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    Titan in the Playground
     
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    Seelie Fey

    Though many of the fey that adventurers encounter are fiáin, unaffiliated and wild natives of the Prime Material Plane, some serve the old traditions in the twilit glades and meandering paths that have their ties to the Plane of Faerie and to the warring sisters who guide the existence of the fey. The Seelie Court, the province of the goddess Titania, is widely seen as the de facto authority among the fey - if such a thing can be couched in those terms. The Unseelie Court, meanwhile, is the dark and terrible realm of the Queen of Air and Darkness.

    A fey does not need to be a member of the Seelie Court to pledge Mionn de na Seilie; as long as they uphold the troth, a Seelie fey is welcome to carry on as they like. Mionn de na Seilie commands:

    • Fair play with the mortalkith
    • Defiance of the Queen of Air and Darkness
    • Neither to defy nor deny the hand of Titania
    • Never to take up a weapon of cold iron wrought
    • Renewal, one fortnight a season, on the Plane of Faerie or in the Seelie Court*
    • Neither to fall into nor exalt the power of Evil

    The standards of the oath are fey standards, however, and bend to a degree that often surprises unfortunate mortals. A Seelie fey who breaks troth with the court loses some of its powers and becomes marked so that other fey will know them.

    * Dryads and other fey whose survival depends on remaining close to a particular landmark need not heed this requirement.

    Creating a Seelie Fey

    "Seelie fey" is an acquired template that can be added to any fey of Large size or smaller (referred to hereafter as the base creature) that does not possess the Unseelie fey template.

    Size and Type: A Seelie fey does not gain the extraplanar subtype when visiting the Plane of Faerie or the Seelie Court.

    Hit Dice: As base creature

    Speed: As base creature

    Armor Class: A Seelie Fey increases its natural armor bonus by 1.

    Attack: As base creature.

    Special Attacks: Seelie fey have all the special attacks of the base creature and acquire the following:

    Scornful Curse (Su): When a Seelie fey's gift, hospitality or other act of generosity or aid is refused by a living non-outsider of Intelligence 3 or greater, the Seelie fey may lay a fey curse upon that creature against which the target saves at a -2 penalty, or -4 if there has been some great offense (such as denying an offer of marriage, refusing to eat beneath a fey's roof, giving a gift to the Seelie fey and then refusing one in kind, refusing to give a gift that has been requested, denying the Seelie fey a dance if requested, interrupting a song, etc.) Any given Seelie fey has one or two conditions that will result in grave offense. This ability may be used up to one day after the offending act and will function as long as the target is on the same plane as the Seelie fey. If an offender is nearing a portal into or out of the Plane of Faerie, the Seelie fey is instantly aware and may lay the curse before they cross the boundary if so desired.

    Spell-Like Abilities (Sp): A Seelie fey gains certain spell-like abilities based on its HD, as shown on the following table:

    HD Abilities
    1-2 Charm person at will, disguise self 3/day, faerie fire 3/day
    3-4 Glitterdust 3/day, invisibility 3/day, Tasha's hideous laughter 1/day
    5-6 GraceSC 1/day, deep slumber 3/day
    7-8 Heroism 3/day, confusion 1/day
    9-10 CelebrationSC 1/day, lesser geas 1/week, shadow formSC 3/day
    11-12 Dream 3/day
    13-14 Animate objects 1/day, Mordenkainen's faithful hound 3/day
    15-16 Renewal pactSC 3/day, shifting pathsSC 1/day, transfixSC 3/day
    17+ Superior invisibilitySC 1/day

    Caster level for these abilities is equal to the Seelie fey's HD (max 20th), save DCs are 10 + spell level + Seelie fey's Charisma bonus.

    Special Qualities: Seelie fey have all the special qualities of the base creature and acquire the following:

    Cantrips (Sp): A Seelie fey selects five cantrips from the sorcerer/wizard spell list. It may use these at-will as spell-like abilities at a caster level equal to its HD (max 20th); save DCs are 10 + spell level + Seelie fey's Charisma bonus.

    Damage Reduction (Ex): A Seelie fey gains DR 5/cold iron. This does not stack with any existing damage reduction the base creature may have.

    Detect Thoughts (Su): Thanks to its dreamsense, a Seelie fey can detect thoughts at will (as the spell, save DC 10 + 1/2 HD + Wis modifier).

    Dreamsense (Su): A Seelie fey can perceive sleeping creatures to a range of 60 ft., as though having the blindsight ability. Creatures that are awake or that are unconscious for reasons other than sleep are not detected by this sense and must be perceived by normal means. Creatures perceived via this ability do not appear as themselves, but instead as nebulous clouds of their hopes, desires and dreams. A Seelie fey gains a +2 bonus on Bluff and Diplomacy checks when dealing with a living non-outsider of Intelligence 3 or greater.

    Plane Shift (Sp): A Seelie fey can plane shift as the spell cast by a 20th level sorcerer, but only to the Plane of Faerie, to the Seelie Court, or to the Prime Material Plane. This ability can be used twice per week, but the Seelie fey must wait at least one day between uses.

    Seelie Troth (Su): A Seelie fey who breaks troth with Mionn de na Seilie loses access to spell-like abilities granted by this template, is denied the benefits of its luck feats, can no longer use its scornful curse ability (and has all prior uses of it broken immediately without penalty to the victims) and is treated as an extraplanar creature on the Plane of Faerie or in the Seelie Court. The Seelie fey takes a -4 penalty to Charisma and a further -4 penalty to Charisma-based checks when dealing with fey. A Seelie fey can only be restored by an atonement spell cast by a druid with a caster level higher than the Seelie fey's HD, or through the grace of a Seelie Fey of the Court.

    Spell Resistance (Ex): If the base creature has spell resistance, its spell resistance increases by 3. It does not gain spell resistance if it did not already possess this quality.

    Abilities: Modify from the base creature as follows: Dex +2, Con +2, Wis +2, Cha +4.

    Skills: As base creature.

    Feats: Seelie fey receive Lucky CatchCS and Lucky StartCS as bonus feats. A Seelie fey also receives Ability Focus as a bonus feat, but must choose to apply it to a racial ability possessed prior to acquiring this template. If they have no racial ability that would qualify, the Seelie fey may instead take Skill Focus as a bonus feat.

    Environment: As base creature or Plane of Faerie or Seelie Court

    Challenge Rating: Same as the base creature +2 (minimum 3).

    Alignment: Changes to chaotic good or chaotic neutral.

    Level Adjustment: Same as the base creature +2


    Spoiler
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    Unseelie Fey

    Though many of the fey that adventurers encounter are fiáin, unaffiliated and wild natives of the Prime Material Plane, some serve the old traditions in the twilit glades and meandering paths that have their ties to the Plane of Faerie and to the warring sisters who guide the existence of the fey. The Unseelie Court, the realm of the nameless and twisted goddess known only as the Queen of Air and Darkness, is a realm of fascination and of fear for both mortals and fey. The Seelie Court are their eternal adversaries.

    A fey does not need to be a member of the Unseelie Court to pledge Creideamh Unseilie; as long as they uphold the troth, an Unseelie fey is welcome to carry on as they like. Creideamh Unseilie commands:

    • Fair play with the mortalkith in their trooping realms and under the sun's high light
    • No mortal trespass shall pass without answer
    • Deny the hand of Titania, and ware the hand of the Queen of Air and Darkness
    • Never to take up a weapon of cold iron wrought
    • Renewal, one fortnight a season, on the Plane of Faerie or in the Unseelie Court*
    • Neither to enter into nor exalt the power of Good

    The standards of the oath are fey standards, however, and bend to a degree that often surprises unfortunate mortals. An Unseelie fey who breaks troth with the court loses some of its powers and becomes marked so that other fey will know them.

    * Dryads and other fey whose survival depends on remaining close to a particular landmark need not heed this requirement.

    Creating an Unseelie Fey

    "Unseelie fey" is an acquired template that can be added to any fey of Large size or smaller (referred to hereafter as the base creature) that does not possess the Seelie fey template.

    Size and Type: An Unseelie fey does not gain the extraplanar subtype when visiting the Plane of Faerie or the Unseelie Court.

    Hit Dice: As base creature

    Speed: As base creature

    Armor Class: An Unseelie Fey increases its natural armor bonus by 2.

    Attack: As base creature.

    Special Attacks: Unseelie fey have all the special attacks of the base creature and acquire the following:

    Spell-Like Abilities (Sp): An Unseelie fey gains certain spell-like abilities based on its HD, as shown on the following table:

    HD Abilities
    1-2 Disguise self 3/day, faerie fire 3/day, silent image at will
    3-4 Invisibility 3/day, nightmare lullabySC 3/day, Tasha's hideous laughter 1/day
    5-6 Hold person 2/day, deep slumber 3/day
    7-8 Confusion 1/day, unluckSC 3/day,
    9-10 Feeblemind 1/day, lesser geas 1/week, shadow formSC 3/day
    11-12 Nightmare 3/day
    13-14 Eyebite 1/day, Mordenkainen's faithful hound 3/day
    15-16 Otto's irresistible dance 3/day, shifting pathsSC 1/day, transfixSC 3/day
    17+ Superior invisibility 1/day

    Caster level for these abilities is equal to the Unseelie fey's HD (max 20th), save DCs are 10 + spell level + Unseelie fey's Charisma bonus.

    Wicked Curse (Su): When the rules of an Unseelie fey's bargain, game or personal etiquette are broken by a living non-outsider of Intelligence 3 or greater, the Unseelie fey may lay a fey curse upon that creature against which the target saves at a -2 penalty, or -4 if the Unseelie fey has already "done its part" (such as providing a boon, gifting an item, answering questions, allowing the prey to survive, etc.) This ability may be used up to one day after the offending act and will function as long as the target is on the same plane as the Unseelie fey. If an offender is nearing a portal into or out of the Plane of Faerie, the Unseelie fey is instantly aware and may lay the curse before they cross the boundary if so desired.

    Special Qualities: Unseelie fey have all the special qualities of the base creature and acquire the following:

    Cantrips (Sp): An Unseelie fey selects five cantrips from the sorcerer/wizard spell list. It may use these at-will as spell-like abilities at a caster level equal to its HD (max 20th); save DCs are 10 + spell level + Unseelie fey's Charisma bonus.

    Cause Fear (Su): Thanks to its fearsense, an Unseelie fey can cause fear at will (as the spell, save DC 10 + 1/2 HD + Int modifier).

    Damage Reduction (Ex): An Unseelie fey gains DR 5/cold iron. This does not stack with any existing damage reduction the base creature may have.

    Fearsense (Su): An Unseelie fey can perceive creatures with apprehensions, nervousness and fears to a range of 60 ft., as though having the blindsight ability. Creatures that are incapable of feeling fear, feeling other strong emotions (such as rage) or bolstered against fear (such as halflings and those under the effects of remove fear) are not detected by this sense and must be perceived by normal means. Creatures perceived via this ability do not appear as themselves, but instead as bubbling clouds of dreadful imagery and nightmare based on the fears they possess. An Unseelie fey gains a +2 bonus on Bluff and Intimidate checks when dealing with a living non-outsider of Intelligence 3 or greater.

    Light Sensitivity (Ex): An Unseelie fey is dazzled in bright sunlight or within the radius of a daylight spell.

    Plane Shift (Sp): An Unseelie fey can plane shift as the spell cast by a 20th level sorcerer, but only to the Plane of Faerie, to the Unseelie Court, or to the Prime Material Plane. This ability can be used twice per week, but the Unseelie fey must wait at least one day between uses.

    Spell Resistance (Ex): If the base creature has spell resistance, its spell resistance increases by 3. It does not gain spell resistance if it did not already possess this quality.

    Unseelie Troth (Su): An Unseelie fey who breaks troth with Creideamh Unseilie loses access to spell-like abilities granted by this template, is denied the benefits of its luck feats, can no longer use its wicked curse ability (and has all prior uses of it broken immediately without penalty to the victims) and is treated as an extraplanar creature on the Plane of Faerie or in the Unseelie Court. The Unseelie fey takes a -4 penalty to Charisma and a further -4 penalty to Charisma-based checks when dealing with fey. An Unseelie fey can only be restored by an atonement spell cast by a druid with a caster level higher than the Unseelie fey's HD, or through the grace of an Unseelie Fey of the Court.

    Abilities: Modify from the base creature as follows: Str +2, Dex +2, Int +2, Cha +4.

    Skills: As base creature.

    Feats: Unseelie fey receive Lucky StartCS and Sly FortuneCS as bonus feats. An Unseelie fey also receives Ability Focus as a bonus feat, but must choose to apply it to a racial ability possessed prior to acquiring this template. If they have no racial ability that would qualify, the Unseelie fey may instead take Skill Focus as a bonus feat.

    Environment: As base creature or Plane of Faerie or Unseelie Court

    Challenge Rating: Same as the base creature +2 (minimum 3).

    Alignment: Changes to chaotic evil or chaotic neutral.

    Level Adjustment: Same as the base creature +2


    Spoiler
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    Fey of the Court

    The Seelie and Unseelie Courts command the awe and respect - if not the outright loyalty - of most fey across the Prime Material Plane and the Plane of Faerie. Many choose to take up Mionn de na Seilie or Creideamh Unseilie, becoming sworn to the strange and wondrous rules by which the two Courts have elected to abide. However, of these fey, most are not true members of the court, for a seat in the hall of Titania or her dark sister is a rare and valuable thing indeed. To be invested as a Fey of the Court - either Seelie or Unseelie - means acquiring great power but also binds one in service to the Queen of that court. Thus, Fey of the Court become something more, something wondrous, something terrible - and something barely fathomable to mortals.

    Each Fey of the Court is a unique being, a member of fey nobility. Fey of the Court tend to have class levels and often possess unique magic items.

    Creating a Fey of the Court

    "Fey of the Court" is an acquired template that can be added to any fey with the Seelie fey or Unseelie fey template.

    Size and Type: A Fey of the Court gains the extraplanar subtype. Fey of the Court are native to the Plane of Faerie and to the court they serve.

    Hit Dice: As base creature

    Speed: A fey of the Court's movement speeds increase by 10 feet.

    Armor Class: A Fey of the Court gains a +3 luck bonus to AC. Its natural armor bonus increases by 2.

    Attack: As base creature.

    Special Attacks: Fey of the Court have all the special attacks of the base creature and acquire the following:

    Mesmerizing Glare (Su): Fey of the Court can use a gaze attack to fascinate others, as the spell mesmerizing glareSC (caster level equal to fey of the Court's HD). A Will save (DC 10 + 1/2 HD + Cha bonus) negates this effect. A creature that saves against this ability is immune to that particular fey of the Court's mesmerizing glare for 24 hours.

    Spells: Fey of the Court cast spells as a bard; their spellcasting level is equal to their Hit Dice. Spells granted via this template qualify for Silent Spell and are not required to have a verbal component. Fey of the Court select their spells known from the following list:

    Spoiler: Fey of the Court Spell List
    Show
    0th Level
    dawnSC, ghostharpSC, minor disguiseSC, naturewatchSC, songbirdSC, stickSC

    1st Level
    accelerated movementSC, animate fireSC, animate waterSC, animate woodSC, arrow mindSC, aspect of the wolfSC, backbiterSC, benign transpositionSC, buzzing beeSC, camouflageSC, cheatSC, cloak of shadeSand, cloudburstSC, dead endSC, detect fireFrost, dispel wardSC, distort speechSC, distractSC, distract assailantSC, enrage animalSC, glaze lockFrost, healthful restSC, ice skateFrost, ice slickFrost, impede sun's brillianceSand, improvisationSC, inciteSC, insightful feintSC, locate waterSand, moment of claritySC, moonbeamSC, moon lustSC, nightshieldSC, omen of perilSC, phantom threatSC, remove scentSC, serene visageSC sinkStorm, sniper's shotSC, snowdriftFrost, snowsightFrost, sticky fingersSC, vision of glorySC, wood woseSC

    baleful transpositionSC, binding windsSC, bladeweaveSC, blinding spittleSC, bonefiddleSC, bramblesSC, briar webSC, brumal stiffeningFrost, circle danceSC, cloud of bewildermentSC, conjure ice objectFrost, countermoonSC, curse of ill fortuneSC, dark waySC, decompositionSC, delusions of grandeurSC, discern shapeshifterSC, disquietudeSC, earthbindSC, earthfastSC, earth lockSC, easy trailSC, entice giftSC, evergreenFrost, fell the greatest foeSC, greater alarmSC, heroicsSC, icicleFrost, ironthunder hornSC, jig of the wavesStorm, lively stepSC, malevolent miasmaSC, marked objectSC, mass camouflageSC, master airSC, mesmerizing glareSC, mindless rageSC, miser's envySC, nature's favorSC, nightmare lullabySC, obscuring snowFrost, one with the landSC, phantasmal assailantsSC, phantom foeSC, portal alarmSC, reflective disguiseSC, scentSC, shadow maskSC, share huskSC, thin airFrost, wave of griefSC, whirling bladeSC, whispering sandSand

    binding snowFrost, capricious zephyrSC, control ice and snowFrost, control sandSand, control temperatureFrost, crumbleSC, dirge of discordSC, entangling staffSC, false gravitySC, favorable windStorm, fins to feetStorm, forestfoldSC, freeze armorFrost, giant's wrathSC, glowing orbSC, haboobSand, haunting tuneSC, lesser telepathic bondSC, listening coinSC, love's lamentSC, meld into iceFrost, moon bladeSC, nature's balanceSC, puppeteerSC, reverse arrowsSC, servant hordeSC, siren's callStorm, soul of the wasteSand, spikesSC, suspended silenceSC, sword of deceptionSC, thornskinSC, tormenting thirstSand, translocation trickSC, treasure scentSC, unluckSC, weather eyeSC, winter's embraceFrost

    airy waterStorm, backlashSC, boreal windFrost, celebrationSC, chain of eyesSC, contagious touchSC, cloak of the seaSC, cursed weaponSC, dire hungerSC, dispel coldFrost, dispel fireFrost, eye of the hurricaneSC, fire strideSC, firewardSC, flowsightStorm, freezing glanceFrost, greater resistanceSC, illusory feastSC, implacable pursuerSC, improved portal alarmSC, jaws of the wolfSC, junglerazerSC, lay of the landSC, Leomund's spacious carriageCity, lesser ironguardSC, mass curse of ill fortuneSC, metal meltSC, pass through iceFrost, protégéSC, ruin delver's fortuneSC, rushing watersSC, sensory deprivationSC, shadow wellSC, sheltered vitalitySC, spark of lifeSC, panaceaSC, phantom stagSC, spectral weaponSC, swamp strideSC, wind at backSC, wood rotSC, zone of respiteSC

    anger of the noonday sunSC, animate snowFrost, blizzardFrost, bolts of bedevilmentSC, choking sandsSand, dance of the unicornSC, drownSC, flesh to iceFrost, graymantle, greater reduce personSC, hibernal healingFrost, hibernateFrost, hidden lodgeSC, hiss of sleepSC, imperious glareSC, make manifestSC, mass contagionSC, mass reflective disguiseSC, moon pathSC, nightstalker's transformationSC, phantasmal disorientationSC, phantasmal thiefSC, shadowy grapplerSC, stormwalkStorm, transfixSC, wail of doomSC, wrackSC

    arrow of boneSC, aura of terrorSC, dream castingSC, dirgeSC, gemjumpSC, glass strikeSC, greater bestow curseSC, heartfreezeFrost, hindsightSC, ice castleFrost, ironguardSC, mantle of the icy soulFrost, master earthSC, opalescent glareSC, probe thoughtsSC, raise ice forestFrost, rapture of the deepStorm, ruby ray of reversalSC, seal portalSC, shifting pathsSC, superior resistanceSC, symphonic nightmareSC, unbindingSC, whiteoutFrost


    Special Qualities: Fey of the Court have all the special qualities of the base creature and acquire the following:

    Damage Reduction (Ex): A fey of the Court's DR/cold iron increases by 5 and becomes DR/cold iron and magic.

    Eternal Twilight (Su): A fey of the Court's fast healing increases by 3 while on the Plane of Faerie or in its respective court.

    Inscrutable (Ex): A fey of the Court gets a +10 bonus to its opposed Bluff check when a nonfey attempts to Sense Motive. The Sense Motive skill cannot be used by nonfey to gain a hunch about a fey of the Court.

    No Psionic Transparency (Ex): Fey of the Court are estranged from the rules of the worlds where mind powers function. Power resistance is ineffective against the nonpsionic abilities of a Fey of the Court, and its spell resistance, if any, is useless against psionic powers. Detect psionics and other effects that discern psionic activity do not detect a nonpsionic Fey of the Court, its nonpsionic possessions or its nonpsionicabilities. Dispel psionics and other effects that negate or cancel out psionic powers do not function against the Fey of the Court's nonpsionic possessions or nonpsionic abilities. A Fey of the Court's nonpsionic ability to detect magic, dispel magic and similar effects do not function against psionic effects or to detect psionic creatures or items.

    Spell Resistance (Ex): If the base creature has spell resistance, its spell resistance increases by 3. It does not gain spell resistance if it did not already possess this quality.

    Time Flows Like Water (Su): A fey of the Court can take one additional standard action each round on its turn. This action may only be used to cast a spell from a slot granted via this template. If no such slot is available, the additional standard action is wasted.

    Abilities: Modify from the base creature as follows: Dex +2, Con +2, Wis +2, Cha +4.

    Skills: As base creature.

    Feats: Fey of the Court receive Dumb LuckCS, Fortuitous StrikeCS and Unbelievable LuckCS as bonus feats.

    Environment: Plane of Faerie or appropriate court (Seelie Court or Unseelie Court)

    Challenge Rating: Same as the base creature +2 (minimum 3).

    Alignment: Same as the base creature

    Level Adjustment: Same as the base creature +2


    Spoiler: Fey Curse
    Show
    A fey curse is treated as a bestow curse spell whose school is conjuration rather than necromancy. The caster level of a fey curse is equal to the HD of the fey that laid the curse, and the save DC, if it applies, is 10 + 1/2 the fey's HD + the fey's Charisma modifier. Breaking it via remove curse requires a caster level check and costs both the caster and the victim 500 XP; each becomes fatigued and nauseated for 1d4 days (no save). Breaking the curse via break enchantment imposes these effects on the victim only, while limited wish, miracle and wish can remove the curse with no ill effects. Dispel chaos within one hour of the curse being laid followed by remove curse will break the curse without ill effect. A creature under the effect of a fey curse takes a -4 penalty to any Charisma-based checks when dealing with fey, and fey within 1 mile of a portal between the Plane of Faerie and the Prime Material Plane become aware when a fey cursed creature passes through such a portal.

    Clever, daring or trying deeds (DC 25 ability check, DC 40 skill check) completed without obvious aid may break the fey curse; a curse that can be so broken has a single loophole written in which must be met (one curse might demand a DC 40 long jump, another a DC 25 Constitution check). Such a loophole must be approached with caution as it may be a trap to set off a second curse, as the conditions of the loophole may prohibit certain types of aid necessary to accomplish the task.

    A fey curse is the equivalent of a 5th-level spell.


    Spoiler
    Show
    Gift of the Court (Su) A fey of the Court with 2 or more Hit Dice selects one of the following special abilities:

    Jewels of the Branch: Any flowering shoot from a bacciferous plant remains vital and healthy in the possession of the fey of the Court, who can shake it as a standard action and cause 2d4 ripe berries to appear. These berries act as goodberries that also remove fear from those who eat them. The fey of the Court may choose to turn any number of these berries poisonous; those so turned instead cause creatures who eat them to become sickened after eating one (Fortitude negates) or nauseated after eating multiple (Fortitude negates) for 1d4 hours. When this ability matures, the berries additionally provide aid to a creature that ingests one and neutralize poison. A berry can be thrown as a ranged touch attack, having the effect of a tanglefoot bag where it lands. Creatures who eat these berries take a -2 penalty on saving throws to resist your abilities for one day. When this ability fully matures, the berries can also be converted to fire seeds (the shoot will provide four "acorn" berries or eight berries, as they fey of the Court wills). Ingesting one of the normal berries now provides lesser restoration and a death ward in addition to previous effects.

    Know Beasts: The fey of the Court can detect animals or plants (animals only) at will and enjoys the permanent effects of speak with animals. When this ability matures, the fey of the Court can charm animals at will and use summon nature's ally IV (animals only) up to three times per day. When this ability fully matures, the fey of the Court may use animal shapes once per day and no animal will willingly attack the fey, even if it would risk death. This includes creatures such as awakened animals, familiars or a paladin's mount who have become magical beasts but are still fundamentally no more than enhanced animals.

    Know Flame: The fey of the Court can detect flameFrost at will. The fey of the Court can manipulate fires via raging flameSC or slow burnSC at will. Once per day the fey of the Court can animate fireSC. When this ability matures, the fey of the Court can use pyrotechnics at will and enrobe itself in a fire shield (warm version) up to three times per day. The fey of the Court also benefits from fire resistance 10. When this ability fully matures, the fey of the Court becomes immune to fire and can create a wall of fire at will. As a full-round action, the fey of the Court may exhale a gout of living flame into an unoccupied adjacent space which becomes an elder fire elemental. This creature acts in the best interest of the fey of the Court, even to the point of its own destruction. While the fire elemental is active, the fey of the Court cannot use its fire shield or wall of fire abilities and loses immunity to fire (it retains fire resistance). If the fire elemental is destroyed, the fey of the Court becomes fatigued. Submerging the fey of the Court in water or hitting it with a quench spell (the fey of the Court counts as a fire-based magical item for this purpose, and is entitled to a Fortitude save to resist) instantly kills the active elemental. A fey of the Court whose elemental has died remains fatigued for one week, during which time it cannot use any of the benefits of this ability. The fey of the Court can inhale the elemental back inside itself as a full-round action, restoring the fey of the Court's abilities and granting the elemental fast healing 2. This fire elemental is not considered extraplanar and cannot be dismissed or banished.

    Leaf, Thorn and Vine: The fey of the Court can entangle creatures three times per day. The fey of the Court can detect animals or plants (plants only) at will. The fey of the Court is immune to the effects of its own entangle ability. When this ability matures, the fey of the Court can cause a wooden weapon to sprout bramblesSC at will, speak with plants at will and erect a wall of thorns three times per day. When this ability fully matures, the fey of the Court can animate plants three times per day and control plants once per day. Plant creatures take a -4 penalty on attack rolls against the fey of the Court, and it gains a +2 insight bonus on saving throws against the abilities of plant creatures or against effects involving plants.
    Last edited by afroakuma; 2015-06-29 at 01:07 PM.

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