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    Orc in the Playground
     
    MindFlayer

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    Jul 2014
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    Default The Feychild - base class contest 3rd place - PEACH

    Feychild


    Source: jurithedreamer.deviantart.com


    I can't thank you enough, godmother! You've changed my life!
    - Delica, a half-elf feychild, to her very first godmother, Mindania

    A feychild is the lucky young man or woman upon whom the fairy godmothers bestow their gifts. They are friends of good fey-kind, protected by and protecting them, while slowly learning their fairy magic and eventually becoming fey themselves.

    Adventures: Feychildren travel the lands to spread joy, hope, and peace, generally, or to rid the world of some specific evil - often those abominations against nature, aberrations and the undead. Few are terribly greedy or power-hungry, seeking instead to make friends and help those friends achieve their goals - which often involves grand adventures!

    Characteristics: A low-level feychild serves as an icon of nature's beauty and grace, a beacon of light in a world plagued by darkness and monsters. As they progress, they become an avatar of fairy magic, with powerful abilities to trick, evade, and disable their foes. The most powerful of feychildren are nearly impossible to remove from the world permanently, and could lead great and terrible armies to victory in battle, were they so inclined.

    Alignment: The path of the feychild is one of freedom tempered by kindness. There are no evil feychildren, nor are there those devoted to the tenets of law. With these few caveats, the exact alignments of feychildren vary across the entire spectrum, from the chaotic-good vigilante to the near-druidic meditative nature of a true neutral feychild.

    Religion: Feychildren revere deities of nature, of fey-kind, and those that match their own alignments. Many do not worship any particular deity in particular, instead seeking spirituality through communion with the natural world.

    Background: Those pure of heart and spirit are chosen by a fairy godmother to be their charge; of those, some of the recipients of these gifts choose to follow in the footsteps of their benevolent matrons. These aspirants are called feychildren, and can come from almost any background - a wealthy noble familiy, a lowly farmer's child, or even a pariah in a remote barbarian clan.

    Races: Feychildren are not united by race, per se, though any races with a closer relationship to nature, freedom, or magic are more likely to produce the kind of pure-hearted individuals the godmothers seek out. Thus, elves tend to produce slightly more feychildren, while dwarves, with their heavy lawful bent, produce fewer.

    Other Classes: Any class can appreciate the kind of support having a feychild friend produces. One might suspect that feychildren would refuse to help some characters for one reason or another - they are evil, they have illithid heritage, they aspire to lichdom - but instead, they view these individuals as lost souls who simply need the love and support that the fairies provide to truly find themselves. No one is beyond redemption, and no one is worth abandoning. In fact, this outlook often gets them in trouble when confronting great evil as a group - while most adventurers are content (eager, even) to thrust their sword through the heart of a tyrant, the feychild would much rather get to know the person behind the darkness. Exceptions are made, of course, for creatures for whom evil is in their very nature - evil outsiders and any creature with the (evil) subtype.

    Role: Feychildren primarily play the support role in a party, helping increase their party's odds of success or simply healing their wounds. They have just enough ability to survive in solo encounters, but are far more capable of eluding/escaping their foes than defeating them in direct combat.

    Adaptation: These mechanics could be subsituted thematically into a number of situations. The fairy godmother system, in particular, is similar to the vestige system that binders use. This class, then, could be adapted into a variant binder of sorts. Likewise, a character chosen by and who reveres specific, ancient dragon patrons could use a similar system as well. It could even be adapted for divine casting, using lesser/cult gods in place of the matrons or simply substituting domains in their place. In all of these cases, substitutions would need to be made for the creature types affected by nature's turning and rebuking and for the transformation gained at 16th level.

    GAME RULE INFORMATION
    Feychildren have the following game statistics.
    Abilities: Charisma is the key ability score for a feychild, determining its bonus spells per day, the highest spell she can cast, and the save DC of her spells and abilities. Due to the low hit dice of the class, a high Constitution score and Dexterity score (for making ranged attacks) are also important.
    Alignment: Any nonevil and nonlawful.
    Hit Die: d4
    Starting Age: As bard.
    Starting Gold: As sorcerer.

    Class Skills
    The feychild's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    The Feychild
    S P E L L S / D A Y
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Damage
    Reduction
    Deflection
    Bonus
    0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st
    +0
    +0
    +0
    +2
    Fairy godmother (first), fairy magic
    -
    +0
    4
    2
    -
    -
    -
    -
    -
    -
    -
    -
    2nd
    +1
    +0
    +0
    +3
    -
    +0
    5
    3
    -
    -
    -
    -
    -
    -
    -
    -
    3rd
    +1
    +1
    +1
    +3
    Fairy godmother (second), nature's turning and rebuking
    DR 1/cold iron
    +0
    5
    4
    -
    -
    -
    -
    -
    -
    -
    -
    4th
    +2
    +1
    +1
    +4
    Eschew Materials, fey mind (+2)
    DR 1/cold iron
    +1
    5
    5
    2
    -
    -
    -
    -
    -
    -
    -
    5th
    +2
    +1
    +1
    +4
    Selfless Spell
    DR 2/cold iron
    +1
    5
    5
    3
    -
    -
    -
    -
    -
    -
    -
    6th
    +3
    +2
    +2
    +5
    Fey companion
    DR 2/cold iron
    +2
    5
    5
    4
    2
    -
    -
    -
    -
    -
    -
    7th
    +3
    +2
    +2
    +5
    DR 2/cold iron
    +2
    5
    5
    5
    3
    -
    -
    -
    -
    -
    -
    8th
    +4
    +2
    +2
    +6
    Fairy godmother (third), fey mind (+4)
    DR 2/cold iron
    +3
    5
    5
    5
    4
    2
    -
    -
    -
    -
    -
    9th
    +4
    +3
    +3
    +6
    DR 2/cold iron
    +3
    5
    5
    5
    5
    3
    -
    -
    -
    -
    -
    10th
    +5
    +3
    +3
    +7
    DR 5/cold iron
    +4
    5
    5
    5
    5
    4
    2
    -
    -
    -
    -
    11th
    +5
    +3
    +3
    +7
    Fairy godmothers (two active)
    DR 5/cold iron
    +4
    5
    5
    5
    5
    5
    3
    -
    -
    -
    -
    12th
    +6/+1
    +4
    +4
    +8
    Fey mind +6
    DR 5/cold iron
    +5
    5
    5
    5
    5
    5
    4
    2
    -
    -
    -
    13th
    +6/+1
    +4
    +4
    +8
    Fairy godmother (fourth)
    DR 5/cold iron
    +5
    5
    5
    5
    5
    5
    5
    3
    -
    -
    -
    14th
    +7/+2
    +4
    +4
    +9
    DR 5/cold iron
    +6
    5
    5
    5
    5
    5
    5
    4
    2
    -
    -
    15th
    +7/+2
    +5
    +5
    +9
    DR 10/cold iron
    +6
    5
    5
    5
    5
    5
    5
    5
    3
    -
    -
    16th
    +8/+3
    +5
    +5
    +10
    Fey mind (immunity), feytouched body
    DR 10/cold iron
    +7
    5
    5
    5
    5
    5
    5
    5
    4
    2
    -
    17th
    +8/+3
    +5
    +5
    +10
    DR 10/cold iron
    +7
    5
    5
    5
    5
    5
    5
    5
    5
    3
    -
    18th
    +9/+4
    +6
    +6
    +11
    Fairy godmother (fifth)
    DR 10/cold iron
    +8
    5
    5
    5
    5
    5
    5
    5
    5
    4
    2
    19th
    +9/+4
    +6
    +6
    +11
    Fairy godmothers (three active)
    DR 10/cold iron
    +8
    5
    5
    5
    5
    5
    5
    5
    5
    5
    4
    20th
    +10/+5
    +6
    +6
    +12
    Fey discorporation
    DR 15/cold iron
    +8 or +Cha,
    whichever is greater
    5
    5
    5
    5
    5
    5
    5
    5
    5
    5

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

    Weapon and Armor Proficiencies: The feychild is proficient with the club, dagger, longbow, longspear, quarterstaff, shortbow, shortspear, sickle, sling, and spear, with darts and javelins, and with light armor and shields (except tower shields). Their armor and shields may be made out of any material except iron or steel. Armor of any type interferes with a feychild's gestures, which can cause her spells with somatic components to fail (but see Fairy Magic, below).

    Spells: A feychild casts arcane spells which are drawn from the fairy magic spell list (below). She can cast any spell she knows without preparing it ahead of time, as a cleric or wizard must.
    To learn or cast a spell, a feychild must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a feychild's spell is 10 + the spell level + her Charisma modifier.
    Like other spellcasters, a feychild can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Charisma score.
    A feychild begins play knowing three 0-level spells (or cantrips) and one 1st-level spell of your choice. At each new feychild level, she gains one or more new spells, as indicated on Table: Feychild Spells Known. These new spells must be drawn from the fairy magic spell list (but see Fairy Godmothers, below).
    Upon reaching 5th level, and at each odd-numbered level after that, a feychild can choose to learn a new spell in place of one she already knows. In effect, the feychild "loses" the old spell in exchange for 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 fairy magic spell the feychild can cast. A feychild may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells for the level.

    Spoiler: Feychild Spells Known
    Show
    Feychild Spells Known
    Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st
    3
    1
    -
    -
    -
    -
    -
    -
    -
    -
    2nd
    4
    1
    -
    -
    -
    -
    -
    -
    -
    -
    3rd
    4
    2
    -
    -
    -
    -
    -
    -
    -
    -
    4th
    5
    2
    1
    -
    -
    -
    -
    -
    -
    -
    5th
    5
    3
    1
    -
    -
    -
    -
    -
    -
    -
    6th
    6
    3
    1
    1
    -
    -
    -
    -
    -
    -
    7th
    6
    4
    2
    1
    -
    -
    -
    -
    -
    -
    8th
    7
    4
    2
    1
    1
    -
    -
    -
    -
    -
    9th
    7
    4
    3
    2
    1
    -
    -
    -
    -
    -
    10th
    8
    4
    3
    2
    1
    1
    -
    -
    -
    -
    11th
    8
    4
    4
    3
    2
    1
    -
    -
    -
    -
    12th
    8
    4
    4
    3
    2
    1
    1
    -
    -
    -
    13th
    8
    4
    4
    3
    3
    2
    1
    -
    -
    -
    14th
    8
    4
    4
    3
    3
    2
    1
    1
    -
    -
    15th
    8
    4
    4
    3
    3
    3
    2
    1
    -
    -
    16th
    8
    4
    4
    3
    3
    3
    2
    1
    1
    -
    17th
    8
    4
    4
    3
    3
    3
    2
    2
    1
    -
    18th
    8
    4
    4
    3
    3
    3
    2
    2
    1
    1
    19th
    8
    4
    4
    3
    3
    3
    2
    2
    2
    1
    20th
    8
    4
    4
    3
    3
    3
    2
    2
    2
    2


    Fairy Magic: The magic of a feychild is unlike ordinary arcane magic, and comes with several modifications and restrictions, both generally and for specific spells (see Sidebar: Fairy Magic Spell Modifications/Restrictions). The most notable of these modifications is in the casting of the spells themselves - as a feychild gains levels in this class, she becomes able to alter the display and required components of spells she casts, eventually learning to cast some spells as special spell-like abilities. The following modifications are mutually exclusive unless otherwise specified, and apply only to spells gained by virtue of levels in this class.
    Invisible Spell: Whenever a feychild casts a spell whose level is at least three levels below the highest fairy magic spell level she can cast, she can choose for that spell to manifest without any visible components, as if affected by the Invisible Spell metamagic feat, but without any change to the spell's level, spell slot used, or casting time.
    Deceptive Spell: A feychild casting a spell whose level is at least four levels lower than the highest fairy magic spell level she can cast can choose to modify the spell to appear to originate from some point other than it truly does, as though modified by the Deceptive Spell metamagic feat, but without any change to the spell's level, spell slot used, or casting time.
    Still or Silent Spell: When a feychild casts a spell whose level is at least five levels lower than the highest fairy magic spell level she can cast can choose to ignore either the verbal or somatic components of the spell, as if modified by either the Still Spell or Silent Spell metamagic feats, as appropriate, but without any change to the spell's level, spell slot used, or casting time. This modification can occur in conjunction with either Invisible Spell or Deceptive Spell.
    Feycasting: Once a feychild is capable of casting 6th-level fairy magic spells, she gains a particularly powerful spellcasting modification. Three times per day per spell level, a feychild can cast a spell which is at least six levels lower than the highest fairy magic spell level she can cast as a special spell-like ability. It functions just as if she cast the spell, except that it requires no verbal, somatic, or focus components, nor does it require any inexpensive material components (such as those provided by a spell component pouch). Any expensive material components must be on the feychild's person at the time of casting, and are consumed normally, any XP cost must be paid, and any other spell component must be provied (such as a sacrifice component). Though the spell is cast as though it were a spell-like ability, the spell slot it would normally use is expended normally.
    Greater Feycasting: Any spell the feychild can cast which is at least eight levels lower than the highest fairy magic spell she can cast can be used as a true spell-like ability (following the rules described in the Player's Handbook), useable at-will and without expending the associated spell slot. The feychild can choose to cast these spells normally as well.
    At 20th level, the feychild's fairy magic improves once more, decreasing the level difference requirement to use the above abilities by one (so a 7th-level spell can be made invisible, a 2nd-level spell can be used as an at-will spell-like ability, and so on.) Refer to Table: Fairy Magic Advancement for easy reference.

    Spoiler: Sidebar: Fairy Magic Modifications/Restrictions
    Show
    The following restrictions and modifications apply to spells cast by a feychild: Any spells that have variant effects depending on the class of the caster treat a feychild as a sorcerer first, then druid, then bard. Any spells that specifically affect a familiar or animal companion may instead be used to affect the feychild's fey companion. Any spells whose spell descriptions specifically refer to a divine caster level use the character's fairy magic caster level instead. Finally, any spells of the polymorph subschool cannot be used to assume the form of an aberration, construct, or undead creature.
    Additionally, the following spells carry specific modifications:
    Blood of the Martyr is a transmutation
    Cold Fire can only be used to affect a fire source
    Deathwatch is a divination
    Death Ward and Mass Death Ward are abjurations
    Glowing Orb can be modified with Selfless Spell to allow the holder of the orb to control its light output as if they were the original caster
    Kelpstrand uses the caster's Charisma modifier instead of her Wisdom modifier to determine the grapple check
    Mark of the Wild is cast as though the caster possessed a lesser dragonmark, unless she possesses a greater or Siberys dragonmark
    Mending affects natural, non-iron materials only
    Naturewatch is a divination
    Phoenix Fire in an evocation [good, fire]
    Return to Nature affects any creature with fairy magic as a fey creature, regardless of their actual type
    Sun Scepter can be modified with Selfless Spell to allow the scepter to be handed to an ally and continue to function, as if the ally were the caster
    Tyche's Touch can only be used to produce the protection effect
    Undying Vigor of the Dragonlords can be used by sacrificing a fairy magic spell slot in place of a sorcerer spell slot
    Weighed in the Balance is an evocation


    Spoiler: Table: Fairy Magic Advancement
    Show

    Highest-Level
    Spell Available
    Highest Level:
    Invisible Spell
    Highest Level:
    Invisible or Deceptive Spell
    Highest Level:
    Still or Silent Spell
    Highest Level:
    Feycasting
    Highest Level:
    Greater Feycasting
    3rd
    0
    -
    -
    -
    -
    4th
    1
    0
    -
    -
    -
    5th
    2
    1
    0
    -
    -
    6th
    3
    2
    1
    0
    -
    7th
    4
    3
    2
    1
    -
    8th
    5
    4
    3
    2
    0
    9th
    6
    5
    4
    3
    1
    20th level
    7
    6
    5
    4
    2


    Fairy Godmothers: At 1st level, a feychild is chosen by a legendary fey creature known as a Fairy Godmother to receive her blessing and magical knowledge. The feychild selects one fairy godmother (list given below) to be her matron. She gains an additional godmother at 3rd, 8th, 13th, and 18th level. Initially, only one godmother can be active on the feychild at a time; the active godmother is selected by the feychild during a brief period of meditation each morning (requiring at least 10 minutes of uninterrupted concentration). She cannot change which godmothers are active until the following morning. At 11th level, a feychild can have two godmothers' powers active on her at once, and at 19th level, she may have three.
    Each godmother bestows two pieces of magical power unto the feychild: a blessing and a special list of spells known. A godmother's blessing is active from the moment the godmother is selected (at the conclusion of morning meditation) until the following morning if it is a continuous ability; if a blessing requires activation by the feychild, it is useable once during the same period. The godmother's spell list is added to the feychild's list of spells known (up to the highest spell level she can cast), and she can select from among them whenever she casts a spell just as if she had learned them from her normal spellcasting advancement. When the godmother granting a known spell is no longer active on the feychild, knowledge of (and therefore access to) these spells disappears; they are a result of the special, focused magical energies that particular godmother provides, and go away when she does.

    Fairy Protection (Su): Feychildren are granted powerful protection by the fairy creatures they associate with. At third level, the feychild must select whether this protection comes in the form of damage reduction (overcome only by cold iron weapons), or a deflection bonus to their Armor Class. Once made, this choice cannot be changed. Both the damage reduction and deflection bonuses are listed in Table: The Feychild; note that a feychild who selects the deflection bonus protection does not receive her first benefit until fourth level.

    Nature's Turning and Rebuking (Su): A feychild of at least 3rd level has the power to affect both unnatural creatures, and those creatures who exemplify nature, by channeling raw natural energy through her body. Initially, this power is limited. A 3rd-level feychild can turn aberrations just as a good cleric turns undead, and rebuke animal and plant creatures just as an evil cleric rebukes undead. For the purposes of turning checks and turning damage, treat the feychild as a cleric whose level equals her feychild level minus three.
    At 6th level, a feychild's turning/rebuking power increases. She can now turn constructs and undead as well, using her feychild level minus six for all turning calculations. In addition, she can rebuke giants and those magical beasts with Intelligence of 1 or 2 as well (at the same level she rebukes animals and plants).
    Upon gaining 9th level, a feychild can rebuke elemental creatures as well, using her feychild level minus six for these calculations. In addition, her existing rebuking power increases; against giants and magical beasts, treat her cleric level as equal to her feychild level minus three, and against animals and plants, as equal to her feychild level.
    Any creature type that the feychild can turn is considered a favored enemy for the purposes of spells whose effect depends upon a creature's status as a favored enemy. The feychild can qualify for the following feats as if she were a cleric turning or rebuking undead: Azure TurningMoI, Combine TurningGW, Empower TurningCD, Heighten TurningLM, and Quicken TurningCD.

    Eschew Materials: At 4th level, a feychild gains Eschew Materials as a bonus feat.

    Fey Mind: Starting at 4th level, a feychild begins to drift away from the firmly-rooted reality of humanoid existence and into the magical and flighty nature of the fey. She gains a +2 resistance bonus on all saves made to resist enchantment or mind-affecting effects of any kind. This bonus increases to +4 at 8th level and to +6 at 12th level. Upon gaining 16th level as a feychild, she becomes completely immune to these effects.

    Selfless Spell: At 5th level, a feychild gains Selfless Spell as a bonus feat. (See New Feats, below.)

    Fey Companion: Starting at 6th level, the feychild gains a loyal fey companion. She does not control this companion, but it is loyal and devoted to helping the feychild whenever possible. Initially, the feychild can be an individual of any of the following kinds of creature, chosen by the feychild: domovoiFrost, einsaung natOA, faunDei&Demi, grig, hybsil (w/o sleep arrows)Monsters of Faerun, nature spirit (small)OA, petalMM3, nixie, rusalkaFrost, or uldraFrost. It is a completely typical member of its kind (following the creature statistics block given), except as described below in Sidebar: The Fey Companion. If a feychild chooses, she can dismiss the fey companion, spending 24 hours in meditation to attract a new one.
    A feychild of 6th level or higher can select a fey companion from an alternate list (see below). Should she select a fey companion from one of these alternate lists, the creature gains abilities as if the character's feychild level were lower than it actually is. Subtract the value indicated inthe appropriate list header from the character's feychild level to determine the fey companion's powers. (If this adjustment would reduce the feychild's effective level to 0 or lower, she cannot select that option as a fey companion.)

    Spoiler: Sidebar: The Fey Companion
    Show

    Feychild
    Level
    Deflection
    Bonus
    Bonus hp
    per HD
    Charisma
    Adjustment
    Speed
    Enhancement
    Special
    6th-7th
    +0
    +0
    +0
    +0ft
    Evasion, telepathic link 60ft, wandering fey
    8th-9th
    +1
    +0
    +0
    +0ft
    Share spells, +1 spell-like ability use
    10th-11th
    +1
    +1
    +2
    +5ft
    Fast healing 1, share pain, telepathic link 120ft
    12th-13th
    +2
    +1
    +4
    +5ft
    DR 5/cold iron, improved evasion, +1 spell-like ability use
    14th-15th
    +3
    +1
    +4
    +10ft
    Miniature fey, fast healing 2, telepathic link 1000ft
    16th-17th
    +3
    +2
    +6
    +10ft
    DR 10/cold iron, +1 spell-like ability use
    18th-19th
    +4
    +2
    +8
    +15ft
    Fast healing 3, telepathic link 1 mile
    20th
    +5
    +2
    +8
    +15ft
    Dr 15/cold iron, +1 spell-like ability use
    Fey Companion Basics
    Use the base statistics for a creature of the companion's kind, but make the following changes. Note that the fey companion advances only according to the table and as described here, and does not gain experience, class levels, or HD of its own.

    Deflection Bonus (Su): The fey companion gets a deflection bonus to its AC equal to (or an existing deflection bonus improves by) the amount given on the table.

    Bonus hp per HD: The fey companion is physically strengthened by its bond with the feychild, granting it additional hit points per HD as indicated on the table.

    Charisma Adjustment: Add this value to the fey companion's Charisma score.

    Speed Enhancement: Add this value to the fey companion's base land speed and any fly speed it might possess.

    Evasion (Ex): If a fey companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful save.

    Telepathic Link (Su): The feychild and the fey companion share a telepathic bond. They can communicate in both directions telepathically as a free, purely mental action as long as they are within the range indicated on the table of each other. This telepathic link does not function across planes.

    Wandering Fey (Ex): A fey companion ignores any racial restrictions on its location or travels, such as that which a dryad possesses.

    Share Spells: At the feychild's option, she may have any spell (but not spell-like ability, including fairy magic spells cast via feycasting or greater feycasting) that she casts upon herself also affect her fey companion. The fey 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 fey companion if it moves farther than 5 feet away and will not affect the fey companion again even if it returns to the feychild before the duration expires. Additionally, the feychild may cast a spell with a target of "You" on her fey companion (as a touch range spell) instead of on herself. If the fey companion has any innate spellcasting ability, it can share its spells with the feychild in the same manner.
    A feychild and her fey companion can share spells even if the spells normally do not affect creatures of the other's type.

    +1 Spell-like Ability Use: At each level indicated, if the fey companion has any spell-like abilities with a limited number of uses per day (such as 3/day), the feychild selects a single such ability to improve, granting one additional use of that spell-like ability per day.

    Fast Healing (Ex): The fey companion gains fast healing in the amount indicated.

    Share Pain (Su): Whenever the feychild is dealt hit point damage, she can choose to transfer a portion of the damage to her fey companion. The fey companion must be within 60ft of the feychild at the time that the damage is dealt, and is always considered willing to accept the damage (even if it would kill it). The feychild can transfer up to one-half the damage she would receive to her fey companion. If she decides, she can likewise absorb up to one-half the damage her fey companion would be dealt instead. Choosing to share damage is a free action that can be taken out of turn. The damage dealt via this ability cannot be avoided, reduced, or negated by any ability.

    Damage Reduction (Ex): The fey companion gains damage reduction as indicated on the table. This damage reduction overlaps with (does not stack with) any damage reduction the fey companion already possesses.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a fey companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

    Miniature Fey (Ex): The fey companion's size is permanently reduced by one size category. Its ability scores and natural armor are unchanged; this simply changes the size modifiers the creature possesses.

    Alternative Fey Companions
    A feychild of sufficiently high level can select her fey companion from one of the following lists, applying the indicated adjustment to the feychild's level for purposes of determining the companion's characteristics and special abilities. Alternatively, she can select from a lower-level's list and apply templates from the given list up to the maximum allowed level adjustment.

    10th Level or Higher (level -4): dryad, hkum yeng natOA, nature spirit (medium)OA, satyr (w/o pipes), sprigganFF, vodyanoiFrost | Or from the 6th level list, plus templates up to +2LA

    15th Level or Higher (level -9): bisanOA, fossergrimFF, glaistigMM3, nature spirit (large)OA, pixie (without Otto's irresistible dance), sirineMM2, thornMM3, yuki-on-naFrost | Or from the 6th or 10th level list plus templates up to +3LA

    20th Level or Higher (level -14): apsaraOA, crossroads guardianMagic of Faerun, glouraUnderdark, nymph, oreadFF, rimefire eidolonFrost | Or from the 6th or 10th level list, plus templates up to +7LA; or from 15th level list, plus templates up to +4LA

    Templates (LA): anarchicPlanar HB (+5), celestial (+2), chameleonUnderdark (+1), draconicRotD (+1), mineral warriorUnderdark (+1), seelie court feyDrC (+1), woodlingMM3 (+3)


    Feytouched Body: At 16th level, the feychild's long journey with the fey creatures has so thoroughly impacted her metaphysical self that it begins to impact her physical self. Her type forever changes to fey, although any spells she casts or spell-like abilities she uses on herself treat her as either a fey creature or as her original type, at the feychild's discretion.

    Fey Discorporation (Su): A 20th level feychild has reached the pinnacle of fairy magic, and is a great friend an ally to feykind and nature in general. Once per week, when subjected to a death effect (one which offers no save or against which she failed her saving throw), or when reduced to -10hp or below, a feychild automatically discorporates into raw fairy energy, which is distributed into and stored within all non-creature plant life in a 50ft-radius burst. If no plant life is present, this ability automatically fails. 24 hours after discorporating, this life force coalesces into a physical form once again. In effect, the slain feychild returns to life 24 hours later, as though subjected to a true resurrection spell. If the plant life containing her form is killed or destroyed, her life energies are released, and her soul passes on normally.

    Ex-Feychildren: A feychild whose alignment changes to evil or lawful, or who casts any necromancy spell or spell-like ability, or a spell or spell-like ability with the [evil] descriptor (including using these spells via another class or from a magic item via Use Magic Device) loses access to feychild spellcasting, fairy magic, fairy godmothers, and its fey companion, and cannot progress in the class, but retains all other class abilities. It must atone before resuming progress in this class.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  2. - Top - End - #2
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: The Feychild - base class contest 3rd place - PEACH

    Spoiler: Fairy Magic Spell List
    Show
    Spells marked with an asterisk (*) indicate new spells; see New Spells, below.

    0 - candlelightGW, command animals*, create water, cure minor wounds, dancing lights, dawnSC, detect crossroadsMoF, detect diseaseOA, detect magic, detect poison, flare, ghost sound, guidance, know direction, launch itemSC, light, lullaby, mage hand, mending, message, minor disguiseSC, open/close, naturewatchSC, no lightBoVD, prestidigitation, purify food and drink, resistance, silent portalSC, virtue

    1 - amplifySC; anarchic spider, lesser*; animate rope, arcane sensitivity, armor lockCS, aura against flameSC, benign transpositionSC, blockadeCS, buoyant liftingSC, calm animals, camouflageSC, climbing treeCM, cloak of shadeSand, cold fireSC, color spray, combined talentCM; confusion, lesser; convictionSC, crunchy snowFrost, cure light wounds, darklightBoVD, dawnburstCM, deathwatch; deflect, lesserPHB2; delay diseaseSC, detect aberrationECS, detect animals or plants, detect secret doors, detect taintHoH, detect undead, detect weaponryCity, disguise self, dispel wardSC, distort speechSC, distractSC, distracting shadowsMoE, ease of breathFrost, ebon eyesSC, embrace the wildSC, endure elements, enlarge person, entangle, entropic shield, erase, faerie fire, feather fall, foundation of stoneSC, friendly faceRoD, ghost pipesLEoF, goodberry, grease, guiding lightSC, hawkeyeSC, healer's visionCS, healthful restSC, herald's callSC, hidden wardMoE, hide from animals, hold portal, horrible tasteSC, hypnotism, ice skateFrost, immediate assistanceCM, impedeCCh, impede sun's brillianceSand, impeding stonesCity, improvisationSC, inciteSC, inhibitSC, insidious rhythmSC, instant diversionRotD, invest light protectionPHB2; invisibility, swiftSC; irongutsSC, jump, kuo-toa skinStorm, lionheartSC, locate waterSand, longstrider, love biteCoV, low-light visionSC, mage burrCS; mage hand, greaterSC; mimicryCS, moon lustSC, net of shadowsSC, nightshieldSC, nimbus of lightSC, Nystul's magic aura, obscuring mist, path of frostDrM, peacebondCity, protection from possessionGW, protection from taintOA, quickswimStorm, raging flameSC, raptor's sightRotW, ray of clumsinessSC, ray of hopeBoED, read magic, reduce person, remove fear, remove paralysis, remove scentSC, resinous tarCM, resist planar alignmentSC, restful slumberHoH, resurgenceSC, ride of the ValenarRoE, rosemantleMoF, sanctuary, scales of the lizardCAr, scatterspraySC, sea legsShiSo, shield of faith, silent image, silverbeardSC, skunk scenttFoW, sleep, slideSC, slow burnSC, snowsightFrost, snuff the lightDotU, speak with animals, spore fieldCS, sticky fingersSC, stuporBoVD, summon instrument, surefootSC, surefooted strideSC, tranceOA, transferencePHB2, traveler's mountSC, undetectable alignment, ventriloquism; vigor, lesserSC; vision of glorySC, vision of heavenBoED, wall of smokeSC, waste striderSand, webfootStorm, whelmPHB2, wieldskillPGtF, winged watcherCS, wings of swift flyingRotD, wood woseSC, woodwisp arrowCoR

    2 - aid, allied footstepsCM, animal messenger, animal trance, animate fireSC, animate waterSC, arcane lock, arcane turmoilCM, augment familiarSC, avoid planar effectsSC, baleful transpositionSC, barkskin, bear's endurance, benedictionCCh, blaze of lightHoB, blur, body wardCCh, briar webCD, brumal stiffeningFrost, bull's strength, cacophonous alarmCM, calm emotions; camouflage, massSC; cat's grace, charm person, close woundsSC, cloudburstSC, cloud wingsSC, continual flame, countermoonSC, create springOA, cure moderate wounds, darkvision, deflectPHB2, delay poison, dimension hopPHB2, dimension leapMoE, dispel fogShiSo, dispel silenceCoV, dissonant chantSC, distracting raySC, eagle's splendor, earthbindSC, ease painBoED, easy trailSC, embrace the wildSC, entice giftSC, Estanna's stewBoED, evergreenFrost, exorcismFC1, fairy flesh*, filterTome and Blood, flash-freezeFrost; fly, swiftSC; fog cloud, fool's goldPower of Faerun, fox's cunning, freedom of breathSand, gaze screen, glitterdust, Halaster's light stepWaterdeep, halo of sandSand, harmonic chorusSC, healing lorecallSC, heartfireSC, hydrateSand, hypnotic pattern, identify, invisibility, invoke the cerulean signLoM, iron silenceSC, kelpstrandSC, knock, know motivationOA, know the shadowsOA, Lastai's caressBoED, Leomund's trap, levitate, lightfootSC, linked perceptionPHB2, lively stepSC, locate nodeUnderdark, magic savantCM, major resistanceSvgSp, make whole, master airSC, merge with animal*, minor image, mirror image, misdirection, moonbeamSC, obscure object, one with the landSC, owl's wisdom, peaceful serenity of IoRotD, persistence of the wavesMotW, protection from arrows, protection from charmCAr, protection from dessicationSand, protection from negative energySC, pyrotechnics, reachwalker's warinessRoE, reduce animal, reflective disguiseSC, remove blindness/deafness, remove disease, resist energy; restoration, lesser; rock catchShiSo, rope trick, scentSC, see invisibility, shadow shroudDotU, share huskSC, share talentsPHB2, shared healingMoE, shatter, silence, silvered weaponBoED; slide, greater; soul of anarchyDrM, soul wardCCh, speaking stonesMoE; spell immunity, lesserSC; spymaster's coinCS, stabilizeSC, stalking brandSC, status, steal sizeRotD, summon nature's ally I, suppress magic, sweet waterDotF, swim, Tasha's hideous laughter, tern's persistenceStorm, thawFrost, tree shape, trip vineHoB, Tyche's touchLEoF, veil of shadowSC, warningPGtF, whelming blastPHB2, whispercastLoM, whispering wind, wings of airSC, wood shape, woodland veilRotW, yoke of mercyBoED, zone of natural purityECS

    3 - air breathingSC, amorphous formSC, analyze portalSC, anarchic spider*, anticipate teleportationSC, attune formSC, augment objectStronghold Builder's Guidebook, blacklightSC, blindsightSC, blink, circle danceSC, clearstoneLEoF, control darkness and shadowCoR, creaking cacophanySC, create food and water, crown of clarityPHB2, crown of couragetFoW, crown of mightPHB2, crown of protectionPHB2, crown of veilsPHB2, crumbleSC, cure serious wounds, daylight, dark waySC, deceptive facadeCM, deep slumber, deeper darkvisionSC, detect curseOA, detect favored enemySC, detect metal and mineralsRoF, diamondsteelSC, dimension stepPHB2, discern shapechangerSC, distilled joyBoED, displacement, disobedienceCS, dominate verminDotU, enduring scrutinyCM, energy aegisPHB2, enhance wild shapeSC, entangling staffSC, flexformSarlona, forest eyesCCh, forest voiceCCh, forestfoldSC, freedom of movement, gaseous form, ghost lanternCM, ghost touch weaponSC, glibness, glowing orbSC, good hope, haltPHB2, haste, healthful slumberSong and Silence, heart's easeBoED, illusory script, improved arcane lockStronghold Builder's Guidebook, inevitable defeatPHB2, inspired aimBoED, invisibility sphere; jump, massShiSo; knight's moveSC, light of nature's wisdom* light of VenyaSC, magic circle against taintOA, magic vestment, magnetismCAr, major image, martyr's healing*, mask of the idealCM, meld into iceFrost, meld into stone, mental strengthOA, nature's balanceSC, neutralize poison, Nezram's amethyst auraLEoF, nondetection, pall of twilightCM, permeable formLoM, phantom guardiansRoD, plant growth, primal formSC, protection from energy, quench, ray of dizzinessspC, ray of stupiditySC, refreshmentBoED, regroupPHB2, remove curse, remove nauseaBoED; resist energy, massSC; resist taintHoH, restoration; resurgence, massSC; rust raySC, safetySC, scales of the sealordStorm, scattergloomDragons of Faerun, scattering trapPHB2, secret page, shadow phaseSC, shield of wardingSC, shrink item, sign of sealingSC, sleet storm, slow, snare, soul of lightDrM, speak with plants, speechlinkSC, spellcaster's baneCM, spider climb, spiderbindCoV, spiderskinSC, stand firmtFoW, stone shape, storm shieldLEoF, sudden aegistFoW, summon nature's ally II, summon swarm, suspended silenceSC, swift readytFoW; telepathic bond, lesser; tongues, tortoise shellMoF, touch of idiocy, treasure scentSC, tremorsenseSC, undead bane weaponSC, undeniable gravityMH, understand devicePGtF, unluckSC, vertigo fieldPHB2, vigorSC; vigor, mass lesserSC; vision of the omniscient eyeDrM, wand modulationCS, water breathing, water walk, weather eyeSC, whispering sandSand, wind's favorMoE, wraithstrikeSC, zone of silence

    4 - aerial alacrityRotW, antiplant shell, arcane sight, armored verminDotU, awaken sinSC, baleful blinkPHB2, battle hymnSC, battlefield illuminationHoB, bear's heartDotF, blade of the natural order*; blindsight, greaterSC; blood of the martyrBoED, calm, massMotW; command plants, confoundCCh, confusion, contingent energy resistanceSC, control currentsStorm, cure critical wounds; darkvision, massSC; desert diversionSand, dimension door, dimensional anchor, diminish breath weaponDragons of Faerun, discern lies, disguise shipStorm, dust to dustRotW, dweomer vortexAnauroch, early twilightHoB, enduring flightRotW; enlarge person, mass; Evard's black tentacles, false gravitySC, fire strideSC, frostfell slideFrost, g'elsewhere chantSC, giant's wrathSC, giant vermin; globe of invulnerability, lesser; Halaster's image swapWaterdeep, hallucinatory terrian, healing spiritPHB2, illusory wall, imbue with spell ability; invisibility, greater; Jhanifer's deliquescenceWaterdeep, land wombSC, languorSC, light of nature's purity*, listening coinSC, metal meltSC; mirror image, greaterPHB2; moral facadeCCh, mystic aegisPHB2, Nezram's emerald energy shieldLEoF, night's mantleLords of Darkness, open least chakraMoI, Otto's imperative ambulationCM, pacificationDragons of Faerun, panaceaSC, phantom battlePHB2, planar toleranceSC, polymorph, portal viewUnderdark, positive energy auraSC, power word distractRotD, puppeteerSC, rainbow pattern, raise from the deepSC, ray of deanimationSC; reduce person, mass; reincarnate, remove fatigueBoED, renewed vigorPHB2, repel vermin; resistance, greaterSC; revelationDragons of Faerun, revenanceSC, rusting grasp, sacred havenSC, safe clearingSC, scramble portalSC, sculpt sound, seed of lifeCCh, sheltered vitalitySC, siphonCS, spell immunity, spell vulnerabilitySC; status, greaterBoED; stifle spellPHB2, stoneskin, summon nature's ally III; surefooted stride, massSC; suspensionShiSo; swim, massSC; telepathic auraSC, tongues, trance of the verdant domainDrM, translocation trickSC, undead bane weaponSC; undeniable gravity, legion's; unfailing enduranceDotF, wall of goodSC, wall of saltSand, wall of sandSand, wall of waterSC, waterballMotW, wild runnerSC, wind at backSC; wings of air, greaterSC

    5 - airy waterStorm; anarchic spider, greater*; anticold sphereSC, antifire sphereSand, atonement, awaken, aura of evasionSC, baleful polymorph, bewildering mischanceCCh; blink, greaterSC; bolt of bedevilmentSC, boreal windFrost, break enchantment; celestial brillianceBoED, cloak of the seaSC, commune with nature, commune with earthRoF; cure light wounds, mass; dance of the unicornSC, dawn shroudCoV, detect scrying, dimension jumperCM, dimension shufflePHB2, dismissal, dispel possessionGW, disrupting weapon, dragonsightSC, dream, earth hammerRoS, energetic healingBoED; etherealness, swiftPHB2; evacuation runeCS, fabricate, fairy protection*, false sendingBoVD, false vision, fire in the bloodHoH, firewardSC, flowsightStorm; fly, massSC; heal animal companion, healing circleCCh, hibernateFrost, ice shieldFrost, ice to fleshFrost, indomitabilitySC, inner beautyFC1, involuntary shapeshiftingRoE, life's graceSC; longstrider, massPHB2; magic convalescencePHB2, mana fluxPHB2, mantle of the flaming soul*, mantle of the icy soulSC, mirage arcana, moon boltSC, Nezram's sapphire screen of shieldingLEoF, overland flight, owl's insightSC, pass through iceFrost, passage of the shifting sandsDrM, passwall, persistent image, phantom stagSC, plant bodySC, pocket caveCoR, radiancePHB2, raise dead, raptor cloudSarlona, refusalSC, rejuvenation cocoonSC, revivifySC, Sakkratar's triple strikeLEoF; sanctuary, massSC; scry trapMoE, seeming, sirine's graceSC, skin of the steel dragonCoV, sleep moteSand, spell resistance; stone shape, greaterSC; stone shatterSC, stone to flesh, summon elementite swarmSC, summon nature's ally IV, summon pest swarmCity, summoning windCAr, swamp strideSC, symbol of sleep, surge of fortuneCCh, touch of adamantineBoED, telekinesis, teleport, trait removalSerpent Kingdoms; trance, massMotW; transformation of the deepsStorm, tree healingPGtF, tree stride, undying vigor of the dragonlordsDrM; vigor, greaterSC; warding gemsBoED, watchwareUE, wind tunnelSC, xorn movementSC

    6 - analyze dweomer, anticipate teleportation, greaterSC; arrowsplitCoR, bane bowCD, blood siroccoSC; bear's endurance, mass; brilliant bladeSC; bull's strength, mass; cat's grace, mass; celestial bloodBoED, chasing perfectionPHB2, control elementalMoE; cure moderate wounds, mass; decoy imageSC, disjoinDCS; eagle's splendor, mass; endless slumberCM, energy immunitySC, eyes of the oracleDrM, familiar refugeCM, feeblemind, find the path, force shapechangeRoE; fox's cunning, mass; globe of invulnerability, hardeningSC, heal, hide from dragonsSC, hide the pathSC; humanoid essence, greaterRoE; interplanar telepathic bondSC, ironwood, insect plague, jungle's raptureSC, Otto's resistible danceSong and Silence; owl's wisdom, mass; permanent image, programmed image, protection from all elementsMotW, ray of lightSC; reflective disguise, massSC; regenerate, repulsion; restoration, greater; rusting fogtFoW, seal portalSC, shuffleShiSo; sign of sealing, greaterSC; smoky transportation*, spellmantlePGtF, spirit needleCAr, starmantleBoED, stone tell, stone walkPGtF, stoneholdSC, stormwalkStorm, subvert planar essenceSC, summon nature's ally V, sun scepterLEoF, suppress flameFrost, tactical teleportationCM, tortoise shellSC, transcribe symbolSC, transport via plants, Trobriand's baleful teleportWaterdeep, Trobriand's glasseeWaterdeep, true seeing, veil, vigorous circleSC, wages of sinBoED, word of recall

    7 - ability ripSerpent Kingdoms, animate plants, animate snowSC; arcane sight, greater; cure serious wounds, mass; disable constructECS, elemental bodySC, energy absorptionCM, ethereal jaunt, forbiddance, fortunate fateSC, gate sealFRCS, giant sizeCAr, hiss of sleepSC; invisibility, mass; lifeboundSarlona, master earthSC, mephit mobSand, mudslideStorm, open lesser chakraMoI, overwhelmPHB2, phantasmal decoySC, phase door, prismatic auraCM, project image, raise ice forestFrost, refuge, rejuvenating lightCCh, renewal pactSC; restoration, massSC; return to natureECS, sequester, shield of the archonsBoED, shifting pathsSC; spell resistance, massSC; spell turning, statue, stone bodySC; summon greater elementalSC, summon nature's ally VI, surelifeSand; teleport, greater; teleport object, transmute metal to wood

    8 - animal shapes, antimagic raySC; blackstaffMoF; cloud chariotCAr, cocoonSC, control plants; cure critical wounds, mass; detoxifyECS, dimensional lock, earth glideRoS, fanfareSong and Silence; invisibility, superiorSC; mind blank, mind of the labyrinthDrM, minute formCAr, mysterious redirectionCM, mystic shieldAnauroch, Otto's irresistible dance, polymorph any object, protection from spells, resurrection, scinitillating pattern, screen, soul's treasure lostBoVD, speak with anythingMotW; spell immunity, greater; summon nature's ally VII, temporal stasis, true reincarnateMotW, unyielding rootsSC

    9 - antipathy, compelOA; dimension jump, greaterCM; discern location, effulgent epurationSC, elemental swarm, etherealness, freedom; heal, mass; help to forget*, hindsightSC, incarnate constructSvgSp, lookingglassMotW, secure*, shambler, Srinshee's spell shiftLEoF, summon elemental monolith, summon nature's ally VIII, sympathy, teleportation circle, time stop, transcend mortalityCM, undeath's eternal foeSC
    Last edited by ezkajii; 2015-05-12 at 09:03 AM.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  3. - Top - End - #3
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: The Feychild - base class contest 3rd place - PEACH

    Spoiler: Fairy Godmothers, A-M
    Show
    Godmother: Aansty, Matron of Truth
    Blessing: Once per day, you may invoke this blessing as an immediate action. The next time you make a Sense Motive check, the result is treated as if you had rolled a natural 20.
    Spells:
    1st: Detect Thoughts
    2nd: Zone of Truth
    3rd: See Invisibility
    4th: Discern Lies
    5th: True Seeing
    6th: Probe ThoughtsSC
    7th: Vision
    8th: Illusion PurgeRoE
    9th: True Seeing, MassRoE

    Godmother: Aemilya, Matron of Peace
    Blessing: You, and creatures adjacent to you, deal only nonlethal damage when making melee attacks. A successful Will save can be made by others to negate the effect (DC of 10 + your Charisma modifier +1 for each godmother you have active).
    Spells:
    1st: PeacebondCity, Sanctuary
    2nd: False PeacebondCity
    3rd: Suppress Breath WeaponSC
    4th: Zone of PeaceCity
    5th: Sanctuary, MassSC
    6th: Impotent PossessorBoVD
    7th: LifeboundSarlona
    8th: Antipathy
    9th: End to StrifeBoED

    Godmother: Alise, Matron of Countermagic
    Blessing: The save DCs to dispel spells you cast is increased by +1 for each godmother you have active.
    Spells:
    1st: Spell ShieldPGtF
    2nd: Dispelling TouchPHB2
    3rd: Dispel Magic
    4th: Dispelling ScreenSC
    5th: Wall of Dispel MagicSC
    6th: Dispel Magic, Greater
    7th: Dispelling Screen, GreaterSC
    8th: Wall of Greater Dispel MagicSC
    9th: Mordenkainen's Disjunction

    Godmother: Amber, Matron of Storms
    Blessing: You gain a +6 competence bonus on saves made to resist wind effects. In addition, once per day, as a standard action, you may grant yourself resistance to electricity 5 for 1 minute.
    Spells:
    1st: ThunderheadSC
    2nd: Binding WindsSC
    3rd: Capricious ZephyrSC
    4th: Eye of the HurricaneSC
    5th: MoonbowSC
    6th: SandstormSand
    7th: Storm TowerSC
    8th: Whirlwind
    9th: Towering ThunderheadCM

    Godmother: An-Nim, Matron of Incarnum
    Blessing: Your existing essentia pool increases by 1 point; if you do not possess an essentia pool, you gain an essentia pool of 1 point.
    Spells:
    1st: Detect IncarnumMoI
    2nd: Divest EssentiaMoI
    3rd: Wall of IncarnumMoI
    4th: Essentia LockMoI
    5th: Conjure Lesser Midnight ConstructMoI
    6th: Incarnum VigorMoI
    7th: Soulbanned ZoneMoI
    8th: Incarnum ApotheosisMoI
    9th: Soulmeld DisjunctionMoI

    Godmother: Assitigmaton, Matron of Sacrifice
    Blessing: Once per day, you may spend a full-round action to heal yourself of one point of ability drain (or ability damage, if no drain exists) to each of your six ability scores and remove one negative level from yourself.
    Special: Assitigmaton will only grant her powers to feychildren of good alignment.
    Spells:
    1st: Vision of PunishmentCoV
    2nd: Luminous ArmorBoED
    3rd: Phieran's ResolveBoED
    4th: Glory of the MartyrPGtF
    5th: Curtain of LightBoED
    6th: Exalted RaimentBoED
    7th: Constricting ChainsBoED
    8th: Restore Soul's TreasureBoED
    9th: ArmageddonBoED, Exalted FuryBoED

    Godmother: Deirdre, Matron of Earth
    Blessing: You gain a burrow speed of 10ft.
    Spells:
    1st: Magic Stone
    2nd: Soften Earth and Stone
    3rd: Stone Shape
    4th: Stoneskin
    5th: Wall of Stone
    6th: Stone Metamorphosis, GreaterUnderdark
    7th: StoneholdSC
    8th: Iron Body
    9th: Elemental Swarm (earth elementals only)

    Godmother: Duyl-Taa, Matron of Travel
    Blessing: You never need to make any kind of checks as a result of a forced march. Note, this does not extend to your companions.
    Spells:
    1st: Pass without Trace
    2nd: Easy TrailSC
    3rd: Walk the Mountain's PathRoS
    4th: Lay of the LandSC
    5th: Overland Flight
    6th: Plane Shift
    7th: CloudwalkersSC
    8th: Plane Shift, GreaterSC
    9th: Teleportation Circle

    Godmother: Effasia, Matron of the Moon
    Blessing: You gain a +10ft enhancement bonus on all movement speeds when under natural moonlight (typically, outdoors at night on the Material Plane).
    Spells:
    1st: Moon LustSC
    2nd: MoonbeamSC
    3rd: Moon BladeSC
    4th: Wall of MoonlightPGtF
    5th: Moon PathSC
    6th: MoonbowSC
    7th: Call of the Twilight DefenderDrM
    8th: Gift of Lycanthropy*
    9th: MoonfireSC

    Godmother: Elcius, Matron of Winter
    Blessing: You gain resistance to cold 5.
    Spells:
    1st: Ice SlickFrost
    2nd: Obscuring SnowFrost
    3rd: Snowshoes, MassSC
    4th: Glacial WardFrost
    5th: Boreal WindFrost
    6th: Freezing FogSC
    7th: SnowsongFrost
    8th: Mantle of the Frigid Spirit*
    9th: FimbulwinterFrost

    Godmother: Ella, Matron of Animal Friendship
    Blessing: You are under the continous effect of a speak with animals spell.
    Spells:
    1st: Charm Animal
    2nd: Nature's FavorSC
    3rd: Dominate Animal
    4th: Mark of the WildDragonmarked
    5th: Animal Growth
    6th: Dragonblood BeastDragonmarked
    7th: Awaken, MassSC
    8th: Animal Shapechange*
    9th: Nature's AvatarSC

    Godmother: Elisa, Matron of Magic
    Blessing: The save DCs of spells you cast are increased by +1. In addition, you gain a +2 bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks.
    Spells:
    1st: Nystul's Magic Aura
    2nd: Identify
    3rd: Spellsong, LesserCoV
    4th: Imbue with Spell Ability
    5th: Spell PhylacteryPGtF
    6th: SpellsongCoV
    7th: Simbul's Spell SequencerPGtF
    8th: Arcane Fusion, GreaterCM
    9th: Simbul's Spell TriggerPGtF

    Godmother: Fuljah, Matron of Phantasm
    Blessing: You gain a +4 competence bonus on Will saves made to disbelieve illusion effects.
    Spells:
    1st: Phantom ThreatSC
    2nd: Phantom FoeSC
    3rd: Phantasmal DecoySC
    4th: Sensory DeprivationSC
    5th: Fever DreamCM
    6th: Phantasmal DisorientationSC
    7th: Dream CastingSC
    8th: SolipsismSC
    9th: Weird

    Godmother: Gawarld, Matron of Protection
    Blessing: You gain an enhancement bonus to your natural armor (treat as +0 if you have none) equal to the number of godmothers you have active.
    Spells:
    1st: Entropic Shield
    2nd: Protection from Arrows
    3rd: Repelling ShieldCM
    4th: Armor of DarknessSC
    5th: Nezram's Sapphire Screen of ShieldingLEoF
    6th: Globe of Invulnerability
    7th: Shield of the ArchonsBoED
    8th: Mystic ShieldAnauroch
    9th: Temporal Stasis

    Godmother: Hejol, Matron of Sunlight
    Blessing: You gain a +4 competence bonus on saves made against blindness effects. In addition, you are immune to dazzling.
    Spells:
    1st: Dawn BurstCM
    2nd: Blaze of LightHoB
    3rd: Wall of LightSC
    4th: Battlefield IlluminationHoB
    5th: Dawn ShroudCoV
    6th: Ray of LightSC
    7th: Sunbeam
    8th: Dawn Shroud, Mass*
    9th: Sunburst

    Godmother: Keliz, Matron of Nature's Serenity
    Blessing: You gain a +4 competence bonus on Knowledge (nature), Handle Animal, Survival, and wild empathy checks.
    Spells:
    1st: NaturewatchSC
    2nd: Zone of Natural PurityECS
    3rd: Nature's PurityLoM
    4th: Tree Stride
    5th: Commune with Nature
    6th: Liveoak
    7th: Return to NatureECS
    8th: Forest ChildCCh
    9th: Nature's AvatarSC

    Godmother: Lauraga, Matron of Nature's Strength
    Blessing: Treat your fairy magic caster level as one higher when casting spells of the (summoning) subschool.
    Spells:
    1st: Summon Nature's Ally I
    2nd: Summon Nature's Ally II
    3rd: Summon Nature's Ally III
    4th: Summon Nature's Ally IV
    5th: Summon Nature's Ally V
    6th: Summon Nature's Ally VI
    7th: Summon Nature's Ally VII
    8th: Summon Nature's Ally VIII
    9th: Summon Nature's Ally IX

    Godmother: Leyd, Matron of Fortune
    Blessing: Once per day, when making a reroll for any reason, you may add an amount to the 'natural' die result of the reroll, depending on the type of die being rolled: When rolling d%, add your feychild level to the result; when rolling a d20, add 1/2 your feychild level; when rolling any smaller-size die, add one to the result for each godmother you have active.
    Spells:
    1st: Fleeting FortuneCoV
    2nd: Insight of Good FortunePHB2
    3rd: Alter FortunePHB2
    4th: Clarity of MindSC
    5th: Break Enchantment
    6th: Warp DestinyRoD
    7th: Spell Turning
    8th: Moment of Prescience
    9th: Choose DestinyRoD

    Godmother: Lybera, Matron of Balance
    Blessing: You gain a +2 resistance bonus on saves made against any spells with an alignment descriptor, or spell-like abilities which emulate them.
    Special: Lybera will only grant her powers to feychildren who have a neutral alignment component.
    Spells:
    1st: Protection from Fanaticism*
    2nd: Calm Emotions
    3rd: Storm of Balance*
    4th: Wall of Temperance*
    5th: Mantle of Neutrality*
    6th: Banishment
    7th: Word of Balance
    8th: Ward of Neutrality*
    9th: Weighed in the Balance

    Godmother: Mbosteia, Matron of Flame
    Blessing: You gain resistance to fire 5.
    Spells:
    1st: Fiery EyesCAr
    2nd: CombustSC
    3rd: Fire Shield (warm shield only)
    4th: Metal MeltSC
    5th: Fire Shield, Mass (warm shield only)SC
    6th: Fires of PuritySC
    7th: Phoenix FireBoED
    8th: Mantle of the Fiery SpiritSand
    9th: Transmute Rock to LavaSC

    Godmother: Mindania, Matron of Protection from Magic
    Blessing: You gain spell resistance equal to your fairy magic caster level.
    Spells:
    1st: Arcane SensitivityShiSo
    2nd: Spell Immunity, LesserSC
    3rd: Redirect SpellShiSo
    4th: Spell Immunity
    5th: Spell Resistance
    6th: Antimagic Field
    7th: Spell Resistance, MassSC
    8th: Protection from Spells
    9th: Srinshee's Spell ShiftLEoF

    Godmother: Moli, Matron of Happiness
    Blessing: You gain a +4 competence bonus on any save made against an effect that would impose a morale penalty or undo an existing morale bonus. In addition, any spell you cast or spell-like ability you use that would impose a morale bonus has the save DC to resist or dispel the effect increased by +1.
    Spells:
    1st: Ray of HopeBoED
    2nd: ElationBoED
    3rd: Heart's EaseBoED
    4th: Cone of EuphoriaDragons of Faerun
    5th: Chaav's LaughBoED
    6th: Heroism, Greater
    7th: Empyreal EcstasyBoED
    8th: Spread of ContentmentBoED
    9th: Sublime RevelryBoED

    Godmother: Murphea, Matron of Dreams
    Blessing: You gain a +4 competence bonus on saves made to resist sleep effectsmagical or otherwise. In addition, you are immune to all mind-affecting effects while asleep.
    Spells:
    1st: Restful SlumberHoH
    2nd: Dream LockSarlona
    3rd: Deep Slumber
    4th: Manifest DesireHoH
    5th: Dream
    6th: Dream SightSC
    7th: Hiss of SleepSC
    8th: Dream ImageBastion of Broken Souls
    9th: Dream TravelMotP



    Spoiler: Fairy Godmothers, O-Z
    Show
    Godmother: Ornukoia, Matron of Feasts
    Blessing: You gain a +2 competence bonus on saves made to resist sickness, nausea, poison, and sleep effects.
    Spells:
    1st: Goodberry
    2nd: Create Food and Water
    3rd: RefreshmentBoED
    4th: Leomund's Secure Shelter
    5th: Illusory FeastSC
    6th: Heroes' Feast
    7th: Mordenkainen's Magnificent Mansion
    8th: DetoxifyECS
    9th: Feast of ChampionsECS

    Godmother: Paiden, Matron of Unicorns
    Blessing: Once per day, you can invoke this blessing as an immediate action to cure yourself of any of the following conditions or to prevent yourself from being affected by one: blinded, confused/insane, dazed, dazzled, deafened, exhausted, fatigued, feebleminded, nauseated, sickened, or stunned, as well as removing any ability score penalties (but not ability damage, ability drain, or ability burn).
    Spells:
    1st: Alicorn LanceSilver Marches
    2nd: Unicorn HornCM
    3rd: Melf's Unicorn ArrowPHB2
    4th: Dance of the UnicornSC
    5th: Unicorn BloodCM
    6th: Valiant SteedBoED
    7th: Unicorn HeartCM
    8th: Summon Nature's Ally IX (celestial charger only)
    9th: Heal, Mass

    Godmother: Prana, Matron of Life
    Blessing: You may act normally while disabled or dying, though you still die when you reach -10hp, as normal.
    Spells:
    1st: Restoration, Lesser
    2nd: StabilizeSC
    3rd: Restoration
    4th: Death Ward, Reincarnate
    5th: Raise Dead
    6th: Restoration, Greater
    7th: Resurrection
    8th: True ReincarnateMotW
    9th: True Resurrection

    Godmother: Quamanoa, Matron of Water
    Blessing: You gain a swim speed of 10ft.
    Spells:
    1st: Locate WaterSand
    2nd: Fog Cloud
    3rd: Heart of WaterCM
    4th: Wall of WaterSC
    5th: Control Water
    6th: Submerge ShipSC
    7th: WaterspoutSC
    8th: FlashfloodSand
    9th: TsunamiSC

    Godmother: Racuvia, Matron of Divination
    Blessing: You gain an insight bonus to your AC equal to the number of godmothers you have active.
    Spells:
    1st: Augury
    2nd: Lore of the GodsCCh
    3rd: Commune with Lesser SpiritCAr
    4th: Divination
    5th: Commune with Nature
    6th: Legend Lore
    7th: Commune with Greater SpiritCAr
    8th: Discern Location
    9th: Foresight

    Godmother: Selcious, Matron of Good
    Blessing: Once per day, you can smite evil with a single normal melee attack. Add your Charisma bonus to the attack roll for this attack, which deals one additional point of damage per feychild level. Smite evil can only be used when attacking an evil-aligned target.
    Special: Selcious will only grant her powers to feychildren of good alignment.
    Spells:
    1st: Protection from Evil
    2nd: Consecrate
    3rd: Magic Circle against Evil
    4th: Perfect SummonsBoED
    5th: Dispel Evil
    6th: Consecrate BattlefieldHoB
    7th: Holy Word
    8th: Holy Aura
    9th: Blinding GloryBoED

    Godmother: Setu-Sha, Matron of Charm
    Blessing: You gain a +4 competence bonus on all Bluff, Diplomacy, and Gather Information checks.
    Spells:
    1st: Charm Person
    2nd: Stay the HandPHB2
    3rd: Suggestion
    4th: Charm Monster
    5th: Charm Person, Mass
    6th: Symbol of Persuasion
    7th: Charm Monster, Mass
    8th: Rapture of the DeepStorm
    9th: Antipathy, Sympathy

    Godmother: Shubidu, Matron of Dance
    Blessing: Add Performall, taken individually to your list of feychild class skills. In addition, you gain a +2 competence bonus on Performdance checks.
    Spells:
    1st: Insidious RhythmSC
    2nd: Dance of Redemption*
    3rd: Circle DanceSC
    4th: SteeldanceSC
    5th: Dance of the UnicornSC
    6th: Otto's Resistible DanceSong and Silence
    7th: Song of Discord
    8th: Otto's Irresistible Dance
    9th: Sacred Dance of Ascension*

    Godmother: Sisoa, Matron of Sand
    Blessing: You gain a +4 resistance bonus on saves made to resist dehydration and desiccation damage.
    Spells:
    1st: Waste StriderSand
    2nd: Halo of SandSand
    3rd: Whispering SandSand
    4th: Passage of the Shifting SandsDrM
    5th: Wall of SandSC
    6th: Flaywind BurstSand
    7th: Awaken SandSand
    8th: VitrifySand
    9th: Summon Desert Ally VIII

    Godmother: Skeris, Matron of Chaos
    Blessing: Once per day, you can smite law with a single normal melee attack. Add your Charisma bonus to the attack roll for this attack, which deals one additional point of damage per feychild level. Smite law can only be used when attacking a lawful-aligned target.
    Special: Skeris will only grant her powers to feychildren of chaotic alignment.
    Spells:
    1st: Protection from Law
    2nd: Soul of AnarchyDrM
    3rd: Magic Circle against Law
    4th: Scramble PortalSC
    5th: Dispel Law
    6th: Touch of ChaosExemplars of Evil
    7th: Word of Chaos
    8th: Cloak of Chaos
    9th: Maw of ChaosSC

    Godmother: Sphorisca, Matron of Rainbows
    Blessing: You gain a +4 competence bonus on saves made to resist dazzling effects and pattern effects.
    Spells:
    1st: Color Spray
    2nd: Hypnotic Pattern
    3rd: Rainbow BeamSC
    4th: Rainbow Pattern
    5th: Prismatic MistPHB2
    6th: Prismatic RaySC
    7th: Prismatic AuraCM
    8th: Prismatic EyeMoF
    9th: Prismatic Sphere

    Godmother: Stellonia, Matron of Endurance
    Blessing: You gain a +4 competence bonus on any saves or checks made to resist nonlethal damage, except that inflicted by spells, spell-like abilities, or supernatural abilities.
    Spells:
    1st: Endure Elements
    2nd: Bear's Endurance
    3rd: RefreshmentBoED
    4th: SustainBoED
    5th: Stoneskin
    6th: Bear's Endurance, Mass
    7th: Heroism, Greater
    8th: Antidragon Aura, GreaterDragons of Faerun
    9th: Iron Body

    Godmother: Uma, Matron of the Dark
    Blessing: You gain darkvision out to 60ft, unless you already possess darkvision, in which case its range improves by 30ft.
    Spells:
    1st: Net of ShadowsSC
    2nd: Darkness
    3rd: Deeper Darkness
    4th: Early TwilightHoB
    5th: Shadow FormSC
    6th: Shadow CanopyRoF
    7th: Shadow Walk
    8th: Triple MaskPGtF
    9th: Shadow LandscapeSC

    Godmother: Wilawala, Matron of Freedom
    Blessing: You gain a +4 competence bonus on all saves made against mind-affecting affects and on all Escape Artist checks.
    Spells:
    1st: Remove AddictionBoED
    2nd: Freedom of BreathSand
    3rd: Remove Curse
    4th: Freedom of Movement
    5th: Break Enchantment
    6th: Impotent PossessorBoVD
    7th: Ruby Ray of ReversalSC
    8th: Freedom
    9th: UnbindingSC

    Godmother: Xiudi, Matron of Friendship
    Blessing: Once per day, you can cast a spell you know which targets you or any single creature so that it instead affects any number of creatures, no two of which can be more than 30ft from one another. This spell is cast at its normal spell level and without modification to its casting time. This blessing can not be applied to any spell whose duration is one hour per level or greater.
    Spells:
    1st: Speak to AlliesSC
    2nd: Status
    3rd: Conviction, MassSC
    4th: Aid, Legion'sMH
    5th: Rary's Telepathic Bond
    6th: Heroes' Feast
    7th: Refuge
    8th: Heal, Mass
    9th: Death Ward, MassSC

    Godmother: Zafira, Matron of Air
    Blessing: You gain a fly speed of 10ft, with perfect maneuverability.
    Spells:
    1st: Darsson's Cooling BreezeShiSo
    2nd: Gust of Wind
    3rd: Favorable WindStorm
    4th: Air Walk
    5th: Control Winds
    6th: Wind Walk
    7th: CloudwalkersSC
    8th: Mastery of the SkyRotw
    9th: Greater WhirlwindSC

    Godmother: Zeva, Matron of Courage
    Blessing: You gain immunity to spells with the [fear] descriptor whose level are lower than the highest-level fairy magic spell you can cast.
    Spells:
    1st: Remove Fear
    2nd: Aid
    3rd: Cloak of BraverySC
    4th: Ruin Delver's FortuneSC
    5th: Big SkyMotW
    6th: Heroism, Greater
    7th: Aura of VitalitySC
    8th: Crown of GlorySC
    9th: Cloak of Bravery, GreaterSC
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  4. - Top - End - #4
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: The Feychild - base class contest 3rd place - PEACH

    Spoiler: New Feats
    Show
    Create Pixie Dust [Item Creation]
    Prerequisite: Fairy magic caster level 11th, or caster level 11th and fey type.
    Benefit: You can create a vial of pixie dust, a potent magical powder that, when scattered around oneself, can produce a variety of magical effects. A vial of pixie dust, once scattered, can emulate any arcane spell of the pixie dust's level (either 0, 1st, 2nd, or 3rd) which has a range of Personal or a range of Touch and saving throw (harmless). Creating this pixie dust takes one week. When you create the pixie dust, you set the caster level, which must be sufficient to cast spells of the selected level and no higher than your own caster level. The base price of a vial of pixie dust is its spell level x its caster level x 500gp. To create pixie dust, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
    Whoever uses the pixie dust chooses the spell it emulates (often simply by stating their desire), makes any choices about the spell's effect (as if casting the spell themselves), and is the target of the spell. If the spell to be emulated has a costly material component or an XP cost, the user of the pixie dust pays the XP cost, plus XP equal to 1/5 the cost of any costly material components.

    Extra Godmother
    Prerequisite: Access to three or more fairy godmothers
    Benefit: You gain access to one additional fairy godmother. This feat allows you to exceed the normal limit for godmother access based on your class level, but does not grant the ability to have additional godmothers active beyond your normal allowance.

    Flexible Feychild
    Prerequisite: Access to two or more fairy godmothers
    Benefit: Once per day, you may spend one minute of uninterrupted time meditating. Once this is completed, you may swap any selected fairy godmother for another you have access to.
    Normal: Once selected, fairy godmothers cannot be changed until the following day.

    Selfless Spell [Metamagic]
    Benefit: You can alter a spell so that it affects an ally of yourself instead of yourself. Any spell with range "Personal" or with target "You", or whose area description is an emanation and includes "centered on you" can be made into a selfless spell. In the case of a personal spell, the range changes to "Touch" and the target to "Willing creature touched". It gains Saving Throw: None and Spell Resistance: No. In the case of an emanation centered on you, the emanation is instead centered on a single willing creature touched; any additional control over the effect that the spell grants you are made instead by the center of the spell. A selfless spell uses a spell slot of one higher than the spell's normal level.


    Spoiler: New Spells
    Show
    Anarchic Spider, Lesser
    Transmutation (Polymorph)
    Level: Fairy Magic 1, Sorcerer/Wizard 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)

    You take on the form and abilities of a Medium anarchic monstrous spider. You are treated as having the s pider's Hit Dice (2) for the purpose of adjudicating the special abilities gained from the anarchic template. You gain 5 temporary hit points, which disappear at the end of the spells duration. See the Player's Handbook II for details on the polymorph subschool.

    Anarchic Spider
    Transmutation (Polymorph)
    Level: Fairy Magic 3, Sorcerer/Wizard 3

    As lesser anarchic spider, except you take on the form and abilities of a Large anarchic monstrous spider. You are treated as having the spider's Hit Dice (4) for the purpose of adjudicating the special abilities gained from the anarchic template.

    Anarchic Spider, Greater
    Transmutation (Polymorph)
    Level: Fairy Magic 5, Sorcerer/Wizard 5

    As lesser anarchic spider, except you take on the form and abilities of a Huge anarchic monstrous spider. You are treated as having the spider's Hit Dice (8) for the purpose of adjudicating the special abilities gained from the anarchic template.

    Animal Shapechange
    Transmutation
    Level: Fairy Magic (Animal Friendship) 9
    Components: V, S, AF
    Range: Touch
    Target: Animal or awakened animal touched
    Duration: 10 min./level (D)

    As shapechange, except as noted above, and that the subject can only assume animal forms (though this includes dire animals).

    Blade of the Natural Order
    Transmutation
    Level: Fairy Magic 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched
    Duration: 1 round/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)

    You impart a single bladed weapon (any slashing weapon) with the power to destroy nature's enemies for a short time. When the subject of this spell is used to attack aberrations, constructs, or the undead, its effective enhancement bonus increases by +2, and it deals an additional +2d6 points of bonus damage to those creatures.

    Material Component: A drop of blood and ruby dust worth 500gp.

    Command Animal
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Druid 0, Fairy Magic 1
    Target: One living animal

    As command, except as noted above.

    Dance of Redemption
    Evocation [Good]
    Level: Bard 2, Cleric 2, Fairy Magic (Dance) 2, Sorcerer/Wizard 2
    Components: V, S
    Casting Time: 1 round
    Range: Close (25ft + 5ft / 2 levels)
    Area: Spread centered on you
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    To cast this spell, you dance wildly and chant. After you finish your dance, a wave of sparkling blue energy flashes outward up to the extent of the range. All evil outsiders within the area take 4d8 points of damage.

    Dawn Shroud, Mass
    Evocation [Light]
    Level: Cleric 8, Druid 8, Fairy Magic (Sunlight) 8
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: Any number of willing creatures, no two of which can be more than 30ft apart
    Duration: 10 minutes/level (D)
    Saving Throw: Will half; see text
    Spell Resistance: Yes

    As dawn shroudCoV, except as noted above.

    Fairy Flesh
    Abjuration
    Level: Fairy Magic 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You gain damage reduction 5/cold iron.

    Fairy Protection
    Abjuration
    Level: Druid 5, Fairy Magic 5, Sorcerer/Wizard 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 10 min/level or until discharged
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    As stoneskin, except as noted and that the subject gains DR 10/cold iron instead of 10/adamantine.

    Gift of Lycanthropy
    Transmutation
    Level: Cleric 9, Fairy Magic (Moon) 8
    Components: V, S, M
    Casting Time: 1 minute
    Range: Close (25ft + 5ft / 2 levels)
    Area: 20ft-radius burst centered on a point in space
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    This spell must be cast at night. Any willing targets within the burst produced by this spell are changed into lycanthropes, immediately contracting lycanthropy and transforming into their hybrid form. The subjects are aware of their condition and, come dawn, can control their shapechanging; until then, they remain in their hybrid forms. To determine the type of lycanthropy that afflicts a subject, roll on the following table:
    d% Lycanthrope type
    01-25 Wererat
    26-60 Werewolf
    61-80 Wereboar
    81-00 Weretiger

    Material Component: A tuft of lycanthrope's fur.

    Help to Forget
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Cleric 9, Fairy Magic 9, Sorcerer/Wizard 9
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Close (25ft + 5ft / 2 levels)
    Target: One willing creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    As programmed amnesiaSC, except as noted above, and as follows: Only the memory erasure, memory implant, and/or programmed trigger effects can be selected. In addition, regardless of which effects are selected, the subject is affected as though targeted by a heart's easeBoED spell, cast at your Fairy Magic caster level.

    Light of Nature's Purity
    Abjuration
    Level: Fairy Magic 4
    Components: V, S
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: No

    When you cast this spell on yourself, your turning damage increases by 1d6 per four Fairy Magic caster levels you possess (maximum +5d6) on your next successful nature's turning check.

    Light of Nature's Wisdom
    Abjuration
    Level: Fairy Magic 3
    Components: V, S,
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: No

    When you cast light of nature's wisdom, your effective nature's turning level increases by 1 per three caster levels (maximum increase +5). These bonus levels apply only for the purpose of determining the most powerful creature that your turning check can affect and whether or not the creatures are destroyed outright. The increase has no bearing on the amount of turning damage you deal with a successful turn attempt.

    Mantle of Neutrality
    Abjuration
    Level: Cleric 6, Fairy Magic (Balance) 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    The power of this spell grants you spell resistance equal to 12 + your caster level against spells with any alignment descriptor.

    Mantle of the Flaming Soul
    Transmutation
    Level: Cleric 6, Druid 5, Fairy Magic 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The subject creature gains the fire subtype, granting it immunity to fire and vulnerability to cold. A cold creature subjected to this spell does not gain the fire subtype, but it loses the cold subtype for the duration.

    Material Component: A pinch of fire opal dust worth 10 gp.

    Mantle of the Frigid Spirit
    Transmutation
    Level: Druid 8, Fairy Magic (Winter) 8, Cleric 9
    Components: V, S, M, XP
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The target permanently gains the cold subtype.

    Material Component: A perfectly-round ball of ice and a sapphire worth 5,000gp.
    XP Cost: 2,000 XP.

    Martyr's Healing
    Conjuration (healing) / Transmutation
    Level: Cleric 3, Fairy Magic 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    You use your own life energy as the seed for even greater healing. You can heal up to 1d6 points of damage per two caster levels with this spell (maximum 10d6), and you decided how many dice to roll at the time of casting. Of the healing bestowed upon the target, half of that energy has come directly from your own body - you take damage equal to one-half the amount the subject was healed. This spell cannot heal a subject of more damage than your current hit points +10.

    Merge with Animal
    Transmutation
    Level: Druid 3, Fairy Magic 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 10ft
    Target: You and one animal, who must not be unfriendly or hostile toward you
    Duration: 1 minute/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    As leap into animalMoE, except as noted, and without the provision for dragonmarks.

    Nature Shell
    Abjuration
    Level: Druid 5, Fairy Magic 5
    Components: V, S, M
    Casting Time: 1 round
    Range: 10ft
    Area: 10ft-radius emanation, centered on you
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: Yes

    You bring into being a mobile, hemispherical energy field that prevents the entrance of unnatural creatures. The effect hedges out aberrations, constructs, outsiders, and undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see the Player's Handbook for more information).

    Material Component: A small circlet of woven vines.

    Protection from Fanaticism
    Abjuration
    Level: Cleric 1, Fairy Magic (Balance) 1, Healer 1, Sorcerer/Wizard 1, Spellthief 1, Wu Jen 1
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: No; see text

    As protection from evil, except that the deflection bonus to AC and resistance bonuses apply to creatures whose alignments are one of the following: chaotic evil, chaotic good, lawful evil, lawful good. Any summoned creature with at least one neutral alignment component is not prevented from making bodily contact with the subject of the spell.

    Sacred Dance of Ascension
    Transmutation [Good]
    Level: Bard 6, Cleric 9, Fairy Magic (Dance) 9
    Components: V, S, AF, DF
    Casting Time: 1 round
    Range: Personal
    Target: You
    Duration: 1 round/level

    This powerful, sacred ritual dance grants you some of the properties of celestial creatures. Your creature type changes to outsider for the duration of the spell; unlike other outsiders, you can be brought back from the dead if you are killed in this form. In addition:
    - You grow feathered wings that allow you to fly at twice your land speed (good maneuverability). If you have an existing fly speed, use the better of the two.
    - Your natural armor increases by +1.
    - You gain low-light vision.
    - You gain resistance to acid 10, cold 10, and electricity 10.
    - You gain immunity to disease, and a +4 racial bonus on saving throws against poison.
    - You gain damage reduction 10/magic and spell resistance 25.
    - You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

    Arcane Focus: The holy symbol of a good deity, or a personal effect of a still-living outsider with the (good) subtype.

    Secure
    Abjuration
    Level: Cleric 8, Fairy Magic 9, Sorcerer/Wizard 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: Willing creature
    Duration: Permanent (D)
    Saving Throw: None
    Spell Resistance: No

    As imprisonment, except as noted. If the spell is dismissed, the subject returns to the location where the spell was originally cast.

    Smoky Transportation
    Transmutation
    Level: Fairy Magic 6, Sorcerer/Wizard 5
    Components: V, S, AF
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    As smoky confinementCM, except as noted.

    Storm of Balance
    Conjuration (Creation)
    Level: Fairy Magic (Balance) 3
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Area: Cylinder (20ft radius, 20ft high)
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    As axiomatic stormSC, except that the rain damages any creature of any of the following alignments: chaotic evil, chaotic good, lawful evil, lawful good.

    Material Component: A flask of ordinary, purified water.

    Wall of Temperance
    Abjuration
    Level: Cleric 4, Fairy Magic (Balance) 4, Sorcerer/Wizard 4, Spellthief 4
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Effect: A straight wall whose area is up to one 10ft square/level or a sphere or hemisphere with radius of up to 5ft / 2 levels
    Duration: 10 minutes/level
    Saving Throw: See text
    Spell Resistance: Yes

    As wall of good, except that instead of affecting evil creatures as described, it affects creatures of any of the following alignments: chaotic evil, chaotic good, lawful evil, lawful good.

    Ward of Neutrality
    Abjuration
    Level: Cleric 8, Fairy Magic (Balance) 8
    Components: V, S, AF
    Casting Time: 1 standard action
    Range: 20ft
    Target: One creature/level in a 20ft-radius burst centered on you
    Duration: 1 round/level (D)
    Saving Throw: See text
    Spell Resistance: Yes (harmless)

    As cloak of chaos, except that the spell resistance applies to creatures of any of the following alignments: chaotic evil, chaotic good, lawful evil, lawful good. If a creature of one of these alignments strikes the subject of this spell in melee, the offending attacker is subjected to a calm emotion spell (Will save negates, but against the save DC of ward of neutrality).

    Focus: A tiny reliquary containing a relic, such as a scrap of parchment from some ancient scholarly text. The reliquary costs at least 500gp.


    Variant Rule: Any creature with the fey type and no augment subtypes (i.e. a true fey creature) with racial spontaneous arcane spellcasting ability may select its spells known from the fairy magic spell list instead of the sorcerer spell list; the choice is made at character/monster creation, and cannot be changed.
    Last edited by ezkajii; 2015-05-12 at 09:02 AM.
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    Orc in the Playground
     
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    Default Re: The Feychild - base class contest 3rd place - PEACH

    Some feedback in the most recent base class contest's voting thread indicated that this class seems too powerful. I tried to design the spell list and advancement of the fey companion and godmother abilities to be balanced against the sheer number of features you get; there are very few strictly-speaking powerful or offensive spells in the repertoire, focused more on helping and healing allies. Can the Playground come together and help me put this class where it needs to be (shooting for around tier 2, maybe high tier 3)? I particularly like this class and would love to see it get right in that sweet spot.
    Obviously, any other criticism/feedback is also appreciated! Thanks to everyone who helps out!
    Behold! The Monster Compendium

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    Ettin in the Playground
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    Default Re: The Feychild - base class contest 3rd place - PEACH

    Well, first off the free AC and DR are out of place for a full caster. Especially since the DR scales up to 15 and the AC to +8 (which is higher than the monk's, btw). I'd remove the AC bonus, give them a few AC-boosting spells to compensate (assuming they don't already have any), and reduce the DR scaling to 1/3 level (starting at 0 and increasing at levels 3/6/9/12/15/18).

    The other powerful aspect of the class are the Godmothers. With three godmothers active, a 19th-level Feychild's spells known are 8/7/7/6/6/6/5/5/5/5, which is way more than a Sorcerer gets. I'd have the second and third active godmothers only grant their blessings. The blessings are basically on the same level as domain powers (maybe just slightly weaker), which makes them pretty strong.

    After all that this class is still probably T2, but that's because they're a full caster with a fairly versatile list and the ability to somewhat change the spells they know each day (via godmothers). I don't see much way to change that without altering the class too much, but if you really wanted to I'd restrict the spell list to a much narrower range (similar in size to those of the Beguiler, Warmage, and Dread Necro), but then the godmothers are still granting a lot of versatility and I'm not sure how to resolve that without removing the class feature entirely.
    Please use they/them/theirs when referring to me in the third person.
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    Orc in the Playground
     
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    Default Re: The Feychild - base class contest 3rd place - PEACH

    Quote Originally Posted by Extra Anchovies View Post
    Well, first off the free AC and DR are out of place for a full caster. Especially since the DR scales up to 15 and the AC to +8 (which is higher than the monk's, btw). I'd remove the AC bonus, give them a few AC-boosting spells to compensate (assuming they don't already have any), and reduce the DR scaling to 1/3 level (starting at 0 and increasing at levels 3/6/9/12/15/18).

    The other powerful aspect of the class are the Godmothers. With three godmothers active, a 19th-level Feychild's spells known are 8/7/7/6/6/6/5/5/5/5, which is way more than a Sorcerer gets. I'd have the second and third active godmothers only grant their blessings. The blessings are basically on the same level as domain powers (maybe just slightly weaker), which makes them pretty strong.

    After all that this class is still probably T2, but that's because they're a full caster with a fairly versatile list and the ability to somewhat change the spells they know each day (via godmothers). I don't see much way to change that without altering the class too much, but if you really wanted to I'd restrict the spell list to a much narrower range (similar in size to those of the Beguiler, Warmage, and Dread Necro), but then the godmothers are still granting a lot of versatility and I'm not sure how to resolve that without removing the class feature entirely.
    Okay, I can definitely see how the AC/DR are out of place, and looking over the spell list, they've got options for DR, deflection bonuses, and miss chance. I could easily take that out.

    As far as the godmothers, I believe I took the base Spells Known one lower than a sorcerer, so that once they have three godmothers they end up knowing two spells more at each level than a sorcerer would, which was intentional, as the scope of their spell list is more limited, and intended as a reward for monoclassing. I see two ways to tweak this, other than what you suggested: reduce the base spells known/day by 1 additional; or do as you suggested, and implement a feat that, when taken, allows you to gain the spells known of a second godmother when she's active.

    T2 is good, I think, for this class, if I can keep it a solid mid-tier-2 I'll be golden.

    I will mention that the large spell list is due to drawing from a much larger pool than the beguiler list does, for instance; it appears beguilers really only got support from the Player's Handbook and PHB2.

    Thank you for the feedback!
    Behold! The Monster Compendium

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    Ettin in the Playground
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    Default Re: The Feychild - base class contest 3rd place - PEACH

    Quote Originally Posted by ezkajii View Post
    or do as you suggested, implement a feat that, when taken, allows you to gain the spells known of a second godmother when she's active.
    No, my suggestion is to remove the ability to ever have more than one godmother's spells known list available at a time. I don't think this class should have more spells known that a Sorcerer/Favored Soul.
    Last edited by Extra Anchovies; 2015-05-11 at 07:38 PM.
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    Orc in the Playground
     
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    Default Re: The Feychild - base class contest 3rd place - PEACH

    Quote Originally Posted by Extra Anchovies View Post
    No, my suggestion is to remove the ability to ever have more than one godmother's spells known list available at a time. I don't think this class should have more spells known that a Sorcerer/Favored Soul.
    Ah, right, I meant "do as you suggested" as the first step, rather than as a header, there.

    would it be reasonable to allow you to select which godmother-granted spell of each level to add to your spells known that day? So you could still only get one extra spell known at each level, but you get that versatility?
    Behold! The Monster Compendium

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    Orc in the Playground
     
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    Default Re: The Feychild - base class contest 3rd place - PEACH

    What about the Fey Companion? I've seen in likened to an Animal Companion but I tried to make it weaker than that, serving more as an intelligent helper, with most of its granted abilities to that effect or just to allow it to survive. Does it need a nerf at all?
    Behold! The Monster Compendium

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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
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