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View Full Version : Contest Base Class Contest XXVII - Pretty in Pink



Temotei
2015-03-08, 12:58 AM
Pretty in Pink

Welcome to Base Class Challenge number twenty-seven! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of pink or "young girl stuff"; anything is possible, from the versatile Profession-based Barbie to a knight dedicated to upholding beauty to a wizard who hexes everyone into seeing pink all the time (oh noes), so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on April 26th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

...

Pink!

Temotei
2015-03-08, 01:00 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2015-03-08, 06:34 PM
Floramancer

http://wiki.rageofbahamut.com/images/thumb/b/bd/Flower_Magician4.jpg/240px-Flower_Magician4.jpghttp://img1.wikia.nocookie.net/__cb20120303074358/powerlisting/images/8/86/Kuchiki-byakuya-senbonzakura-kageyoshi-bankai2.jpg
The art of beating seven kinds of hell out of someone with flowers can be as serious or as silly as you like.

Floramancers are those who use the ultimate power of flowers to aid them in battle - that is, the magical potential that is stored within every living creature whether or not that creature truly realises it: the magical potential that allows wizards to become wizards despite having no magical ancestry, that allows druids to take power from nature, is the same power that even the lowliest of living things has, just waiting to be used.

Adventures: Floramancers like flowers; they might adventure to find a new kind of flower, or simply for the same reason that anyone else might adventure.

Characteristics: Floramancers use their flowers for attack, defense, speed, support, and utility, and can change between them on a whim. This makes them useful when on-the-spot versatility is necessary.

Alignment: Any. While one might wonder who would use flowers for evil purposes, one would do well to remember that some flowers are in fact not very pleasant.

Religion: Any, though gods of undeath or such are perhaps unlikely.

Background: Some discover the power of flowers through (usually ignored) books on the subject, while others witness their power in action when another floramancer uses them. Still others attempt to use magic on flowers to see how they respond, and end up finding out exactly how they respond.

Races: Any, though humans and elves are more common.

Other Classes: Other classes usually find the idea of someone using flowers quite silly, but when it turns out not to be quite so silly, they soon relent.

Role: Floramancers can change their roles on the spot to deal with any situation that might arise. They can also choose entire new flowers each day, combining a wizard's daily preparation and a sorcerer's on-the-spot versatility.

Adaptation: Floramancy is not for every setting, but it can be made into a fairly serious matter (Evidence: did anyone actually stop to think that one of Byakuya's most powerful attacks involved killing people with cherry blossoms?), allowing it to be used in a variety of different ways. Certainly, the character's role play aspect can change the tone of the floramancer dramatically.

GAME RULE INFORMATION
Floramancers have the following game statistics.
Abilities: Charisma is necessary for many of the floramancer's abilities, and strength, dexterity and constitution are useful for the floramancer's ability to back up flower guardians with a sword or bow. Wisdom and intelligence aren't as necessary for a floramancer.
Alignment: Any
Hit Die: d8
Starting Age: As bard.
Starting Gold: As druid.

Class Skills
The Floramancer's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

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

FLORAMANCER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMax Flower Guardians
1st+0+0+2+0Flower Power!
3
2nd+1+0+3+0
4
3rd+2+1+3+1
4
4th+3+1+4+1
4
5th+3+1+4+1
5
6th+4+2+5+2
5
7th+5+2+5+2
5
8th+6/+1+2+6+2
6
9th+6/+1+3+6+3
6
10th+7/+2+3+7+3
6
11th+8/+3+3+7+3
7
12th+9/+4+4+8+4
7
13th+9/+4+4+8+4
7
14th+10/+5+4+9+4
8
15th+11/+6/+1+5+9+5
8
16th+12/+7/+2+5+10+5
8
17th+12/+7/+2+5+10+5
9
18th+13/+8/+3+6+11+6
9
19th+14/+9/+4+6+11+6
9
20th+15/+10/+5+6+12+6
10

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

Weapon and Armor Proficiencies: The floramancer is proficient in all simple and martial weapons and in light armour.

Flower Power! (Su)
This is the power of the floramancer. Use it wisely. Use it well.

You gain the ability to create a number of flower guardians per day as shown on Table: The Floramancer. Flower guardians usually (unless otherwise specified) hang around your head in a similar manner to ioun stones, though they evade any and all attempts to capture and/or damage them in any case. You choose which flower guardians you wish to have at the beginning of the day, but can change any up to all of the stances of your flower guardians once per round at the beginning of your round without needing an action to do so. The change occurs before any of the flowers' on-turn effects, meaning that each round you choose which stances will be in effect for that round until the start of the next. You can choose a different stance for each flower guardian. If you choose the same stance for two flower guardians of the same type, the effects both take effect. This may, of course, be meaningful (increasing your damage by 5, twice) or meaningless (illuminating the same area five times or giving you two resistance bonuses to the same thing). In addition, each effect is only saved against once - if your opponent must save or take 5 damage, four times, they instead save or take 20 damage.

Each flower guardian has six stances: Attack, Defend, Speed, Support, Utility and Emergency. Attack stances usually deal direct damage or aid in doing so; defend stances protect you and your allies; speed stances allow you to move faster and in different ways; Support stances aid the efforts of you and your allies in other ways and Utility stances are usually useful out of combat. The saving throw against a flower guardian's effect is 10, plus half the floramancer's level, plus the floramancer's charisma modifier.

Emergency stances are not really stances exactly, because any attempt to use one will in fact render a flower guardian inoperable. They have a single, immediate effect, and then destroy the flower in a suitably catastrophic manner. A new flower can be created the next day.

The floramancer has access to any flower guardians which don't have too high level requirements for you to use. A level requirement is given for each flower guardian with a level requirement other than 1.

These simple flowers are weak alone, but each flower guardian is made of a long chain of them.

Daisy chains have a bonus to all combat maneuvers equal to your floramancer level, plus your charisma modifier. They don't provoke attacks of opportunity.

Attack: Each round, the daisy chain attempts to trip a single opponent within 50 feet.

Defense: Each round, the daisy chain attempts to disarm a single opponent within 50 feet.

Speed: Each round, the daisy chain attempts to bull rush a single opponent within 50 feet.

Support: Each round, the daisy chain attempts a dirty trick against a single opponent within 50 feet.

Utility: You can use the daisy chain as an animate rope, up to 50 feet long. It can fly about within this area, but cannot prevent movement - it is simply pushed out of the way no matter what it ties itself to. It can't support any weight on its own, but it can tie itself to an object and anyone whom said object can support can climb up the chain, and it itself will support any weight despite the ease of moving it about. The chain is treated as a simple rope when determining how hard it is to climb up. It can't be put in a position where the whole chain is over 50 feet from the floramancer.

Emergency: The daisy chain attempts each of a trip, disarm, bull rush and dirty trick against each opponent within 50 feet.
The rose contains the power of love and kindness, but every rose has its thorns.

Attack: Your body becomes covered in thorns. Your natural and unarmed attacks, as well as grapples, do 1 point of damage per level more than normal. In addition, add piercing damage to whatever type of damage they deal.

Defence: You gain a shield of thorns. Each creature within your natural reach who attacks you must take a reflex save or take 1 point of piercing damage per level.

Speed: Your movement does not provoke attacks of opportunity as your opponents are overcome with passion for your graceful movement.

Support: Your ally within 100 feet is protected by the power of love. Each creature wishing to attack such an ally must take a will save or have their aim distorted by their love, taking a penalty to attack rolls equal to the difference between their roll and the DC. You can only protect one ally with each rose, but more than one rose can protect an ally.

Utility: You are generally more likable. You get a +2 bonus on charisma-based skill checks, plus 1 per 4 levels.

Emergency: Your rose explodes, and makes your enemies overwhelmed with amorous thoughts. Each foe within 200 feet must take a will save or be fascinated for 1 round per level.These sunflowers don't just look like the sun...

Attack: The sunflower fires a focused beam to light up your foes. Each turn, you choose a target within 100 feet to take a penalty to hide checks equal to your charisma modifier, and a penalty to armour class equal to half that amount, for that turn.

Defence: The sunflower creates a shield of light, giving you DR/- equal to your charisma modifier, to a maximum of your level.

Speed: You move at the speed of light. Your movement speed increases by 10 ft, + 5 ft/4 levels.

Support: Your sunflower illuminates the area within 20 feet of it fully, and the next 20 feet with shadowy illumination. You can move the sunflower anywhere within 100 feet of you once each round as a free action. If you walk further than 100 feet away, the sunflower keeps its location relative to you until you start moving closer (or neither closer nor further) again.

Utility: Your sunflower launches pollen which illuminate the area around them very slightly. Each round, you can illuminate a 120 foot line. Invisible creatures on that line become obvious as tiny pollen grains stick to them, meaning they can be struck normally for the duration.

Emergency: You and allies within 200 feet are bathed in healing light as the flower explodes, and heal 1d6 points of damage per level.While not true lilies, one would be hard-pressed to find one of these waterborne flowers which cared for the difference.

Attack: The water lily splashes any creature who provokes an attack of opportunity from you, dealing 1 point of cold damage per level.

Defence: The water lily gives you resistance to fire 1 per level.

Speed: You have a swim speed of 20 feet, plus 5 feet per 5 levels. If you already had one (including from another water lily), you instead increase your swim speed by 5 ft, plus a further 5 ft per 5 levels.

Support: You are unaffected by the possibility of drowning; you can breathe normally in water. You can still suffocate if there is neither air nor water about you.

Utility: You can walk or run on water at half speed. With two utility water lilies you can move at up to three quarters of the normal speed for that type of movement, with three or more you can move normally on water. In any case, you can choose to sink into the water, and if you reach the top you can climb out as though some of the water were frozen solid and some were not.

Emergency: You create a flood of water that fills most rooms within a round; it might fill a large throne room in a castle only a fifth of its height, or a meeting hall three quarters of its height. If the room is open in any way, the water will simply escape as would be expected; otherwise the flow will stop when the room is full. This water now exists as any other water might and must be dealt with normally.

Jormengand
2015-03-08, 06:36 PM
Imma reserve for flower guardians.

somebody27else
2015-03-08, 07:03 PM
The Care Bear

http://ak.agp.imgag.com/agkidzone/cb/respond/cb-hero-meet.jpg

Let's all be friends!

The Care Bear is a loving, trusting, friendly stuffed bear that just loves to play around with people and spread the love. They live just to make everyone's day a little brighter! They fill you with love, joy, and happiness until you are doing the care bare stare right along side them!

Adventures: Care Bears adventure to solve problems and to stop "uncaring," which is when people are mean to each other.

Characteristics: Care Bears "convince" people to do good and to be happy! They're actually very good at "convincing" people.

Alignment: Any good.

Religion: Care Bears only follow truly good deities. This excludes deities that ignore or condone "righteous violence" and such.

Background: One becomes a Care Bear due to an overwhelming desire to do good in the world.

Races: Only Teddy Bears (see below) can become Care Bears.

Other Classes: Care Bears, by definition, are a force of Good. Therefore, they happily get along with most other Good classes (like some Paladins) but cannot stand Evil classes (like a Blackguard or an Assassin).

Role: A Care Bear will try to "reform" enemies and other characters. Very rarely (read: almost never) do Care Bears actually fight,

Adaptation: Care Bears are founded upon a very silly concept that has been taken to an extreme level. They are not for serious or dark campaign settings, however they are perfect for light and funny ones.

GAME RULE INFORMATION
Care Bears have the following game statistics.
Abilities: Charisma is the most important ability, because class DCs and important Skills are based off of it. Constitution is always useful, and Intelligence doesn't hurt because Care Bears naturally get low skill points.
Alignment: Any Good.
Hit Die: d6
Starting Age: Any.
Starting Gold: As monk.

Class Skills
Care Bear's class skills (and the key ability for each skill) are... Animal Empathy (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Care Bear




Level

BAB

Fort

Ref

Will

Special




1

+0

+0

+0

+2

Care Bear Vows




2

+1

+0

+0

+3






3

+1

+1

+1

+3






4

+2

+1

+1

+4






5

+2

+1

+1

+4






6

+3

+2

+2

+5






7

+3

+2

+2

+5






8

+4

+2

+2

+6






9

+4

+3

+3

+6






10

+5

+3

+3

+7






11

+5

+3

+3

+7






12

+6/+1

+4

+4

+8






13

+6/+1

+4

+4

+8






14

+7/+2

+4

+4

+9






15

+7/+2

+5

+5

+9






16

+8/+3

+5

+5

+10






17

+8/+3

+5

+5

+10






18

+9/+4

+6

+6

+11






19

+9/+4

+6

+6

+11






20

+10/+5

+6

+6

+12






Class Features
All of the following are class features of the Care Bear:

Weapon and Armor Proficiencies: The Care Bear is proficient with Simple weapons, no armor and no shield.

Care Bear Vows: As a first level Care Bear, you take a certain number of vows. If a Care Bear breaks any of them, he/she immediately loses all Care Bear abilities. The vows taken are: Sacred Vow, Vow of Purity, Vow of Nonviolence, Vow of Peace, Vow of Abstinance.

somebody27else
2015-03-08, 07:05 PM
Reserved for race and Care Bear Cousins.

r2d2go
2015-03-08, 11:01 PM
Dark Child

http://img2.wikia.nocookie.net/__cb20150115222251/leagueoflegends/images/thumb/8/8a/Annie_OriginalSkin.jpg/640px-Annie_OriginalSkin.jpg

Have you seen my bear Tibbers?

Many have been inspired by Annie, the Dark Child's incredible capabilities on the Fields of Justice. As a result, many have tried to emulate her abilities, or otherwise reach her mighty power. While few succeed in even scratching the depths of her dark masteries, those who follow her path may find great strength in the way of the Dark Child.

Adventures: Some may be trying to search for a suitable bear. Others may be trying to train in attempts to reach the Annie's powers. All enjoy the disintegration of their foes.

Characteristics: Dark Children find themselves incinerating enemies with great prejudice, all day, every day, as well as occasionally pulling out greater feats of fiery arcane might.

Alignment: Almost all Dark Children are chaotic neutral, but some may stray to become champions of justice or, more frequently, cruel masters of evil.

Religion: Dark Children worship no deity but their Mistress, Annie.

Background: A Dark Child must only pledge their hearts and souls to Annie, and she will judge their worthiness. Those deemed worthy may begin the journey to ultimate power.

Races: Humans (especially children) and smaller races such as halflings and gnomes enjoy connections with Annie.

Other Classes: Dark Children are primarily damage-dealers, needing standard tank, healing, and support roles to keep them alive as they burn enemies away.

Role: Dark Children have no healing, little utility, and a whole lot of burning in combat.

Adaptation: Many DMs may find Dark Children inappropriate for their settings. Fortunately, their abilities need not be tied to the flavor of the class, and can be appropriately adjusted to simply be a fire-based blasting class.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Intelligence and Charisma are key for casting.
Alignment: Any Chaotic.
Hit Die: d6
Starting Age: Simple/2.
Starting Gold: As Sorcerer.

Class Skills
The Dark Child's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Psionics) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Use Magic Device (Cha),

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Dark Child



Saves

Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th



1st

+0

+0

+0

+2
Spellcasting, Pyromania
2
-
-
-
-
-


2nd

+1

+0

+0

+3
Disintegrate
3
-
-
-
-
-


3rd

+1

+1

+1

+3
Searing Fire
4
-
-
-
-
-


4th

+2

+1

+1

+4
-
5
0
-
-
-
-


5th

+2

+1

+1

+4
Incinerate
6
1
-
-
-
-


6th

+3

+2

+2

+5
Molten Shield
6+1
2
-
-
-
-


7th

+3

+2

+2

+5
-
6+1
2
0
-
-
-


8th

+4

+2

+2

+6
Summon Tibbers
6+1
3
1
-
-
-


9th

+4

+3

+3

+6
Disintegrate 2
6+1
3
2
-
-
-


10th

+5

+3

+3

+7
-
6+1
3+1
2
0
-
-


11th

+5

+3

+3

+7
Incinerate 2
6+1
3+1
3
1
-
-


12th

+6

+4

+4

+8
Molten Shield 2
6+1
3+1
3+1
2
-
-


13th

+6

+4

+4

+8
-
6+1
3+1
3+1
2
0
-


14th

+7

+4

+4

+9
Summon Tibbers 2
6+2
3+1
3+1
3
1
-


15th

+7

+5

+5

+9
Disintegrate 3
7+2
3+1
3+1
3+1
2
-


16th

+8

+5

+5

+10
-
7+2
4+2
3+1
3+1
2
0


17th

+8

+5

+5

+10
Incinerate 3
7+2
4+2
3+2
3+1
3
1


18th

+9

+6

+6

+11
Molten Shield 3
7+3
4+2
4+2
4+1
3
2


19th

+9

+6

+11

+11
Summon Tibbers 3
7+3
4+3
4+3
4+2
4
3


20th

+10

+6

+6

+12
Child of Doom
7+3
4+3
4+3
4+3
4
4



Class Features
All of the following are class features of the Dark Child.

Weapon and Armor Proficiencies: Dark Children are not proficient with any weapons or armor.

Spellcasting: A Dark Child gains casting as Bard, but with Intelligence as the primary casting statistic. They know all spells with the Fire descriptor of the appropriate level, and may cast these spells spontaneously.

Additionally, she gains a certain amount of spell slots for casting any spell from the Wizard spell list (as indicated by the +X in spell slots), but must prepare these spells. Each day at midnight, a Dark Child chooses these spells, in her sleep if necessary. This does not take any additional action, but does require the Dark Child to be well rested.

Pyromania (Su): Dark Children are natural pyromaniacs, and learn to cast fire spells with great force. As a result, casting a fire spell or using a Dark Child ability grants a Dark Child a Pyromania stack, allowing them to stun the victims of their next fire spell or ability with an instantaneous duration for 1 round. A fortitude save (DC 10+1/2 Child Level+Cha Mod) reduces the stun to a stagger (http://www.dandwiki.com/wiki/SRD:Staggered).

Disintegrate (Sp): One of the first abilities a Dark Child learns is a basic blast of fire, costing little in the way of magical energy. With a ranged touch attack, this deals 1d6/2 levels damage to one target, with a range of 60 feet, and may be used once every other round. If the blast slays an enemy, it may be used again next round.

At 9th and 15th level, a Dark Child's Disintegrate is enhanced. At 9th, it gains +4 to attack with this ability, and stuns for 1d3 rounds on a failed save with Pyromania. At 15th, it no longer needs an attack roll, and stuns 1d4+1 rounds.

Searing Fire (Sp): Because of a Dark Child's reliance on fire, they must quickly learn to penetrate defenses against it. This allows a Dark Child's spells and abilities to ignore half fire resistance, dealing half damage against fire immunity.

Incinerate (Sp): The next ability a Dark Child learns is a cone of fire, hitting many enemies at once. This deals 1d4/2 levels damage to a 30 foot cone, and can be used once every 4 rounds. A reflex save (DC 10+1/2 level+Cha) halves the damage taken from this ability.

At 11th and 17th level, a Dark Child's Incinerate is enhanced. At 11th, it gains damage and range with the ability, raising it to 1d6 per two levels in a 60 foot cone, and at 17th, it further increases to 1d8 per two levels in a 90 foot cone.

Molten Shield (Sp): The third ability a Dark Child learns is a shield of fire that protects the Child and provides fiery retribution against those who would strike her. As a swift action, this grants the Child +3+1/3 level armor class, as well as that much to saving throws, and deals 1d4+level damage to any enemies attacking her with a single-target spell or attack - a fortitude save (DC 10+1/2 level+Cha) halves this damage. This ability lasts 2 rounds, and may be used once every 5 rounds.

At 12th and 18th level, a Dark Child's Molten Shield is enhanced. At 12th, it grants her bear Tibbers the equivalent of Haste while active, as well as increasing to 3 rounds of duration. At 18th, it grants her SR 30 against effects of her choice in addition to other effects.

Summon Tibbers (Sp): At 8th level, a Dark Child learns her ultimate ability - the summoning of an enhanced bear familiar. This is treated as Brown Bear (http://www.dandwiki.com/wiki/SRD:Brown_Bear) Animal Companion of a Druid of the same level. Additionally, it appears in a burst of fire that deals 1d6/level fire damage to all within 10 feet of the bear, triggering Pyromania and allowing a reflex save (DC 10+1/2 level+Cha) to halve the damage. Lastly, it gains the benefits of Molten Shield if active, and deals an additional 1d4/2 levels to any enemies within 5 feet at the end of their turns, as well as whenever it attacks (fortitude save halves). She may use this ability once per day, and it lasts for 1 hour.

At 14th and 19th level, Tibbers is enhanced. At 14th level, he gains an additional +4 Constitution, 3 AC and +3 to saves, and may be used twice a day. At 19th level, he gains a further +4 Constitution, 3 AC and +3 to saves, and may be used three times a day.

Child of Doom (Su): At 20th level, a Dark Child becomes a Child of Doom, gaining one of the following of her choice:

Born of Fire: Annie returns to a shielding cocoon of fire upon death, acting as an Rejuvenation Cocoon (http://kmalloy.cloudapp.net/dndtools.eu/spells/complete-divine--56/rejuvenation-cocoon--658/index.html) of caster level 20, except that the cocoon gains Molten Shield benefits.

Doom Tibbers: Tibbers becomes Huge size, gaining the corresponding +8 strength, +4 constitution and -2 dexterity, in addition to lighting enemies he attacks on fire, dealing his aura damage for an additional 1d4+1 turns.

Eternal Inferno: Annie's spells and abilities light enemies on fire, dealing 10 damage each round, only removable by a Heal, Remove Curse or Dispel Magic.

r2d2go
2015-03-09, 07:17 PM
Dark Child Build Feats

A Build Feat is a feat that represents an item from the League of Legends. While it may seem counter-intuitive to represent a magical item with a feat, such items are considered a core part of a champion's character, and thus those emulating a champion can draw upon these powers using training rather than the purchase of trinkets or weapons.

Frost Queen's Claim:
Prerequisites: Caster Level 3, Int, Wis, or Cha 15+
The user of this feat gains additional magical power, dealing an additional +2 damage with spells and spell-like abilities, as well as gaining a once-per day spell-like ability that deals 3d6 cold damage to a 20 foot radius circle within 60 feet, as well as Entangling those affected for 1d4+1 round. A successful Fortitude save halves the damage and reduces duration to 1 round.

Each additional Build feat grants an additional 1d6 cold damage, and with 2 additional Build feats, the Entangle becomes a Slow.

Rod of Ages:
Prerequisites: Caster Level 3, Int, Wis or Cha 15+, ability to cast 2nd level spells
The user of this feat gains greater magical reserves as well as durability and raw magical power, growing over time. This grants the user +9 hit points, +1 hit point per 2 levels, and +2 damage to spells and spell-like abilities. Lastly, the user may recall a number of spell levels equal to their highest spell level known -1.

Each additional Build feat grants 1 more hp.

Rabadon's Deathcap:
Prerequisites: Caster Level 12, Int, Wis or Cha 17+.
The user of this Build feat gains tremendous magical power, dealing an additional damage with spells and spell-like abilities. This bonus begins at +5, and increases by +2 for each Build Feat the user has.

Rylai's Crystal Scepter:
Prerequisites: Caster Level 9, Int, Wis or Cha 15+.
The user of this Build feat gains magical power, health, and the ability to slow enemies with her spells. This grants +4 damage to spells and spell-like abilities, 10 hitpoints, and the ability to make her spells and spell-like abilities Slow enemies for 1 round, 3 times a day. A successful fortitude save reduces this slow to an Entangle.

Each additional build feats adds an additional use of the slow.

Void Staff:
Prerequisites: Caster Level 6, Int, Wis or Cha 15+
The user of this Build feat gains magical power and the ability to penetrate magical defenses. This grants +3 damage to spells and spell-like abilities, as well as +4 to checks to pierce Spell Resistance, and a +1 to spell and spell-like ability save DCs.

Each additional Build feat adds +1 to checks to pierce Spell Resistance, and at 4 feats, grants an additional +1 to save DCs.

Morellonomicon:
Prerequisites: Caster Level 3, Int, Wis or Cha 15+
The user of this Build feat gains magical power, a storage of magical energy, and the ability to inflict hard-to-heal wounds with her spells. This grants +3 damage to spells and spell-like abilities, the ability to recall up to 2 spell levels per day (as with a Circlet of Mages), and the ability to inflict Grevious Wounds with spells and spell-like abilities, making healing half as effective for 1 minute.

Each additional Build Feat allows an additional spell level to be recalled.

Liandry's Torment:
Prerequisites: Caster Level 9, Int, Wis or Cha 15
The user of this Build feat gains durability, magical power, and the ability to add a residual burn to her spells. This grants +5 hit points, +2 damage to spells and spell-like abilities, and a burn that deals 1d6 damage per round for 3 rounds. This burn is doubled against enemies who are movement-impaired (anything that can be negated with Freedom of Movement), and does not gain bonus damage from Build Feats.

The additional burn damage is increased by 1 per round per additional Build feat.

Zhonya's Hourglass:
Prerequisites: Caster Level 12, Int, Wis or Cha 17
The user of this Build feat gains armor and magical power, as well as the ability to enter stasis. This grants +2 armor class, +5 damage to spells and spell-like abilities, and a stasis once per day, lasting 1 round and making the user immune to all effects, but also incapable of taking action.

Abyssal Scepter:
Prerequisites: Caster Level 6, Int, Wis or Cha 15
The user of this Build feat gains resistance to magical attacks, as well as magical power and an aura that reduces enemy resistance. This grants +2 to all saves against magic, +3 damage to spells and spell-like abilities, and a -1 reduction to enemy saves within 30 feet.

Each additional Build feat increases the aura range by 10 feet.

Dark Child Alternate Class Features:

Warlock's Child: Prerequisite Level 9
The Dark Child loses use of its spell-like abilities past 1st rank in exchange for Invocations as a Warlock of the Dark Child's level, minus Least Invocations. She may still learn least invocations in place of higher level ones.

Dragonling: Prerequisite Level 4, Dragonblood Subtype
The Dark Child loses nonfire spellcasting and has fire spells per day reduced by 1 for each level. In exchange, she gains Breath Effects as a Dragonfire Adept, on Incinerate. Additionally, it may be used once every two rounds, and can be used with meta breath feats.

Child of Frost, Lightning, Cacophony or Corrosion: All instances of "fire" in the Dark Child are replaced with Cold, Electric, Sonic or Acid, respectively. This does not change anything but the type of damage/spell the Dark Child uses.

Precocious Child: The Dark Child exchanges additional spell slots of any Sorcerer/Wizard spell for an additional 2 skill points per level (x4 at first level), and gains the Wizard skill list as class skills.

Companionable Bear: Prerequisite Level 8
The Dark Child exchanges one additional spell slot of any Sorcerer/Wizard spell from each spell level for the ability to keep Tibbers continuously active. She may still cause Tibbers to appear in a burst of fire, but this becomes a teleportation effect. Other than the noted differences under Summon: Tibbers, this is treated as a Druid's animal companion.

Bonus Feats: Prerequisite level 4
The Dark Child exchanges additional spell slots of any Sorcerer/Wizard spell for an additional feat each time a new spell level of that kind becomes available. This feat may be spent on metamagic, item creation, or build feats.

Zaydos
2015-03-16, 07:28 PM
Princess

https://topillustrations.files.wordpress.com/2012/10/dornroschen-alexander-zick.jpg

Dornroschen by Alexander Zick (1845-1907)

"You tame pigeons, you turtledoves, and all you birds beneath the sky, come and help me to gather."

A Princess is a girl, or occasionally a boy, of such exceptional purity of heart and soul, fairness of face and skin, and kindness of spirit and act that the world itself recognizes this. Often, but not always, they are of royal or noble blood, even if not always raised in their proper status. A Princess's greatest powers are her kindness, and purity, and their ability to ward off evil with nothing more than these.

Adventures: A princess adventures either out of unavoidable circumstances, driven from home by the harshness of evil until she can acquire the power and companions with which to correct it, or driven to travel the world upon seeing the plight of others and being stirred in their heart to help them. To a princess slaying the dragon is secondary to fixing the lives of those whose suffering she sees.

Characteristics: A princess is a being of radiant purity. This purity is their shield and primary weapon. While this purity serves to passively protect them from their foes and inspires their allies, it can be focused. Through their affection towards other creatures a princess can heal them, curing them of their wounds, and through her words and songs a princess may focus this purity of spirit into a variety of magical effects. Her most potent weapon, though, is simply her ability to make friends. Beasts recognize this purity refusing to harm it, even attracting an unswervingly loyal companion, and even the hardened hearts of merchants can be stirred.

Alignment: All princesses are Good aligned. Such a pure kindness of spirit is the definition of Good and defined by Good. They may be Lawful or Chaotic, and are found as such in roughly equal proportions at the beginning of their careers, although as they age they tend more towards Lawful.

Religion: Princesses follow gods of goodness and purity. Pelor is a popular god among princesses.

Background: To become a Princess is not a matter of training, but of pure goodness of heart and spirit. One does not set out to become a princess, they simply do so by their own nature. Despite their name not all Princesses are of royal blood, and many are even orphans, nor are all female.

Races: Princesses most commonly come from among humans and elves, though it is not uncommon for a princess to come from such races as aasimar. In general princesses come more often from Good aligned or traditionally beautiful races and only rarely from those races which suffer a penalty to Charisma or are commonly Evil aligned.

Other Classes: Princesses tend to get along with everyone. Those classes with powers typically considered evil, such as necromancers, warlocks, and binders, are those most likely to grate on a princess, without necessarily being evil. Those classes with truly evil powers, blackguards and clerics of dark gods, are those few who princesses truly do not get along with, for a pure soul can bear with the idiosyncrasies and demands of those which would not harm others, but such dark souls traditionally desire things which do just that. Clerics of good gods and paladins get along the best with princesses, they share together a dedication to goodness and purity of altruistic purpose.

Role: Princesses tend towards support of others. They passively improve allies, granting them bonuses to ability checks, attacks, or defenses, as well as being able to actively support them through healing abilities. In addition they serve as excellent party faces, able to stir the hearts of non-evil creatures. Their animal pal grants them an ability to more directly affect the battle by serving as a warrior and protector, or allows them to support a party through a variety of stealth skills to supplement their social ones. Finally their mystical songs allow them a variety of magical effects.

Adaptation: A princess's mystical songs could be allowed to be played upon instruments to allow for characters such as Tamino and his magic flute from Mozart's The Magic Flute. Alternatively you could play up their purity and add a connection to the gods or Good itself, changing them from Princesses to Saints, changing their Mystical Songs from dependent upon Perform (Song) to Perform (Oratory) or Knowledge (Religion) and into Sermons.

GAME RULE INFORMATION
Princesses have the following game statistics.
Abilities: Charisma is the most important ability score to a princess as it determines the saving throw DCs of their abilities, as well as the maximum value of their passive buffs, how much they can heal each day, and adding (eventually twice) to their AC and eventually saves. For other ability scores Dexterity helps their armor class as they are unable to wear armor, and Constitution is important for all the reasons it always is. Intelligence adds to their skill points allowing them to act outside of the face role and still fully function within it, Wisdom adds to Will saves but a princess gains a continual Protection from Evil effect making this less necessary, and Strength serves a princess little purpose.
Alignment: Any Good.
Hit Die: d6
Starting Age: Adulthood (+0 years).
Starting Gold: As sorcerer, but courtier's outfit is added to the possible options for starting clothes.

Class Skills
The princess's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (-), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

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

PRINCESS


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
AC Bonus, Aura of Good, Code of Conduct, Healing Affection, Inspirational Presence, Soft Blows, Too Fair to Kill, Friend to Nature, Wild Empathy


2nd

+1

+0

+0

+3
Least Mystical Song, Natural Charm


3rd

+1

+1

+1

+3
Fairest of them All, Speak with Animals


4th

+2

+1

+1

+4
Animal Pal


5th

+2

+1

+1

+4
Inviolate Beauty, 2nd Least Mystical Song, Increased Inspiration


6th

+3

+2

+2

+5
Divine Grace, Friend to the Common Man


7th

+3

+2

+2

+5
Beauty Unburnt by Flames, Lesser Mystical Song


8th

+4

+2

+2

+6
Beauty too Great to Tarnish, Friendly Face, Radiance of Purity


9th

+4

+3

+3

+6
Kiss that Breaks the Curse


10th

+5

+3

+3

+7
Aura of Protection, 2nd Lesser Mystical Song, Increased Inspiration


11th

+5

+3

+3

+7
Divine Aegis


12th

+6

+4

+4

+8
Friend to All, Greater Mystic Song


13th

+6

+4

+4

+8
Greater Friendly Face, Kiss of Life


14th

+7

+4

+4

+9
Beauty Untouched by Hell


15th

+7

+5

+5

+9
Intercession with Fate, 2nd Greater Mystic Song, Increased Inspiration


16th

+8

+5

+5

+10
Touch of Restoration


17th

+8

+5

+5

+10
Miraculous Song


18th

+9

+6

+6

+11
Favored by Merchants


19th

+9

+6

+6

+11
Loved by All


20th

+10

+6

+6

+12
Beloved by the Gods, Increased Inspiration



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

Weapon and Armor Proficiencies: A princess is proficient in daggers and a single simple weapon of their choice, and no other weapons or armors.

AC Bonus: When unarmored and not wearing a shield, or carrying a medium or heavier load, a princess gains a bonus to their armor class equal to their Charisma modifier. This bonus increases by +1 per 4 princess class levels the princess possesses.

Aura of Good: A Princess radiates an Aura of Good as a cleric of her level.

Code of Conduct: A Princess must abide within a code of conduct.

She must not commit an evil act or allow a good creature to be slain by her own hands or those of her allies, a princess which willingly does so becomes an ex-princess until they atone (usually through an atonement spell), and even one who does so unwittingly or unwillingly (such as due to magical compulsion) becomes one for 1 day. Whether willing or unwilling the Princess also suffers a -2 penalty to attack rolls, saving throws, ability and skill checks, and AC for 24 hours.

A princess must also not willingly: kill a creature (of any alignment) with her own hands or inflict lethal damage to a living creature, or kill a non-evil creature that is not an active threat to herself, her allies, or an innocent, nor allow her allies to do so. A princess may make exception to these rules when dealing with evil dragons, evil outsiders (or outsiders with the evil subtype), and non-intelligent constructs and undead. A princess that breaks one of these strictures suffers a -2 penalty to attack rolls, saving throws, ability and skill checks, and AC for 24 hours and loses access to her Too Fair to Kill, Inviolate Beauty, Beauty too Great to Tarnish, Aura of Protection, and Beauty Untouched by Hell for the duration. If the princess has reason to mistakenly believe that the creature is evil these penalties only last for 1 hour.

A princess may not even slay an evil foe that no longer presents a threat or allow her allies to do so without suffering a -1 penalty to attack rolls, saving throws, ability and skill checks, and AC for 1 hour; evil dragons, evil outsiders (or outsiders with the evil subtype) and undead are an exemption to this code.

Finally a princess who becomes non-Good ceases to be a princess becoming an ex-princess permanently. If their alignment returns to Good they may regain their Princess status through an Atonement spell and a quest as described in that spell. If the change of alignment was a magically induced temporary change (such as from Morality Undone) she only becomes an ex-princess for the duration, although it is possible she will break this code in other ways during it (though this would count as doing so under a magical compulsion).

Healing Affections (Su): With a few kind words and a tender touch a princess can stir a friend back into action even from the brink of death itself. As a standard action a princess may touch a creature, potentially saying some words of friendship, and wish it back into the fight healing it. A princess may heal creatures 2 times their Charisma modifier hit points per class level each day, a may heal the entire amount in one use of this ability or divide it between multiple targets. This healing functions on both living creatures and undead, heals living constructs for the full value, as well as intelligent constructs; unintelligent constructs are healed only 1 point of damage per 2 points of healing spent. If used on a dying creature this ability inflicts as much nonlethal damage to them as it heals, although a second use could then be used to remove the nonlethal damage.

Inspirational Presence (Ex): The nobility of a princess is evident to all, and with its presence stirs the noblest portions of creatures forth, causing it to rise to the top like cream from milk, emboldening the spirits of her allies. A princess must choose to inspire Power, Agility, Vigor, Thought, Insight, Presence, Fearlessness, Defense, Resistance, or Battle, and she may change this choice as a swift action at any time. Any allied creature within 60-ft of a princess that can perceive her with any of their senses gains a moral bonus to related checks as defined below. Each option is either a Quick or Slow Progression (though certain feats and ACFs may have Slower progressions). A Quick Progression grants a morale bonus equal to 1 + 1/2 your Princess level or your Charisma modifier whichever is lower, a Slow Progression grants a morale bonus equal to 1/2 your Princess level or 1/2 your Charisma modifier whichever is lower. A princess’s Inspirational Presence may even affect herself.

Power: Allies gain a bonus to Strength checks and Strength based skill checks using a Quick Progression.
Agility: Allies gain a bonus to Dexterity checks and Dexterity based skill checks using a Quick Progression.
Vigor: Allies gain a bonus to Constitution checks and Constitution based skill checks using a Quick Progression. They also gain 1 temporary hit point at the beginning of each round for every 2 points of skill bonus they would receive (these hit points last for 1 round or until you change your Inspirational Presence).
Thought: Allies gain a bonus to Intelligence checks and Intelligence based skill checks using a Quick Progression.
Insight: Allies gain a bonus to Wisdom checks and Wisdom based skill checks using a Quick Progression.
Presence: Allies gain a bonus to Charisma checks and Charisma based skill checks using a Quick Progression.
Fearlessness: Allies gain a bonus to saves versus fear using a Quick Progression. If this bonus would be +10 or higher it grants immunity to fear.
Defense: Allies gain a dodge (instead of morale) bonus to AC using a Slow Progression.
Resistance: Allies gain a bonus to saving throws using a Slow Progression.
Battle: Allies gain a bonus to attack rolls using a Slow Progression.


Soft Blows (Ex): A princess by her nature does not strike to kill. A princess does not suffer a -4 penalty when attempting to deal nonlethal damage with a weapon which would normally deal lethal damage.

Too Fair to Kill: A princess’s beauty is beyond compare, and with it comes a swelling of inner beauty and purity of heart which sways even the vilest of mortal creatures. Any creature which has ever seen a princess must attempt a Will save (DC 10 + ½ princess level + Cha modifier) each time they would attempt to deal lethal damage to her, or perform an action which could kill her or inflict lethal damage to her. On a failure it may still attack the princess but must do so to inflict nonlethal damage. Undead, Outsiders with the Evil subtype other than Succubi, non-intelligent constructs, and evil aligned dragons with an Always Evil alignment are immune to this ability. If a princess has dealt lethal damage to a creature it gains immunity to this ability permanently, and any creature which sees the princess deal lethal damage to a creature gains immunity to this ability for 24 hours.

Beginning at 9th level this ability may affect dragons regardless of alignment.

Friend to Nature (Ex): A princess is the friend of all natural creature. Animals, vermin, magical beasts, and plant creatures with intelligence of 2 or less never attack a princess unless she threatens them directly. Even trained creatures ordered to attack a princess suffer a -4 penalty to their attack rolls against the princess, and Handle Animal checks to command a creature to attack a princess suffer a -10 penalty. If a magical effect would compel such a creature to attack the princess it is treated as if there were two contradictory compulsion effects and the source of that effect and the princess must make opposed Charisma checks to determine which effect takes precedence.

Wild Empathy (Ex): A princess gains Wild Empathy as a druid of their class level.

Least Mystical Song (Su): Beginning at 2nd level a princess gains the ability to sing songs which uplift and stir the spirit. To do so she must have 5 ranks in Perform (Vocal), and while singing she may not cast spells with verbal components, although she may incorporate the simpler command words of magic items into her songs. A princess can sing one mystical song per day per class level. At 5th level a princess gains a 2nd Least Mystical Song. Beginning a mystical song is a standard action unless otherwise noted.

A princess who also has levels in Bard can use uses of Mystical Song to perform Bardic Music performances and vice versa.

Natural Charm (Ex): A princess finds it a natural thing to speak mediating words in soothing tones, swaying hearts with but few words. Beginning at 2nd level a princess may make a rushed Diplomacy check with no penalty.

Fairest of them All (Ex): A princess’s beauty goes beyond the norm for their race, both their physical beauty, and their spiritual beauty. Beginning at 3rd level princess gains a +4 bonus on Charisma based skill checks to interact with creatures which have seen her, and such creatures suffer a -4 penalty to Bluff checks and Disguise checks made to deceive the princess. Undead and Outsiders with the Evil subtype other than succubi are immune to this effect.

Speak with Animals (Su): Beginning at 3rd level a princess may speak with animals, as the spell, continuously.

Animal Pal: At 4th level a princess gains the ability to call an animal friend to her side. When a princess gains this ability they may choose either Guardian or Aide, which determines the exact abilities gained by their companion. Obtaining an animal pal requires 24 hours of rest in an area no further than 2 miles from where an animal of that type may be found, during which the animal will arrive on its own. If a princess’s Animal Pal dies she may not call another one for 1 month or until a major plot arc is completed (whichever comes first). If she dismisses an animal pal she may call another one after 1 week or the completion of a major plot arc (whichever comes first).

Even if a princess’s animal pal is not an animal she may speak with it as if it were. In addition your Animal Pal's alignment matches your own unless it is non-sentient (Int 2 or less), or comes from a species with an Always a non-True Neutral alignment.

Guardian: If a princess selects Guardian for her Animal Pal she can gain an animal from the list of 1st level druid animal companions. As you level you may select animals that become available to a druid 3 levels lower than you are, your effective princess level for benefits is reduced as a druid’s would be. In addition to those animals which a druid may select as an animal companion you may also select a Light Warhorse, a Heavy Warhorse (princess level 6 required, benefits at -2), Blink Dog (princess level 7 required, benefits at -3; may not be Chaotic aligned), Giant Eagle, Giant Owl, Pegasus, or Unicorn (princess level 10 required, benefits at -6; may not select Pegasus or Unicorn if Lawful aligned), a Coatl (princess level 18 required, benefits at -15, may not select if Chaotic aligned).

Princess LevelBonus Hit DiceNatural Armor Adj.Str/Dex Adj.Intelligence (min)Special
4th-5th+0+0+02Devotion, Link, Soft Blows
6th-8th+2+2+14Augmented Animal, Evasion
9th-11th+4+4+27Blessed Blows, Unswerving Devotion
12th-14th+6+6+39Multiattack
15th-17th+8+8+412
18th-20th+10+10+514Fight beyond Death, Improved Evasion

Devotion (Ex): A princess’s guardian’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Link (Ex): A princess can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The princess gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. In addition the princess may treat her animal pal as knowing the following tricks automatically Attack (but only towards creatures that have acted in a threatening manner towards the princess), Come, Defend (but may only command it to defend yourself), Down, Fetch, and Heel. This ability becomes largely outdated when the animal becomes sentient.

Soft Blows (Ex): The guardian animal may deal nonlethal damage with their natural weapons at no penalty to hit, and will do so unless otherwise ordered, or attacking a creature which has dealt lethal damage to its princess. If a princess orders their guardian to deal lethal damage it is considered to be the same as dealing lethal damage herself.

Augmented Animal: A guardian’s intelligence rises above 2 and, if it was an animal, its type changes to Magical Beast with the Augmented Animal subtype. Do not recalculate Base Attack Bonus and saves, although a guardian may gain new skill points due to increased Intelligence, but not due to this change in type.

Evasion (Ex): If a guardian animal pal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Blessed Blows (Su): A guardian animal pal’s natural weapons deal damage as if good aligned.

Unswerving Devotion (Ex): A guardian animal pal cannot be compelled to act in a way to harm its princess and any attempt to cause it to do so ends the effect immediately.

Multiattack: A guardian animal pal gains Multiattack as a bonus feat if it has three or more natural attacks (see the Monster Manual for details on this feat) and does not already have that feat. If it does not have the requisite three or more natural attacks, the guardian instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Fight beyond Death (Ex): When a guardian would die it is able to act for 1 round before succumbing to death. It is still dead during this round, and cannot be revived by healing the wounds that killed it, but can be revived with magic to revive the dead.

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

Aide: If a princess selects an aide instead they gain a smaller animal which develops a variety of non-combat talents and abilities. An aide uses your Base Attack Bonus and Base Saving Throws, and hit dice (as a familiar), and has hit points equal to 3/4ths your maximum hit points. You may select a Cat, Dove (as raven), Ferret (DMG 203), Fox (use dog stats, -2 Str, -4 Con), Frog (use toad stats), Monkey, Mouse (see DMG 203), Owl, Parrot (use raven stats), Raven, Songbird (use Thrush, DMG 203).

A higher level princess may select certain more powerful creatures as her aide, but suffers a penalty to her effective level if she does so. Coure Eladrin (BoED, 10th level minimum, -3 levels), Grig (7th level minimum, -3 levels), Lantern Archon (10th level minimum, -3 levels), Musteval Guardinal (BoED, 7th level minimum, -3 levels), Pseudodragon (7th level minimum, -3 levels), and Pixie (10th level minimum, -6 levels); a princess's alignment may not oppose the alignment of a creature selected to be her aide.

Princess Level Natural Armor Adj.SkillsIntelligence (min)Special
4th-5th+016Improved Evasion
6th-8th+228Speak with Animals of its Kind
9th-11th+43100Darkstalker, Hide in Plain Sight
12th-14th+6412Spell Resistance, Speak
15th-17th+8514See through their Eyes, Telepathy
18th-20th+10616-

Skills: In addition to their regular skills an Aide gains a suite of skills based on its Princess’s level. They are treated as having ½ maximum ranks for a character of their princess’s level in any skill selected for this ability, unless they already have higher. The options are:
Craft: Select 2 Craft skills, the Aide may use these despite their normally less dexterous hands.
Decipher Script: The Aide also gains the ability to understand 1 language per 2 class levels of their princess. They do not gain the ability to speak these languages until they gain the Speak ability.
Disable Device and Open Locks: The Aide is able to perform these skills despite their normally less dexterous hands. They also suffer no penalty for using improvised tools.
Hide and Move Silently: No special rules.
Listen and Spot: No special rules.
Lore: Instead of gaining a skill, the Aide gains Lore as a Loremaster of ½ their Princess’s class level.
Search: No special rules.
Sense Motive: No special rules.
Sleight of Hand: No special rules.
Tumble: No special rules.

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

Speak with Animals of its Kind (Ex): If the princess is 6th level or higher, an can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the intelligence of the conversing creatures.

Darkstalker (Ex): If the princess is 9th level or higher the Aide gains Darkstalker as a bonus feat.

Hide in Plain Sight (Ex): If the princess is 9th level or higher the Aide may hide without cover or concealment as long as it is not observed. Only tiny and smaller aides gain this ability.

Spell Resistance (Su): If the princess is 12th level or higher her Aide gains Spell Resistance 8 + her level.

Speak (Ex): If the princess is 12th level or higher her Aide gains the ability to speak Common or 1 other language its Princess knows of her choice. If it has other languages known (such as due to Decipher Script/Speak Language) it may speak those as well.

See through their Eyes (Su): As a standard action a princess of 15th level or higher may see through the eyes of her Aide as long as it is on the same plane. She sees, hears, and even smells everything it does while using this ability.

Telepathy (Su): Beginning at 15th level a princess and her aide may communicate telepathically from up to 100-ft away.

Inviolate Beauty (Su): Beginning at 5th level a princess’s inner beauty and virtue begin to ward her from evil influences. The princess is continuously protected as if by Protection from Evil.

Increased Inspiration (Ex): At 5th level the princess's Inspirational Presence improves. She adds +1 to the bonus she grants with Quick Progression Inspirational Presence abilities and +1/2 to Slow Progression Inspirational Presence abilities, add this increase before rounding off the maximum based upon level or Charisma. For Slower Progression Inspirational Presence abilities (from feats or ACFs) it adds +1/4 to the bonus. This bonus increases by the same amount at 10th level, 15th, and 20th level. For example a 5th level princess grants +3, or up to their Charisma modifier +1, with the 1st six abilities for example, and a 20th level princess grants up to +15 or their Charisma modifier +4 to skills or saves versus fear (Quick Progression), and +7 or ½ Charisma modifier +2 to AC, saves, or attack rolls (Slow Progression).

Feats or abilities which progress princess level for the purposes of Inspirational Presence do not grant Increased Inspiration.

Divine Grace (Su): Beginning at 6th level a princess adds her Charisma modifier (if positive) to all saving throws; this does not stack with Divine Grace from other sources.

Friend to the Common Man (Ex): Beginning at 6th level a princess’s charm and grace are such that only the hardest heart can find it within themselves to hold malice against her without strong cause. Any non-evil creature which meets a princess has a default attitude no worse than Indifferent towards her. Non-evil animals, oozes, vermin, and other Int 2 or lower (including non-intelligent) living creatures begin as friendly towards the princess. A princess’s actions may cause their hearts to turn against her, and Player Characters, as well as non-intelligent constructs and undead are immune to this effect regardless of alignment.

Beauty Unburnt by Flames (Ex): Fate and fortune conspire to protect the pure and innocent. Beginning at 7th level if there is a natural hazard which could potentially not harm a princess it does not; a rock slide misses her, she passes through thorns unharmed, a gust of wind misses her, etc. Even all against pervasive natural hazards, such as heat and cold, a princess gains +4 to any check, save, or Armor Class to avoid their effects.

Lesser Mystical Songs (Su): At 7th level, and again at 10th level, a princess may select a lesser mystical song from the list below. These songs function like their Least Mystical Songs drawing from the same pool of uses, but some require multiple uses to activate (as noted below). Alternatively a princess may select 2 Least Mystical Songs in the place of her Lesser Mystical Song.

Beauty too Great to Tarnish (Ex): A princess’s beauty is such that only the hardest and cruelest heart could strike her without qualm. Beginning at 8th level a princess is continuously protected as if by a Sanctuary effect against any creature which can see her. A Will save (DC 10 + ½ princess level + class level) is allowed to attack through this effect. A princess may attack a creature which has struck her, a construct, an undead creature, or an Outsider with the Evil subtype through this ability without breaking its effect, but if she attacks any other creature, or orders them attacked, this effect is permanently ended upon all creatures which can see the princess. This is a mind-affecting effect and does not affect Outsiders with the Evil subtype except for succubi.

Friendly Face (Ex): A princess’s tender words and face stirs the hearts of even merchants. Beginning at 8th level a princess may buy non-magical goods from non-evil vendors with a 20% discount.

Radiance of Purity (Ex): Beginning at 8th level a princess’s inner goodness is apparent enough on the surface, that any creature can automatically sense that she is good aligned.

Kiss that Breaks the Curse (Su): Three times per day a 9th level or higher princess may duplicate the effects of a targeted Greater Dispel Magic with a kiss; the caster level equals her princess level. To use this ability on an unwilling creature requires the princess to grapple it.

Aura of Protection (Su): Beginning at 10th level a Princess radiates an aura of protective energy out to 10-ft. This duplicates the effects of a continuous Magic Circle against Evil centered on the princess.

Divine Aegis (Su): A princess is protected by fate, fortune, and the will of the gods of good. Beginning at 11th level a princess gains a Deflection bonus to AC equal to their Charisma modifier.

Friend to All (Ex): Beginning at 12th level a princess’s charm and grace has improved to win her way deeper into the hearts of those who encounter her. Any non-evil creature which meets a princess has a default attitude no worse than Friendly towards her. Non-evil animals, oozes, vermin, and other Int 2 or lower (including non-intelligent) living creatures begin as helpful towards the princess. A princess’s actions may cause their hearts to turn against her, and Player Characters, as well as non-intelligent constructs and undead are immune to this effect regardless of alignment.

Greater Mystical Songs (Su): At 12th level, and again at 15th level, a princess may select a greater mystical song from the list below. These songs function like their Least Mystical Songs drawing from the same pool of uses, but some require multiple uses to activate (as noted below). Alternatively a princess may select 2 Least or Lesser Mystical Songs in the place of her Greater Mystical Song. See next post for specific songs.

Greater Friendly Face (Ex): Beginning at 13th level a Princess’s Friendly Face ability improves. They now buy non-magic items for 2/3rds the normal price and get a 20% discount on magic items when buying them from non-evil vendors.

Kiss of Life (Su): Beginning at 13th level a Princess may kiss (as a standard action) a creature that died within 1 round per 3 class levels and breathe life back into their body. The target’s body must be intact, and they are revived with -1 hit points (but stable) and if ability damage reduced any of their ability scores to 0 they are revived with one point of damage to that ability healed. A princess may use her Healing Affection on the target as part of the same action. A princess may use this ability once per day, plus an additional time per 3 levels beyond 13th.

Beauty Untouched by Hell (Ex): Beginning at 14th level a Princess’s purity and goodness protects her from the ravages of Hell itself. They are protected from the damaging planar traits of planes with the Evil alignment trait, and suffer no penalty from the Evil alignment trait of planes. In addition evil outsiders, even those on their native plane, may not touch the princess (including make natural weapon attacks upon her), and she gains a +2 bonus on saving throws against their Supernatural and Spell-like abilities.

Intercession with Fate (Ex): A princess may intercede with fortune on the behalf of herself or another, bending fate and chance in their favor. Beginning at 15th level a princess may, as an immediate action, allow a creature which failed a saving throw to re-roll it saving throw taking the new result instead. A princess may use this ability a number of times per day equal to her Charisma modifier.

Touch of Restoration (Su): A princess is capable of revitalizing creatures which have suffered horrible fates. Beginning at 16th level a 1/day princess may apply the effects of a Greater Restoration spell to a creature they heal with their Healing Affections ability.

Miraculous Song (Su): At 17th level a princess learns a song of extreme power. This song functions like a mystical song, but does not use her uses of mystical songs for the day. Instead she may only use this ability once per day. See next post for specific.

Favored by Merchants (Ex): At 18th level a princess becomes the absolute darling of merchants. She may sell items for 2/3rds their normal value instead of ½ when dealing with non-evil vendors.

Beloved by All (Ex): At 19th level a princess becomes the darling of those with good in their hearts. Any good aligned creature which meets a princess has a default attitude no worse than Helpful towards her. A princess’s actions may cause their hearts to turn against her, and Player Characters, as well as non-intelligent constructs and undead are immune to this effect regardless of alignment.

Beloved by the Gods (Sp): The gods of good so love a princess that her words can sway them to action. Beginning at 20th level a princess may offer a prayer to a good aligned god (silent or aloud) and expect response. This functions as a Miracle spell. A princess may use this ability 1/day, but if this is used for a function of the Miracle spell which would normally have an XP cost, the princess must wait 1 month before using it in a way which would have an XP cost again.

A princess may choose to gain a 2nd Miraculous Song in place of this ability.

Ex-Princesses: A princess who breaks her code of conduct or whose alignment becomes non-Good becomes an ex-princess. An ex-princess may not take levels in the Princess class, loses all their class features except their Animal Pal and if their animal pal is slain may not call a new one.

Zaydos
2015-03-16, 07:30 PM
Mystical Songs and Variant Classes

Least Mystical Songs:

Beastcaller Song, Lesser: When a princess sings this song for 1 full round a single creature from the Summon Nature's Ally I list appears to aid the Princess obeying her as if it knew 3 tricks of her choice; if ordered to attack a living creature it deals nonlethal damage at no penalty to hit. For every 4 levels above 2nd a Princess possesses she may summon creatures from the list of a Summon Nature's Ally spell 1 level higher, or twice as many creatures (two doublings in this way equal a quadrupling and so forth unlike normal for D&D rules; to a maximum of x32 with 5 less). This creature remains for 1 round per princess level, though a princess may choose to summon a creature from a list one level lower than she normally would to increase this to 1 minute per level, two lower to increase it to 10 minutes per level, or three lower to increase it to 1 hour per two levels. A princess may choose to summon a cat, dove, songbird, ferret, fox, mouse, chipmunk (use mouse stats), squirrel (use mouse stats) or raven as if they were from a Summon Nature's Ally list of a 0 level spell (this allows them to summon 2 for 2 rounds or 1 for 2 minutes at 2nd level).
Call Messenger: When a princess sings this song a tiny or smaller animal that lives within 1 mile hears it and comes to the princess. It then functions as if the princess had cast Animal Messenger on the animal with a caster level of her princess level. A princess must maintain this song long enough for the animal to reach her, and if there are no tiny or smaller animals within range this ability fails to function. A princess may designate an animal either by species (a crow) or by traits (a Tiny bird), in which case an animal fitting that description comes to her if one is within range and if there are none an animal of another kind comes in its place.
Calm Animals: When a princess sings this song it affects all animals within 30-ft as if with the spell Calm Animals. If they are allowed a save the DC is 10 + ½ the princess’s class level + her Charisma modifier.
Champion's Song: When you sing this song select one creature which can hear and see you sing it and one Inspirational Presence bonus you can grant. That creature gains the benefits of that Inspirational Presence bonus as long as it can hear and see you singing, and for 1 round thereafter. You may maintain this song for a number of rounds equal to 1/2 your Charisma modifier rounded up. You may not apply the Improved Inspirational Presence feat to the bonus you grant with this song unless you expend two additional uses of your mystical songs.
Cleaning Song: If this song is performed while performing cleaning tasks, 10-ft of area can be cleaned per round, as if the prestidigitation spell was used to clean them, but all squares must be no more than 5-ft from the princess. This ability does not cost uses of the princess’s Mystical Songs.
Coordination Song: While a princess sings this song any allies which can hear her gain a +2 morale bonus to attack rolls made against targets they flank and gain a +2 morale bonus on any roll which they are benefiting from a bonus gained due to the Aid Another action. A princess may only sing this song for 1 minute per Princess level.
Countersong: As the bard ability of the same name.
Dance of the Stars: If a princess performs this song several small lights appear around her moving as the princess wills within 20-ft of her plus 5-ft per 2 Princess levels. A princess singing this song creates one light per point of Charisma bonus she possesses (minimum 1), and each of these lights produces light like a torch and can be whatever color the princess desires; these lights interact with spells as if they were cantrips. A princess using this ability may move the lights within the area as a free action. Using this song does not cost a use of the princess's Mystical Songs.
Fascinate: As the bard ability of the same name.
Hallowed Song: A princess can sing a holy song which drives away evil power. When a princess sings this song creatures of evil within 60-ft of her which can hear her take must make a Will save or take 1d6 nonlethal damage per 2 class levels the princess possesses. The princess may maintain this song for up to 1 round per 2 princess levels and while a creature can only be affected by it once, any new evil creatures which enter the area, either due to the princess moving or due to moving into it themselves, must make a Will save or take this damage. This song has additional power against Outsiders with the Evil subtype and Undead. Against such creatures it deals lethal damage and they receive half damage on a successful Will save. In addition they take 1 damage per 2 princess levels the princess possesses each round they are in the area of the effect (no save).
Healing Song: A princess’s song can stir life back into creatures. When a princess sings this song each living creature within 30-ft of her heals 2 hit points per round that it is sung. A princess may maintain this song for up to 1 round/2 princess levels.
Reeds in the Wind: A princess’s song stirs the inanimate into action, causing plants to dance as if in the wind, and move to grab at those who would threaten the princess. While singing this song plants within 20-ft of a princess writhe protectively around her. This functions as an entangle spell in the area, except that the princess and her animal pal are completely immune to its effects and creatures which are not Hostile towards the princess have no need to make a Reflex save being treated as if they had successfully saved against the effect. A princess may maintain this song for only 1 round plus 1 round per 2 princess levels she possesses.
Revealing Chorus: When a princess sings this song invisible creatures within 20-ft of the princess, +5-ft of the princess per 2 princess levels, become visible as semi-transparent. This effect lasts as long as the princess sings. An invisible creature which leaves the area becomes invisible once more, and one that enters it (or has the area moved over it) becomes visible.
Song of Feast Cleansing:[b] With this song a princess purifies and cleanses food and drink, preparing it for the feast. When a princess sings this song for at least 1 minute it acts as a Purify Food and Water spell on all food and drink within a 5-ft radius of the princess, this radius is increased by 5-ft per 2 princess levels beyond 2nd she possesses. Only food and drink present within this area for the entire period of the song is affected.
[b]Song of Mending: With this song a princess stirs some spark of energy within a damaged object, blowing new life into it till it stands refurbished and whole. This functions as a mending spell except that it may target a number of objects within 30-ft equal to the princesses class level. A princess may target a single object as if with Make Whole instead of 8 smaller objects, or may target a single construct in which case it heals hit points equal to the princess’s class level. Beginning at 11th level a princess may repair warping to objects in addition to rips, tears, and the like. A princess must sing for one whole minute for this song’s effects to take effect.
Song of Stamina: While you play this song all creatures within 60-ft which can hear it may run, hustle, or perform other exhausting activities without tiring (such as walking long distances). In effect rounds spent performing these actions while listening to this song are not counted against the limit of how long they may do so (if you played this song for 8 hours while walking you could walk another 8 hours without making checks against forced marches).
Spellbreaker Song: As the bard alternate class feature from Complete Mage page 35.
Stir the Inanimate Heart: When a princess sings this song for 3 rounds she may attempt a Disable Device check or an Open Lock check against one device or lock within 30-ft of her, substituting her Perform (Vocal) modifier for the relevant skill.
Stir Wonder: When a princess sings this song it duplicates the effect of a Rod of Wonder except that any save DC is 10 + 1/2 Princess level + Cha modifier, any effect which deals damage directly deals nonlethal damage, and both the fireball and lightning bolt abilities deal 1d6 damage per Princess level instead of 6d6. A princess must be non-Lawful to sing this song. Effects created by this song are considered spell-like abilities once in effect with a caster level of the princess's class level (using this to determine any duration which would be based on the rod's caster level), and may be dispelled as such but ignore spell resistance and do not provoke attacks of opportunity because they are not spell-like abilities until after they have taken effect.

Lesser Songs
Barrier Song: While a princess sings this song no evil may approach within 30-ft of her. Any evil creature which moves into this area of its own volition suffers a -2 penalty to attack rolls, ability checks, saving throws, and AC while within the area, and evil Undead and Outsiders with the Evil subtype may not enter it of their own volition at all. A creature which is forced into the area, or already in the area when the song begins is unaffected as long as it remains within the area. A princess may sing this song for up to 1 minute/class level, and it costs 2 uses of her Mystical Songs plus an additional use per 2 levels of Summon Nature's Ally Spell above 4th used.
Beastcaller Song, Greater: This functions as Lesser Beastcaller Song, except that it summons from the Summon Nature's Ally IV or the list one level higher for every 3 princess levels above 8th they possess. This song costs two uses of a princess’s mystical songs.
Blessing Song: When you sing this song everywhere within 20-ft of you becomes consecrated as if through the consecrate spell, and remain so for 1 hour per Princess level. If you move while singing this song the consecration spreads with you, but previous areas remain consecrated. You may maintain this song for 1 minute per 2 princess levels. This song uses only 1 use of your mystical songs.
Flowers Singing Back: While singing this song the princess may speak to plants as if under the effects of a speak with plants spell, her words are woven into the lyrics of the song itself. This song uses only 1 use of the princess’s mystical songs.
Heal the Wounded Heart: When a princess sings this song each creature within 30-ft of her heals 1 point of ability damage and 5 points of hit points damage per round that she sings. A princess may sing this song for up to 1 round per 2 princess levels. This song costs two uses of a princess’s mystical songs.
Hymn against Death: Initiating this song is an immediate action. One target within 30-ft cannot die as long as they remain within this area. If they would die they are instead knocked out for 3 rounds (if an instantaneous effect such as Finger of Death) or until they would no longer be dead (if a continuous effect such as hit point damage, Constitution damage, or negative levels). Singing this song costs 2 uses of a princess’s mystical songs, but she may maintain it indefinitely.
Liberating Song: When a princess sings this song she may choose a number of creatures equal to 1 + ½ her Charisma modifier. These creatures gain the benefits of a Freedom of Movement spell for as long as she sings and they remain able to hear her sing and 5 rounds thereafter. A princess may maintain this song for 1 minute per class level and it costs 2 uses of her mystical songs.
Planar Upwelling: When a princess sings this song she may change the Alignment trait of whatever plane she is upon out to 60-ft of her. Regardless of its previous alignment the area within range loses any Evil Alignment trait and gains the Minor Good Aligned trait; if she has the Beauty Untouched by Hell ability it instead gains the Major Good Aligned trait. A princess may continue this song indefinitely and it uses only 1 use of her Mystical Song.
Song Heard Afar: When a princess sings this song for 1 minute she may send a message as if with the whispering wind spell (with a caster level of her class level). This song uses only 1 use of the princess’s mystical songs.
Song of Banishment: When a princess sings this song all extraplanar evil outsiders within 30-ft must make a Will save (DC 10 + ½ princess level + her Charisma modifier) or be banished back to a random location on their native plane; a princess may only banish her class level in Hit Dice of outsiders with a single use of this ability, and the weakest outsiders are banished first. This song also functions as Turn Undead by a cleric of a level two higher than the princess’s level against all undead within range; any outsiders affected count against the abilities turning damage and any undead turned count as the hit dice which may be banished. This ability costs 2 uses of the princess’s mystical songs.
Song of Calming: When a princess sings this song it acts as a Calm Emotions spell on all creatures which can hear it (Will DC 10 + 1/2 princess level + Charisma modifier). A princess may sing this song indefinitely. This song uses only 1 daily use of the princess's mystical songs.
Song of Crafting: When a princess sings this song it seems to speed her ability to craft and create. This functions as a fabricate except that all goods to be affected must be within 5-ft of the princess at some point during the song and it can only affect 50 cubic feet of goods, or 5 cubic feet of minerals. Using this song requires 1 minute per 10 cubic feet (or 1 cubic feet of minerals) to be affected. A princess may substitute their Perform (Vocal) skill for a Craft skill when using this ability but suffer a -1 penalty to the check for 2 ranks of Perform (Vocal) they possess, and gain a +2 synergy bonus if they have 5 or more ranks in the related Craft skill. This takes 2 daily uses of the princess’s mystical songs.
Song to Stir the Blackest Heart: When a princess sings this pleading song it stirs even the smallest sparks of good in a creature’s heart. One creature within 30-ft which can hear the princess’s song must make a Will save (DC 10 +1/2 princess level + Charisma modifier) or their alignment temporarily becomes Good (retaining their Lawful/Chaotic aspect) for a number of minutes equal to the rounds this song was sung. The subject retains whatever outlooks, allegiances, and relationships it had previously as long as they do not conflict with its new alignment. Otherwise, they act with their new selfless, merciful, and kind outlook in all manners. A creature affected by this does not immediately fall under the effects of princess class features which set initial attitude towards the princess, and is unlikely to immediately betray its old companions, but is likely to try and find a peaceful solution to problems. This is a mind-affecting compulsion effect, and Outsiders with the Evil subtype gain a +4 bonus to saves against it. No creature may be affected by this song more than once per day, and on a successful saving throw they gain immunity to that princess’s song to stir the blackest heart for 24 hours. A princess may only sing this song for 1 round/class level after which time she must stop and singing this song costs 3 daily uses of her Mystical Songs ability.
Song of the Wilds: By singing this song for 10 minutes a princess gains the benefits of a Commune with Nature spell. This costs 3 daily uses of her Mystical Songs ability.

Greater Songs
Anchoring Song: This song blocks off the area within 30-ft of the princess from extraplanar travel. This functions as a Dimensional Lock within the area. A princess may maintain this song indefinitely, and using this song takes 3 uses of a princess’s mystical songs ability.
Animating Melody: This song brings life to the lifeless, animating the objects surrounding the princess controlling them with its tune. While a princess sings this song one or more objects within 30-ft of the princess spring to life as if with the Animate Objects spell with a caster level of her princess level except that objects animated with this song deal nonlethal damage suffering no penalty to hit to do so unless they are objects designed as weapons. Objects animated in this way may remain animated if they go out of this range as long as they are within a range that the song can be heard with a DC 20 or less Listen check. All objects lose animation should the princess stop singing this song and a princess may only sing this song for 1 round per class level. Using this song takes 3 uses of a princess's Mystical Songs ability.
Chorus of the Winds: When a princess sings this song she can control the weather in the surrounding area. For every round they sing they can control the weather for the next 6 minutes (1 hour/minute), as if with a Control Weather spell. It takes only 10 minutes for this control to be established, and the princess may maintain this song for 2 minutes per Princess level. This control extends in a 3 mile radius centered on the position the princess began the song. Using this song takes 3 uses of a princess’s Mystical Songs ability.
Deathwarding Song: This song wards the princess and her allies from black magic. While the princess sings, and for 1 minute thereafter, the princess and all allies within 30-ft of her gain the benefits of a Death Ward spell. Using this song takes 4 uses of a princess’s Mystical Songs ability
Greater Barrier Song: While a princess sings this song no evil may approach within 30-ft of her. Evil creatures cannot enter into this area of their own volition. An evil creature which is forced into the area, or already in the area when the song begins suffers a -2 to ability checks, AC, attack rolls, saving throws, and skill checks as long as it remains within the area. A princess may sing this song for up to 1 round/class level, and it costs 4 uses of her Mystical Songs.
Greater Healing Song: When a princess sings this song she heals one creature within 30-ft as if she had cast a Heal spell upon it (caster level = class level). This costs 3 uses of her Mystical Songs.
Harmony of Altered Time: This song alters the course of time for creatures within its dictates. When a princess sings this song she may grant any number of creatures within 60-ft the benefits of the Haste spell, and may inflict on any number of creatures the disadvantages of a Slow spell. Creatures which are hasted by this spell have each round spent hasted this way count as 2 rounds for the purposes of effect durations, and creatures which are slowed by this spell have each round spent slowed count as only half a round. A princess may move while singing this song, and the effects apply to new creatures which enter the area due to this movement or their own, and its effects last for as long as the princess continues singing, up to 1 round per class level (this is unaffected by whether the princess is hasted or slowed), even if the creature leaves the area and for 3 rounds thereafter (these rounds are affected by their haste or slow status ending up as 2 or 6 rounds). A creature is allowed a Will save (DC 10 + 1/2 princess level + Cha modifier) to negate this effect. This uses 4 daily uses of the Princess's Mystical Songs.
Hymn of Hallowed Halls: When a princess sings this song evil creatures within 40-ft of her that can hear her immediately take 1d6 non-lethal damage per princess she possesses and are blinded for as long as they remain within its range; a Will save (DC 10 +1/2 princess level + Charisma modifier) halves this damage and prevents this blindness. No creature receives damage this way more than once no matter how long they remain within the area of the song, though if a new creature enters this area they may receive this damage. Against evil outsiders, outsiders with the evil subtype, and undead this song deals lethal damage, and extraplanar creatures of those types which fail their Will save are also banished to a random location on their home plane; this initial damage, and banishment remains a one time effect. Such creatures that begin their turn within the area of this song also take damage equal to your princess level each round. A princess may only sustain this song for 1 round per princess level. Using this song takes 4 uses of a princess’s Mystical Songs ability.
Hymn of Heavenly Passage: The heavenly tones of this hymn blends the boundaries between worlds. If a princess sings this song at the end of three rounds singing it she may send any number of creatures, including herself, within 60-ft to another plane. Each creature is allowed a Will save against this effect (DC 10 + 1/2 princess level + Charisma modifier) and the princess may only send creatures to Arcadia, Ysgard, a Good aligned plane, or her native plane, and all creatures are sent to the same location (position relative to each other) on the same target plane. A princess may choose a specific location on the plane to travel too, but the song is not wholly accurate creatures arriving 5d100-5 miles away from the intended location. This uses 4 daily uses of the Princess's Mystical Songs.
Hymn of Shielding: When a princess sings this song it creates a shielding force around allies within 60-ft. They each gain a deflection bonus to AC equal to your Charisma modifier for as long as you sing and they remain within range and for 1 minute thereafter. A princess may sing this song for up to 10 minutes per class level, and it costs 3 daily uses of the princess's mystical songs.
Lullaby of Peace: When a princess sings this song a one or more target creatures within 60-ft, with total hit dice no greater than twice the princess’s class level and no individual with hit dice greater than the princess’s class level, which can hear her must make a Will save (DC 10 +1/2 princess level + Charisma modifier) or fall asleep for as long as the princess sings and 1 round thereafter per round she sang (to a maximum of 2 additional rounds/princess level). Animals count as 1 hit die each for this ability regardless of actual hit dice unless it is lower, and magical beasts and dragons are considered to have 4 fewer hit dice (to a minimum of 1) against this effect. Killing a creature put to sleep by this effect, or allowing it to be killed by your allies, is considered to be knowingly allowing the same to be done to a good creature regardless of the target’s alignment. This ability costs 3 daily uses of the princess’s mystical songs and is a mind-affecting, sleep effect, but may affect dragons despite their immunity to sleep effects.

Miraculous Songs
Choir of the Heavenly Host: By singing this song a princess calls celestial forces to her aid. When a princess sings this song she summons 6 Avoral guardinals (MM), 6 Warden Archons (BoED), or 3 Firre eladrins (BoED). Beginning at 19th level she may summon 8 avorls, 8 warden archons, 4 firre eladrins, 2 leonal guardinals (MM), 1 trumpet archon (MM), or 1 ghaele eladrin (MM). These celestials appear on the round following the princess beginning this song and remain for as long as the princess sings. A princess may maintain this song for 1 minute per 3 princess levels.
Melody of Beast Summoning: This song summons the wilderness to the princess's aid. When a princess sings this song she summons 8 creatures from the Summon Nature's Ally VI list which remain in her loyal service for as long as the princess sings and 1 minute thereafter; a princess may maintain this song for up to 2 minutes per princess level. A princess may choose to call a creature from SNAVII instead of 2 from VI, one from VIII instead of 4, or one from IX instead of 8. Creatures summoned with this effect can understand the princess's song as if she were talking to them, and have their Intelligence increased to 6.
Quaking Song: A last resort for a princess capable of it, the quaking song is a song which creates a widespread and indiscriminate offense. When a princess sings this song it functions as an Earthquake spell within 40-ft, 80-ft, or 120-ft of her for as long as she sings it. A princess may sing this song for up to 3 rounds, but it requires a standard action each round to maintain it.
Reviving Song: A princess may sing this song to revive the dead themselves. When a princess sings this song, one creature of her choice which died within the last minute is revived as if by True Resurrection.
Song of Peaceful Slumber: When a princess sings this song all enemies within 100-ft which can hear must make a Will save (DC 10 + ½ princess level + Charisma modifier) or fall asleep. These creatures remain asleep for as long as they can hear the song and 1 round thereafter per round they heard it. If the princess moves while singing this song it is possible to bring other creatures into its effect. Killing a creature put to sleep by this effect, or allowing it to be killed by your allies, is considered to be knowingly allowing the same to be done to a good creature regardless of the target’s alignment. This is a mind-affecting, sleep effect, and may affect dragons despite their normal immunity to sleep effects. A princess may only maintain this song for 1 minute per 3 class levels.
Song of Time: When a princess sings this song she undoes all events since the beginning of her last turn. Creatures able to perceive the song retain their memories of events, but otherwise the events are completely erased. The only effect retained from the round before is the expenditure of this ability.
Spell Absorbing Song: The hallowed tunes of this song work to draw in magic, pulling it into you even as it serves to protect those you care for from hostile magic. While a princess sings this song enemies within 60-ft have a 30% chance of losing any spell they attempt to cast or use as a spell-like ability (or powers they attempt to manifest) with no effect, in addition allies within 60-ft gain Spell Absorption. This Spell Absorption functions as Spell Resistance equal to 12 plus your Princess level, but is unaffected by Assay Spell Resistance or spells to lower Spell Resistance, if Spell Absorption prevents a spell for one creature the spell is countered completely, and if a creature possesses Spell Resistance and Spell Absorption both are rolled separately. Whenever this song prevents a spell from being cast, or a creature's Spell Absorption counters a spell, you regain one use of your Mystical Songs for the day. A princess may only maintain this song for a number of rounds equal to their Charisma modifier.
True Song of Healing: When a princess sings this song those nearby her heal. Any ally within 30-ft of the princess is healed as if by the Mass Heal spell. The princess may maintain this song for 1 round per class level, but creatures only receive the benefits of the Mass Heal effect once each (per use of this ability), creatures which have already received it heal 10 hit points each round they are within the effect.

Zaydos
2015-03-16, 10:15 PM
ACFs and Fallen Princess PrC


Warrior Princess Variant


http://upload.wikimedia.org/wikipedia/commons/thumb/5/5c/Rhinegold_and_the_Valkyries_p_102.jpg/424px-Rhinegold_and_the_Valkyries_p_102.jpg

The Rhinegold & the Valkyrie by Arthur Rackman

A warrior princess is a princess who moves more to the front lines of the conflict, standing alongside the knights of her realm ready to defend it.

A warrior princess has 5d4 x 10 GP as starting wealth instead of sorcerer's. They may still select a courtier's outfit as their starting clothes.

A warrior princess adds Balance (Dex), Climb (Str), Jump (Str), Swim (Str), and Tumble (Dex) to her class skill list.

A warrior princess uses d10 for hit dice.

A warrior princess gains +1 BAB per class level instead of +1 per 2 levels.

A warrior princess gains proficiency in all simple and martial weapons as well as medium and lighter armor and shields.

Beginning at 1st level a warrior princess gains +1 to hit if their Charisma modifier is higher than the stat used to determine their attack, and at 3rd level they may add their Charisma bonus to hit in place of whatever stat would normally be used.

A warrior princess does not gain an AC bonus until 5th level, at which time they gain their Charisma modifier to AC when in light or no armor. They do not add +1/4 class levels.

A warrior princess's code of conduct is altered: It no longer includes prohibition against killing a creature with her own hands or inflicting lethal damage to a living creature, nor against slaying evil foes which no longer present an active threat.

A warrior princess's Inspirational Presence improves more slowly, and she does not gain the special increase at 5th or 15th level (meaning at 20th level they are capped at +13 or Charisma +2, and +6 or 1/2 Charisma +1).

A warrior princess does not gain Too Fair to Kill at 1st level, gaining it instead at 8th level.

A warrior princess gains a slowed access to her mystical songs, gaining her first song at 5th level, her 2nd least song at 7th, her first Lesser song at 10th, second at 12th, her first Greater song at 15th and 2nd at 17th, and does not gain a Miraculous Song unless they trade Beloved by the Gods for it. In addition she is considered 3 levels lower for the purposes of mystical songs, and has 1 use per 2 princess levels she possesses rounded down (this is without the -3 levels).

A warrior princess does not gain Inviolate Beauty at 5th level instead gaining it at 7th level.

A warrior princess does not gain Beauty Unburnt by Flames.

A warrior princess does not gain Beauty too Great to Tarnish.

At 10th level a warrior princess may add their Charisma modifier to weapon damage with weapons they are proficient in.

A warrior princess does not gain Aura of Protection at 10th level instead gaining it at 14th.

At 14th level a warrior princess gains Righteous Armaments; any weapon they wield is considered to have the Holy property, this does not stack with the actual holy property.

A princess does not gain Beauty Untouched by Hell at 14th level, instead gaining it at 17th.


Inspirational Princess
Some princesses serve more as an inspiration to others and tap less into the magical abilities that some princesses have. These princesses may trade a fair portion of their mystical songs to gain improvements to their Inspirational Presence ability.

Benefits:

Inspire Talent (Ex): At 2nd level select any 4 skills (in a PF game or other game with consolidated skill check reduce this to 3 skills). Regardless of which option you select to inspire with Inspirational Presence you grant a bonus to skill checks with these skills equal to that of a Quick Progression.

Inspire Mercy (Ex): Beginning at 5th level creatures benefiting from your Inspirational Presence may deal nonlethal damage at no penalty, and may do so even with spells or other abilities.

Direct Combat (Ex): Beginning at 7th level creatures benefiting from your Inspirational Aura may use your Charisma modifier in place of their Strength or Dexterity for attack rolls.

Inspirational Surge (Ex): Beginning at 10th level you may, as a standard action, increase the bonus you grant with your Inspirational Presence by +4 if a Quick Progression, +2 if a Slow Progression, and +1 if a Slower Progression for 1 round. You may use this ability 3 times per day.

Greater Inspirational Presence (Ex): Beginning at 12th level your Inspirational Aura improves granting additional benefits. At 12th level and every even level thereafter select one Inspirational Presence option you possess (including those granted by feats) and whenever you use that option Good aligned allies which gain the benefit of your Inspirational Aura gain an additional benefit. Those benefits associated with non-feat options are listed before (those for feats are listed in the feat).


Power: Affected creatures gain the bonus to damage with charge attacks.
Agility: Affected creatures gain a +5-ft bonus to movement speed per +3 bonus to Dexterity checks granted.
Vigor: Affected creatures gain twice the normal number of temporary hit points each round.
Thought: Affected creatures gain the bonus to saving throws to disbelieve Illusions.
Insight: Affected creatures gain low-light vision if they lack it or the multiplier to the distance they can see in low-light situations is increased by 1, a +5-ft increase to their darkvision range (if any) per +3 bonus to Wisdom checks granted.
Presence: Affected creatures gain 1/2 the bonus to Will saves against mind-affecting effects.
Fearlessness: Affected creatures gain a +1 morale bonus on attack rolls.
Defense: As an immediate action you may inspire a particular creature, increasing the bonus it receives to AC by 2 until the start of your next turn.
Resistance: Affected creatures gain DR 1/- per +2 bonus they would receive.
Battle: Affected creatures gain +1 to damage per +2 bonus they would receive to attack rolls.



Extended Inspiration: Your Inspirational Presence now extends out to 120-ft, and the bonuses last for 2 rounds after they are no longer in range or may no longer perceive the princess.

Inspire Legend (Su): Beginning at 17th level when a Good aligned creature benefits from your Inspirational Presence they gain an additional benefit based upon what base class they have the highest number of levels in (in the case of a tie whichever they have not increased the level of in the longest time). You never gain this benefit. In Gestalt games Inspire Legend grants the benefit for their two highest base classes.


Barbarian: They gain immunity to fatigue, and a +2 morale bonus to their Strength and Constitution when raging.
Bard: The bonuses granted by their Inspire Courage ability increases by +1, and if you Inspire Presence the bonus granted to their Charisma checks increases by +1.
Cleric: Cure spells they cast heal an additional 2 hit points per spell level and do not provoke Attacks of Opportunity. In addition they gain a bonus to their Cleric level for Turn Undead equal to the Slow Progression from your Inspirational Presence.
Druid: Their natural weapons are considered Good and Magic to overcome DR.
Fighter: When you gain this ability select 3 Fighter bonus feats (you do not need to meet their prerequisites), whenever you gain a Princess level you may reselect these feats. For each Inspirational Presence option you possess select one of these feats. While you are using Inspirational Presence they gain the feat you selected for that Inspirational Presence option as a bonus feat if they meet the prerequisites for.
Monk: Their unarmed strikes count as Good, and they gain a bonus to damage with unarmed strikes against evil creatures equal to that granted by Quick Progression Inspirational Presence abilities. If you Inspire Insight they also gain a bonus to their Wisdom modifier for determining their Monk AC bonus equal to your Slow Progression for Inspirational Aura.
Paladin: They gain additional Smite attempts per day equal to your Slow Progression of Inspirational Aura (if a variant with Smites per Encounter is used they instead gain 1 additional smite per encounter), a bonus to hit with Smite Evil equal to your Slow Progression, and a bonus to Smite damage equal to your Quick Progression. If you Inspire Presence they lose these benefits but instead gain your Quick Progression bonus to their Charisma modifier for the purposes of Paladin class features. If you Inspire Insight they lose these benefits and instead gain your Slow Progression bonus to Paladin spell save DCs and your Quick Progression bonus to their Wisdom score for determining bonus spells per day (this must be applied when they are preparing spells, and these bonus spells are lost temporarily if you cease Inspiring Insight).
Ranger: They may deal nonlethal damage to their favored enemies at no penalty. They also gain a morale bonus to attack and damage against evil aligned favored enemies and it is considered Good for the purposes of overcoming Damage Reduction.
Rogue: They deal an additional 1d6 sneak attack damage, and their sneak attacks are considered Good for the purposes of overcoming DR. In addition they may deal precision damage to Undead and they may sneak attack when dealing nonlethal damage even with weapons which normally deal lethal damage (they still suffer a -4 penalty to hit).
Sorcerer: When you gain this ability select 3 Sorcerer spells, whenever you gain a Princess level you may reselect these spells. For each Inspirational Presence option you possess select one of these spells. While you are using Inspirational Presence they gain the spell you selected for that Inspirational Presence option as an additional spell known as long as it is lower level than the highest level spell they can cast. If you change your Inspirational Presence to another which does not have the selected spell as its selected spell then any still active instances of the selected spell granted by this ability end immediately.
Wizard: They gain a +1 morale bonus to their spells' save DCs.
Warlock: When you gain this ability select 3 Warlock Invocations, whenever you gain a Princess level you may reselect these invocations. For each Inspirational Presence option you possess select one of these invocations. While you are using Inspirational Presence they gain the invocation you selected for that Inspirational Presence option as an additional invocations known as long as it is a lower grade than the highest grade invocation they possess. If you change your Inspirational Presence to another which does not have the selected invocation as its selected invocation then any still active instances of the selected invocation granted by this ability end immediately.
Warmage: They add your Quick Progression bonus to the bonus granted by their Warmage's Edge.
Wu Jen: They may use their Watchful Spirit class feature an additional time per day per +1 bonus granted from your Quick Progression Inspirational Presence options.
Favored Soul: They add all Cure spells and spells from the Good domain of levels they can cast to their Spell List and Spells Known.
Shugenja: They add all spells from the Healing domain of levels they can cast to their Spell List and Spells Known.
Spirit Shaman: Their Spirit Shaman level is considered to be increased by your Slow Progression Inspirational Presence bonus for the purposes of Chastise Spirits, Warding of Spirits, and Exorcism.
Ninja: They deal an additional 1d6 sudden strike damage, and their sudden strikes are considered Good for the purposes of overcoming DR. In addition they may deal precision damage to Undead and they may use sudden strike when dealing nonlethal damage even with weapons which normally deal lethal damage (they still suffer a -4 penalty to hit).
Scout: They deal an additional 1d6 skirmish damage, and their skirmish attacks are considered Good for the purposes of overcoming DR. In addition they may deal precision damage to Undead and they may use skirmish when dealing nonlethal damage even with weapons which normally deal lethal damage (they still suffer a -4 penalty to hit).
Spellthief: They deal an additional 1d6 sneak attack damage and may deal precision damage to Undead creatures. In addition their stolen spells have a +1 to their save DCs.
Samurai (CWar): Apply the bonus from your active Inspirational Presence to Intimidate checks (this does not stack with your Inspirational Presence) and their Charisma modifier for the purposes of Kiai Smite. In addition they deal damage as if with a Good weapon for the purposes of DR when using Kiai Smite.
Swashbuckler: Gain a morale bonus to damage with Insightful Strike and Reflex saving throws equal to your Slow Progression. In addition they may deal precision damage to undead creatures.
Binder: Recharge times for their vestige abilities are reduced by 1.
Shadowcaster: Select one Apprentice or Initiate path when you select this ability. They gain access to that path of mysteries, up to 1 level lower than their highest level mystery known, and may cast them as if they knew them normally. They do not consider this path to be known for the purpose of gaining bonus feats for paths they have begun.
Truenamer: They gain a morale bonus to Truespeech checks to perform utterances as if you had selected Truespeech as one of your Inspire Talent skills, and when you gain this ability select 3 Truenamer utterances from the Lexicon of Evolved Mind, whenever you gain a Princess level you may reselect these utterances. For each Inspirational Presence option you possess select one of these utterances. While you are using Inspirational Presence they gain the utterance you selected for that Inspirational Presence option as an additional utterance known as long as it is a lower level than the highest level utterance they possess. If you change your Inspirational Presence to another which does not have the selected utterance as its selected utterance then any still active instances of the selected utterance granted by this ability end immediately.
Crusader: They gain a morale bonus to damage with Devoted Spirit strikes (only first attack if multiple are made) equal to your Quick Progression. In addition they gain a morale bonus to Will saves equal to your Slow Progression when you Inspire Insight.
Swordsage: They gain double the normal bonus from Discipline Focus abilities. This includes the granted Weapon Focus increasing it to +2 to hit.
Warblade: Whenever they make an attack as part of recovering maneuvers they gain a morale bonus to attack rolls, and temporary hit points for 1 round equal to your Slow Progression bonus.
Psion: When you gain this ability select 3 psionic feats (you do not need to meet their prerequisites), whenever you gain a Princess level you may reselect these feats. For each Inspirational Presence option you possess select one of these feats. While you are using Inspirational Presence they gain the feat you selected for that Inspirational Presence option as a bonus feat if they meet the prerequisites for.
Psychic Warrior: They gain the same benefit as a Fighter (using the same selected feats).
Soulknife: Their mindblade is considered Holy. In addition they deal +1d8 damage with their Psychic Strike.
Wilder: When you gain this ability select 3 Wilder powers, whenever you gain a Princess level you may reselect these spells. For each Inspirational Presence option you possess select one of these powers. While you are using Inspirational Presence they gain the spell you selected for that Inspirational Presence option as an additional power known as long as it is lower level than the highest level spell they can manifest. If you change your Inspirational Presence to another which does not have the selected power as its selected power then any still active instances of the selected power granted by this ability end immediately.
Incarnate: +1 to essentia capacity of soulmelds.
Soulborn: They gain bonus essentia equal to your Slow Progression bonus.
Totemist: Their natural weapons are considered Good and Magic to overcome DR.
Dragonfire Adept: When you gain this ability select 3 Dragonfire Adept Invocations, whenever you gain a Princess level you may reselect these invocations. For each Inspirational Presence option you possess select one of these invocations. While you are using Inspirational Presence they gain the invocation you selected for that Inspirational Presence option as an additional invocations known as long as it is a lower grade than the highest grade invocation they possess. If you change your Inspirational Presence to another which does not have the selected invocation as its selected invocation then any still active instances of the selected invocation granted by this ability end immediately.
Archivist: They may spontaneously cast Cure spells and spells from the Good domain as a cleric spontaneously casts Cure spells.
Dread Necromancer: Whenever they cast a spell that inflicts damage through negative energy, or use their charnel touch, they may choose to damage undead creatures as if they were living.
Artificer: The competence bonus to skill checks they receive from magic items is increased by +2, and any insight bonus they receive from a magic item is increased by +1.
Healer: They heal an additional 4 hit points per spell level with Cure spells.
Marshal: They may use their Grant Move Action ability to grant swift actions or spend two uses to grant a standard action.
Beguiler: They gain a +4 morale bonus to all skill checks.
Dragon Totem Shaman: They don't exist gain a bonus to damage with their breath weapon equal to your Quick Progression.
Duskblade: They gain a bonus to hit with Channel Spell equal to your Slow Progression, and whenever they use Channel Spell they may have the attack and spell deal nonlethal damage (at no penalty to hit) and/or overcome damage reduction as if Good.
Knight: Their bonus to AC from Shield Block, and their bonuses from Fighting Challenge both increase by +1. The save DC of their Knight's Challenge abilities increase by +2.
Ardent: +1 morale bonus to save DCs of psionic powers.
Divine Mind: They may produce an additional aura.
Lurk: They deal an additional 1d6 sneak attack damage, and their sneak attacks are considered Good for the purposes of overcoming DR. In addition they may deal precision damage to Undead and they may sneak attack when dealing nonlethal damage even with weapons which normally deal lethal damage (they still suffer a -4 penalty to hit). In addition they gain additional lurk augments per day equal to your Slow Progression bonus.
Samurai (OA): They gain the same benefit as a Fighter (using the same selected feats).
Shaman (OA): Cure spells they cast heal an additional 2 hit points per spell level and do not provoke Attacks of Opportunity. In addition they gain a bonus to their Cleric level for Turn Undead equal to the Slow Progression from your Inspirational Presence.
Sohei: They gain immunity to fatigue and a +2 morale bonus to Strength and Dexterity when in a frenzy.
Battledancer: Their unarmed strikes count as Good, and they gain a bonus to damage with unarmed strikes against evil creatures equal to that granted by Quick Progression Inspirational Presence abilities. If you Inspire Presence they also gain a bonus to their Charisma modifier for determining their Battledancer AC bonus equal to your Slow Progression for Inspirational Aura.
Jester: The bonus from their Inspiring Quip is increased by +1, as is their Jester's Audacity bonus.
Savant: The savant may take 10 on skills used as part of skill assistance if they could take 10 on them normally.
Sha'ir: The time it takes their gen to retrieve spells is halved as long as it is sent while they receive this benefit.
Sacred Healer (http://www.giantitp.com/forums/showthread.php?126750-My-attempt-at-a-healer-class-%283-5-core-class-PEACH%29): They heal an additional 4 hit points per spell level with Cure spells.
Daggerstrike Adept: (http://www.giantitp.com/forums/showthread.php?124183-Daggerstrike-Adept-%28Core-class-3-5e-PEACH%29) They deal an additional 1d6 sneak attack damage, and their dagger sneak attacks are considered Good for the purposes of overcoming DR. In addition they may deal precision damage to Undead and they may sneak attack when dealing nonlethal damage even with daggers which normally deal lethal damage (they still suffer a -4 penalty to hit).
[B]Wildwood Knight: (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) They gain a morale bonus to damage with Star Dream strikes equal to your Quick Progression bonus.
Scholar: (http://www.giantitp.com/forums/showthread.php?196365-Scholar-%283-X-NPC-class-abilities-needed%29) They gain a morale bonus to all skills they may apply their knowledgeable bonus on equal to your Quick Progression bonus.
Beast Tamer (http://www.giantitp.com/forums/showthread.php?226621-Beast-Tamer-%283-5-Base-Class-PEACH%29): Their animal companions gain a +2 competence bonus to attack rolls when flanking.
Awakened Champion (http://www.giantitp.com/forums/showthread.php?226662-Born-a-Thousand-Times-%283-5-base-class-PEACH%29): The insight bonus they receive from Battle Insight and its improvements is increased by +1.
Countermage (http://www.giantitp.com/forums/showthread.php?228046-Countermage-Spontaneous-Abjurer-Diviner-%283-5-PEACH%29): They gain a +2 morale bonus on dispel checks (including those made to counterspell).
Argent Blade (http://www.giantitp.com/forums/showthread.php?253721-The-Argent-Blade-%283-5-Base-Class-ToB%29&p=13783150#post13783150): Whenever they expend a spell or maneuver for an Argent Blade class feature the expended spell or maneuver is considered one level higher.
Morphic Claw (http://www.giantitp.com/forums/showthread.php?306674-Morphic-Claw-%283-5-ToB-Base-Class-PEACH%29): Their natural weapons are considered Good and Magic to overcome DR.
Runebound Knight: (http://www.giantitp.com/forums/showthread.php?340303-Runebound-Knight-%28Selling-souls-to-justice-PEACH%29&p=17277471#post17277471) They gain a bonus to hit with Smite Evil equal to your Slow Progression, and a bonus to Smite damage equal to your Quick Progression. If you Inspire Presence they lose these benefits but instead gain your Quick Progression bonus to their Charisma modifier for the purposes of Paladin class features. Finally if they would die due to Charisma burn due to using a Soul Rune they do not merely suffering the normal penalties of 0 Charisma.
Luck Blessed (http://www.giantitp.com/forums/showthread.php?284442-Luck-Blessed-%283-5-base-class%29): Their lucky strike deals +1d6 damage and is considered Good for the purposes of overcoming damage reduction. Whenever they roll a 13 they may treat it as a natural 20 instead.
Dragon Knight (http://www.giantitp.com/forums/showthread.php?285350-A-Warrior-of-Spell-and-Scale-%283-5-Base-Class-draconic-melee-with-some-spells-PEACH%29): They add your Quick Progression to damage with their Elemental Strike.
Dragon Chorister (http://www.giantitp.com/forums/showthread.php?312878-Dragon-Chorister-%283-5-base-class-PEACH%29): +1 to their Dragon Chorister level to determine the effectiveness of their Draconic Hymns (including save DCs).
Kyodai (http://www.giantitp.com/forums/showthread.php?300555-Stand-tall-to-protect-the-world-from-space-monsters-%283-5-ultraman-based-class%29): Their unarmed strikes count as Good, and they gain a bonus to damage with unarmed strikes against evil creatures equal to that granted by Quick Progression Inspirational Presence abilities. If you Inspire Insight they also gain a bonus to their Wisdom modifier for determining their Monk AC bonus equal to your Slow Progression for Inspirational Aura.
Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29): They gain a +1 morale bonus to save DCs with their Courtier class features and Courtier spells.
Incarnation: (http://www.giantitp.com/forums/showthread.php?306621-So-you-want-to-play-a-god-%283-5-Base-Class-PEACH%29) They may use the spell-like abilities granted to them from any of their domains to use the following spells as spell-like abilities each one requiring a use of a spell-like ability of the same level: Any cure spell, close wounds, revivify, raise dead, resurrection, heal, lesser restoration, and mass heal.
Werewolf (http://www.giantitp.com/forums/showthread.php?309502-Listen-to-their-music-the-children-of-the-night-%28Werewolf-as-a-base-class%29): Their DR (overcome by silver) is increased by your Slower Progression (+1/2 + 1/4 Princess levels or 1/3rd your Charisma modifier whichever is lower).
Dreamcrafter (http://www.giantitp.com/forums/showthread.php?310533-From-my-dreams-my-shield-from-your-nightmares-my-sword-%283-5-Base-Class-PEACH%29&p=16274843#post16274843): The dream armor and dream weapon improve gaining +1 enhancement value worth of enchantments each (if this increases it to +11 they are allowed to have up to +6 enhancement bonus to the item directly).
Jinnblood (http://www.giantitp.com/forums/showthread.php?312765-Jinnblood-%28Base-Class-Contest-XIX-winner-PEACH%29): When you gain this ability select 3 at-will or encounter Jinnblood Invocations, whenever you gain a Princess level you may reselect these invocations. For each Inspirational Presence option you possess select one of these invocations. While you are using Inspirational Presence they gain the invocation you selected for that Inspirational Presence option as an additional invocations known as long as it is a lower grade than the highest grade invocation they possess. If you change your Inspirational Presence to another which does not have the selected invocation as its selected invocation then any still active instances of the selected invocation granted by this ability end immediately.
Tall Tale (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29): When you select this ability choose 6 skills, one of which must have each different key ability score except Constitution you may change these whenever you gain a Princess level. Select one of these skills, either Concentration or a skill you have selected 2 with the same ability score for. Whenever you inspire anything other than Power, Agility, Thought, Insight, or Presence they gain the Least and Lesser Exaggerated Skills associated with the chosen skill and are considered to have 13 ranks in it or their actual number. Whenever you inspire an ability score other than Constitution with Inspirational Presence (through Power, Agility, etc) they gain the (remaining) skill with that ability as its key ability score in the same manner.
Vestige Priest (http://www.giantitp.com/forums/showthread.php?329655-3-5-Vestige-Priest-%28Soulbinding-Base-Class-PEACH%29): They may treat their deep binds as good pacts instead of poor pacts while receiving this benefit.
Jedi (http://www.giantitp.com/forums/showthread.php?329227-Jedi-%283-5-Base-Class-Star-Wars%29): Their Jedi level for the purposes of all of their Jedi spell-like abilities is increased by 2.
Intoxicanter (http://www.giantitp.com/forums/showthread.php?350465-Intoxicanter-%28Base-Class-Contest-XXI-winner%29): Their Medicinal Alcohols, when drunk within this area, treat them as being 3 levels higher. The creator does not have to actually be receiving the bonus, but they do need to be Good aligned.
Animator (http://www.giantitp.com/forums/showthread.php?363135-The-Animator-%28Base-Class-Challenge-XXII-runner-up%29): They may have another instance of Minor Edit active at a time, but are still limited to one instance on any single creature.
Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29): They may deal nonlethal damage with Malisons and any Sign ability at-will at no penalty. In addition they gain your quick progression as a morale bonus to Truespeak checks to work a truename into an invocation regardless of what you choose to inspire.
Ruin Delver (http://www.giantitp.com/forums/showthread.php?394548-Ruin-Delver-%28Base-Class%29&p=18703172#post18703172): Their virtual skill ranks from Dabbler are increased by 4.
Dragonsoul Acolyte (http://www.giantitp.com/forums/showthread.php?394552-Dragonsoul-Acolytye-%28Base-Class-Base-Class-Contest-XXIV-winner%29): While benefiting from this ability they gain the Specialized Draconic Aspect of their Tutelary Dragon if they do not have it. If they do, they instead gain the Quick Progression bonus to their breath weapon damage.
Channeler (http://www.giantitp.com/forums/showthread.php?397114-Wonder-%28Base-class-sor-wiz-variant-needs-a-better-name%29): When you gain this ability select 3 Reserve feats (you do not need to meet their prerequisites), whenever you gain a Princess level you may reselect these feats. For each Inspirational Presence option you possess select one of these feats. While you are using Inspirational Presence they gain the feat you selected for that Inspirational Presence option as a bonus feat if they meet the prerequisites for.
Theurge (http://www.giantitp.com/forums/showthread.php?397657-Theurge-%283-5-Base-Class-arcane-divine-spellcaster%29): They may Quick Cast spells one level higher than normal.
Simic Biomancer (http://www.giantitp.com/forums/showthread.php?402250-Simic-Biomancer-%28M-tG-based-PEACH%29-SHOULD-I-MAKE-MORE-LIKE-THIS): Their mana cap is increased by your Slower Progression (+2 +1/4 Princess levels or 1/3rd Charisma).
Simic Initiate (http://www.giantitp.com/forums/showthread.php?402257-Simic-Initiate-%28M-tG-based-Graft-Fighter-PEACH%29): Whenever you bestow a graft (or recall one with Shift Graft) you may bestow or recall a total of 2 grafts.
Princess: The bonus they grant with Inspirational Aura is increased by +1 for Quick Progression, +1/2 for Slow Progression, and +1/4 for Slower Progression.



Disadvantages: You do not gain a Mystical Song at 2nd, 7th, or 12th, and you gain only 1/2 the normal uses of Mystical Songs (1/2 your Princess level instead of your Princess level). In addition you do not gain a Miraculous Song at 17th level, you may still select one in place of Favored by the Gods.


Pretty Power Princess

A Gestalt only Princess variant. The Pretty Power Princess combines the best aspects of Princess, Martial Princess, and Inspirational Princess with certain chassis improvements into one at the cost of counting as both sides of the Princess's gestalt.

Benefits: You gain d10 hit dice, full BAB, 6 + Int ability scores, good Reflex in addition to Will. In addition you use a Martial Princess's code of conduct, and have proficiency in all simple and martial weapons, light and medium armor, and shields. You gain the regular princess's unarmored bonus to AC, and beginning at 5th level you may apply your Charisma to AC when wearing armor or a shield (but do not gain level up improvements when doing so). You gain all the abilities that Martial Princess or Inspirational Princess gains and regular Princess does not (Charisma to hit and eventually damage, Greater Inspirational Presence, Inspire Legend, etc). You retain all regular Princess class features and full use of your Mystical Songs.

Disadvantages: This counts as both sides of your gestalt in a Gestalt game.


VoP Princess

While many princesses come from the cream of the nobility, some do turn away from wealth and fortune in favor of asceticism and helping the less fortunate.

A princess which takes the VoP feat gains the following additional advantages.

If they have at least 8 levels of Princess they gain +1 to their character level for the purposes of Vow of Poverty (to a maximum of 20).

If they have at least 13 levels of Princess they gain an additional +3 (for a total of +4) to their character level for the purposes of Vow of Poverty (to a maximum of 20).

If they have at least 18 levels of Princess they gain Extra Song as a bonus feat, and a +2 untyped bonus to Charisma.

fuzzysora
2015-04-06, 10:21 PM
The Figure Skater

http://i.stack.imgur.com/DK0nml.jpg

“You see these blades? These are the blades that won me the Elven National Ice Skating tournament, three years in a row. These are the blades that helped me become the first person to cross the Hodoian Ocean without a boat. These are the blades that are going to be the end of you!” -Maia Smeckledorf, a Figure Skater


Figure Skaters combine highly trained ice skating moves with martial skill. Having maximized their speed on the ice, Figure Skaters zip past enemies, delivering fast slices with their skates. Being natural born performers, their battles are more like elaborate dances, but with a lot more dead people at the end. With experience, they learn to master the powers of winter.

Adventures: Figure Skaters go off on adventures for the same reason anyone else does. They might want to find a legendary pair of ice skates, or perhaps show the world their ability and dancing grace on the ice.

Characteristics: Figure Skaters are generally perky and upbeat. This is not a requirement of figure skating, however, and often skaters have different personalities on and off the ice. Though stereotypically female, male Figure Skaters do exist and are oftentimes found with a partner Figure Skater (typically female).

Alignment: Figure Skaters can be of any alignment. Good Figure Skaters enjoy putting on a show for the good of the people, while evil Figure Skaters dance for power, glory and wealth

Religion: Figure Skaters don’t favor a specific deity, typically worshipping their racial god, or a god of ice or speed. It’s not surprising for a Figure Skater to worship Fharlanghn because of their travelling nature.

Background: Becoming a Figure Skater takes a lot of work. It requires years of practice and instruction to do right, and most people can’t take the strain of the work. Those who tough it out can become figure skaters.

Races: Among the civilized races, Humans, Elves, Halflings and Gnomes fill the ranks of most of the worlds Figure Skaters. Humans excel at learning new tricks, while elves have a natural grace while dancing on the ice. Halflings excel because of their light weight and Dexterity bonus. Gnomes, while less common than the other 3 primary races, still can be good Figure Skaters, as they excel in the flashy department; figure skating relates closely to their natural affinity for barddom. Dwarves and half orcs rarely become Figure Skaters because of their typically reserved natures. Among the monstrous races, goblin and orc Figure Skaters are almost unheard of. Kobolds, surprisingly, make fantastic Figure Skaters. Who knew? Neanderthals occasionally become Power Skaters, a variant to the more dexterous Figure Skaters.

Other Classes: Figure Skaters get along well with the flashiest classes, typically the charismatic bard and sorcerer. They respect rogues, having much in common with their way of doing things, but sometimes rogues feel a little inadequate when compared to the Figure Skater’s mobility which may lead to distaste in some cases. They may find fighters and paladins hard to get along with because these heavy armor wearers typically move at a much slower pace than them. With Druids and Barbarians, it’s always a hit or a miss, all depending on the Figure Skater and others in question. Figure Skaters are typically indifferent to clerics, monks, rangers, and wizards.

Role: Figure Skaters fill an odd niche compared to most other classes. They excel at getting somewhere fast, and they are competent warriors who excel at attacking lightning quick. They are best utilized by distracting enemies and dealing with far off threats with their speed.

Adaptation: A world without Ice Skates is a sad world indeed. But DM’s could always reskin the Figure Skater into a specialized Ice Mage

GAME RULE INFORMATION
Figure Skaters have the following game statistics.
Abilities: Dexterity and Charisma are the key abilities for this class. Dexterity is useful for the mobility, attacks, AC and eventually damage of the Figure Skater, while Charisma helps with many of her class abilities. Constitution is secondarily important for health, as with any martial class.
Alignment: Any
Hit Die: d8
Starting Age: As Rogue
Starting Gold: as Rogue

Class Skills
The Figure Skater's class skills (and their related ability scores) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Tumble (Dex), Use Rope (Dex)

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

Figure Skater


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Ice Dance 1/day, Ice Skating, Weapon Finesse


2nd

+1

+0

+3

+0
Blades of Glory, Graceful Strike, Trick


3rd

+2

+1

+3

+1
Freezing Aura, Uncanny Dodge


4th

+3

+1

+4

+1
Ice Dance 2/day, Do You Want to Build a Snowman?, Trick


5th

+3

+1

+4

+1
Light on Your Feet, Evasion


6th

+4

+2

+5

+2
The Cold Never Bothered Me Anyway, Trick


7th

+5

+2

+5

+2
Stamina


8th

+6/+1

+2

+6

+2
Ice Dance 3/day, Improved Blades of Glory, Trick


9th

+6/+1

+3

+6

+3
Improved Uncanny Dodge, Moving Performance (+2 Cha)


10th

+7/+2

+3

+7

+3
Where is my Super Suit?, Trick


11th

+8/+3

+3

+7

+3
Master of Mobility


12th

+9/+4

+4

+8

+4
Ice Dance 4/day, Trick


13th

+9/+4

+4

+8

+4
Free as a Bird


14th

+10/+5

+4

+8

+4
Trick, Improved Evasion


15th

+11/+6/+1

+4

+9

+4
Greater Blades of Glory


16th

+12/+7/+2

+5

+10

+5
Ice Dance 5/day, Trick


17th

+12/+7/+2

+5

+10

+5
Frozen Heart


18th

+13/+8/+3

+6

+11

+6
Trick, Love is an Open Door


19th

+14/+9/+4

+6

+11

+6
Heart-Rending Performance (+4 Cha)


20th

+15/+10/+5

+6

+12

+6
Ice Dance 6/day, Let it Go!, Trick



Class Features
All of the following are class features of the Figure Skater.

Weapon and Armor Proficiencies: The Figure Skater is proficient with all simple weapons and ice skates as well as light armor, but not with shields.

Ice Dance (Ex):The main class feature of the Figure Skater is the ice dance.
A Figure Skater can fly into a mystical ice dance a certain number of times per day. During an Ice Dance, a Figure Skater gains a competence bonus to all attack and damage rolls as well as a dodge bonus to AC equal to her charisma modifier. She also gains the Pounce ability for the duration of the ice dance. Furthermore, she gains the benefits of the Mobility feat, even if she doesn’t meet the prerequisites. While ice dancing, a Figure Skater must move at least 10 feet every round if she is able. If she is unable to move 10 feet, the ice dance prematurely ends. An ice dance lasts for a number of rounds equal to 3 + the character’s Charisma modifier (with her new Charisma modifier if she is of 9th level or higher). While Ice Dancing, a Figure Skater cannot cast spells as she is focused on the complex actions and tricks involved in the Ice Dance. She does have access to all of her own Figure Skater Tricks. A Figure Skater may prematurely end her ice dance. At the end of the ice dance, the Figure Skater loses the ice dance bonuses and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless she is a 7th-level Figure Skater, at which point this limitation no longer applies).

A Figure Skater can ice dance only once per encounter. At 1st level she can use her ice dance ability once per day. At 4th level and every four levels thereafter, she can use it one additional time per day (to a maximum of six times per day at 20th level). Beginning an ice dance takes no time itself, but a Figure Skater can do it only during her action, not in response to someone else’s action.

Ice Skating (Ps): As granted equipment at level 1, a Figure Skater has ice skates. While wearing ice skates, a Figure Skater acts as though under the effects of the skate power. This +15ft speed bonus (+30ft downhill, +0ft uphill) stacks with the Speed Skating Trick. In addition, a Figure Skater’s land speed is faster than the norm for her race by +10 feet while she is wearing ice skates and no armor or light armor and not carrying a medium or heavy load. A figure skater may move backwards at her full speed and with the same ease as going forward.

Weapon Finesse (Ex): A Figure Skater gains Weapon Finesse as a bonus feat.

Blades of Glory (Ex): At 2nd level a Figure Skater gains multi-weapon fighting as a bonus feat, even if she does not meet the requirements. This allows her to attack effectively with a weapon (or two) and both of her skates in a full attack. Also, if using no other weapons, she may treat both of her skates as though being used by her primary hand.

Graceful Strike (Ex): A 2nd level Figure Skater can choose to use her Dexterity Modifier as a substitute to her Strength modifier when doing damage with finessable weapons.

Trick: Starting at 2nd level and every 2 levels thereafter, a Figure Skater can learn a trick from the trick list (see below).

Freezing Aura (Su): A 3rd level Figure Skater gains a Freezing Aura. Any open water within 5ft x Charisma modifier (minimum of 5ft) of the skater becomes frozen. This essentially means that the Figure Skater can cross any body of water as if it was made of ice. This ability can be suppressed at will.
The ice created immediately melts after leaving the aura’s area of effect, unless the ambient temperature would sustain ice.

Uncanny Dodge (Ex): The Figure Skater is so graceful in her motions that she is can dodge attacks that she’s not even consciously aware of. Starting at 3rd level a Figure Skater retains her Dexterity Bonus to AC (if any) even while flat-footed or when struck by an invisible attacker. However, she still loses the bonus if immobilized.

If the Figure Skater already has uncanny dodge from a different class, she automatically gains Improved Uncanny Dodge instead.

Do You Want to Build a Snowman? (Su): At 4th level a Figure Skater gains a small sized snowman companion. Treat this as a small sized water elemental without the whirlpool or drench abilities or a swim speed, with vulnerability to fire, immunity to cold, and 1d6 extra cold damage on all attacks. He speaks the languages that the Figure Skater speaks, and can move at her speed.

This snowman companion can choose to grow into a medium sized creature at level 10, Large at 15, and huge at 20. They can fluctuate between sizes as a full round action.

If the snowman leaves the area of the Figure Skater’s aura, and the ambient temperature would not sustain real snow, he begins to melt. He can last for a number of rounds equal to his Constitution score before he melts too much to act normally. He is still alive for 1 minute after he collapses.

A Figure Skater may create a new snowman companion the following day.

Light on Your Feet (Ex): A Figure Skater of level 5 gains an untyped +4 on all checks regarding balance, jump, and move silently.

Evasion (Ex): At 5th level and higher, a Figure Skater can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Figure Skater is wearing light armor or no armor. A helpless Figure Skater does not gain the benefit of evasion.

The Cold Never Bothered Me Anyway (Su): A Figure Skater of 6th level gains resistance to cold equal to ½ her figure skating level.

Stamina(Ex): A 7th level Figure Skater is sufficiently physically fit and familiar enough with her typical routines that she no longer becomes fatigued after an Ice Dance. However, she still can only do an ice dance once per encounter.


Improved Blades of Glory (Ex): At 8th level a Figure Skater gains Improved Multiweapon Fighting as a bonus feat, even if she does not meet the prerequisites.

Improved Uncanny Dodge (Ex): A Figure Skater of 9th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Figure Skater levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Moving Performance (Ex): 9th level Figure Skaters are such excellent performers that they are treated as having a +2 Charisma while Ice Dancing. This affects all Charisma based abilities. In addition, she is gains the Spring Attack feat while Ice Dancing.

Where is my Super Suit? (Su): At 10th level, the Figure Skater gains the ability to create ice in midair up which she can then skate. Ice is created only within her square while in the air, not everywhere within her Freezing Aura as usually happens with water. This effectively acts as a fly speed with good maneuverability equal to her land base speed (keep in mind the uphill portion of the Ice Skating class feature, eliminating the 15 feet speed bonus if heading upward). She can do this for a number of rounds at a time equal to her charisma modifier. The ice thaws immediately after leaving her Freezing Aura. Yes, the ice can float unsupported. It’s magic.

Master of Mobility (Ex): Figure Skaters of 11th level and above have mastered mobility while wearing ice skates. They may take a 10 on all balance, jump, and move silently checks, even while under pressure. Her bonus to these checks from the Light on Your Feet class ability still apply.

Free as a Bird (Ex): Starting at 13th level a Figure Skater is affected as though by a continuous freedom of movement spell while wearing ice skates.

Improved Evasion (Ex): This ability works like evasion, except that while the Figure Skater still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Figure Skater does not gain the benefit of improved evasion.

Greater Blades of Glory (Ex): At 15th level a Figure Skater gains Greater Multiweapon Fighting as a bonus feat, even if she does not meet the prerequisites.

Frozen Heart (Su): At 17th level, a Figure Skater gains a powerful understanding of her icy nature. She gains the ability to freeze a subjects heart once per day as a death attack when within her Freezing Aura. The subject must succeed on a Fortitude save of 10 + ½ Figure Skater Level + Charisma Modifier or die. On a successful save, the subject still takes 1d6 points of cold damage per Figure Skater level. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to critical hits, and creatures specifically stated to not have a heart are unaffected by this death attack. However, they do take 1d6 points of cold damage per Figure Skating level.

Love is an Open Door (Ex): Through the power of Love, a Figure Skater of 18th level can reach through the open door of the planes and retrieve a loved ones soul, bringing back from the dead. this acts as a True Resurrection spell that has no Material or XP costs. This ability can be used once per month.

Heart-Rending Performance (Ex): Upon reaching level 19, a Figure Skater has become so expressive during her Ice Dances that her Charisma bonus while doing so increases to +4.

Let it Go! (Su): At level 20, a Figure Skater’s freezing aura grows to 5 miles x Charisma Modifier, and can be very specifically manipulated anywhere within this area. The affected area is suddenly plunged into winter. The temperature drops to somewhere between -20 degrees and 32 degrees Fahrenheit. For example, she can make one town within the radius suffer from winter and nowhere else if she so chooses. The change in aura is a standard action.

She may create a castle of your choice once per day over a 3 minute period; just long enough to sing about “Letting it Go.”

This new aura is treated the same as her old Freezing Aura in relation to her abilities.

The figure skater’s resistance to cold becomes immunity to cold.

fuzzysora
2015-04-06, 10:22 PM
Tricks:
(Alphabetical Order)

3 Turn (Ex)
Prerequisites: None
Effect: By taking this trick, a Figure Skater no longer needs to charge in a straight line. They can turn up to 90 degrees during a charge.

Abominable (Su)
Prerequisites: Do You Want to Build a Snowman? class ability
Effect: This trick grants your Snowman companion an additional +4 to his Strength and Constitution scores as well as 2 additional hit die (which do not affect his size).

All Wrapped Up (Ex)
Prerequisites: None
Effect: With this trick, a Figure Skater uses a piece of rope (or similar item) of at least 15ft in length to wrap up a target. By succeeding on a melee touch attack, she attaches the rope to her target, then moves around them quickly as a move action, wrapping them up and causing them to become entangled. This ability only works on creatures of the same or smaller size.

Blow Them a Kiss (Sp)
Prerequisites: Level 6
Effect: A Figure Skater who learns this trick has honed her performing skill to such a degree that she need only blow a kiss at an enemy to drop their jaw. As a standard action a Figure Skater may choose a target within 25ft + 5ft/2 levels of her who must succeed on a Will save (10 + ½ Figure Skater level + Charisma Modifier) or become stunned for 1 round. Any enemy who makes the save is immune to the Figure Skater’s Blow Them a Kiss Trick for 24 hours.

Butterfly Jump (Ex)
Prerequisites: None
Effect: When performing a Butterfly Jump, a Figure Skater leaps into the air and spins with her body parallel to the ground. This allows her to make a full attack using only her skates, but they become reach weapons for the attack.

Chasse (Ex)
Prerequisites: None
Effect: The footwork of a Figure Skater who’s learned this trick is highly advanced. She now gains the ability to avoid attacks of opportunity during a charge by succeeding on a DC 15 balance check.

Cold as Ice Ice Baby (Su)
Prerequisites: None
Effect: You’re skin grows icy, giving you a natural armor bonus of 1. This bonus increases to 2 at 5th level, 3 at 10th, 4 at 15th, and 5 at 20th.

Death Drop (Ex)
Prerequisites: 10 ranks in jump
Effect: Deal fall damage to a target you land on. Reduced fall damage stacks with reductions from battle jump.

Double Axel (Ex)
Prerequisites: Single Axel
Effect: By performing this trick as a swift action while moving, a Figure Skater inspires her allies. This move seems simple enough to a Figure Skater, but is highly impressive to anyone else nearby. By spinning two and a half times in the air she inspires allies (including herself) with a +2 competence bonus all attack and damage rolls as well as saves for 1 round. These effects stack with those granted by her Ice Dance ability as well as those granted by the Single Axel trick.

Fabulous Costume (Ex)
Prerequisites: None
Effect: A Figure Skater who chooses to learn this trick has put a lot of work into her costume. Everything from the sequined cloak and matching ice skates to her impossibly perfect hair manipulates how others perceive her. As a result, her Charisma score is treated as though 2 higher than it is (i.e. A Figure Skater with 14 Charisma who learns this trick is treated as though she has a +3 Charisma Modifier instead of a +2). This effect adds to all skills and Figure Skater class abilities that involve Charisma, including Ice Dance, but not to any non-Figure Skater abilities, such as spells or bardic music.

Frigid Aura (Su)
Prerequisites: Freezing Aura class ability
Effect: Once inside the aura of a Figure Skater who learns this trick, an enemy takes 1d3 points of nonlethal cold damage per round spent therein. This damage affects the enemies that end their turn in the aura. Winter Clothing negates this damage. This ability affects allies, but can be suppressed to her normal Freezing Aura affects, or to no aura at all.

My Freeze Ray (Su)
Prerequisites: None
Effect: As a ranged touch attack, you can shoot a bolt of cold at an enemy. This bolt does 1d6 + Charisma modifier points of damage for every 2 levels of figure skater you have. This is an attack action. It has a range of 30 feet. This trick is not affected by Quick Trick.

Partner Skating (Ex)
Prerequisites: None
Effect: A Figure Skater who learns partner skating can choose a partner to skate with them. For as long as partner skating, each character uses their combined Charisma modifiers for all Figure Skater abilities and their averaged land speed. If the other party involved does not have ice skates, they are still treated with no penalties for moving on ice during this time.

Both characters share the better of their initiatives and make their respective actions as usual, except that they must remain in adjacent squares at all times. The effects of Partner Skating end as soon as they are no longer in adjacent squares, or one character declares it to be over. If still in initiative play after finishing a Partner Skate, each character returns to acting on their respective initiatives, waiting until the next round if acting would mean doing so twice in one round.

Special: If two Figure Skaters who have both learned this trick engage in Partner Skating, they both use their combined Charisma modifiers and averaged speeds and are treated as though in an Ice Dance, without the use of the Ice Dance ability. This effect does not make a Figure Skater below level 7 fatigued afterward, and does not count against their total number of Ice Dances per day, nor their one use per encounter.

Permafrost (Su)
Prerequisites: Subzero Aura Trick
Effect: By learning this trick, a Figure Skater’s freezing aura is amplified. Now any surface within her aura is treated as though made of ice. This ability also affects allies and can be suppressed as with her other Auras.

Quadruple Axel (Sp)
Prerequisites: Triple Axel
Effect: By taking a standard action while moving to spin an amazing four and a half times around in the air, the Figure Skater creates a whirlwind, as the spell, for a number of rounds equal to her Charisma Modifier, focused around her. This ability does not provoke attacks of opportunity. This ability can only be used once per encounter.

Quick Tricks (Ex)
Prerequisites: Speed Skating
Effect: A Figure Skater who learns this trick has dedicated much-- may perform her other tricks at an even faster pace. A trick that would take a full round action instead takes a standard action, one that would take a standard action instead takes a move action and one that would take a move action instead takes a swift action. Any single trick that would take a swift action takes action free action, still can only be used once.

Shoot-the-Duck (Ex)
Prerequisites: None
Effect: By learning this trick, a figure skater can perform a sit spin with one leg outstretched, parallel to the ground, allowing her to do a trip action as though she has the Improved Trip feat, even if she does not meet the prerequisites. This +4 is added to the +4 granted if the Figure Skater has already taken the Improved Trip feat (resulting in a total of +8). The figure skater uses a foot (presumably with a skate on it) to perform the trip. This trick is not affected by Quick Trick as it is an attack option.

Shotgun Spin (Ex)
Prerequisites: None
Effect: A Figure Skater who learns this trick can perform an upright spin with one leg held upwards towards the front of her body by the ankle. This allows her to do a Disarm action as though she has the Improved Disarm feat, even if she does need meet the prerequisites. This +4 is added to the +4 granted if the Figure Skater has already taken the Improved Disarm feat (resulting in a total of +8). The Figure Skater uses a skate to perform the disarm. This trick is not affected by Quick Trick as it is an attack option.

Single Axel (Ex)
Prerequisites: None
Effect: A Figure Skater who learns this trick may perform it as a swift action. She does a very small jump while in motion and spins around one and a half times, granting her an additional +1 circumstantial bonus to attack and damage, and an additional +1 dodge bonus to AC for that round. These effects stack with those granted by her Ice Dance ability.

Skate Up the Walls (Ex)
Prerequisites: None
Effect: By choosing to learn this trick, a Figure Skater gains the psionic feat Up the Walls while wearing ice skates, even if she does not meet the requirements, and does not require psionic focus to use it.

Some People are Worth Melting For (Su)
Prerequisites: Do You Want to Build a Snowman? class ability
Effect: This trick is used as a ditch attempt to save a Figure Skater from an attack. On learning of a hit, but before taking the damage, a Figure Skater’s companion can be compelled (by the Skater) to sacrifice himself in her stead. As long as he is within her freezing Aura, he materializes in front of the blade, spell, arrow, trap, or (in the case of fall damage) between her and the ground. He takes double the damage she would take, while she takes none.

Spin with Me! (Ex)
Prerequisites: None
Effect: To use this trick, a Figure Skater must first succeed on a grapple check on a target. The Figure Skater then uses her remaining move action to skate very rapidly around the target while holding on to them. The rapid and sudden spinning causes the target to become nauseated for 1 round. The act of skating in a circle fulfills the minimum 10 feet moved/round requirement of the Ice Dance ability. This ability only affects creatures of the Skater’s size or smaller.

Spinning in the Air (Su)
Prerequisites: Where is my Super Suit? class ability
Effect: By combining forward skating with perfectly timed spins, a Figure Skater who takes this trick gains perfect maneuverability while using the Where is my Super Suit? ability. She also now adds her Figure Skater level to her charisma modifier to find the number of consecutive rounds she can use the Where is my Super Suit? ability.

Speed Skating (Ex)
Prerequisites: None
Effect: This trick enhances the base +10ft to move speed granted by the Ice Skating ability to 5ft x Charisma Modifier or 5ft x Figure Skater level, whichever is lower. Minimum +10 feet.

Stone Cold (Su)
Prerequisites: Blow Them a Kiss
Effect: Any time that a target is affected by a Figure Skater’s Blow Them a Kiss ability, the target also takes 1d6 per 2 Figure Skater levels + Charisma Modifier points of cold damage.

Subzero Aura (Su)
Prerequisites: Frigid Aura
Effect: Upon entering the aura of of a Figure Skater who’s learned this trick, an enemy takes 1d6 points of lethal cold damage per round spent therein. Enemies wearing metal armor are also affected as though by the chill metal spell. This ability affects allies but may be suppressed to any lesser Aura.

Triple Axel (Sp)
Prerequisites: Double Axel
Effect: The Figure Skater gracefully jumps and twirls in the air, spinning three and a half times. This trick takes a move action to perform and causes 1HD x (Charisma Modifier + ½ Figure Skater level) worth of enemies within 25ft + 5ft/2 levels to become dazed for 1 round. This ability only functions against any given enemy once per encounter. Performing it again will either affect different enemies or just be a cool spin with no effect.

fuzzysora
2015-04-06, 10:23 PM
Weapon: Ice Skates
1d6 damage each
Light weapons
19-20 x2 crit
Slashing
No penalties for moving while on ice
Feet treated as off-hands when attacking
Gets no penalty to disarm checks like typical light weapons

These kind of work like double weapons, except they are on your feet. If you are proficient with Ice skates, you can attack with both the weapon in your hands and the ice skates on your feet, resulting in possibly using 4 weapons at a time

~~~

Reserved for Variants, feats, etc

ezkajii
2015-04-09, 03:38 PM
Feychild

http://fc02.deviantart.net/fs70/i/2013/188/e/b/changeling_by_jurithedreamer-d6cfjoh.jpg

Source: jurithedreamer.deviantart.com


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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Feychild










S
P
E
L
L
S
/
D
A
Y


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Damage
Reduction
Deflection
Bonus
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Fairy godmother (first), fairy magic

-

+0

4

2

-

-

-

-

-

-

-

-


2nd

+1

+0

+0

+3


-

+0

5

3

-

-

-

-

-

-

-

-


3rd

+1

+1

+1

+3
Fairy godmother (second), nature's turning and rebuking

DR 1/cold iron

+0

5

4

-

-

-

-

-

-

-

-


4th

+2

+1

+1

+4
Eschew Materials, fey mind (+2)

DR 1/cold iron

+1

5

5

2

-

-

-

-

-

-

-


5th

+2

+1

+1

+4
Selfless Spell

DR 2/cold iron

+1

5

5

3

-

-

-

-

-

-

-


6th

+3

+2

+2

+5
Fey companion

DR 2/cold iron

+2

5

5

4

2

-

-

-

-

-

-


7th

+3

+2

+2

+5


DR 2/cold iron

+2

5

5

5

3

-

-

-

-

-

-


8th

+4

+2

+2

+6
Fairy godmother (third), fey mind (+4)

DR 2/cold iron

+3

5

5

5

4

2

-

-

-

-

-


9th

+4

+3

+3

+6


DR 2/cold iron

+3

5

5

5

5

3

-

-

-

-

-


10th

+5

+3

+3

+7


DR 5/cold iron

+4

5

5

5

5

4

2

-

-

-

-


11th

+5

+3

+3

+7
Fairy godmothers (two active)

DR 5/cold iron

+4

5

5

5

5

5

3

-

-

-

-


12th

+6/+1

+4

+4

+8
Fey mind +6

DR 5/cold iron

+5

5

5

5

5

5

4

2

-

-

-


13th

+6/+1

+4

+4

+8
Fairy godmother (fourth)

DR 5/cold iron

+5

5

5

5

5

5

5

3

-

-

-


14th

+7/+2

+4

+4

+9


DR 5/cold iron

+6

5

5

5

5

5

5

4

2

-

-


15th

+7/+2

+5

+5

+9


DR 10/cold iron

+6

5

5

5

5

5

5

5

3

-

-


16th

+8/+3

+5

+5

+10
Fey mind (immunity), feytouched body

DR 10/cold iron

+7

5

5

5

5

5

5

5

4

2

-


17th

+8/+3

+5

+5

+10


DR 10/cold iron

+7

5

5

5

5

5

5

5

5

3

-


18th

+9/+4

+6

+6

+11
Fairy godmother (fifth)

DR 10/cold iron

+8

5

5

5

5

5

5

5

5

4

2


19th

+9/+4

+6

+6

+11
Fairy godmothers (three active)

DR 10/cold iron

+8

5

5

5

5

5

5

5

5

5

4


20th

+10/+5

+6

+6

+12
Fey discorporation

DR 15/cold iron

+8 or +Cha,
whichever is greater

5

5

5

5

5

5

5

5

5

5



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

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

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

Feychild Spells Known


Level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th



1st

3

1

-

-

-

-

-

-

-

-



2nd

4

1

-

-

-

-

-

-

-

-



3rd

4

2

-

-

-

-

-

-

-

-



4th

5

2

1

-

-

-

-

-

-

-



5th

5

3

1

-

-

-

-

-

-

-



6th

6

3

1

1

-

-

-

-

-

-



7th

6

4

2

1

-

-

-

-

-

-



8th

7

4

2

1

1

-

-

-

-

-



9th

7

4

3

2

1

-

-

-

-

-



10th

8

4

3

2

1

1

-

-

-

-



11th

8

4

4

3

2

1

-

-

-

-



12th

8

4

4

3

2

1

1

-

-

-



13th

8

4

4

3

3

2

1

-

-

-



14th

8

4

4

3

3

2

1

1

-

-



15th

8

4

4

3

3

3

2

1

-

-



16th

8

4

4

3

3

3

2

1

1

-



17th

8

4

4

3

3

3

2

2

1

-



18th

8

4

4

3

3

3

2

2

1

1



19th

8

4

4

3

3

3

2

2

2

1



20th

8

4

4

3

3

3

2

2

2

2



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

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





Highest-Level
Spell Available
Highest Level:
Invisible Spell
Highest Level:
Invisible or Deceptive Spell
Highest Level:
Still or Silent Spell
Highest Level:
Feycasting
Highest Level:
Greater Feycasting



3rd

0

-

-

-

-



4th

1

0

-

-

-



5th

2

1

0

-

-



6th

3

2

1

0

-



7th

4

3

2

1

-



8th

5

4

3

2

0



9th

6

5

4

3

1



20th level

7

6

5

4

2



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

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

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

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

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

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

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




Feychild
Level
Deflection
Bonus
Bonus hp
per HD
Charisma
Adjustment
Speed
Enhancement
Special



6th-7th

+0

+0

+0

+0ft

Evasion, telepathic link 60ft, wandering fey



8th-9th

+1

+0

+0

+0ft

Share spells, +1 spell-like ability use



10th-11th

+1

+1

+2

+5ft

Fast healing 1, share pain, telepathic link 120ft



12th-13th

+2

+1

+4

+5ft

DR 5/cold iron, improved evasion, +1 spell-like ability use



14th-15th

+3

+1

+4

+10ft

Miniature fey, fast healing 2, telepathic link 1000ft



16th-17th

+3

+2

+6

+10ft

DR 10/cold iron, +1 spell-like ability use



18th-19th

+4

+2

+8

+15ft

Fast healing 3, telepathic link 1 mile



20th

+5

+2

+8

+15ft

Dr 15/cold iron, +1 spell-like ability use


Fey Companion Basics
Use the base statistics for a creature of the companion's kind, but make the following changes. Note that the fey companion advances only according to the table and as described here, and does not gain experience, class levels, or HD of its own.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

ezkajii
2015-04-09, 03:39 PM
Spells marked with an asterisk (*) indicate new spells; see New Spells, below.

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

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

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

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

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

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

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

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

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

9 - antipathy, compelOA; dimension jump, greaterCM; discern location, effulgent epurationSC, elemental swarm, etherealness, freedom; heal, mass; help to forget*, hindsightSC, incarnate constructSvgSp, lookingglassMotW, secure*, shambler, Srinshee's spell shiftLEoF, summon elemental monolith, summon nature's ally VIII, sympathy, teleportation circle, time stop, transcend mortalityCM, undeath's eternal foeSC

ezkajii
2015-04-09, 03:42 PM
Godmother: Aansty, Matron of Truth
Blessing: Once per day, you may invoke this blessing as an immediate action. The next time you make a Sense Motive check, the result is treated as if you had rolled a natural 20.
Spells:
1st: Detect Thoughts
2nd: Zone of Truth
3rd: See Invisibility
4th: Discern Lies
5th: True Seeing
6th: Probe ThoughtsSC
7th: Vision
8th: Illusion PurgeRoE
9th: True Seeing, MassRoE

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

ezkajii
2015-04-09, 03:50 PM
Create Pixie Dust [Item Creation]
Prerequisite: Fairy magic caster level 11th, or caster level 11th and fey type.
Benefit: You can create a vial of pixie dust, a potent magical powder that, when scattered around oneself, can produce a variety of magical effects. A vial of pixie dust, once scattered, can emulate any arcane spell of the pixie dust's level (either 0, 1st, 2nd, or 3rd) which has a range of Personal or a range of Touch and saving throw (harmless). Creating this pixie dust takes one week. When you create the pixie dust, you set the caster level, which must be sufficient to cast spells of the selected level and no higher than your own caster level. The base price of a vial of pixie dust is its spell level x its caster level x 500gp. To create pixie dust, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
Whoever uses the pixie dust chooses the spell it emulates (often simply by stating their desire), makes any choices about the spell's effect (as if casting the spell themselves), and is the target of the spell. If the spell to be emulated has a costly material component or an XP cost, the user of the pixie dust pays the XP cost, plus XP equal to 1/5 the cost of any costly material components.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

As command, except as noted above.

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

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

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

As dawn shroudCoV, except as noted above.

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

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

Material Component: A tuft of lycanthrope's fur.

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

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

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

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

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

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

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

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

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

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

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

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

The target permanently gains the cold subtype.

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

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

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

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

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

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

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

Material Component: A small circlet of woven vines.

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

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

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

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

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

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

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

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

As smoky confinementCM, except as noted.

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

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

Material Component: A flask of ordinary, purified water.

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

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

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

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

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

Variant Rule: Any creature with the fey type and no augment subtypes (i.e. a true fey creature) with racial spontaneous arcane spellcasting ability may select its spells known from the fairy magic spell list instead of the sorcerer spell list; the choice is made at character/monster creation, and cannot be changed.

Zaydos
2015-04-10, 11:47 AM
Fallen Princess PrC and Princess Feats


EVIL QUEEN (PRESTIGE CLASS)

”Mirror, mirror, on the wall, whose the fairest of them all?”

An Evil Queen is a powerful spellcaster and worker of curses. Her very soul mixed with dark powers to maintain herself and to gain dark powers. Many an Evil Queen was once a Princess, their noble purity fallen and tarnished.

Disclaimer: This PrC does not reflect my opinions on morality or well anything except media representation of evil queen figures.

BECOMING AN EVIL QUEEN
Sometime even the naively innocent become jadedly cynical, and the higher they stood the further they fall. Most Evil Queens were once Princesses, which gave up their pure hearts turning instead to a path of destructive greed for power and position. This lost innocence fuels their magical growth and dark powers, transforming those last vestiges of who or what they were into something dread and dangerous. Others were spellcasters first, alloying dark magic to their soul to give them a presence and dread command which allows them to stand and tower over normal mortals.

ENTRY REQUIREMENTS
Skills: Bluff 4 ranks, Diplomacy 8 ranks, Intimidate 4 ranks, Sense Motive 8 ranks.
Alignment: Evil.
One of the two following special requirements:
Special: Ex-Princess 3rd plus.
Special: Ability to cast 2nd level arcane spells, 8 ranks in Bluff, Knowledge (Arcana), Knowledge (the Planes), and Sense Motive.

Class Skills
The Evil Queen's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d4



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+0

+0

+2
Aura of Evil, Dark Tongues, Imperious Presence, Royal Demeanor, Witch’s Craft I
-


2nd

+1

+0

+0

+3
Corruptive Charm
+1 level arcane spellcasting


3rd

+1

+1

+1

+3
Dread Summons
+1 level arcane spellcasting


4th

+2

+1

+1

+4
Binding Curses, Witch’s Craft II
-


5th

+2

+1

+1

+4
Timeless Body
+1 level arcane spellcasting


6th

+3

+2

+2

+5
Dark Binding
+1 level arcane spellcasting


7th

+3

+2

+2

+5
Profane Grace
+1 level arcane spellcasting


8th

+4

+2

+2

+6
Cowing Command, Witch’s Craft III
-


9th

+4

+3

+3

+6
Dread Beauty
+1 level arcane spellcasting


10th

+5

+3

+3

+7
Dread Queen
+1 level arcane spellcasting



Weapon Proficiencies: An Evil Queen gains no new armor or weapon proficiencies.

Aura of Evil (Ex): An Evil Queen has allowed evil into her very soul and allows it to rule over her. An Evil Queen has an aura of evil like that of an evil cleric of their character level.

Dark Tongues (Ex): An Evil Queen learns to speak the languages of the most dread of creatures, picking them up as naturally as a babe takes to their mother’s tongue. An Evil Queen learns Abyssal and Infernal as bonus languages, if they already know one of these languages they may select another in its place.

Imperious Presence (Ex): An Evil Queen’s beauty is as great as her darkness, sensual and lovely even as it is reinforced by the dark magic woven through her soul. Any creature attempting to attack an Evil Queen must make a Will save (DC 10 + Evil Queen level + Charisma) or suffer a -4 penalty to attack rolls and any save DCs involved in the attack, increasing to -8 if it would deal lethal damage or kill the Evil Queen. Creatures which are attracted to the Evil Queen’s gender suffer a -2 penalty to this save.

Royal Demeanor (Ex): An Evil Queen is by her nature a ruler, even if she does not have the status yet. An Evil Queen does not suffer a penalty on rushed Diplomacy checks to influence attitudes, and if she uses Intimidate instead to influence a creature’s behavior its default attitude does not shift after you leave and it remains intimidated for 1d6 hours instead of 1d6 x 10 minutes.

Witch’s Craft: An Evil Queen is a witch of the highest caliber and learns a variety of magic to work their will. At 1st level an Evil Queen selects one arcane casting class they possess and adds the following spells to their spell list for that class and their spells known once they have access to spells of that level: Prestidigitation (0), Cause Fear (1st), Charm Animal (1st), Charm Person (1st), Command (1st), Disguise Self (1st), Sleep (1st), Speak with Animals (1st), Summon Monster I (1st), Alter Self (2nd), Blindness/Deafness (2nd), Desecrate (2nd), Enthrall (2nd), Hold Animal (2nd), Hold Person (2nd), Scare (2nd), Summon Monster II (2nd), Summon Swarm (2nd), Undetectable Alignment (2nd), Bestow Curse (3rd), Contagion (3rd), Deep Slumber (3rd), Dominate Animal (3rd), Suggestion (3rd), Summon Monster III (3rd), and Vampiric Touch (3rd).

At 4th level an Evil Queen adds the following spells to their spell list and spells known for the class chosen at 1st level: Charm Monster (4th), Fear (4th), Glibness (4th), Lesser Geas (4th), Polymorph (4th), Scrying (4th), Summon Monster IV (4th), Unholy Blight (4th), Awaken (5th), Baleful Polymorph (5th), Control Water (5th), Control Winds (5th), Dispel Good (5th), Dominate Person (5th), Greater Command (5th), Hallow (5th), Hold Monster (5th), Insect Plague (5th), Lesser Planar Binding (5th), Mark of Justice (5th), Summon Monster V (5th), Symbol of Pain (5th), and Symbol of Sleep (5th), Animate Object (6th), Endless Slumber (6th, CM), Eyebite (6th), Geas/Quest (6th), Guards and Wards (6th), Mass Suggestion (6th), Planar Binding (6th), Summon Monster VI (6th), Symbol of Fear (6th), Symbol of Persuasion (6th), and Veil (6th).

At 8th level an Evil Queen adds the following spells to their spell list and spells known for the class chosen at 1st level: Blasphemy (7th), Control Weather (7th), Creeping Doom (7th), Greater Scrying (7th), Insanity (7th), Mass Hold Person (7th), Power Word Blind (7th), Summon Monster VII (7th), Symbol of Stunning (7th), Animal Shape (8th), Demand (8th), Dominate Monster (8th), Greater Planar Binding (8th), Mass Charm Monster (8th), Summon Monster VIII (8th), Summon Monster IX (8th), Symbol of Insanity (8th), Unholy Aura (8th), Astral Projection (9th), Gate (9th), and Shapechange (9th).

Spellcasting: At every level other than 1st, 4th, and 8th an Evil Queen gains spellcasting as if they had gained a level in any arcane spellcasting class she already possessed or sorcerer if they do not possess a previous arcane spellcasting class.

Corruptive Charm: An Evil Queen’s magic corrupts and alters those it touches. Beginning at 2nd level whenever an Evil Queen successfully charms a creature that creature’s attitude towards her improves by one step (up to friendly) even after the effect ends, and that creature is incapable of realizing on its own that it was charmed. In addition if the Evil Queen keeps a creature charmed for at least 1 whole week then their alignment shifts one step towards Evil; a creature with exalted feats, class features which would be lost due to this alignment shift, an alignment subtype other than Evil, or the Soul Runes class feature is immune to this alignment change.

Dread Summons: An Evil Queen has mixed dark powers with their very soul and when they call forth creatures from the infernal realms some of this dread energy flows into it. Beginning at 3rd level any evil creature an Evil Queen summons gains a +2 profane bonus to all ability scores and DR equal to ½ your Evil Queen level (rounded down) overcome by Good.

Binding Curses (Ex): An Evil Queen’s baleful magic is of great power and resistance to attempts to remove them. Harmful spells with a permanent duration (curses) cast by an Evil Queen are unaffected by Anti-Magic (they are still ended by dead magic or the anti-magic of deities and artifacts). They cannot be dispelled or removed by spells cast with caster level lower than the higher of the Evil Queen’s caster level +2 and her character level +2, and cast by a creature with a character level greater than the Evil Queen’s character level; if a magic item is used its creator’s character level is used instead. Disjunction or a Wish or Miracle spell can remove such magic despite this ability, unless the Evil Queen’s character level is 20 or higher in which case even such powerful magic must overcome this effect normally. Even death does not free a creature from an Evil Queen’s curses, the magic still extent when the target is resurrected (if they are) or reanimated as intelligent undead. If the Evil Queen uses Endless Slumber the target is not awakened by damage, though the target will be awakened if killed and allowed to remain dead for at least 1 minute.

If an Evil Queen dies all her curses lose this benefit until she is resurrected. An Evil Queen may dispel her own spells normally. In addition a Princess’s Kiss to Break the Curse functions normally against such curses.

Timeless Body (Ex): An Evil Queen’s dark pacts sustain her body against age, maintaining her physical form and appearance even if it cannot hold back death. Beginning at 5th level an Evil Queen gains the Timeless Body ability as a druid; she ceases to physically age.

Dark Binding (Su): An Evil Queen is able to imbue those who serve her with power and in the process bind them to her. Beginning at 6th level an Evil Queen may bind a single creature to her will either with an act of intimacy (kiss, caress, etc) between her and the target, or an act of obeisance from the target is required to create this binding. To do so is a standard action and the target must be conscious and must not be struggling or physically resisting the kiss/caress/etc or go through the act of obeisance without magical or physical compulsion; threats are acceptable. Dark energy floods into the target and they may attempt a Will save (DC 10 + Evil Queen level + Cha modifier; a target attracted to your gender suffers a -2 penalty to their save against this effect) to resist this dark binding. If they fail, or choose to forfeit their save, the binding is formed. The target gains: a +2 Profane bonus to all ability scores; a +2 enhancement bonus to all ability scores; DR 1/- per 3 Evil Queen levels you possess; resistance to each energy type equal to your Evil Queen level; a +1 profane bonus to Listen, Search, and Spot checks plus 1/3 Evil Queen levels you possess; and Endurance as a bonus feat. However an Evil Queen may invert this effect at her will as a move action. If she does so the target loses all benefits and instead suffers: a -4 penalty to all ability scores (this cannot reduce them to below 1); whenever they would be dealt damage this damage is increased by your Evil Queen level before the application of DR or Energy Resistance; they suffer a penalty to Listen, Search, and Spot checks equal to 1 plus 1 per 3 Evil Queen levels you possess; they lose any Scent quality they possess, as well as Ex blindsense, and any Ex blindsight they possess is reduced to blindsense; they may only march for 4 hours each day and hustle for 30 minutes without incurring penalties (and take damage for every additional 30 minutes of hustling), the time they may spend without food or water without suffering the effects of starvation or thirst is halved, you may only hold your breath for half the normal time, in addition the time they would have between any checks or saves that the Endurance feat grants bonuses to is halved to a minimum of 1 round, for example every 30 minutes of walking after 4 hours they have to check against nonlethal damage for forced marching, every 30 minutes that they swim they’d have to make a check to avoid nonlethal damage, every half a day beyond 1-1/2 without food, and every half an hour beyond their dehydration point, etc.

The Evil Queen can end this binding at will as a standard action, or through attempting to bind another creature. Otherwise this binding can only be ended by the Evil Queen’s death, or it can be dispelled as if it were a spell with a caster level of her character level and a curse for the purposes of Binding Curses.

Profane Grace (Su): An Evil Queen is protected by the very force of evil that rages within her soul, warding away blows and baleful effects. Beginning at 7th level an Evil Queen gains a deflection bonus to AC equal to their Charisma modifier and adds their Charisma modifier to saving throws.

Cowing Command (Ex): An Evil Queen is a terrifying force, her words, her ire, striking terror in those less than her. Beginning at 8th level when an Evil Queen demoralizes a creature with hit dice equal to their Evil Queen level or lower that creature is panicked for 1 minute, and when an Evil Queen uses Intimidate to influence a creature’s behavior against such a creature it is permanent. Creatures attracted to the Evil Queen’s gender are treated as having two fewer hit dice for this ability.

Dread Beauty (Su): An Evil Queen’s beauty is reinforced by her magical prowess, invading the minds of those who can see her, making their aim falter against her. Beginning at 9th level any creature which can see an Evil Queen suffers a 10% miss chance against her, this is in addition to and rolled separately from other miss chances the Evil Queen may possess. A creature that is attracted to the Evil Queen’s gender suffers a 20% miss chance instead. This is a mind-affecting effect.

Dread Queen: An Evil Queen is a being of dread power and sovereignty. Beginning at 10th level she may apply a Dark Binding to a creature with hit dice no greater than her Evil Queen level without ending previous Dark Binding effects, and may have any number of creatures with hit dice no greater than her class level affected by Dark Binding at once. If she mistakenly tries to bind a creature with more than that many hit dice then nothing happens unless she chooses to break any previous Dark Binding applied to a creature with more hit dice than her class level. An Evil Queen with a Dark Servitor, Familiar, Animal Companion, Special Mount, or other such companion may apply a Dark Binding to them regardless of their hit dice without it counting as their Dark Binding.
A creature attracted to the Evil Queen’s gender is considered to have 2 fewer hit dice for this effect.

Fallen Princesses:
If an evil character with at least 3 levels in ex-princess would gain their 6th or higher character level they may retrain any number of skills gained as a princess to fulfill the prerequisites of Evil Queen and/or put additional ranks into Bluff or Intimidate treating Bluff and Intimidate as if they were and had always been Princess class skills (if the princes put ranks into Bluff or Intimidate as a cross classed skill they are refunded skill points equal to those ranks which must be put into Bluff or Intimidate). This is done before gaining their new level and they must take that level in Evil Queen if they do so.

In addition an ex-princess who becomes an Evil Queen gains certain special bonuses based upon their levels in Ex-Princess and may trade in levels of ex-princess to instantly gain that many levels in Evil Queen as long as they retain 5 non-Evil Queen character levels and 3 levels of ex-princess. In addition she may retrain any feats with Princess class features she no longer fulfills as prerequisites.

The abilities gained by an Evil Queen due to her ex-princess levels are listed below (cumulative except for casting):
1st: She gains an AC bonus as a princess of her ex-princess level.
2nd: She gains spellcasting as a 1st level sorcerer, and Fiendish Empathy. Fiendish Empathy (Ex) functions as Wild Empathy except it applies against Outsider [Evil] even mindless ones, evil aligned magical beasts, and anything with the Fiendish template regardless of their Intelligence.
3rd: She gains spellcasting as a 2nd level sorcerer, and Dark Beauty. Dark Beauty (Ex) grants the Evil Queen a +4 bonus on Bluff checks and a +2 bonus on other Charisma based checks against creatures which can see her, and such creatures suffer a -2 penalty to Bluff checks made to deceive the Evil Queen. If a creature is attracted to the Evil Queen’s gender the bonus from Dark Beauty against them and penalty applied to them are both increased by 2.
4th: She gains spellcasting as a 3rd level sorcerer, and Obscured Alignment. Obscured Alignment (Ex) prevents the Evil Queen’s alignment from being detected by any magical effect returning an answer of True Neutral or by the Sense Motive skill unless the Evil Queen overtly acts in an Evil manner, or chooses to suppress this ability.
5th: She gains a Dark Servitor. A Dark Servitor functions as an Animal Pal of a Princess of her Ex-Princess plus Evil Queen level, except that they may not be a creature that naturally has a good alignment, a dove, or a songbird. The Evil Queen may, however, select a rat, dire rat, or hawk as an Aide, an Imp (7th level minimum, -3 levels), or a Quasit (7th level minimum, -3 levels) as an Aide, or a mane (FCI), lemure, or hell hound (10th level minimum, -6 levels) as an Animal Guardian. In addition they may choose to apply the Fiendish template to a Dark Servitor treating their effect princess level as one level lower if they do so. They may use this ability to qualify for feats as if it were Animal Pal, but with Draconic Pal they are granted chromatic dragons instead (White for Brass, Black for Copper, Green for Bronze, Blue for Silver, and Red for Gold) and with Elemental Pal they may select a Taint Elemental as if it were a Storm Elemental.
6th: She gains spellcasting as a 4th level sorcerer, and Behold My Beauty and Despair. Behold My Beauty and Despair (Su) causes any enemy creature within 30-ft of you which can see you to have to make a Will save (DC 10 + ½ your Ex-Princess plus Evil Queen levels + your Charisma modifier) or be shaken as long as they are within the aura. A creature which leaves and re-enters this aura does not make a new save, instead they use the same saving throw for 24 hours. Unlike normal fear effects this shaken status does not increase to frightened if the creature is already under the effects of a fear-effect or if another is applied to them. An Evil Queen may suppress or reactivate this ability as a free action. A creature attracted to the Evil Queen’s gender suffers a -2 penalty to their saving throw against this effect.
7th: She gains spellcasting as a 5th level sorcerer, and True Witch. True Witch causes any spell granted by Witch's Craft to be treated as one level lower for the Evil Queen (to a minimum of level 0), and they are granted the spells which would normally be 4th level at 1st in Evil Queen, and those that would normally be 7th at 4th level in Evil Queen.
8th: She gains spellcasting as a 6th level sorcerer, and Dark Healing. Dark Healing adds each Cure and Inflict spell, Lesser Restoration, Restoration, Greater Restoration, Harm, Heal, Raise Dead, Resurrection, and Revivify to your sorcerer spells known and spell list at one level lower than they appear on the cleric spell list.
9th: She gains Charming Words. Any humanoid creature that she speaks to for at least 3 rounds must make a Will save (DC 10 + ½ your Ex-Princess plus Evil Queen levels + your Charisma modifier) or be charmed as Charm Person for 1 hour. If you have at least 15 character levels this ability may affect non-humanoid creatures. This is a mind-affecting effect, creatures attracted to the Evil Queen’s gender suffer a -2 penalty on their saves against this effect.
10th: She gains spellcasting as a 7th level sorcerer, and creatures are no longer allowed a saving throw against Behold My Beauty and Despair only fear or mind-affecting immunity prevent it.

Warrior Princess loses casting at 3rd and 7th level, but at 7th level they gain the ability to use Charisma to hit in place of Strength or Dexterity.


Princess Feats

Additional Song
You know more songs than other Princesses.
Prerequisites: Lesser Mystical Song.
Benefits: Choose one Mystical Song of a grade less than the highest you have available. You gain knowledge of how to perform that song. If you have the Miraculous Song ability you may instead select a Greater Mystic Song.
Special: You may take this feat multiple times, each time you do so select a different song.

Apocalypse Maiden
Some princesses find their fates inexorably tied to the Apocalypse, either as part of its prevention or risk of setting it off. These princesses often find that they manifest slightly different powers than most other princesses.
Prerequisites: Path of the Apocalypse, 1st Sign (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29), Lesser Song, Perform (Song) 5 ranks.
Benefits: Add Perform (Song) to your Doomsayer class skill list, and you may use Perform (Song) in place of Truespeak to incorporate your own personal truename into an invocation; you do not need to know your truename to do so; you may also select one creature per 2 doomsayer class levels to whose truename you may extend this benefit to.

You may freely deal non-lethal damage with your Malisons and Sign abilities. You add your Princess level to your Malison caster level (this may not increase your caster level above your character level) and 1/2 your Princess level to your Doomsayer levels to determine when you would gain new Malisons associated with your Path of the Apocalypse. Conversely you add your Doomsayer level to your Princess level to determine your Princess level for the effects of Mystical Songs and how many you may use each day, and 2/3rd of your Doomsayer level to your Princess level to determine the bonuses granted by your Inspirational Presence.

Whenever you would gain a Mystical Song or Miraculous Song you may gain a new Doomsayer Invocation instead, gaining a Least Invocation in place of a Least Song, a Lesser one in place of a Lesser Song, a Greater one in place of a Greater Song, and you may choose to gain a Dark invocation in place of a Miraculous Song; you add your Princess level to your caster level (this may not increase your caster level above your character level) for any invocation used this way. You may also choose to gain a Sign in place of a Mystical Song or Miraculous Song, to do so your Doomsayer level plus Princess level must be at least 7th for 2nd Sign, 12th for 3rd Sign, 17th for 4th Sign, or 20th for Final Sign and you must have every lower level Sign for that Apocalyptic Path (to gain the 3rd Sign you must have the 2nd Sign).

Ask Favor:
You are able to plead with a creature and stir it to perform a service at your bequest.
Prerequisites: Radiance of Purity, Cha 15+.
Benefits: You may expend two daily uses of your Mystical Songs and ask a non-evil creature to perform a favor. This functions as a Suggestion spell with a caster level of her class level but as long as the favor does not put the target in danger or force it to perform an act strongly out of character for it the target does not receive a saving throw and this is not a mind-affecting effect; otherwise the saving throw DC is 10 +1/2 princess level + Cha modifier. You may not use this ability to force a creature to perform an action which would break your code of conduct.

Draconic Pal
You are capable of attracting a metallic dragon as your animal pal.
Prerequisites: Animal Pal, Princess level 10+.
Benefits: You may attract a metallic dragon as your animal pal as shown on the table below. Your alignment may not oppose the selected dragon's in any aspect.

DragonEffective level
Brass (wyrmling)-6 (10th min)
Bronze (wyrmling)-6 (10th min)
Copper (wyrmling)-6 (10th min)
Gold (wyrmling)-9 (13th min)
Silver (wyrmling)-9 (13th min)
Brass (very young)-9 (13th min)
Bronze (very young)-12 (16th min)
Copper (very young)-9 (13th min)
Gold (very young)-15 (19th min)
Silver (very young)-12 (16th min)
Brass (young)-15 (19th min)
Copper (young)-15 (19th min)

In addition you gain a +3 bonus on Charisma based checks to interact with dragons.

Dual Inspiration
You are capable of inspiring creatures in two manners at once with your Inspirational Presence.
Prerequisites: Inspirational Presence.
Benefit: You may choose two of the options for your Inspirational Presence ability. If you do so you treat your Charisma modifier and Princess level as 1/2 what they normally are. For example a 10th level Princess with this feat and 20 Charisma would be able to grant a +4 bonus to Strength and Dexterity checks if she picked Power and Agility (+5 Charisma divided by 2, plus 2 from Improved Inspiration class feature for total of +4), if she chose to instead inspire Power and Battle she would grant +4 to Strength checks, but only +2 to attack rolls (+5 divided by 2, then plus 2, then divided by 2 once again). If she had 30 Charisma instead she would grant +5 with Power and Agility (Level 10 divided by 2 plus 4 then divided by 2 plus 1) but still only +2 with Battle (Level 10 divided by 2 plus 4 then divided by 4).

Elemental Pal
You are capable of drawing forth elemental powers, consciously or not, creating a companion for yourself made from the pure elements themselves.
Prerequisites: Ability to call an Animal Pal.
Benefit: You are able to call an elemental as an animal pal. You may only call Small elementals as Aides, but you may call more powerful elementals as guardians as you gain levels as shown on the table below. On the table below 'standard elemental' indicates Air, Earth, Fire, and Water elementals; paraelemental indicates the four types of paraelementals. This elemental pal has an alignment which matches you own regardless of the normal alignment of that elemental.

ElementalEffective levelMinimum Level
Standard elemental (small)+04
Paraelemental (small)+04
Storm elemental (small)-3 (+0 as aide)7
Shadow elemental (small)-310
Standard elemental (medium)-59
Paraelemental (medium)-59
Storm elemental (medium)-610
Shadow elemental (medium)-712
Standard elemental (large)-812
Paraelemental (large)-812
Storm elemental (large)-913
Shadow elemental (large)-1115
Standard elemental (huge)-1317
Paraelemental (huge)-1317
Storm elemental (huge)-1418
Shadow elemental (huge)-1519
Standard elemental (greater)-1620
Paraelemental (huge)-1620


In addition you gain a +3 bonus to Charisma based checks made to interact with creatures with an elemental subtype in common with your Elemental Pal, or to activate spell completion or spell trigger items duplicating a spell with that descriptor.

Exaggerated Song:
You are capable of performing songs of such legendary quality and ability that they have magical effects all their own not fueled by your Mystical Songs or the ancient powers of the Draconic Hymns.
Prerequisites: Perform (Song) 7 ranks, Least Mystical Song or at least 4 Draconic Hymn Verses.
Benefits: You gain the ability to sing a song which duplicates one of the songs associated with a Tall Tale's (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29) Perform (TYPE OF Instrument) Least Exaggerated Skill (http://www.giantitp.com/forums/showsinglepost.php?p=16836207&postcount=3). You use this song as if you were a Tall Tale of your total Princess and Dragon Chorister level.

Exaggerated Song, Greater
You are capable of further exaggerate works of musical performance, creating more powerful effects with these exaggerated performances.
Prerequisites: Perform (Song) 12 ranks, Lesser Mystical Song or 7 Draconic Hymn Verses, Exaggerated Song.
Benefits: You gain the ability to sing a second exaggerated song. This may either be another from the list of Least Songs or one from the list for the Perform (TYPE OF Instrument) Lesser Exaggerated Skill (http://www.giantitp.com/forums/showsinglepost.php?p=16836207&postcount=3).

Exaggerate Song, True
You are capable of heights of skill with your songs which twist the world itself.
Prerequisites: Perform (Song) 17 ranks, Greater Mystical Song or 10 Draconic Hymn Verses, Greater Exaggerated Song.
Benefits: You gain the ability to sing a third exaggerated song. This may either be another from the list of Least Songs, the list of Lesser Songs, or one from the list for the Perform (TYPE OF Instrument) Greater Exaggerated Skill (http://www.giantitp.com/forums/showsinglepost.php?p=16836207&postcount=3).

Extra Mystical Song
You are capable of producing more effects with your Mystical Songs each day.
Prerequisites: Least Mystical Song.
Benefits: You gain 4 extra daily uses of your Mystical Songs.
Special: You may take this feat multiple times, its effects stack.

Imbue Weapon
You are capable of charging a weapon with holy power to strike down evil.
Prerequisites: Radiance of Purity.
Benefits: By expending one or more mystical songs you may bless a weapon as a standard action. This blessing remains inert until activated or 1 hour has passed per princess level you possess. The wielder of that weapon, as long as they are good aligned, may expend a swift action at any time to activate the blessing. For 1 round per 2 princess levels you possess this weapon is considered to be Good aligned for the purpose of overcoming damage reduction and gains additional benefits based upon the number of Mystical Song uses you expended. You may expend no more than 1 mystical song use per 4 princess levels you possess when you use this ability. Alternatively you may use this ability to bless up to 50 pieces of ammunition. If one creature activates this blessing it is activated on all pieces of ammunition affected by the same use of this effect.

Uses ExpendedSpecial
1None
2Overcomes damage reduction as Silver, deals +1d6 damage to evil creatures.
3+1 sacred bonus to hit evil creatures, damage bonus increases to +2d6
4+2 sacred bonus to hit evil creatures, creates a flash of light when striking Undead and Outsider (Evil) creatures forcing them to make a Ref save (DC 10 +1/2 your princess level + Charisma modifier) or be dazzled for 1/2 Charisma modifier rounds.
5Undead and Outsider (Evil) which fail their saves are blinded for 1 round in addition to being dazzled, auto confirm crits on Evil creatures.

Inspire Sorcery
Your presence is capable of inspiring magical power in those nearby as well as simply stirring the morale.
Prerequisites: Princess level 6+, Inspirational Presence.
Benefit: You gain a new use for Inspiration Presence, Sorcery. If you choose to Inspire Sorcery you grant allies within range a bonus to their Caster Level, Manifester Level, Effective Binder Level, Meldshaper Level, and Truespeaker Level for utterances equal to 1/2 plus 1/8th your princess level for the purposes of Inspirational Presence or 1/3rd your Charisma modifier whichever is lower (Slower Progression).
Special: If you also have Greater Inspirational Presence affected creatures may exceed the normal level-based caps for spells by an amount equal to the bonus granted by this ability, so a 10th or higher level wizard casting Fireball while receiving a +2 bonus to their caster level would deal 12d6 instead of 10d6 damage and casting Magic Missile would produce 6 missiles instead of 5.

Network of the Wild
You find yourself naturally gathering a host of small wild creatures which ensure you are fed and cared for as well as potentially giving you information.
Prerequisites: Wild Empathy.
Benefits: When in an area with a functioning ecosystem and wild animals (not vermin or magical beasts) you may make a Wild Empathy checks to get along in the wild, and avoid natural hazards. These function as the Survival checks for the same purposes, and have the same limitations to your movement. You may make a Survival check to perform the same function in addition to your Wild Empathy check.

In addition if you can speak with animals you may make a Wild Empathy check to gain information from local animals as if with Gather Information. Unlike Gather Information you do not actually have to spend the evening carousing instead requesting information from a local animal and later that evening one of them will find you and inform you what the local creatures know. This does not cost you gold and may only deliver information that animals might know; they won't tell you the name of the king, but they might be able to inform you of his movements if he is described to them for example.

Princess of the Argent Moon
You are able to focus your purity through your werewolf (www.giantitp.com/forums/showthread.php?309502-Listen-to-their-music-the-children-of-the-night-(Werewolf-as-a-base-class)) powers increasing both in the act.
Prerequisites: Natural Charm, one of the following Wolf Powers: Champion's Howl, Healer's Gift, Moonshadow Trickster, Seer's Eyes, or Wolf Companion.
Benefit: You add your werewolf level to your princess level to determine the save DCs of your princess class features and your effective princess level for Mystical Song effects, daily uses of Mystical Song, and your level for Inspirational Presence. You add your princess level to your werewolf level to determine the save DCs of your wolf powers.

If you have Wolf Companion you may choose to lose its benefits to add your Werewolf level to your Princess level to gain access to Animal Pal and determine your effective Princess level for that ability. If you have the Call Pack wolf power you add your Princess levels to your Werewolf levels to determine your effective level for it then add three and treat them as Guardian Animal Pals of a Princess of that level. If you have the Leader of the Pack power your companions from Call Pack are considered Guardian Animal Pals of a Princess 2 levels lower than you instead of the former formula and if you chose to forgo the normal benefits of Wolf Companion to stack Werewolf and Princess levels for Animal Pal you add 3 to your effective princess level for Animal Pal and suffer only a -3 if you select a dire wolf (instead of a -6).

Finally whenever a creature makes its saving throw against Too Fair to Kill your damage reduction granted by the werewolf class against their attacks is increased by your Charisma modifier.

Restorative Affection
You are able to cure more than just damage with your affections.
Prerequisites: Healing Affections.
Benefits: When you use Healing Affections you may sacrifice 8 hit points worth of healing to heal 1 point of ability damage the target is suffering, cure one disease they are suffering, neutralize one poison affecting them, remove fatigue from the target, reduce exhaustion on the target to fatigue, or end an insanity or confusion effect. You may apply multiple of these effects to a single use of Healing Affections but each costs 8 hit points worth of healing.

Royal Exaggeration
Despite your regal blood, or perhaps because of it, your exaggerated skills continue to improve.
Prerequisites: Princess level 2+, 2 Least Exaggerated Skills (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29) at least one of Diplomacy/Gather Information, Handle Animal, Heal, Perform (Keyboard Instruments, Percussion Instruments, String Instruments, Wind Instruments, or Sing), or Ride, character level 6+.
Benefit: When you take this feat select one of the following Exaggerated Skills that you possess: Diplomacy/Gather Information, Handle Animal, Heal, Perform (Keyboard Instruments, Percussion Instruments, String Instruments, Wind Instruments, or Sing), or Ride. Add your Princess level to your Tall Tale to determine the maximum tier of exaggerated skill you may select for that skill and your Tall Tale level for the purposes of that skill; you must have at least 9 ranks in a skill to qualify for its Lesser, 14 for its Greater, and 19 for its Storied. The first time this feat would allow you to gain a higher tier of exaggerated skill for the selected skill you gain that tier.
If you selected Handle Animal or Ride with this feat and have or would gain the Lesser Tier of that Exaggerated Skill instead of gaining an Animal Companion or Special Mount you add your Tall Tale level to your Princess level to determine your Animal Pal (including gaining it) and whatever effects would apply to your Animal Companion or Special Mount from the higher levels of storied skill apply to it instead; if you take this feat twice selecting Handle Animal and Ride both you gain a 2nd Animal Pal and one gains the animal companion benefits and the other the special mount benefits.

If you selected any of the Perform (Instrument) skills you may use your instrument to play your mystic songs instead of singing them if you so choose or sing your exaggerated songs, though you may not play two exaggerated songs at once thanks to this ability.

If you selected Heal you may add your Tall Tale level to your Princess level to determine how many hit points you can heal with Healing Affections and you may use Healing Affection as part of the action used to perform surgery on a creature; if the surgery would take multiple rounds this healing is applied on the first round of surgery.

If you selected Perform (Sing) you may use Perform (Sing) in place of Diplomacy when making rushed diplomacy attempts to influence attitude, and you add 2 to your Princess level to determine your uses of Mystical Songs and your Princess level for their effects (but not gaining them) per tier above Least of Exaggerated Perform (Sing) you possess (+2 with Lesser, +4 with Greater, +6 with Storied).

If you selected Diplomacy/Gather Information you add 2 to your Princess level to determine when you get Friend to the Common Man, Friendly Face, Friend to All, Greater Friendly Face, Favored by Merchants, and Beloved by All per tier above Least of Exaggerated Diplomacy you possess (+2 with Lesser, +4 with Greater, +6 with Storied).

Special: You may take this feat multiple times each time you do it requires 2 additional princess levels and must be applied to a different skill.

Royal Princess
You are a blessed ruler, mixing your purity of innocence required to rule righteously with the wisdom and acumen required to rule well.
Prerequisites: Least Mystical Song, Courtier's Talent.
Benefits: Add your Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29) level to your Princess level to determine your effective level for Mystical Songs and uses per day (but not number or grade known) as well as effective class level for Miraculous Song and to determine the maximum bonus from your Inspirational Presence.

Add your Princess level to your Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29) level to determine your effective level for Pulse of the Realm, Courtier's Talents, and to determine access to Revenue and it's improved versions (Greater Revenue, Overflowing Coffers, Coffers of the Realm) and the benefits of these abilities.

Song of Exaggeration
Your song inspires others to the same extreme heights of mastery that you, yourself possess.
Prerequisites: Royal Exaggeration, Lesser Mystical Songs.
Benefit: You gain a Song of Exaggeration, this is considered a Lesser Mystical Song and costs 2 uses of your Mystical Songs to use. While you sing this song allies within 60-ft gain the benefit of one Least Exaggerated Skill you possess, and are considered to have 8 ranks in that skill (or their maximum whichever is less) if they do not already have more. You may maintain a Song of Exaggeration for 1 round per Princess level. If you have access to Greater Mystical Songs you may expend 3 uses to grant creatures with at least 6 hit dice one Lesser Exaggerated Skill (and associated Least) you possess for the duration and they are considered to have 13 ranks in that skill (or their maximum whichever is less) if they do not already have more. You may use your Miraculous Song to instead activate your Song of Exaggeration and grant: any Exaggerated Skill you possess with up to 18 virtual ranks if you possess it at Greater or up to 23 if you possess it at Storied, a creature must have 11 hit dice to receive a Greater Skill this way and 16 to receive a Storied; all Lesser and Least Exaggerated Skills you possess (as if using the Song of Exaggeration as detailed for Greater for each one); or grant the Lesser Exaggerated Skill of a skill you possess the Least for or the Greater of a skill you possess the Lesser for, in this case you are granted this skill as well.

Thermal Inspiration
Your spirit is tied to the energies which make up the world, resonating with fire and ice, shielding those you inspire from their effects.
Prerequisites: Inspirational Presence.
Benefit: You gain two new options for Inspirational Presence, Inspire Chill and Inspire Warmth. If you choose to Inspire Chill those creatures which benefit from this inspiration are wrapped in an aura of ice which grants them Fire Resistance equal to twice the bonus granted from Quick Progression abilities. If you choose to Inspire Warmth those creatures instead are wrapped in an aura of pleasant warmth which grants them Cold Resistance of the same amount.
Special: If you have the Greater Inspirational Presence feat creatures attacking targets gaining the benefit from (Greater) Inspire Chill with non-reach weapon melee attacks receive cold damage equal to the bonus granted by a Quick Progression Inspirational Presence options. If you use Inspire Warmth they instead receive the same amount of fire damage.
Special: When Inspirational Presence is used to Inspire Chill or Inspire Warmth it is considered a supernatural ability.

True Love's Affection [Exalted]
Your love for another improves the powers drawn from your blessed kindness when directed upon them.
Prerequisites: Vow of Romance, Princess level 1+.
Benefit: You may treat your Princess level as 4 higher for the purpose of determining your maximum bonus from Inspirational Presence that your beloved (as selected with Vow of Romance) receives. When you use Healing Affections to heal your beloved they are healed 2 hit points per point you would normally heal them, when you use Kiss to Break the Curse upon your beloved you gain a +6 bonus to the dispel check, and you may use Kiss of Life on your beloved even if they have been dead for 1 minute per 3 princess levels instead of 1 round per 3. As a final benefit your animal pal, if any, gains a +1 perfection bonus to attack rolls, AC, saving throws, ability and skill checks as long as your beloved is at less than 1/2 health and threatened.

Twin Melody
You are capable of singing a mystical song along with another magical tune.
Prerequisites: Lesser Mystical Song.
Benefits: You may sing a Mystical Song of any grade other than your highest alongside another mystical song of any grade other than your highest, a bardic music, a virtuoso performance, or a draconic hymn (if you have the dual hymn ability you can use it to perform two hymns concurrently with this song).
Special: Miraculous Song while similar in nature to Mystical Song is not a grade of Mystical Song and does not allow for two concurrent Greater Songs.

Vow of Romance [Exalted]
You have sworn yourself to another, a pact of love and faithfulness. This loyal faith grants you a variety of bonuses when your beloved is in danger, and if they return it they gain the same such when you are in danger.
Prerequisites: Sacred Vow.
Benefit: When you take this feat select a creature who is your beloved. Whenever your beloved is at less than 1/2 hit points and threatened in some way (such as being in combat) you gain a +1 perfection bonus to attack rolls, AC, saving throws, ability and skill checks. If your beloved returns the affections and you are at less than 1/2 hit points and threatened they gain a +1 perfection bonus to attack rolls, AC, saving throws, ability and skill checks.
Special: You must remain faithful to your beloved, if you cheat on them, betray them, or otherwise break the faith with them then you lose the benefits of this vow. For your beloved to gain its benefits they must have remained faithful to you for at least one month. If your beloved betrays you, you may choose to give up the effects of this feat for 1 month to select a new beloved. If your beloved dies you must attempt to revive them and failing that wait at least 3 months before selecting a new beloved.
Special: If your beloved also has this feat in regards to you then the bonuses from this feat are doubled.