The Vorpal Tribble
2011-01-23, 04:44 PM
Faerie Courtier
Be careful that you never dance or play with Faerie-folk, or you'll be trapped... forever.
http://oi53.tinypic.com/2rh4fsw.jpg
Pic by AvantFae of Deviantart.com (http://avantfae.deviantart.com/art/seelie-76432938)
Though all creatures of Fae are considered royal to a degree, even within the Seelie/Unseelie Courts there are the nobility that have a higher placing than others. The Lords and Ladies, or those favored by them, called the Faerie Courtier. This position they may be born to, earned, or simply because the sylvan indvidual strikes the fancy of other nobility. They have powers beyond most mortals and may even open a Faerie Circle, a touch of their sylvan plane within another.
There they dally with mortals, often taking them as servants and pets, or worse, slaves and playthings. Then they leave, nothing to show they ever danced other than the rings of mushrooms where there feet touched.
Sample Faerie Courtier
Taileflaith
Faerie Courtier Nymph
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Dagger +7 melee (1d4/19–20)
Full Attack: Dagger +7 melee (1d4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, faerie circle, master of mortals 10/day, spells, spell-like abilities, stunning glance
Special Qualities: Coifed, damage reduction 10/cold iron, low-light vision, summoned to court, unearthly grace, wild empathy
Saves: Fort +9, Ref +15, Will +14
Abilities: Str 10, Dex 19, Con 12, Int 16, Wis 17, Cha 23
Skills: Bluff +11, Concentration +10, Diplomacy +12, Escape Artist +13, Handle Animal +14, Heal +13, Hide +13, Knowledge (nobility and royaltyt) +7, Listen +12, Move Silently +13, Perform (dance) +19, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Skill Tricks: Social Recovery
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 9
Treasure: Standard; double gems
Alignment: Chaotic Neutral
Advancement: 7–12 HD (Medium)
Level Adjustment: +10
Taileflaith was the favored mistress of a Hoary Hunter who did not return from his hunt. His mistresses was suspected to have plotted with his quary, but eventually cleared by lack of evidence. She assumed his estates and title, and through much hard work, fawning, and not a little seduction she was accepted into the Unseelie Court. She often visits the material plane, dallying with mortals, but so far has found none worth bringing back. Every decade on the day of her former master's demise she hosts a celebration in his name and opens a Faerie Circle.
Combat
Like most nymphs Taileflaith is uneager to do hand to hand battle. However, she is cunning and manipulative and can generally find other wise to combat those that oppose her.
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Coifed (Su): Taileflaith is under a constant prestidigitation-like spell that constantly cleans and perfumes them. They may turn this ability off and on at will.
Faerie Circle (Su): Between sunset and sunrise, Taileflait may designate an area as a Faerie Circle to dance a special waltz. This area is up to 60 feet, though within that frame can make it as small as she wishes. If there are multiple Faerie Courtiers present for the dance, the one with the highest HD is the one who designates the range of the area. For each additional Faerie Courtier the circle may be, but is not required to be, increased in size a number of feet equal to twice the courtier's space. So for example a Medium courtier would extend the circle another 10 feet.
Faerie Circle Traits
Wild Time
Time passes strangely within the circle. The Faerie Courtier rolls a 1d6 to decide how this time moves.
1 - No time passes within. Those that leave the circle find themselves exiting the same round they entered.
2 - 1d4 minutes have gone by.
3 - 1d4 hours have gone by.
4 - 1d4 days have gone by.
5 - The sun is just rising on the next day.
6 - Time has passed normally, within and without.
The circle designator may put a number of spells upon it at any point during the dance, or remove them. Often they make themselves invisible and inaudible only once they have captured a mortal.
Blinking: Every 1d12 rounds the circle moves 60 feet in a random direction.
Invisibility: From outside the circle those within are invisible.
Silent: From outside the circle those within are inaudible.
All mortals within sight of the circle that sees them dance must succeed on a Will save equal to Taileflait's Perform (dance) check or be affected as by the Attraction power. For the purpose of this ability the circle and those within it are not considered a danger, despite the peril. Those that are affected by her attraction automatically except her invitation to dance. Those that make their save are not affected by the attraction affect for 24 hours. However, they may still enter. Once entering they are affected by the Wild time trait, though may still leave.
Once a mortal begins dancing with Taileflait he must continue dancing for 10 minutes, even if he wishes to end it. For each minute Taileflait and a mortal dance they make opposing Perform (dance) rolls. For each time the mortal loses the roll he becomes further trapped, and for each time he wins he becomes closer to freedom. A mortal begins dancing with a trapped rating of 5. The final score after the ten minutes of dancing determines his status.
1 - The Faerier Courtier is bound to you and must perform a single task to which you command her to the best of her ability. This command must be feasibly possible. An impossible command frees her from you. Once she has performed this task she may leave.
2 - You are entitled to a favor from the Faerie Courtier. This includes freeing others from the circle or her service, making changes to the circle, making a request to a Faerie Lord/Lady, or any number of small entitlements.
3 - You are a favorite of the Faerie Courtier, and are no longer affected by her courtier-granted abilities, including attraction, wild time or potential of entrapment by dancing with her.
4 - You are free to leave the circle and automatically exit the same round that you entered despite the Wild Time.
5 - You are free to leave the circle unhindered.
6 - The Lady can call upon you for a favor. See #2.
7 - You must perform a single task for the Faerie Courtier to the best of your ability. See #1.
8 - You are bound to the Faerie Courtier for 1 year of normal time and have free will devoid of Domination or Charm.
9 - You are forever bound to the Faerie Courtier, and have free will, but are considered Charmed towards her.
10 - You are forever bound to the Faerie Courtier and act as if permanently Dominated.
A Faerie Courtier may speak mind to mind with a mortal regardless of planar boundaries, and may use their Master of Mortals ability through this link.
If the Faerie Courtier is killed the mortal bound to her must succeed on a Will save (DC 20) or die as their heart breaks. If they succeed on their save they instead collapse and awake in the circle from which they were taken.
Master of Mortals (Su): Taileflaith may rebuke, command, or bolster animals and humanoids as an evil cleric rebukes undead. She may also attempt to master a magical beast, though uses up 3 uses of this ability. She may use this ability 10/day.
Spell-Like Abilities: Caster level 7th.
1/day - Dimension Door.
Spells: Taileflaith casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level):
0 - cure minor wounds, detect magic, flare, guidance, light, resistance;
1st - calm animal, cure light wounds, entangle, longstrider, speak with animals;
2nd - barkskin, heat metal, lesser restoration, tree shape;
3rd - call lightning, cure moderate wounds, protection from energy;
4th - rusting grasp.
Stunning Glance (Su): As a standard action, a wrathful Taileflaith can stun a creature within 30 feet with a look. The target creature must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Summoned to Court (Su): Once per day Taileflaith can return to the Unseelie court in the Plane of Faerie, or to the last circle in which she danced. This acts as Word of Recall except the courtier can obviously move between planes. A mortal bound to the courtier is automatically considered willing. If a mortal that is bound to her leaves without her permission she can use her daily summoned to court use to instead bring the mortal to an adjacent square to her, to the circle he was caught in, or to the location within the court where she herself would normally appear. The mortal is allowed no save.
Unearthly Grace (Su): Taileflaith adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
-=-=-=-=-=-=-
Creating A Faerie Courtier
"Faerie Courtier" is an acquired or inherited template that can be added to any fey, or an outsider from the plane of Faerie, hereafter referred to as the base creature. A Faerie Courtier uses all the base creature’s statistics and special abilities except as noted here.
Special Qualities: A Faerie Courtier retains all qualities of the base creature. They also gain the following special qualities.
Coifed (Su): A Faerie Courtier is under a constant prestidigitation-like spell that constantly cleans and perfumes them. They may turn this ability off and on at will.
Dark Waltz: A Faerie Courtier ranks in Perform (dance) increases to 3 + their HD. They also may stack their Strength or Dexterity modifiers with their dance checks.
Special Attacks: A Faerie Courtier retains all attacks of the base creature. They also gain the following special attacks.
Faerie Circle (Su): Between sunset and sunrise a Faerie Courtier may designate an area as a Faerie Circle to dance a special waltz. This area is up to 10 feet per HD of the Faerie Courtier, though within that frame can make it as small as they wish. If there are multiple Faerie Courtiers present for the dance, the one with the highest HD is the one who designates the range of the area. For each additional Faerie Courtier the circle may be, but is not required to be, increased in size a number of feet equal to twice the courtier's space. So for example a Medium courtier would extend the circle another 10 feet.
Faerie Circle Traits
Wild Time
Time passes strangely within the circle. The Faerie Courtier rolls a 1d6 to decide how this time moves.
1 - No time passes within. Those that leave the circle find themselves exiting the same round they entered.
2 - 1d4 minutes have gone by.
3 - 1d4 hours have gone by.
4 - 1d4 days have gone by.
5 - The sun is just rising on the next day.
6 - Time has passed normally, within and without.
The circle designator may put a number of spells upon it at any point during the dance, or remove them. Often they make themselves invisible and inaudible only once they have captured a mortal.
Blinking: Every 1d12 rounds the circle moves 60 feet in a random direction.
Invisibility: From outside the circle those within are invisible.
Silent: From outside the circle those within are inaudible.
All mortals within sight of the circle that sees them dance must succeed on a Will save equal to her Perform (dance) check or be affected as by the Attraction power. For the purpose of this ability the circle and those within it are not considered a danger, despite the peril. Those that are affected by her attraction automatically accept her invitation to dance. Those that make their save are not affected by the attraction affect for 24 hours. However, they may still enter. Once entering they are affected by the Wild time trait, though may still leave.
Once a mortal begins dancing with a Faerie Courtier he must continue dancing for 10 minutes, even if he wishes to end it. For each minute a faerie courtier and a mortal dance they make opposing Perform (dance) rolls. For each time the mortal loses the roll he becomes further trapped, and for each time he wins he becomes closer to freedom. A mortal begins dancing with a trapped rating of 5. The final score after the ten minutes of dancing determines his status.
1 - The Faerier Courtier is bound to you and must perform a single task to which you command her to the best of her ability. This command must be feasibly possible. An impossible command frees her from you. Once she has performed this task she may leave.
2 - You are entitled to a favor from the Faerie Courtier. This includes freeing others from the circle or her service, making changes to the circle, making a request to a Faerie Lord/Lady, or any number of small entitlements.
3 - You are a favorite of the Faerie Courtier, and are no longer affected by her courtier-granted abilities, including attraction, wild time or potential of entrapment by dancing with her.
4 - You are free to leave the circle and automatically exit the same round that you entered despite the Wild Time.
5 - You are free to leave the circle unhindered.
6 - The Lady can call upon you for a favor. See #2.
7 - You must perform a single task for the Faerie Courtier to the best of your ability. See #1.
8 - You are bound to the Faerie Courtier for 1 year of normal time and have free will devoid of Domination or Charm.
9 - You are forever bound to the Faerie Courtier, and have free will, but are considered Charmed towards her.
10 - You are forever bound to the Faerie Courtier and act as if permanently Dominated.
A Faerie Courtier may speak mind to mind with their bound mortal regardless of planar boundaries, and may use their Master of Mortals ability through this link. They need not share the same language.
If the Faerie Courtier is killed the mortal bound to her must succeed on a Will save (DC = 10 + half courtiers HD + Cha modifier) or die as their heart breaks. If they succeed on their save they instead collapse and awake in the circle from which they were taken.
Master of Mortals (Su): A Faerie Courtier may rebuke, command, or bolster animals and humanoids as an evil cleric rebukes undead. She may also attempt to master a magical beast, though uses up 3 uses of this ability. They may use these abilities a total number of times per day equal to 3 + their Charisma modifier.
Summoned to Court (Su): Once per day a Faerie Courtier can return to the court in the Plane of Faerie (seelie or unseelie, whichever they hold allegiance), or to the last circle in which she danced. This acts as Word of Recall except the courtier can obviously move between planes. A mortal bound to the courtier is automatically considered willing. If a mortal that is bound to her leaves without her permission she can use her daily summoned to court use to instead bring the mortal to an adjacent square to her, to the circle he was caught in, or to the location within the court where she herself would normally appear. The mortal is allowed no save.
Abilities: Increase from the base creature as follows: +2 Dex, +4 Cha
Skills: A Faerie Courtier gains Knowledge (nobility and royalty) as a trained skill with a +4 bonus. If of the Seelie Court they also gain a +4 bonus to Diplomacy. If of the Unseelie Court they gain a +4 bonus to Bluff. Both are considered trained skills.
Skill Trick: A Faerie Courtier gains the use of the Social Recovery skill trick even if they don't meet the prerequisites.
Treasure: As base creature plus double gems.
Challenge Rating: Up to 5 HD +1, same as base creature +1. 6-10 HD same as base creature +2, 11-15 HD same as base creature +3, 16-20 HD same as base creature +4
Level Adjustment: Same as base creature +3
Be careful that you never dance or play with Faerie-folk, or you'll be trapped... forever.
http://oi53.tinypic.com/2rh4fsw.jpg
Pic by AvantFae of Deviantart.com (http://avantfae.deviantart.com/art/seelie-76432938)
Though all creatures of Fae are considered royal to a degree, even within the Seelie/Unseelie Courts there are the nobility that have a higher placing than others. The Lords and Ladies, or those favored by them, called the Faerie Courtier. This position they may be born to, earned, or simply because the sylvan indvidual strikes the fancy of other nobility. They have powers beyond most mortals and may even open a Faerie Circle, a touch of their sylvan plane within another.
There they dally with mortals, often taking them as servants and pets, or worse, slaves and playthings. Then they leave, nothing to show they ever danced other than the rings of mushrooms where there feet touched.
Sample Faerie Courtier
Taileflaith
Faerie Courtier Nymph
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Dagger +7 melee (1d4/19–20)
Full Attack: Dagger +7 melee (1d4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, faerie circle, master of mortals 10/day, spells, spell-like abilities, stunning glance
Special Qualities: Coifed, damage reduction 10/cold iron, low-light vision, summoned to court, unearthly grace, wild empathy
Saves: Fort +9, Ref +15, Will +14
Abilities: Str 10, Dex 19, Con 12, Int 16, Wis 17, Cha 23
Skills: Bluff +11, Concentration +10, Diplomacy +12, Escape Artist +13, Handle Animal +14, Heal +13, Hide +13, Knowledge (nobility and royaltyt) +7, Listen +12, Move Silently +13, Perform (dance) +19, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Skill Tricks: Social Recovery
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 9
Treasure: Standard; double gems
Alignment: Chaotic Neutral
Advancement: 7–12 HD (Medium)
Level Adjustment: +10
Taileflaith was the favored mistress of a Hoary Hunter who did not return from his hunt. His mistresses was suspected to have plotted with his quary, but eventually cleared by lack of evidence. She assumed his estates and title, and through much hard work, fawning, and not a little seduction she was accepted into the Unseelie Court. She often visits the material plane, dallying with mortals, but so far has found none worth bringing back. Every decade on the day of her former master's demise she hosts a celebration in his name and opens a Faerie Circle.
Combat
Like most nymphs Taileflaith is uneager to do hand to hand battle. However, she is cunning and manipulative and can generally find other wise to combat those that oppose her.
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Coifed (Su): Taileflaith is under a constant prestidigitation-like spell that constantly cleans and perfumes them. They may turn this ability off and on at will.
Faerie Circle (Su): Between sunset and sunrise, Taileflait may designate an area as a Faerie Circle to dance a special waltz. This area is up to 60 feet, though within that frame can make it as small as she wishes. If there are multiple Faerie Courtiers present for the dance, the one with the highest HD is the one who designates the range of the area. For each additional Faerie Courtier the circle may be, but is not required to be, increased in size a number of feet equal to twice the courtier's space. So for example a Medium courtier would extend the circle another 10 feet.
Faerie Circle Traits
Wild Time
Time passes strangely within the circle. The Faerie Courtier rolls a 1d6 to decide how this time moves.
1 - No time passes within. Those that leave the circle find themselves exiting the same round they entered.
2 - 1d4 minutes have gone by.
3 - 1d4 hours have gone by.
4 - 1d4 days have gone by.
5 - The sun is just rising on the next day.
6 - Time has passed normally, within and without.
The circle designator may put a number of spells upon it at any point during the dance, or remove them. Often they make themselves invisible and inaudible only once they have captured a mortal.
Blinking: Every 1d12 rounds the circle moves 60 feet in a random direction.
Invisibility: From outside the circle those within are invisible.
Silent: From outside the circle those within are inaudible.
All mortals within sight of the circle that sees them dance must succeed on a Will save equal to Taileflait's Perform (dance) check or be affected as by the Attraction power. For the purpose of this ability the circle and those within it are not considered a danger, despite the peril. Those that are affected by her attraction automatically except her invitation to dance. Those that make their save are not affected by the attraction affect for 24 hours. However, they may still enter. Once entering they are affected by the Wild time trait, though may still leave.
Once a mortal begins dancing with Taileflait he must continue dancing for 10 minutes, even if he wishes to end it. For each minute Taileflait and a mortal dance they make opposing Perform (dance) rolls. For each time the mortal loses the roll he becomes further trapped, and for each time he wins he becomes closer to freedom. A mortal begins dancing with a trapped rating of 5. The final score after the ten minutes of dancing determines his status.
1 - The Faerier Courtier is bound to you and must perform a single task to which you command her to the best of her ability. This command must be feasibly possible. An impossible command frees her from you. Once she has performed this task she may leave.
2 - You are entitled to a favor from the Faerie Courtier. This includes freeing others from the circle or her service, making changes to the circle, making a request to a Faerie Lord/Lady, or any number of small entitlements.
3 - You are a favorite of the Faerie Courtier, and are no longer affected by her courtier-granted abilities, including attraction, wild time or potential of entrapment by dancing with her.
4 - You are free to leave the circle and automatically exit the same round that you entered despite the Wild Time.
5 - You are free to leave the circle unhindered.
6 - The Lady can call upon you for a favor. See #2.
7 - You must perform a single task for the Faerie Courtier to the best of your ability. See #1.
8 - You are bound to the Faerie Courtier for 1 year of normal time and have free will devoid of Domination or Charm.
9 - You are forever bound to the Faerie Courtier, and have free will, but are considered Charmed towards her.
10 - You are forever bound to the Faerie Courtier and act as if permanently Dominated.
A Faerie Courtier may speak mind to mind with a mortal regardless of planar boundaries, and may use their Master of Mortals ability through this link.
If the Faerie Courtier is killed the mortal bound to her must succeed on a Will save (DC 20) or die as their heart breaks. If they succeed on their save they instead collapse and awake in the circle from which they were taken.
Master of Mortals (Su): Taileflaith may rebuke, command, or bolster animals and humanoids as an evil cleric rebukes undead. She may also attempt to master a magical beast, though uses up 3 uses of this ability. She may use this ability 10/day.
Spell-Like Abilities: Caster level 7th.
1/day - Dimension Door.
Spells: Taileflaith casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level):
0 - cure minor wounds, detect magic, flare, guidance, light, resistance;
1st - calm animal, cure light wounds, entangle, longstrider, speak with animals;
2nd - barkskin, heat metal, lesser restoration, tree shape;
3rd - call lightning, cure moderate wounds, protection from energy;
4th - rusting grasp.
Stunning Glance (Su): As a standard action, a wrathful Taileflaith can stun a creature within 30 feet with a look. The target creature must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Summoned to Court (Su): Once per day Taileflaith can return to the Unseelie court in the Plane of Faerie, or to the last circle in which she danced. This acts as Word of Recall except the courtier can obviously move between planes. A mortal bound to the courtier is automatically considered willing. If a mortal that is bound to her leaves without her permission she can use her daily summoned to court use to instead bring the mortal to an adjacent square to her, to the circle he was caught in, or to the location within the court where she herself would normally appear. The mortal is allowed no save.
Unearthly Grace (Su): Taileflaith adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
-=-=-=-=-=-=-
Creating A Faerie Courtier
"Faerie Courtier" is an acquired or inherited template that can be added to any fey, or an outsider from the plane of Faerie, hereafter referred to as the base creature. A Faerie Courtier uses all the base creature’s statistics and special abilities except as noted here.
Special Qualities: A Faerie Courtier retains all qualities of the base creature. They also gain the following special qualities.
Coifed (Su): A Faerie Courtier is under a constant prestidigitation-like spell that constantly cleans and perfumes them. They may turn this ability off and on at will.
Dark Waltz: A Faerie Courtier ranks in Perform (dance) increases to 3 + their HD. They also may stack their Strength or Dexterity modifiers with their dance checks.
Special Attacks: A Faerie Courtier retains all attacks of the base creature. They also gain the following special attacks.
Faerie Circle (Su): Between sunset and sunrise a Faerie Courtier may designate an area as a Faerie Circle to dance a special waltz. This area is up to 10 feet per HD of the Faerie Courtier, though within that frame can make it as small as they wish. If there are multiple Faerie Courtiers present for the dance, the one with the highest HD is the one who designates the range of the area. For each additional Faerie Courtier the circle may be, but is not required to be, increased in size a number of feet equal to twice the courtier's space. So for example a Medium courtier would extend the circle another 10 feet.
Faerie Circle Traits
Wild Time
Time passes strangely within the circle. The Faerie Courtier rolls a 1d6 to decide how this time moves.
1 - No time passes within. Those that leave the circle find themselves exiting the same round they entered.
2 - 1d4 minutes have gone by.
3 - 1d4 hours have gone by.
4 - 1d4 days have gone by.
5 - The sun is just rising on the next day.
6 - Time has passed normally, within and without.
The circle designator may put a number of spells upon it at any point during the dance, or remove them. Often they make themselves invisible and inaudible only once they have captured a mortal.
Blinking: Every 1d12 rounds the circle moves 60 feet in a random direction.
Invisibility: From outside the circle those within are invisible.
Silent: From outside the circle those within are inaudible.
All mortals within sight of the circle that sees them dance must succeed on a Will save equal to her Perform (dance) check or be affected as by the Attraction power. For the purpose of this ability the circle and those within it are not considered a danger, despite the peril. Those that are affected by her attraction automatically accept her invitation to dance. Those that make their save are not affected by the attraction affect for 24 hours. However, they may still enter. Once entering they are affected by the Wild time trait, though may still leave.
Once a mortal begins dancing with a Faerie Courtier he must continue dancing for 10 minutes, even if he wishes to end it. For each minute a faerie courtier and a mortal dance they make opposing Perform (dance) rolls. For each time the mortal loses the roll he becomes further trapped, and for each time he wins he becomes closer to freedom. A mortal begins dancing with a trapped rating of 5. The final score after the ten minutes of dancing determines his status.
1 - The Faerier Courtier is bound to you and must perform a single task to which you command her to the best of her ability. This command must be feasibly possible. An impossible command frees her from you. Once she has performed this task she may leave.
2 - You are entitled to a favor from the Faerie Courtier. This includes freeing others from the circle or her service, making changes to the circle, making a request to a Faerie Lord/Lady, or any number of small entitlements.
3 - You are a favorite of the Faerie Courtier, and are no longer affected by her courtier-granted abilities, including attraction, wild time or potential of entrapment by dancing with her.
4 - You are free to leave the circle and automatically exit the same round that you entered despite the Wild Time.
5 - You are free to leave the circle unhindered.
6 - The Lady can call upon you for a favor. See #2.
7 - You must perform a single task for the Faerie Courtier to the best of your ability. See #1.
8 - You are bound to the Faerie Courtier for 1 year of normal time and have free will devoid of Domination or Charm.
9 - You are forever bound to the Faerie Courtier, and have free will, but are considered Charmed towards her.
10 - You are forever bound to the Faerie Courtier and act as if permanently Dominated.
A Faerie Courtier may speak mind to mind with their bound mortal regardless of planar boundaries, and may use their Master of Mortals ability through this link. They need not share the same language.
If the Faerie Courtier is killed the mortal bound to her must succeed on a Will save (DC = 10 + half courtiers HD + Cha modifier) or die as their heart breaks. If they succeed on their save they instead collapse and awake in the circle from which they were taken.
Master of Mortals (Su): A Faerie Courtier may rebuke, command, or bolster animals and humanoids as an evil cleric rebukes undead. She may also attempt to master a magical beast, though uses up 3 uses of this ability. They may use these abilities a total number of times per day equal to 3 + their Charisma modifier.
Summoned to Court (Su): Once per day a Faerie Courtier can return to the court in the Plane of Faerie (seelie or unseelie, whichever they hold allegiance), or to the last circle in which she danced. This acts as Word of Recall except the courtier can obviously move between planes. A mortal bound to the courtier is automatically considered willing. If a mortal that is bound to her leaves without her permission she can use her daily summoned to court use to instead bring the mortal to an adjacent square to her, to the circle he was caught in, or to the location within the court where she herself would normally appear. The mortal is allowed no save.
Abilities: Increase from the base creature as follows: +2 Dex, +4 Cha
Skills: A Faerie Courtier gains Knowledge (nobility and royalty) as a trained skill with a +4 bonus. If of the Seelie Court they also gain a +4 bonus to Diplomacy. If of the Unseelie Court they gain a +4 bonus to Bluff. Both are considered trained skills.
Skill Trick: A Faerie Courtier gains the use of the Social Recovery skill trick even if they don't meet the prerequisites.
Treasure: As base creature plus double gems.
Challenge Rating: Up to 5 HD +1, same as base creature +1. 6-10 HD same as base creature +2, 11-15 HD same as base creature +3, 16-20 HD same as base creature +4
Level Adjustment: Same as base creature +3