities and spells, and moderate skill in combat. Those of fey races become Feymages to gain increased Damage Reduction and fey characteristics which their own fey race does not possess, such as Spell Resistance or water breathing.

As druids are divine casters who share a link with the animals of nature, feymages develop a similar link to the world's fey. And like the fey themselves, feymages swear allegiance – or at least an alliance – with one of the two great courts.

Requirements

Alignment: Any nonlawful
Skills: Knowledge (arcana) 8 ranks , Knowledge (nature) 4 ranks
Special: Must be able to cast 2nd-level arcane spells; must make peaceful contact with a fey creature and peacefully spend at least a day among fey.

Hit die: d6
Skill points: 2 + Int

Class Features

Spellcasting: At every feymage level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a feymage, you must decide to which class to add each level for the purpose of determining spells per day.

Seelie Courtier (Ex): At 1st level, you must choose either the seelie or the unseelie path. Good-aligned characters can't choose the unseelie path, while evil-aligned characters are barred from the seelie path. This choice determines certain benefits you gain from this prestige class. If your alignment later changes to make your choice illegal, you automatically exchange all seelie- or unseelie-related class features for their opposites.

In addition, you gain a bonus equal to your feymage level on Bluff, Diplomacy, and Intimidate checks made to influence fey and magical beasts.

Sylvan Empathy (Ex): This is identical to the Druid ability, with feymage levels counting as Druid levels.

Spontaneous Spells: A feymage can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. You can sacrifice any prepared arcane spell (or, for a spontaneous caster, an arcane spell slot) to cast a particular spell of the same spell level or lower. Depending on whether you have chosen the seelie or unseelie path, you choose from different specific spells as specified on the table below. You gain access to these spontaneous spell options by level. Access to a spontaneous spell does not grant the ability to cast it if you do not have a prepared spell or spell slot of appropriately high level to lose in exchange.

For example, a 5th-level wizard/4th-level feymage who chose the seelie path could lose a prepared ice storm to cast break enchantment or a lower-level option (invisibility sphere, Tashas hideous laughter, or remove fear). A 6th-level sorcerer/1st-level wild soul who chose the unseelie path can spontaneously cast lesser confusion, detect thoughts, or poison.

These spells are not considered to be part of your class spell list, so this feature doesn't grant you the ability to activate spell trigger or spell completion items using these spells.


Spell Level Seelie Unseelie
1st remove fear lesser confusion
2nd Tashas hideous laughter detect thoughts
3rd invisibility sphere poison
4th break enchantment bestow curse
5th baleful polymorph endless slumber
6th true seeing mass suggestion
7th prismatic spray waves of exhaustion
8th sympathy horrid wilting
9th time stop wail of the banshee

Seelie Bond (Su): When you cast summon seelie ally or a summon monster spell to bring forth a creature from the summon seelie ally list, your connection to the seelie increases, granting you benefits. These benefits remain as long as one of the seelie or unseelie creatures you summoned is alive and the duration of the spell has not expired. The benefits described below are cumulative. Thus, a 10th-level wild soul would gain all of them upon summoning a seelie or unseelie ally.

At 2nd level, you gain immunity to magic and nonmagical sleep effects. This ability grants elves immunity to nonmagical sleep effects, to which they are normally vulnerable.

At 4th level, you gain a +2 bonus on saves against enchantment spells or effects. The bonus against enchantment effects is untyped and thus stacks with an elf's or half-elf's +2 racial bonus against enchantment spells and effects.

At 6th level, your base land speed increases by 10 feet.

At 8th level, add 1 to the Difficulty Class of saving throws against illusion spells you cast.

At 10th level, add 1 to the Difficulty Class of saving throws against enchantment spells you cast.

Summon Seelie Ally (Sp): Starting at 2nd level, a feymage can summon a seelie ally three times per day. This ability functions like summon monster I except that you choose a creature from a list of options, as detailed on the table below, based on your feymage level and path. You can use this ability to summon one creature from the highest-level list available to you, 1d3 creatures of the same kind from the next highest-level list, or 1d4 +1 creatures of the same kind from any lower-level list. Your caster level is equal to your character level.

In addition, whenever you cast a summon monster spell of 4th to 8th level, you can choose a creature from the appropriate list below in place of one of the normal options.

2nd (Summon Monster IV) – Seelie: Blink dog, Pegasus, Senmurv (Fiend Folio), Unicorn
Unseelie: Aranea, Howler, Redcap, young (Monster Manual III), Shadar-kai (Fiend Folio)

4th (Summon Monster V) – Seelie: Nixie, Satyr (with pipes)
Unseelie: Joy stealer (Monster Manual IV), Shadow mastiff

6th (Summon Monster VI) – Seelie: Pixie (can't cast Otto's irresistible dance; with sleep arrows, but not memory loss arrows), Shimmerling swarm (Monster Manual III)
Unseelie: Displacer beast, Winter wolf

8th (Summon Monster VII) – Seelie: Lillend, Leskylor (Book of Exalted Deeds)
Unseelie: Annis, Will-o'-wisp

10th (Summon Monster VIII) – Seelie: Bearhound (Monster Manual III), Leskylor, three-headed (Book of Exalted Deeds)
Unseelie: Redcap, elder (Monster Manual III), Rejkar (Monster Manual III)

Feyheart: At 10th level, your mystic bond with nature changes your very being. Your type becomes Fey (augmented humanoid), and you gain the following feats; Fey Heritage, Fey Power, Fey Legacy, Fey Presence and Fey Skin.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Seelie courtier, spontaneous spells (1st—3rd) —
2nd +1 +0 +0 +3 Seelie bond (immune to sleep), summon seelie ally +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Spontaneous spells (4th) +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Seelie bond (+2 against enchantments), summon seelie ally +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Spontaneous spells (5th) +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Seelie bond (speed +10 feet), summon seelie ally +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Spontaneous spells (6th) +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Seelie bond (+1 to illusion DCs), summon seelie ally +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Spontaneous spells (7th) +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Seelie bond (+1 to enchantment DCs), spontaneous spells (8th and 9th), summon seelie ally +1 level of existing arcane spellcasting class

Not as good as your usual ideas but rather colourful.

I got an idea! Why don't you play it like a vampire from onyx path, where you return to nature when you reach the right level? Then, you will finish the game, clock it, as strange as that may sound to a fellow role player, all good things must come to an end, and, you could be on like a life or death struggle to get there before you lose interest in the game?

Otherwise, really nice, you trying to attract girl role players? :smallwink:

CopperElfCleric
2018-12-26, 10:30 PM
I think it came out pretty good with the changes I made. And yes, I made this for a female player, but it's a great PrC for male players as well.

CopperElfCleric
2019-01-03, 12:11 AM
I changed the requirements.

Silva Stormrage
2019-01-03, 03:33 PM
Overall I like the fluff and the mechanics, I would have to double check the list of monsters and see if anything in there is broken but overall nice job.

One thing I would change though is that as it is now it seems... too overall good? It loses no caster levels grants a bunch of good abilities and has essentially no feat tax or other drawback. It seems like a sheer power boost for Wizards which is generally not something they need.

I would either make the caster lose a spellcasting level at first level (Similar to Malconvoker) or perhaps make the caster's summon monster spells ONLY able to call fey. Or some other drawback like thematic but not particularly powerful pre reqs. Right now the class has too many benefits and no drawbacks making it a bit too strong. It's not the strongest option for Wizards (Incantrix is still better) but I would recommend nerfing it a bit.

nonsi
2019-01-04, 04:22 AM
.

This class seems like a must-have for sorcerers. Practically a no-brainer.

CopperElfCleric
2019-01-04, 10:42 PM
Overall I like the fluff and the mechanics, I would have to double check the list of monsters and see if anything in there is broken but overall nice job.

One thing I would change though is that as it is now it seems... too overall good? It loses no caster levels grants a bunch of good abilities and has essentially no feat tax or other drawback. It seems like a sheer power boost for Wizards which is generally not something they need.

I would either make the caster lose a spellcasting level at first level (Similar to Malconvoker) or perhaps make the caster's summon monster spells ONLY able to call fey. Or some other drawback like thematic but not particularly powerful pre reqs. Right now the class has too many benefits and no drawbacks making it a bit too strong. It's not the strongest option for Wizards (Incantrix is still better) but I would recommend nerfing it a bit.

I was already considering that actually, but I want to play-test it tomorrow before making any more changes. Thank you.

nonsi
2019-01-05, 01:12 AM
I was already considering that actually, but I want to play-test it tomorrow before making any more changes. Thank you.

What is there to play-test?
All benefits, no drawbacks. While a wizard would at least trade 2 bonus feats, a sorcerer would trade nothing in return and gain tons of stuff:
- Skill boosts
- Wild Empathy
- Immunities
- save boost
- speed increase
- potency increase
- bonus summoning
- 9 other bonus spells - better than a clerical domain
- 5 bonus feats (that amount to a lot of bonuses + spells) in a single level.

With Sorcerer level 5 as entry point!

All that for what - trading familiar progression?

Without costing at least 2 caster levels, this is the most obvious PrC I've ever seen. It makes a single character as versatile as 2 separate sorcerers working in concert.

CopperElfCleric
2019-01-13, 09:05 AM
What is there to play-test?
All benefits, no drawbacks. While a wizard would at least trade 2 bonus feats, a sorcerer would trade nothing in return and gain tons of stuff:
- Skill boosts
- Wild Empathy
- Immunities
- save boost
- speed increase
- potency increase
- bonus summoning
- 9 other bonus spells - better than a clerical domain
- 5 bonus feats (that amount to a lot of bonuses + spells) in a single level.

With Sorcerer level 5 as entry point!

All that for what - trading familiar progression?

Without costing at least 2 caster levels, this is the most obvious PrC I've ever seen. It makes a single character as versatile as 2 separate sorcerers working in concert.

Thank you, I completely agree with you. But do you think it's balanced? Over-powered?

nonsi
2019-01-14, 06:49 AM
Thank you, I completely agree with you. But do you think it's balanced? Over-powered?

I don't consider your Feymage balanced.
Fiend-Blooded from Heroes of Horror is considered a strong PrC for sorcerers and your Feymage blows it out of the water.
Feymage brings a metric ton of extras to a sorcerer, has minimal entry requirements and takes no toll in exchange.
The Feymage trails behind Dweomerkeeper, Iot7FV and Hathran only by a margin.
If you want to bring it to an acceptable level, it must trade 2 CLs and require more as entry. Not necessarily a higher entry level, but at least more character resources. This will still leave the door open to obtain 9th level spells pre-epic and would remain generally awesome.

Maelynn
2019-01-14, 11:25 AM
racial Constitution penalty

Maybe you'd want to add a version tag to the thread. This isn't in 5e, so I suspect you're asking for 3.5? Pathfinder?

Edit: nvm, either you just sneakily added the tag or I'm blind. Probably the latter.

CopperElfCleric
2019-01-21, 06:21 PM
I like it just the way it is.

Silva Stormrage
2019-01-22, 11:40 PM
I like it just the way it is.

I mean it is your class so thats fine but it seems weird to ask for opinions then discount the opinions. Essentially every single post is saying that the class is unbalanced and overpowered with good reasoning behind the claims.

CopperElfCleric
2019-01-25, 10:46 AM
I mean it is your class so thats fine but it seems weird to ask for opinions then discount the opinions. Essentially every single post is saying that the class is unbalanced and overpowered with good reasoning behind the claims.

I was replying to Maelyn, not about the PrC. I would never discount any opinions as they help me create better classes.

Diceomancer
2019-01-25, 12:29 PM
I agree that the class is a bit too powerful, but I think it could be adjusted without losing caster levels. My suggestion is to make it a d4 hit die and lose the bonus weapon and armor proficiencies.

CopperElfCleric
2019-01-26, 01:31 PM
I agree that the class is a bit too powerful, but I think it could be adjusted without losing caster levels. My suggestion is to make it a d4 hit die and lose the bonus weapon and armor proficiencies.

That's not a bad idea at all actually.

aimlessPolymath
2019-01-26, 06:52 PM
That doesn't really solve the basic problem of it just being a better Wizard/Sorcerer, though.

CopperElfCleric
2019-01-29, 05:03 PM
That doesn't really solve the basic problem of it just being a better Wizard/Sorcerer, though.

Well, that's the whole point. To make your sorcerer/wizard better.

sandmote
2019-01-29, 09:53 PM
Well, that's the whole point. To make your sorcerer/wizard better.

Most of the Prestige classes make you better at some things, but make you give up alternatives in return.

Here's part of what you've written, with added emphasis:

Spellcasting: At every Feymage level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Feymage, you must decide to which class to add each level for the purpose of determining spells per day.
The issue is that a sorcerer doesn't have other benefits you're giving up by taking a level in feymage. Yes, most prestige classes give you greater benefits on top of the the base class. However, they usually have some drawbacks compared to the base class(es), so that sometimes you are better off sticking to the base class. For example, Arcane Tricksters lose out on hit points, skill points, Trap Sense improvements, and Special abilities compared to Rogues, and meeting the prerequisites cost spellcaster levels compared to sorcerers/wizards.

To give sorcerers some drawback for becoming Feymages, I suggest not granting "+1 level of existing arcane spellcasting class" at each level of Feymage. If you drop it for a few levels, Feymage can be stronger than sorcerer overall, but not at everything. The same way the Eldritch Knights are slightly behind in their spellcasting progression, and Elocaters end up further behind in their existing manifester class.

Diceomancer
2019-01-29, 10:41 PM
Most of the Prestige classes make you better at some things, but make you give up alternatives in return.

Here's part of what you've written, with added emphasis:

The issue is that a sorcerer doesn't have other benefits you're giving up by taking a level in feymage. Yes, most prestige classes give you greater benefits on top of the the base class. However, they usually have some drawbacks compared to the base class(es), so that sometimes you are better off sticking to the base class. For example, Arcane Tricksters lose out on hit points, skill points, Trap Sense improvements, and Special abilities compared to Rogues, and meeting the prerequisites cost spellcaster levels compared to sorcerers/wizards.

To give sorcerers some drawback for becoming Feymages, I suggest not granting "+1 level of existing arcane spellcasting class" at each level of Feymage. If you drop it for a few levels, Feymage can be stronger than sorcerer overall, but not at everything. The same way the Eldritch Knights are slightly behind in their spellcasting progression, and Elocaters end up further behind in their existing manifester class.

Losing caster levels can make sense if it is a mage combined with X type thing, or in cases where the abilities the prestige class grants are extreme. However, I don't think that this is the case here. Classes that are geared toward characters focused on casting that also lose caster levels are rarely used, in my experience. There is also precedent for full casting prestige classes. The Archmage is one example, which has a heavy feat tax but trades it for some incredible abilities. A more relevant example is the Geometer (from Complete Arcane). Geared toward wizards, it has only a skill tax (since wizards already get scribe scroll), which is traded for more modest abilities (and not difficult for wizards with high intelligence scores).

I think that, with the hit die changed to d4 and the weapon proficiency removed, I think only a slight boost to the entry requirements is needed to balance things out. Perhaps a single fey themed feat, or requiring an additional 4 ranks in some other fey themed skill (bluff, diplomacy, or survival, perhaps).

radthemad4
2019-01-30, 06:53 AM
So, this is the Wild Soul from Complete Mage, but with d6 HD instead of d4, wild empathy, no progression loss, a few proficiencies and Feyheart?

Well, I feel like the Wild Soul's only problem was the lost progression level and the extras you've added are minor, but flavorful, so this is cool

nonsi
2019-01-30, 11:43 AM
.

I'm not judgmental of one's power level sweet spot, but notice the power level difference between your Feymage and your Bladesinger (http://www.giantitp.com/forums/showthread.php?576446-The-Bladesinger).
While you really push the envelope with this one, the Bladesinger could definitely use some cuddling.
There's really no dilemma between the Feymage and the Bladesinger. The former wins hands down.

In any given game system, a healthy goal should be that the preference between different character builds should come as close as possible to being made according to character concept and player's style and as little as possible according to obvious power differences.
By creating PrCs with such power differences, you make some of them just not worthwhile. This means that some of your work would probably go to waste and you leave little room for making choices based on character vision and push players to choose by the numbers.

sandmote
2019-01-30, 03:38 PM
First, I fully admit I requirements for the benefits from Seelie bond. Sorry about that.

Accounting for that, it might be enough to take away the increased hit die and weapons proficiency, depending on the strength of CopperElfCleric's usual homebrews.


Losing caster levels can make sense if it is a mage combined with X type thing, or in cases where the abilities the prestige class grants are extreme. However, I don't think that this is the case here. Classes that are geared toward characters focused on casting that also lose caster levels are rarely used, in my experience. There is also precedent for full casting prestige classes. The Archmage is one example, which has a heavy feat tax but trades it for some incredible abilities. A more relevant example is the Geometer (from Complete Arcane). Geared toward wizards, it has only a skill tax (since wizards already get scribe scroll), which is traded for more modest abilities (and not difficult for wizards with high intelligence scores).
Geometer is a much better example, considering each of the Archmage's High Arcana options requires permanently giving up a spell slot. Which might not be a bad option for deflating the feymage a bit.

CopperElfCleric
2019-02-01, 02:06 AM
So, this is the Wild Soul from Complete Mage, but with d6 HD instead of d4, wild empathy, no progression loss, a few proficiencies and Feyheart?

Well, I feel like the Wild Soul's only problem was the lost progression level and the extras you've added are minor, but flavorful, so this is cool

Thank you very much