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only1doug
2011-04-18, 04:25 PM
I'm homebrewing a base class modification for one of my PC's, currently a Pixie Rogue 1 (ECL5)

The player wants to utility support capable of filling in many gaps, he likes the Dragon Shaman class mechanics but not the fluff (or the breath weapon)


This is the Latest Version.

Previous Versions can be found Here (http://www.giantitp.com/forums/showpost.php?p=10838805) (or scroll down to post 10)

Making A Fey Champion
As a Fey Champion, you primarily act as a melee combatant, but your class features also allow you to grant benefits to those fighting around you.
In a standard group of adventurers, you can stand in for the fighter or the cleric.
Your combat prowess isn’t quite as great as a fighter’s, but you can employ special attacks and special defenses a fighter can’t access.
Although you lack many of the cleric’s specialized spells, you do possess the ability to heal and remove negative conditions.
As a Fey Champion, you can grow thicker skin, Produce Magical Effects, and soar on Faerie wings—and that barely scratches the surface of the powers at your command.
Abilities: As with any melee-oriented class, Strength is a key ability for Fey Champions.
Constitution provides you with increased hit points as usual.
If you want to make good use of the Fey Champion’s magical effects and ability to heal and remove negative conditions, you’ll need a high Charisma.
Races: Although Elves make up the majority of Fey Champion, any community of people with a close connection to the wild can produce Fey Champions.
Typically, Fey Champions come from savage societies that live in forests or wilds, but even highly civilized populations can produce Fey Champions.
In any race or society, Fey Champions tend to dedicate themselves to the wilds native to the area.

Alignment: Attaining the abilities of a true Fey requires a deep commitment to the chosen Path.
An aspiring Fey Champion must Live the Ideals of his Path; adopting these for himself opens the door to the Fey power.
Thus, Fey Champions align their morals to suit the outlook required for the Path to which they dedicate themselves.
Most Paths have a particular alignment with which it cannot be associated.
A Fey Champion who turns toward the barred alignment of his chosen Path loses many of his powers unless he can successfully adopt another Path (see Ex-Fey Champion, below).

Hit Dice: D8
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: As druid (PH 109).
CLASS SKILLS
(2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft,
Knowledge (nature), Listen, Tumble, Spot, Survival, Swim (plus others depending on the chosen Path).
CLASS FEATURES
As a Fey Champion, you function most effectively on the front lines of any combat.
Your class abilities allow you to boost your combat effectiveness and that of your party, and the touch of vitality ability provides you with the power to heal others and remove negative conditions that affect them, giving you more reason to take the fight to your foes and stay close to those melee-oriented allies most likely to need your aid.
Weapon and Armor Proficiency: Fey Champions are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).
Bonus Languages: A Fey Champion’s bonus language options include Sylvan.


{table]Level |
BAB |
Fort |
Ref |
Will |Special |
Aura's Known

1 |
+0 |
+2 |
+0 |
+2 |Fey Aura +1, Fey Path |
3

2 |
+1 |
+3 |
+0 |
+3 |Skill Choice |
3

3 |
+2 |
+3 |
+1 |
+3 |Fey Power I |
4

4 |
+3 |
+4 |
+1 |
+4 |Bonus Power |
4

5 |
+3 |
+4 |
+1 |
+4 |Fey Immunity I, Fey Aura +2 |
5

6 |
+4 |
+5 |
+2 |
+5 |Bonus Power, Touch of Vitality (Heal Wounds) |
5

7 |
+5 |
+5 |
+2 |
+5 |Fey Power II, commune with Fey Spirit |
6

8 |
+6/+1 |
+6 |
+2 |
+6 |Bonus Power, Skill Choice |
6

9 |
+6/+1 |
+6 |
+3 |
+6 |Fey Wings |
7

10 |
+7/+2 |
+7 |
+3 |
+7 |Bonus Power, Fey Aura +3 |
7

11 |
+8/+3 |
+7 |
+3 |
+7 |Touch of Vitality (remove Conditions) |
7

12 |
+9/+4 |
+8 |
+4 |
+8 |Fey Power III |
7

13 |
+9/+4 |
+9 |
+4 |
+9 |Bonus Power |
7

14 |
+10/+5 |
+9 |
+4 |
+9 |Fey Immunity II |
7

15 |
+11/+6/+1 |
+9 |
+5 |
+9 |Fey Aura +4 |
7

16 |
+12/+7/+2 |
+10 |
+5 |
+10 | Bonus Power, Skill Choice |
7

17 |
+12/+7/+2 |
+10 |
+5 |
+10 |Fey Power IV |
7

18 |
+13/+8/+3 |
+11 |
+6 |
+11 |Bonus Power |
7

19 |
+14/+9/+4 |
+11 |
+6 |
+11 |Double Fey aura |
7

20 |
+15/+10/+5 |
+12 |
+6 |
+12 |Bonus Power, Fey Aura +5 |
7[/table]

Fey Auras: As Dragon Shaman auras.
Charm: Increases your Allies Cha bonus for the purpose of social skill checks.
Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
Grace: Increases your allies effective dex bonus for the purpose of AC and Reflex saves.
Litheness: Increases your allies effective dex bonus for the purpose of Escape Artist, Tumble & Sleight of Hand checks.
Pizazz: Increases your Allies Casting stat bonus for the DC of saves against their spells.
Power: as Dragon Shaman aura, dragon magic Pg 86
Resolve: as Dragon Shaman aura, dragon magic Pg 86
Senses: as Dragon Shaman aura, dragon magic Pg 86
Stealth: Bonus to hide and move silently checks.
Swiftness: as Dragon Shaman aura, dragon magic Pg 86
Vigor: as Dragon Shaman Aura, PHBII Pg 13


Fey Path: You must choose a Fey Path from among the Paths detailed below (or others developed later).
You gain additional class skills, abilities and When selecting your Fey Power or Bonus Powers you may choose from either your selected path or the general list (You cannot choose from powers listed under another path).
Your attunement to the Fey allows you to take any feat that has Fey Heritage as a prerequisite without needing to take the Fey Heritage feat.

Seelie Champion


Alignment Restriction: non evil only
Bonus Class Skills: Diplomacy, Disguise, Gather Information

Fey Power I :
All-Seeing Eyes: (As comprehend languages on written material, bonus on Search and Spot checks.)
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
Fey Power II :
Frightful Presence: Make nearby creatures shaken.
Relentless Dispelling: As targeted dispel magic, with additional targeted dispel magic the next turn.
Fey Power III :
Painful Slumber of Ages: Creature falls asleep, takes damage when awakened.
Chilling Grasp: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area. (see Chilling Tentacles)
Fey Power IV :
Instill Vulnerability: Make target creature vulnerable to chosen energy type.



Unseelie Champion


Alignment Restriction: non good only
Bonus Class Skills: Disguise, Intimidate, Search

Fey Power I :
Baleful Utterance: (Speak word of the Dark Speech and shatter objects as the shatter spell.)
Darkness: (Create darkness as the spell.)
Fey Power II :
Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
Voracious Dispelling: Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled.
Fey Power III :
Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
Aura of Flame: Aura deals fire damage to creatures that strike you.
Fey Power IV :
Swarm Shadow: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype. (see Dark Discorporation)



Natures Champion

Alignment Restriction: none

Bonus Class Skills: Handle Animal, Heal, Ride

Fey Power I :
Call of the Beast: (Speak with animals and influence their behavior.)
Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.
Fey Power II :
Hungry Darkness: Create shadows filled with a swarm of bats.
Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Fey Power III :
Caustic Mire: Acidic sludge slows progress, deals damage.
Natures Bounty: Gain temporary hit points equal to your level. (see Draconic Toughness)
Fey Power IV :
Steal Summoning: Take control of another caster's summoned monster.





Mischief's Champion

Alignment Restriction: Chaotic only
Bonus Class Skills: Bluff, Escape artist, Sleight of Hand

Fey Power I :
Beguiling Influence: (Gain bonus on Bluff, Diplomacy, and Intimidate checks.)
Dark One’s Own Luck: (Gain a luck bonus on one type of saves.)
Fey Power II :
Enthralling Voice: Make nearby creatures fascinated.
Changling: Touch attack imposes 1d6 Cha penalty and transforms you to look like target. (see Mask of Flesh)
Fey Power III :
Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Dream World: Create illusory terrain that damages foes and allows you to hide. (see Nightmares Made Real)
Fey Power IV :
Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.


General List

Fey Power I :
Breath of Mist: Create a fog cloud as the spell.
Magic Insight: (Detect magical auras; identify magic items.)
See the Unseen: Gain darkvision; gain see invisibility as the spell. or
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Nixie Knacks: Gain swim speed and ability to breathe water.

Fey Power II :
Charm: Cause a single creature to regard you as a friend.
Cold Comfort: You and nearby allies protected by endure elements.
Energy Resistance: Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
Humanoid Shape: Take the form of any humanoid creature.
Stony Grasp: Use stony grasp as the spell.
Voidsense: Gain blindsense out to 30 feet.
Walk Unseen: Use invisibility (self only) as the spell.
Witchwood Step: Walk on water and move through some obstacles unimpeded.

Fey Power III :
Chilling Fog: Create solid fog that deals cold damage.
Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Hellspawned Grace: Transform into a hellcat for 1 round/2 Fey Champion levels.
Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
Fey Message: Use sending as the spell, but risk damage from recipient. (see Warlock’s Call)
Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.

Fey Power IV :
Caster's Lament: Your touch can break enchantment, and you can counterspell.
Future Echo: Use foresight as the spell, and communicate telepathically with a close target of the effect. (see Dark Foresight)
Energy Immunity: Gain immunity to acid, cold, electricity, fire, or sonic damage.
Path of Shadow: Use shadow walk as the spell and speed up natural healing.
Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.


Skill Choice: At 2nd level, you have a choice of specialisng within your path or broadening your interests. You may either add a new skill to your class list from one of the other fey paths or any of your previous classes or you may gain Skill Focus as a bonus feat. (You must apply the feat to one of the class skills granted by your chosen Fey Path including a previously added skills).
For example, a Mischief's Champion can expand his class skills to include animal handling (from the Natures champion Path) or he could select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Disguise)
At 8th level, and again at 16th level, you can add new class skills from previous classes or other Fey Paths or gain Skill Focus in another of the class skills granted by your chosen Fey Path.
If you already have Skill Focus in all three of the skills associated with your Fey Path, you gain Skill Focus in any other Fey Champion class skill.

Fey Power:
At 3rd level you start Unlocking the secrets of the Fey. Anytime you gain a Fey Power Level or a bonus power you may choose a new power of any level up to the maximum level previously unlocked. The most recently unlocked level of Fey Power is usable 2 / day at first then 2 additional times / day when a bonus power of that level becomes available and finally unlimited times / day when the 2nd bonus power of that level is offered.

Existing Spell like abilities from any Fey source will also gain 2 more uses / day whenever bonus powers are unlocked but never become useable at will.

e.g.
gaining fey power III grants 2/day to the 3rd level power, all lower level powers will already be at will.

A Fey Champion does not prepare or cast spells as wielders of arcane magic do.
Instead, he possesses a repertoire of attacks, defenses, and abilities known as Powers that enable him to focus the wild energy that suffuses nature.
A Fey Champion can use any Power he knows at will, with the following qualifications: A Fey Champion's powers are spelllike abilities; using a Power is therefore a standard action that provokes attacks of opportunity.
A Power can be disrupted, just as a spell can be ruined during casting.
A Fey Champion is entitled to a Concentration check to successfully use a Power if he is hit by an attack while using a Power, just as a spellcaster would be.
A Fey Champion can choose to use a Power defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity.
A Fey Champion’s Powers are subject to spell resistance unless an Power’s description specifically states otherwise.
A Fey Champion’s caster level with his Powers is equal to his Fey Champion level.
The save DC for a Power (if it allows a save) is 10 + equivalent spell level + the Fey Champions’s Charisma modifier.
Since spell-like abilities are not actually spells, a Fey Champion cannot benefit from the Spell Focus feat.
He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

A Fey Champion First gains knowledge of one Fey Power at Level 3, which must be of the lowest grade (Fey Power I). A Fey Champion can only select powers from the power list of his path or the general power list.


Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron. This overlaps with any existing DR you may have unless you already have DR / Cold Iron in which case you may keep this DR or exchange it for a +2 bonus to your existing DR.
At 14th Level this increases to Immunity to Enchantment spells and effects and to DR10 / Cold Iron. If you have an existing DR / Cold Iron you may keep this bonus or exchange it for a further +2 (total of +4).

Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. (see dragon shaman class feature PHBII).

Bonus Power: At 4th level and again at 6th, 8th, 10th, 13th, 16th, 18th and 20th you can gain an additional power of any level already known, these will share the uses / day with the existing known power of that level. Gaining a bonus power also grants 2 additional uses / day of your existing powers.

Fey Wings (Ex): At 9th level, you grow a pair of wings that resemble those of a Pixie.
They allow flight at a speed of 60 feet (good maneuverability).
You can only fly while carrying a light load and no heavier than medium armour.
If you already have wings, you can choose whether these Fey wings replace your own.

Commune with Fey Spirit (Sp): At 7th level, you gain the ability to contact Fey Spirits directly to ask questions of them.
This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels.
After using this ability, you cannot use it again for seven days.

Double Fey Aura: at 19th Level you gain the ability to Project two Fey Aura's simultaneously.




Done now, Suggestions very welcome.

Hyudra
2011-04-18, 05:48 PM
A combination of invocations and auras would be neat and very unique.

Not sure I like the Sidhe vs. Bane-Sidhe divide. I'm personally fond of the Seelie vs. Unseelie, but others dislike how narrow/regional that particular distinction is.

Are you aiming to very closely match the Dragon Shaman role? Party support, aiming to give your party the edge, with melee combatant as a secondary role? Or do you want to fall back into more of a 'knight with auras and some invocations' role? I'm kind of partial to the latter, just making it even more distinct playstyle-wise.

I'd suggest coming up with your own auras, moving away from the elemental and towards the subtle or virtuous. You don't want to be too close to the Dragon Shaman, after all.

All in all, you should move forward with this. It's a great core concept that deserves to be fleshed out.

only1doug
2011-04-19, 12:57 AM
A combination of invocations and auras would be neat and very unique.

Not sure I like the Sidhe vs. Bane-Sidhe divide. I'm personally fond of the Seelie vs. Unseelie, but others dislike how narrow/regional that particular distinction is.

Seelie / Unseelie is exactly what I was thinking of, mental block made me put in sidhe / bane-sidhe instead.
For those that find that too narrow we can flesh out some other options, after all the dragon shaman has 12 choices so the Fey champion should not be limited to 2.


Are you aiming to very closely match the Dragon Shaman role? Party support, aiming to give your party the edge, with melee combatant as a secondary role? Or do you want to fall back into more of a 'knight with auras and some invocations' role? I'm kind of partial to the latter, just making it even more distinct playstyle-wise.

Party support is the players stated Preference.


I'd suggest coming up with your own auras, moving away from the elemental and towards the subtle or virtuous. You don't want to be too close to the Dragon Shaman, after all.

good plan


All in all, you should move forward with this. It's a great core concept that deserves to be fleshed out.

Thanks, I've got awhile before the player will need this as the party only just hit L5 (I used a savage species inspired progression to allow the pixie to be playable from L1 (Inspired because the Savage Species version doesn't end up with the same abilities as the SRD PC race)).

only1doug
2011-04-19, 07:35 AM
Feedback from the player, for reference


Havent had a chance to read the book from last night yet, that'll probably be this sunday over a cup of tea and a slice of cake :) Basically I was looking at adding just a little more utility to Fizz in future levels. What with his movement of 60feet and his invisibility it makes him handy for things that arent necessarily directly combat oriented. Like popping across a battlefield to stabilise a fallen friend. However I want to be careful not to step on anyone elses toes so dont want to be a big healer as thats Traveller or a big magic user as thats Marquin. I like the idea of not really being a major combat character but more being the party swiss-army knife. Sneaking the party in places, distracting enemies so others can hit them that sort of thing.




Those are some extremely interesting thoughts. I guess when reading stuff in the books its too tempting to think its law and cant be changed but as its our game I guess we can change things to be however we want them to be in Dougland :) I did read a chunk more of that book at the weekend, had a look at the new classes but didnt get to the variants of other classes.

My thoughts so far had been:

Beguiler: I could see how this would work with Fizz as he is a mischevious little pixie who is always lying and tricking. The powers of the beguiler werent too overpowering and it was a nice little group of utility spells along the lines of those gained by pixies naturally so it fitted in my mind with pixies. There wasnt much explosive magic so it wouldnt steal the thunder from marquin and no healing magic (shame) so wouldnt steal thunder from traveller. Tempting to combine with rogue.

Duskblade: The name conjured up all kinds of sneaky stealthy types but upon reading it it seemed much more of a cross between fighter and wizard and thats not really the angle I'm going for with Fizz. Decided this wasnt for me at all.

Dragon Shaman: Some of the abilities seemed really nice and handy and I could even see them making sense with a pixie like the pixie having a magical aura. The dragon scale natural armour could almost work too as pixies have a natural armour bonus. However I read all the text about dragon shamans and there was quite a lot of stuff about worshipping dragons and lusting for power and dominating others etc which really turned me off. I was also concerned that having a healing aura would step on travellers toes quite a lot but having re-read I understand the aura only heals people up to half hit points. This would mean traveller still remained really useful and we could make his spells last longer meaning we could go longer before resting (usually every 2 fights).

Warlock: Your suggestion of a Fey pact warlock was also rather interesting. I cant remember the classes details off hand but my thoughts after reading it were roughly that it seemed a bit too combat oriented for my tastes. Being reasonable in melee and having repeatable magic blasts every round. This combined with no healing potential put me off a little. I would be concerned that being able to blast every round would step on marquins toes a bit. Also I am quite happy being a utility class who is kind of crappy in direct combat. [see sleeping arrows and clerics :)

Now that you mention the other base classes something like being part druid might also work, some access to magic, attunement with nature and the exciting prospect of shapechanging(and the far off future) :) Big fan of the shapechanging but maybe not quite right for a pixie.

I'm quite taken by your idea of the "Fey Champion" and using the mechanics of the dragon shaman as a template but altering the flavour text. I could actually see most of the mechanics working although maybe a few thoughts like I dont think a fey champion would have dragon breath :) Dont know what we'd replace it with. Maybe I'll alternate levels of Fey Champion and rogue. Any thoughts on how the Fey Champion as a class would pan out?





Basically I love playing Fizz as a utility character who is a little ineffectual in combat. I'm sure a naturally invisible sneak attacker could be real nasty but I am choosing not to develop and play him like this and instead go for the slightly chaotic mischevious character that the party put up with because every so often he has his little uses. For example I'm trying not to take any sort of combat feat and instead little utility feats.



Well having read the posting I have to say I immediately really like its starting shape. Fits in far more with my vision of Fizz than the dragon shaman. It all looks very exciting. I remember reading little bits about the Seelie/Unseelie in the past. One was a bit malicious and one more benign but both mischevious in their own ways which I liked. Auras geared more to a fey is a nice idea, not sure what that would be yet but hopefully the healing would still be in there. I'll have a think. Not really sure about the other paths either. Maybe paths that have something to do with mother nature or the god of mischied and trickery (if there is one).

Re'ozul
2011-04-19, 08:35 PM
I like the idea and execution so far.

I think getting to choose from a t least 2 possibilities at each fey-power step might be best.

The incremental SLA is a great idea.

Though the 19th level wings are way too late. By that time getting them is merely ornamental unless you either have really non-optimized characters or some sort of prohibition on it.

Considering your commune-ability is low powered compared to actualy spell (as far as i see) you could push it to level 7 in order to give the character something even the tier 1 cleric can't do for two levels but that doesn't scale as well as and is very limited on how often it can be used.

that would free up the 14th level slot for the DR10/ci and immunity to enchantment. (since i would consider level 9 to a bit early for that) and therefore:

open up the 9th level slot for the wings. (As at that point unlimited flight is still very much a great-new thing)

I personally wouldn't put anything big at 19th level, though i guess you don't want dead levels.

Maybe push the powers into 1 level earlier each (basically making it a progression one step worse than sorcerer) and having both skill focus (weak so all by itself) and adaptation at 2nd level. That would give 9th level power at 19 which is a very good argument for still taking the level.

only1doug
2011-04-20, 12:56 AM
I like the idea and execution so far.

I think getting to choose from a t least 2 possibilities at each fey-power step might be best.
Yes, I was planning on working towards that, possibly a 3rd choice from a generic list as well




The incremental SLA is a great idea.
thanks, though I'm still concerned that confusion at will might be to much, may need some tweaking.



Though the 19th level wings are way too late. By that time getting them is merely ornamental unless you either have really non-optimized characters or some sort of prohibition on it.
true, the player that has inspired me to do this conversion has no need of them for his PC, so he wouldn't mind but I'm trying to make the class balanced for everyone.



Considering your commune-ability is low powered compared to actualy spell (as far as i see) you could push it to level 7 in order to give the character something even the tier 1 cleric can't do for two levels but that doesn't scale as well as and is very limited on how often it can be used.

that would free up the 14th level slot for the DR10/ci and immunity to enchantment. (since i would consider level 9 to a bit early for that) and therefore:

open up the 9th level slot for the wings. (As at that point unlimited flight is still very much a great-new thing)

I personally wouldn't put anything big at 19th level, though i guess you don't want dead levels.

Maybe push the powers into 1 level earlier each (basically making it a progression one step worse than sorcerer) and having both skill focus (weak so all by itself) and adaptation at 2nd level. That would give 9th level power at 19 which is a very good argument for still taking the level.

Hmm, Lots of tweaking there... I'll have a think through.


Edit: I've moved a few things around, I also want to decide on 2 powers per level for each of the paths and possibly 2 / level generic powers as well (to give more options.

Additionally I need to consider whether some powers should never gain at will status (Confusion) as they may well be gamebreaking.

only1doug
2011-04-20, 07:40 AM
More thoughts from the player.



putting your thoughts up on that forum were a good idea. Its quite exciting watching it slowly take form. Had a fresh read this morning and still very much like where it is going. I see what you meant about some abilities not being of use to Fizz but that is a possibility for any player with their class choices. So far looking good, keep it up :)

Some thoughts for you:

In the "Making A Fey Champion" section "...you can grow tough scales..." not sure how to alter it but not sure scales would be right for Fey related characters. Just flavouring really. Maybe call it something like the natural protection of your Fey aura or something? not sure about that I'll have a think.

"You also gain DR5 / Cold Iron." Everything else I have read says that multiple instances of the same DR always stack. Will this be the case here with characters that already have DR? There are quite a lot of races with DR.

To some extent it appears that the class gives any character all of a pixies abilities, I'm not sure you want to go quite that far. My initial feeling is that any pixie abilities it mimicks should give a subset or reduced set of a pixies abilities. The easy example is a dragon shaman gets some abilities like a dragon but nowhere near the same. Up to DM of course but you could limit it by things like a flight capability not quite the same speed or agility and perhaps DR but not at quite the same level as a true pixie. I can picture in my head someone like the pixie queen imbuing a champion with some of their races abilities but keeping some for themselves so that their own race still had advantages. Otherwise you could create a dwarf and a pixie both choosing the fey champion. Given that some abilities would be redundant for a pixie, both would end up with all the same abiltities but the pixie would have 5 levels of LA on top. Its worth limiting any pixie-like abilities to not quite the same level so that a pixie can maintain some uniqueness for its 5 LA. Now I seem to have a picture of a big hairy dwarf fluttering around on delicate wings, what a disturbing thought :)

I like the idea of a little bit of choice regarding the fey powers allowing each character to be unique.

"concerned that confusion at will might be to much". If you changed the ability for the Fey Champion to "lesser confusion at will" it might help make it more balanced? Main difference is lesser confusion lasts only 1 round. This means the character *could* keep someone confused every round potentially taking them out of the fight *but* the Fey Champion would have to recast every round effectively taking the Fey Champion out of the fight too, a kind of stalemate. This would also mean they could only confuse 1 target at a time. Not sure if thats the kind of level you are after? Otherwise, yes I think you may be right. I may have misunderstood how durations work but an example, 5th level Fey Chamion could confuse someone for 5 rounds (confusion lasts 1 round/level). If he cast on a new target every round he could permanently confuse 5 targets. A 5 enemy stun lock might be too powerful? Or by the time the character gets to the level to do this perhaps that is the right amount of power?

I got a bit lost with that list of optimisations from that other poster so I'll just wait and see what you do with them.

so far liking what I see :)

Re'ozul
2011-04-20, 12:44 PM
First of all, afaik DR never stacks it merely overlaps.
Granted, personally I'd like to see stacking of similar DR, but its just very abusable.

I don't think giving the player a lot of the fey abilities is an issue.
Players get them over 20 levels while many fey with the same are far lower on the HD/CR chain. Its a matter of becoming something else over time.
Also, there is the half-fey template and one of its examples is a falf-fey centaur... so weird imagery is not really a problem in d&d.

Confusion at-will is strong, but in my eyes not overly so unless you are playing a solo/caster-heavy game.
Its a 15ft burst in medium range, so its very useful before the actual fight.
Once your own beatsticks are in melee you'd most likely target them as well. Something that can be hilarious as well as dangerous.
Furthermore, its susceptible to SR and will-negates, compulsion, mind-affecting, enchantment. So you have 3 things that some enemies are simply immune to and two others they can still use to get out of it.

Zaydos
2011-04-20, 12:59 PM
DR rarely stacks but there is precedent in the Fey Skin feat. Generally it was a move later on and not in early 3.5.

Confusion at-will is really a matter of what level you get it at. 5th level? Too strong. 11th level? Not really (a wizard can cast it 5-ish times per day with just 4th level slots and have a duration long enough to cover the entire battle). 14th level? Not at all.

only1doug
2011-04-22, 04:11 PM
Previous Version


Making A Fey Champion
As a Fey Champion, you primarily act as a melee combatant, but your class features also allow you to grant benefits to those fighting around you.
In a standard group of adventurers, you can stand in for the fighter or the cleric.
Your combat prowess isn’t quite as great as a fighter’s, but you can employ special attacks and special defenses a fighter can’t access.
Although you lack many of the cleric’s specialized spells, you do possess the ability to heal and remove negative conditions.
As a Fey Champion, you can grow thicker skin, Produce Magical Effects, and soar on Faerie wings—and that barely scratches the surface of the powers at your command.
Abilities: As with any melee-oriented class, Strength is a key ability for Fey Champions.
Constitution provides you with increased hit points as usual.
If you want to make good use of the Fey Champion’s magical effects and ability to heal and remove negative conditions, you’ll need a high Charisma.
Races: Although Elves make up the majority of Fey Champion, any community of people with a close connection to the wild can produce Fey Champions.
Typically, Fey Champions come from savage societies that live in forests or wilds, but even highly civilized populations can produce Fey Champions.
In any race or society, Fey Champions tend to dedicate themselves to the wilds native to the area.

Alignment: Attaining the abilities of a true Fey requires a deep commitment to the chosen Path.
An aspiring Fey Champion must Live the Ideals of his Path; adopting these for himself opens the door to the Fey power.
Thus, Fey Champions align their morals to suit the outlook required for the Path to which they dedicate themselves.
Most Paths have a particular alignment with which it cannot be associated.
A Fey Champion who turns toward the barred alignment of his chosen Path loses many of his powers unless he can successfully adopt another Path (see Ex-Fey Champion, below).

Hit Dice: D8
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: As druid (PH 109).
CLASS SKILLS
(2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft,
Knowledge (nature), Spot, Survival, Swim (plus others depending on the chosen Path).
CLASS FEATURES
As a Fey Champion, you function most effectively on the front lines of any combat.
Your class abilities allow you to boost your combat effectiveness and that of your party, and the touch of vitality ability provides you with the power to heal others and remove negative conditions that affect them, giving you more reason to take the fight to your foes and stay close to those melee-oriented allies most likely to need your aid.
Weapon and Armor Proficiency: Fey Champions are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).
Bonus Languages: A Fey Champion’s bonus language options include Sylvan.


Comparing with the Warlock the Powers are looking too strong, I think I'm going to weaken them a bit

Original Version

{table]Level |
BAB |
Fort |
Ref |
Will |Special |
Aura's Known

1 |
+0 |
+2 |
+0 |
+2 |Fey Aura +1, Fey Path |
3

2 |
+1 |
+3 |
+0 |
+3 |Skill Choice |
3

3 |
+2 |
+3 |
+1 |
+3 |Fey Adaption |
4

4 |
+3 |
+4 |
+1 |
+4 |Fey Power I, Fey Immunity I |
4

5 |
+3 |
+4 |
+1 |
+4 |Fey Aura +2, |
5

6 |
+4 |
+5 |
+2 |
+5 |Fey Power II, Touch of Vitality (Heal Wounds) |
5

7 |
+5 |
+5 |
+2 |
+5 |Natural Armour +1, commune with Fey Spirit |
6

8 |
+6/+1 |
+6 |
+2 |
+6 |Fey Power III, Skill Choice |
6

9 |
+6/+1 |
+6 |
+3 |
+6 |Fey Wings, Bonus Power |
7

10 |
+7/+2 |
+7 |
+3 |
+7 |Fey Power IV, Fey Aura +3 |
7

11 |
+8/+3 |
+7 |
+3 |
+7 |Touch of Vitality (remove Conditions) |
7

12 |
+9/+4 |
+8 |
+4 |
+8 |Fey Power V, Natural Armour +2 |
7

13 |
+9/+4 |
+9 |
+4 |
+9 |Fey Adaption (share with allies), Bonus Power |
7

14 |
+10/+5 |
+9 |
+4 |
+9 |Fey Power VI, Fey Immunity II |
7

15 |
+11/+6/+1 |
+9 |
+5 |
+9 |Fey Aura +4 |
7

16 |
+12/+7/+2 |
+10 |
+5 |
+10 |Fey Power VII, Skill Choice |
7

17 |
+12/+7/+2 |
+10 |
+5 |
+10 |Natural Armour +3 |
7

18 |
+13/+8/+3 |
+11 |
+6 |
+11 |Fey Power VIII |
7

19 |
+14/+9/+4 |
+11 |
+6 |
+11 |Bonus Power, Double Fey aura |
7

20 |
+15/+10/+5 |
+12 |
+6 |
+12 |Fey Power IX, Fey Aura +5 |
7[/table]

Fey Aura's: As Dragon Shaman auras.

Fey Path: You must choose a Fey Path from among the Paths detailed below (or others developed later).
You gain additional class skills, abilities and a particular selection of Fey Powers based on the Path you select.

Seelie Champion

Alignment Restriction: non evil only
Fey Adaption:
Skill Focus 1 :
Skill Focus 2 :
Skill Focus 3 :
Fey Power I :
Fey Power II :
Fey Power III :
Fey Power IV :
Fey Power V :
Fey Power VI :
Fey Power VII :
Fey Power VIII :
Fey Power IX :

details to be worked on


Unseelie Champion

Alignment Restriction: non good only
Fey Adaption:
Skill Focus 1 :
Skill Focus 2 :
Skill Focus 3 :
Fey Power I :
Fey Power II :
Fey Power III :
Fey Power IV :
Fey Power V :
Fey Power VI :
Fey Power VII :
Fey Power VIII :
Fey Power IX :

details to be worked on


Natures Champion

Alignment Restriction: none
Stealing animal & Plant domains from cleric list
Fey Adaption:
Skill Focus 1 : Handle Animal
Skill Focus 2 : Knowledge Nature
Skill Focus 3 :
Fey Power I : choose 1 of: Calm Animals or Entangle
Fey Power II : choose 1 of: Hold Animal or Barkskin
Fey Power III : choose 1 of: Dominate Animal or Plantgrowth
Fey Power IV : choose 1 of: Summon Nature’s Ally IV* or Command Plants
Fey Power V : choose 1 of: Commune with Nature or Wall of Thorns
Fey Power VI : Antilife Shell or Repel Wood as a SLA 1 / day?
Fey Power VII : choose 1 of: Animal Shapes or Animate Plants
Fey Power VIII : choose 1 of: Summon Nature’s Ally VIII* or Control Plants
Fey Power IX : choose 1 of: Shapechange or Shambler
*Can only summon animals.

details to be worked on


Mischief's Champion
Alignment Restriction: Chaotic only
Stealing trickery domain from cleric list
Fey Adaption:
Skill Focus 1 : Bluff
Skill Focus 2 : Disguise
Skill Focus 3 : Hide
Fey Power I : Disguise Self
Fey Power II : Invisibility
Fey Power III : Nondetection
Fey Power IV : Greater Invisibility or Confusion
Fey Power V : False Vision
Fey Power VI : Mislead
Fey Power VII : Screen
Fey Power VIII : Polymorph Any Object
Fey Power IX : Shades

details to be worked on


Other Paths?

Skill Choice: At 2nd level, you have a choice of specialisng within your path or broadening your interests. You may either add a new skill to your class list from one of the other fey paths or any of your previous classes or you may gain Skill Focus as a bonus feat. (You must apply the feat to one of the class skills granted by your chosen Fey Path including a previously added skills).
For example, a Mischief's Champion can expand his class skills to include animal handling (from the Natures champion Path) or he could select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Disguise)
At 8th level, and again at 16th level, you can add new class skills from previous classes or other Fey Paths or gain Skill Focus in another of the class skills granted by your chosen Fey Path.
If you already have Skill Focus in all three of the skills associated with your Fey Path, you gain Skill Focus in any other Fey Champion class skill.

Fey Adaptation (Ex or Sp): At 3rd level, you take on an aspect of your Fey as determined by your chosen Fey Path.

Fey Power: At 4th level you start Unlocking the secrets of the Fey Path you have chosen
SLA usable a 1 / day, when the next power is unlocked the previous one is usable 2 / day, then 3 /day then at will.

e.g.
gaining fey power VI grants 1/day to the 6th level power, 2/day to the 5th, 3/day to the 4th, at will to the 3rd, 2nd and 1st.

A Fey Champion does not prepare or cast spells as wielders of arcane magic do.
Instead, he possesses a repertoire of attacks, defenses, and abilities known as Powers that enable him to focus the wild energy that suffuses nature.
A Fey Champion can use any Power he knows at will, with the following qualifications: A Fey Champion's powers are spelllike abilities; using a Power is therefore a standard action that provokes attacks of opportunity.
A Power can be disrupted, just as a spell can be ruined during casting.
A Fey Champion is entitled to a Concentration check to successfully use a Power if he is hit by an attack while using a Power, just as a spellcaster would be.
A Fey Champion can choose to use a Power defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity.
A Fey Champion’s invocations are subject to spell resistance unless an Power’s description specifically states otherwise.
A Fey Champion’s caster level with his Powers is equal to his Fey Champion level.
The save DC for a Power (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier.
Since spell-like abilities are not actually spells, a Fey Champion cannot benefit from the Spell Focus feat.
He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

A Fey Champion begins with knowledge of one invocation, which must be of the lowest grade (least).


or warlock power... details to be worked on... possibly Determined by Fey Path


Fey Immunities (Ex): At 4th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron.
At 14th Level this increases to Immunity to Enchantment spells and effects and to DR10 / Cold Iron.

Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. (see dragon shaman class feature PHBII).

Fey Wings (Ex): At 9th level, you grow a pair of wings that resemble those of a Pixie.
They allow flight at a speed of 60 feet (good maneuverability).
You can only fly while carrying a light load and no heavier than medium armour.
If you already have wings, you can choose whether these Fey wings replace your own.

Bonus Power: At 9th level and again at 13th and 19th you can gain an additional power of any level already known, these will share the uses / day with the existing known power of that level.

Commune with Fey Spirit (Sp): At 14th level, you gain the ability to contact Fey Spirits directly to ask questions of them.
This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels.
After using this ability, you cannot use it again for seven days.

Double Fey Aura: at 19th Level you gain the ability to Project to Fey Aura's simultaneously.


Reduced Powers Version

{table]Level |
BAB |
Fort |
Ref |
Will |Special |
Aura's Known

1 |
+0 |
+2 |
+0 |
+2 |Fey Aura +1, Fey Path |
3

2 |
+1 |
+3 |
+0 |
+3 |Skill Choice |
3

3 |
+2 |
+3 |
+1 |
+3 |Fey Adaption |
4

4 |
+3 |
+4 |
+1 |
+4 |Fey Power I, Fey Immunity I |
4

5 |
+3 |
+4 |
+1 |
+4 |Fey Aura +2, |
5

6 |
+4 |
+5 |
+2 |
+5 |Bonus Power, Touch of Vitality (Heal Wounds) |
5

7 |
+5 |
+5 |
+2 |
+5 |Natural Armour +1, commune with Fey Spirit |
6

8 |
+6/+1 |
+6 |
+2 |
+6 |Fey Power II, Skill Choice |
6

9 |
+6/+1 |
+6 |
+3 |
+6 |Fey Wings, Bonus Power |
7

10 |
+7/+2 |
+7 |
+3 |
+7 |Fey Power III, Fey Aura +3 |
7

11 |
+8/+3 |
+7 |
+3 |
+7 |Touch of Vitality (remove Conditions) |
7

12 |
+9/+4 |
+8 |
+4 |
+8 |Bonus Power, Natural Armour +2 |
7

13 |
+9/+4 |
+9 |
+4 |
+9 |Fey Adaption (share with allies), |
7

14 |
+10/+5 |
+9 |
+4 |
+9 |Fey Power IV, Fey Immunity II |
7

15 |
+11/+6/+1 |
+9 |
+5 |
+9 |Fey Aura +4 |
7

16 |
+12/+7/+2 |
+10 |
+5 |
+10 |Bonus Power , Skill Choice |
7

17 |
+12/+7/+2 |
+10 |
+5 |
+10 |Natural Armour +3 |
7

18 |
+13/+8/+3 |
+11 |
+6 |
+11 |Fey Power V |
7

19 |
+14/+9/+4 |
+11 |
+6 |
+11 |Bonus Power, Double Fey aura |
7

20 |
+15/+10/+5 |
+12 |
+6 |
+12 |Fey Power VI, Fey Aura +5 |
7[/table]

Fey Auras: As Dragon Shaman auras.
Charm: grants a morale bonus to the charisma bonus of allies within 30'
Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
Grace: grants a morale bonus to the dexterity bonus of allies within 30'
Power: as Dragon Shaman aura, dragon magic Pg 86
Resolve: as Dragon Shaman aura, dragon magic Pg 86
Senses: as Dragon Shaman aura, dragon magic Pg 86
Stealth: Bonus to hide and move silently checks.
Swiftness: as Dragon Shaman aura, dragon magic Pg 86
Vigor: as Dragon Shaman Aura, PHBII Pg 13

Fey Path: You must choose a Fey Path from among the Paths detailed below (or others developed later).
You gain additional class skills, abilities and a particular selection of Fey Powers based on the Path you select.

Seelie Champion

Alignment Restriction: non evil only
Fey Adaption:
Skill Focus 1 :
Skill Focus 2 :
Skill Focus 3 :
Fey Power I :
Fey Power II :
Fey Power III :
Fey Power IV :
Fey Power V :
Fey Power VI :


details to be worked on


Unseelie Champion

Alignment Restriction: non good only
Fey Adaption:
Skill Focus 1 :
Skill Focus 2 :
Skill Focus 3 :
Fey Power I :
Fey Power II :
Fey Power III :
Fey Power IV :
Fey Power V :
Fey Power VI :


details to be worked on


Natures Champion

Alignment Restriction: none
Stealing animal & Plant domains from cleric list
Fey Adaption:
Skill Focus 1 : Handle Animal
Skill Focus 2 : Knowledge Nature
Skill Focus 3 :
Fey Power I : choose 1 of: Calm Animals or Entangle
Fey Power II : choose 1 of: Hold Animal or Barkskin
Fey Power III : choose 1 of: Dominate Animal or Plantgrowth
Fey Power IV : choose 1 of: Summon Nature’s Ally IV* or Command Plants
Fey Power V : choose 1 of: Commune with Nature or Wall of Thorns
Fey Power VI : Antilife Shell or Repel Wood as a SLA 1 / day?

*Can only summon animals.

details to be worked on


Mischief's Champion
Alignment Restriction: Chaotic only
Stealing trickery domain from cleric list
Fey Adaption:
Skill Focus 1 : Bluff
Skill Focus 2 : Disguise
Skill Focus 3 : Hide
Fey Power I : Disguise Self
Fey Power II : Invisibility
Fey Power III : Nondetection
Fey Power IV : Greater Invisibility or Confusion
Fey Power V : False Vision
Fey Power VI : Mislead

details to be worked on


Other Paths?

Skill Choice: At 2nd level, you have a choice of specialisng within your path or broadening your interests. You may either add a new skill to your class list from one of the other fey paths or any of your previous classes or you may gain Skill Focus as a bonus feat. (You must apply the feat to one of the class skills granted by your chosen Fey Path including a previously added skills).
For example, a Mischief's Champion can expand his class skills to include animal handling (from the Natures champion Path) or he could select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Disguise)
At 8th level, and again at 16th level, you can add new class skills from previous classes or other Fey Paths or gain Skill Focus in another of the class skills granted by your chosen Fey Path.
If you already have Skill Focus in all three of the skills associated with your Fey Path, you gain Skill Focus in any other Fey Champion class skill.

Fey Adaptation (Ex or Sp): At 3rd level, you take on an aspect of your Fey as determined by your chosen Fey Path.

Fey Power: At 4th level you start Unlocking the secrets of the Fey Path you have chosen
SLA usable a 1 / day, when the next power is unlocked all of the previous powers are usable 1 additional time / day. When Powers would be usable 4/ day they are instead useable at will. (bonus powers will also increase power uses / day)

e.g.
gaining fey power V grants 1/day to the 5th level power, 3/day to the 4th, and at will useage to the 3rd, 2nd and 1st.

A Fey Champion does not prepare or cast spells as wielders of arcane magic do.
Instead, he possesses a repertoire of attacks, defenses, and abilities known as Powers that enable him to focus the wild energy that suffuses nature.
A Fey Champion can use any Power he knows at will, with the following qualifications: A Fey Champion's powers are spelllike abilities; using a Power is therefore a standard action that provokes attacks of opportunity.
A Power can be disrupted, just as a spell can be ruined during casting.
A Fey Champion is entitled to a Concentration check to successfully use a Power if he is hit by an attack while using a Power, just as a spellcaster would be.
A Fey Champion can choose to use a Power defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity.
A Fey Champion’s invocations are subject to spell resistance unless an Power’s description specifically states otherwise.
A Fey Champion’s caster level with his Powers is equal to his Fey Champion level.
The save DC for a Power (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier.
Since spell-like abilities are not actually spells, a Fey Champion cannot benefit from the Spell Focus feat.
He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

A Fey Champion begins with knowledge of one invocation, which must be of the lowest grade (least).


or warlock power... details to be worked on... possibly Determined by Fey Path


Fey Immunities (Ex): At 4th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron.
At 14th Level this increases to Immunity to Enchantment spells and effects and to DR10 / Cold Iron.

Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. (see dragon shaman class feature PHBII).

Bonus Power: At 6th level and again at 9th, 12th, 16th and 19th you can gain an additional power of any level already known, these will share the uses / day with the existing known power of that level gaining a bonus power grants additional uses / day of all your existing powers in the same fashion as gaining the next level of power would.

Fey Wings (Ex): At 9th level, you grow a pair of wings that resemble those of a Pixie.
They allow flight at a speed of 60 feet (good maneuverability).
You can only fly while carrying a light load and no heavier than medium armour.
If you already have wings, you can choose whether these Fey wings replace your own.

Commune with Fey Spirit (Sp): At 14th level, you gain the ability to contact Fey Spirits directly to ask questions of them.
This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels.
After using this ability, you cannot use it again for seven days.

Double Fey Aura: at 19th Level you gain the ability to Project to Fey Aura's simultaneously.



Still a work in progress, Suggestions welcomed.

only1doug
2011-04-26, 03:55 AM
Original Post now edited to show latest version.

Please PEACH this class.

Quote from e-mail feedback.


Very nice developments. Some thoughts :

Auras look good and really tie-in with the character better than the dragon shaman.

"Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels." needs a minor re-wording


Fixed. I was considering changing this further, something more Fey instead of demonic.



The lists of fey powers are really nice. I need some serious thought about which path to choose now.

In the "Natures Champion" section it says "*Can only summon animals." but I cant see anything that this would refer to.


Hangover from previous powers. Fixed.



"A Fey Champion begins with knowledge of one Fey Power," after your fine-tuning and the first fey power now being at level 3 I'm not sure this is true anymore?


Fixed.



might be worth replacing bits like "as Dragon Shaman aura, dragon magic Pg 86" with the actual details for those without the necessary books, like me :)


Legal issues.



Looks like Fizz will be working towards becoming a fey champion :) Of course this means from now on every level is going to take even longer to decide. Up until now I've had no choices to make. Now I have to decide whether to take a level of rogue or level of Fey Champion. hmmm, tricky.

only1doug
2011-04-27, 09:15 AM
Sample Fey Champion

Aerithil Greenstride: Elven Fey Champion 6
Alignment: Chaotic Neutral
Str: 14
Dex: 14 (12+2)
Con: 10 (12-2)
Int: 10
Wis: 8
Cha: 17 (16+1 (L4))

HP: 8+4d8=26
Speed: 20 ft
Initiative: +2
AC: 19, touch 13, FF 17

Saves:
Fort +5
Ref +4
Will +4
Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron. increased to DR9 / Cold Iron by fey feats.

Attacks:

+7 MW Longspear 1d8+3
+7 MW Longsword 1d8+2

Feats:
(1) Fey Skin
(3) Fey Power
(B) Skill Focus: Bluff
(6) Fey Presence

Fey Auras: +2
Senses: as Dragon Shaman aura, dragon magic Pg 86
Vigor: as Dragon Shaman Aura, PHBII Pg 13
Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
Grace: Increases your allies effective dex bonus for the purpose of AC and Reflex saves.
Swiftness: as Dragon Shaman aura, dragon magic Pg 86
Fey Path:Mischief's Champion

Powers:
Fey Power I powers: usable at will.
Nixie Knacks: Gain swim speed and ability to breathe water.
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Breath of Mist: Create a fog cloud as the spell.

Spell Like Abilities: 1/ day
charm monster
deep slumber
disguise self

Touch of Vitality (Su): 6x3=18hp

Skills:
Bluff: 3 +3 +3 =9
Concentration: 3+0=3
Escape Artist: 3+2=5
Sleight of Hand: 3+2=5

Equipment:
ring of Protection +1 (2000)
+1 chainmail (3150)
MW Longspear (305)
MW Longsword (320)

Tactics:
Aerithil is a buffer and battlefield controller, he works best with others using aura of grace or swiftness to allow stealth or movement, switching to Fey Skin during battle to grant allies DR and then to vigor to accelerate their healing. Breath of mist is used liberally to provide cover and tactical advantage and to cover escape if necessary.
If alone Aerithil prefers to remain close to water, where he can use his fey powers to easily evade detection.
Aerithil saves his spell like abilities for a last resort he won't squander them on the first opportunity.

Aerithil could be encountered as an Ally or an Enemy depending on the situation.
If used as an Enemy Aerithil would work best as a member of a group (possibly the leader) as his best party role is 2nd line melee / passive buffer.

only1doug
2011-05-02, 06:19 AM
Any Further comments Please?

I feel that this class is now completed and should be fairly balanced but I would welcome some more feedback.

The class should be roughly equivelent in power level to dragon shaman and warlock as it has the utility powers of each without the attack form of either.

the Warlock utility powers come later and from a more restricted list and with initally a limited useage / day.

Morph Bark
2011-05-02, 07:23 AM
The only thing I'm currently wondering: why does this class stop at 7 auras rather than going for all nine?

Also, take to mind that as they are, Grace and Charm are a LOT stronger than the other auras. Charm in a group of Cha-casters would up all their spell DCs for example. Grace would increase a lot of defenses (Reflex, Tumble, AC).

only1doug
2011-05-02, 11:46 AM
The only thing I'm currently wondering: why does this class stop at 7 auras rather than going for all nine?
Because I copied the Dragon Shaman class and thats the same aura's known progression.



Also, take to mind that as they are, Grace and Charm are a LOT stronger than the other auras. Charm in a group of Cha-casters would up all their spell DCs for example. Grace would increase a lot of defenses (Reflex, Tumble, AC).

Thats very true, The two aura's I made up (Grace and Charm) are more powerful than any of the existing auras, Grace would also incease sneak and Hide.

I removed some of the aura's as being too Dragony and not Feylike enough so I wanted to replace them with something nice.

How about splitting the auras to reduce the powerlevel?

Grace: Increases your allies effective dex bonus for the purpose of AC and Reflex saves.

Litheness: Increases your allies effective dex bonus for the purpose of Escape Artist & Tumble checks.

Charm: Increases your Allies Cha bonus for the purpose of social skill checks.

Pizazz: Increases your Allies Casting stat bonus for the DC of saves against their spells.

Morph Bark
2011-05-02, 12:07 PM
That is a lot better already. You could even modify Litheness to include all Dex-based skills.

Also, the Dragon Shaman goes up to 7 because it only has 7 auras. In that at least it is better than the Marshal, which doesn't get all of his.

only1doug
2011-05-02, 03:33 PM
That is a lot better already. You could even modify Litheness to include all Dex-based skills.

which would make stealth redundant (as grace did previously)
I will add Slight of hand to litheness though as I feel it fits there.


Also, the Dragon Shaman goes up to 7 because it only has 7 auras. In that at least it is better than the Marshal, which doesn't get all of his.

Extra aura's were introduced in Dragon Magic which specifically does not expand the number of aura's known.

Thugorp
2011-05-02, 04:03 PM
Ahhh the fluff! There is none!

also though, should a fay class have a lot in the way of magical stuffs but little in teh way of physical fighting stuff?

(comment based only on a very breife look over, I will make it better and more helpful(or delete it) by the end of the night.

only1doug
2011-05-02, 04:17 PM
Ahhh the fluff! There is none!
Fair comment, I'll write some fluff tomorrow


also though, should a fay class have a lot in the way of magical stuffs but little in teh way of physical fighting stuff?
It doesn't seem unreasonable to me for a fey to be more magically than physically biased, although the "champion" part of the class title should perhaps offer more combat related skills. On the whole I feel that this class doesn't seem to bad at "championing the fey" but I'm open to renaming suggestions.
This is class is certainly what I was aiming for so renaming to match the class would be the only option, replacing class features with ones more combat orientated can be someone elses project.


(comment based only on a very breife look over, I will make it better and more helpful(or delete it) by the end of the night.
For me the end of the night is nigh, it's 22:16 here and I'm off to bed, I look forward to your comments tomorrow.

Thugorp
2011-05-02, 04:30 PM
sorry as I said I may have misunderstood the class as litterally I only glanssed at it just now. But actually I was saying it seemed like it was TOO physical and not Mystical enough for a Fay class. But I could be wrong. I will look at it really in a little bit. :-)