Westhart
2017-04-24, 07:36 AM
Fae Blooded
Level
Minor
Intermediate
Major
1
Hide +2
2
Hide +2
Prestidigation 1/day
3
Charisma +1
4
Hide +2
Prestigation 1/day
Disguise self 1/day
5
Fey Affinity +2
6
Charisma +1
Minor Image 2/day
7
Bluff +2
8
Prestidigation 1/day
Disguise Self 1.day
Fey Heritage
9
Dexterity +1
10
Fey Affinity +2
Disguise self 2/day, speak with plants 1/day
11
Fey affinity +4
12
Charisma +1
Minor Image 2/day
Hide in Plain Sight
13
Move Silently +2
14
bluff +2
Charm Monster 1/day, minor image 2/day
15
Wisdom +1
16
Disguise self 1/day
Fey Heritage
Fey Legacy
17
Fey affinity +6
18
Dexterity +1
Seeming 1/day, speak with plants 2/day, Disguise self 3/day
19
Sense motive +2
20
Fey affinity +2
Disguise self 2/day, speak with plants 1/day
Feign Enchantment
Prestidigation: The fae blooded can cast presitidigation once per day as a caster of their HD [major], ½ HD [intermediate], ¼ [Minor].
Disguise Self: Fae blooded retain some of themagical blood of Faerie. They may casts disguise self 1/day as a caster of their HD [major], ½ HD [intermediate], ¼ [Minor]. At 10th level if they have a major bloodline they may use it 3 times a day at 18th. If they have an intermediate they can use it 2/day at 20th level.
Fae Affinity: The kin gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey creatures..
Minor Image: Fae have the power to change their environments to appeal to others, at least at first. The Fae descended gain the ability to use Minor image 1/day as a spell like ability, caster level equals HD (major) or ½ (Intermediate). At 14th level a major bloodline can use this ability twice per day.
Fey Heritage: The relations to the world of Faerie has grown, they gain Fey Heritage1 as a bonus feat. If they already had Fey Heritage they can select any feat that they qualifiy for and requires it as a prerequisite.
Speak With Plants: Fae are drawn to the natural world, and they can use speak with plants 1/day as a spell like ability. Their caster level equals their HD {major} or ½ {Intermediate}. A Fae descended with a major bloodline can use this spell like ability 2/day at 18th level.
Hide in Plain Sight: The Fae blooded can use the hide skill in any natural terrain, even while being observed.
Charm Monster: The Fae’s natural charming is universal, they can use charm monster as a caster of their HD 1/day. This is a spell like ability.
Fey Legacy: The Fae descended gains fey legacy as a bonus feat.
Seeming: The Fae descended has learned how to help her close friends look different. She may now use seeming as a spell like ability once per day. Caster level equals HD.
Feign Enchantment: Fae blooded can absorb the energy of enchantment effects used on them, allowing them to know the intended effect. The Fae Blooded can then pretend to be affected, fooling even detect magic, arcane sight, and similar effects, since the absorbed energy is displayed in the Fae blooded aura for the duration of the effect or until the Fae blooded dismisses it. Only by winning an opposed Sense Motive check against the Fae Blooded Bluff check result can a viewer discern that she is not enchanted.
1Complete Mage
Stored cuz I got an idea :belkar:
Fae blooded
Level
Minor
Intermediate
Major
1
Perform (string instruments) +2
2
Perform (string instruments) +2
Hide In plain Sight
3
Charisma +1
4
Perform (string instruments) +2
Hide In plain Sight
Breath of the Nixie
5
Fey Affinity +2
6
Charisma +1
Feign enchantment
7
knowledge (nature) +2
8
Hide In plain Sight
breath of the nixie
touch of the sirine
9
Dexterity +1
10
Fey Affinity +2
Bite of the Glaistig
11
Fey affinity +4
12
Charisma +1
Feign Enchantment
Grig Strings
13
perform (wind instruments) +2
14
knowledge (nature) +2
Blinding beauty
15
Wisdom +1
16
Breath of the Nixie
Touch of the sirine
Mind Freeze aura
17
Fey affinity +6
18
Dexterity +1
Flute of the Banshrae
19
Bluff +2
20
Fey affinity +2
Bite of the glaistig
Master of the hunt’s Defence
Hide in plain sight: The Fae blooded can use the hide skill in any natural terrain, eve while being observed.
Breath of the nixie: A Fae blooded becomes amphibious able to breathe in both water and land, just like a nixie.
Feign Enchantment: Fae blooded can absorb the energy of enchantment effects used on them, allowing them to know the intended effect. The Fae Blooded can then pretend to be affected, fooling even detect magic, arcane sight, and similar effects, since the absorbed energy is displayed in the Fae blooded aura for the duration of the effect or until the Fae blooded dismisses it. Only by winning an opposed Sense Motive check against the Fae Blooded Bluff check result can a viewer discern that she is not enchanted.
Touch of the sirine: With a touch attack a fae blooded can deal 1d4 intelligence damage (2d4 on a crit), or they can heal 1d6 intelligence damage caused by this ability or by an actual sirine.
Bite of the glaistig: A Fae blooded can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.
Grig Strings: When a fae blooded plays a stringed instrument, any foe within 30’ must make a will save (DC: 10+¼ level+Charisma modifier) or be affected as though by Otto’s irresistible dance for as long as she plays.
Blinding Beauty: Any humanoid within 30’ of a Fae blooded must suceed on a fortitude save (Dc: 10+¼ level+charisma modifier) or be blinded permanently as the blindness spell. They may Supress or resume this ability as a free action.
Mind Freeze Aura: As her heritage to the fae increases a Fae blooded gains access to a Frostwind virago’s Mind freeze aura. At the end of each of a Fae blooded turns, creatures within 30 feet of her must succeed on a Will save (DC=10+¼ level+Charisma modifier) or be shaken for 1 round. Those who fail by 5 or more are dazed for 1 round, and those who fail by 10 or more are stunned for 1 round. The Fae blooded can suppress this ability at will as a free action and is immune to other mind freeze auras.
Flute of the Banshrae: Each round, a fae blooded can play its flute as a swift action to create one of the effects detailed below. Opponents within a 60-foot-radius spread who can hear the flute can be affected (Will DC negates, 10+Cha modifier+¼ level), the effect ends if an enemy can no longer hear the music creating it. These are sonic mind-affecting abilities.
Dread Dirge: This mournful tune creates deep unease. Affected creatures are shaken. This is a fear effect.
Gibbering Sing-Along: This melody forces listeners to blather meaningless sounds. Affected creatures fail Move Silently checks, give away their positions if invisible or hidden, cannot talk, and cannot cast spells that have verbal components.
Traveler’s Tune: This ditty forces affected creatures to move at least 20 feet on their turns.
Master of the hunt’s defense: The fae blooded gains some of the properties of a Master of the Hunt1, She ignores the maximum dexterity of any armor she wears.
1Monster Manual 5, page 202
Now, with this they gain fe powers over time, but I feel that some may be OP, so please PEACH :smallsmile:
Level
Minor
Intermediate
Major
1
Hide +2
2
Hide +2
Prestidigation 1/day
3
Charisma +1
4
Hide +2
Prestigation 1/day
Disguise self 1/day
5
Fey Affinity +2
6
Charisma +1
Minor Image 2/day
7
Bluff +2
8
Prestidigation 1/day
Disguise Self 1.day
Fey Heritage
9
Dexterity +1
10
Fey Affinity +2
Disguise self 2/day, speak with plants 1/day
11
Fey affinity +4
12
Charisma +1
Minor Image 2/day
Hide in Plain Sight
13
Move Silently +2
14
bluff +2
Charm Monster 1/day, minor image 2/day
15
Wisdom +1
16
Disguise self 1/day
Fey Heritage
Fey Legacy
17
Fey affinity +6
18
Dexterity +1
Seeming 1/day, speak with plants 2/day, Disguise self 3/day
19
Sense motive +2
20
Fey affinity +2
Disguise self 2/day, speak with plants 1/day
Feign Enchantment
Prestidigation: The fae blooded can cast presitidigation once per day as a caster of their HD [major], ½ HD [intermediate], ¼ [Minor].
Disguise Self: Fae blooded retain some of themagical blood of Faerie. They may casts disguise self 1/day as a caster of their HD [major], ½ HD [intermediate], ¼ [Minor]. At 10th level if they have a major bloodline they may use it 3 times a day at 18th. If they have an intermediate they can use it 2/day at 20th level.
Fae Affinity: The kin gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey creatures..
Minor Image: Fae have the power to change their environments to appeal to others, at least at first. The Fae descended gain the ability to use Minor image 1/day as a spell like ability, caster level equals HD (major) or ½ (Intermediate). At 14th level a major bloodline can use this ability twice per day.
Fey Heritage: The relations to the world of Faerie has grown, they gain Fey Heritage1 as a bonus feat. If they already had Fey Heritage they can select any feat that they qualifiy for and requires it as a prerequisite.
Speak With Plants: Fae are drawn to the natural world, and they can use speak with plants 1/day as a spell like ability. Their caster level equals their HD {major} or ½ {Intermediate}. A Fae descended with a major bloodline can use this spell like ability 2/day at 18th level.
Hide in Plain Sight: The Fae blooded can use the hide skill in any natural terrain, even while being observed.
Charm Monster: The Fae’s natural charming is universal, they can use charm monster as a caster of their HD 1/day. This is a spell like ability.
Fey Legacy: The Fae descended gains fey legacy as a bonus feat.
Seeming: The Fae descended has learned how to help her close friends look different. She may now use seeming as a spell like ability once per day. Caster level equals HD.
Feign Enchantment: Fae blooded can absorb the energy of enchantment effects used on them, allowing them to know the intended effect. The Fae Blooded can then pretend to be affected, fooling even detect magic, arcane sight, and similar effects, since the absorbed energy is displayed in the Fae blooded aura for the duration of the effect or until the Fae blooded dismisses it. Only by winning an opposed Sense Motive check against the Fae Blooded Bluff check result can a viewer discern that she is not enchanted.
1Complete Mage
Stored cuz I got an idea :belkar:
Fae blooded
Level
Minor
Intermediate
Major
1
Perform (string instruments) +2
2
Perform (string instruments) +2
Hide In plain Sight
3
Charisma +1
4
Perform (string instruments) +2
Hide In plain Sight
Breath of the Nixie
5
Fey Affinity +2
6
Charisma +1
Feign enchantment
7
knowledge (nature) +2
8
Hide In plain Sight
breath of the nixie
touch of the sirine
9
Dexterity +1
10
Fey Affinity +2
Bite of the Glaistig
11
Fey affinity +4
12
Charisma +1
Feign Enchantment
Grig Strings
13
perform (wind instruments) +2
14
knowledge (nature) +2
Blinding beauty
15
Wisdom +1
16
Breath of the Nixie
Touch of the sirine
Mind Freeze aura
17
Fey affinity +6
18
Dexterity +1
Flute of the Banshrae
19
Bluff +2
20
Fey affinity +2
Bite of the glaistig
Master of the hunt’s Defence
Hide in plain sight: The Fae blooded can use the hide skill in any natural terrain, eve while being observed.
Breath of the nixie: A Fae blooded becomes amphibious able to breathe in both water and land, just like a nixie.
Feign Enchantment: Fae blooded can absorb the energy of enchantment effects used on them, allowing them to know the intended effect. The Fae Blooded can then pretend to be affected, fooling even detect magic, arcane sight, and similar effects, since the absorbed energy is displayed in the Fae blooded aura for the duration of the effect or until the Fae blooded dismisses it. Only by winning an opposed Sense Motive check against the Fae Blooded Bluff check result can a viewer discern that she is not enchanted.
Touch of the sirine: With a touch attack a fae blooded can deal 1d4 intelligence damage (2d4 on a crit), or they can heal 1d6 intelligence damage caused by this ability or by an actual sirine.
Bite of the glaistig: A Fae blooded can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.
Grig Strings: When a fae blooded plays a stringed instrument, any foe within 30’ must make a will save (DC: 10+¼ level+Charisma modifier) or be affected as though by Otto’s irresistible dance for as long as she plays.
Blinding Beauty: Any humanoid within 30’ of a Fae blooded must suceed on a fortitude save (Dc: 10+¼ level+charisma modifier) or be blinded permanently as the blindness spell. They may Supress or resume this ability as a free action.
Mind Freeze Aura: As her heritage to the fae increases a Fae blooded gains access to a Frostwind virago’s Mind freeze aura. At the end of each of a Fae blooded turns, creatures within 30 feet of her must succeed on a Will save (DC=10+¼ level+Charisma modifier) or be shaken for 1 round. Those who fail by 5 or more are dazed for 1 round, and those who fail by 10 or more are stunned for 1 round. The Fae blooded can suppress this ability at will as a free action and is immune to other mind freeze auras.
Flute of the Banshrae: Each round, a fae blooded can play its flute as a swift action to create one of the effects detailed below. Opponents within a 60-foot-radius spread who can hear the flute can be affected (Will DC negates, 10+Cha modifier+¼ level), the effect ends if an enemy can no longer hear the music creating it. These are sonic mind-affecting abilities.
Dread Dirge: This mournful tune creates deep unease. Affected creatures are shaken. This is a fear effect.
Gibbering Sing-Along: This melody forces listeners to blather meaningless sounds. Affected creatures fail Move Silently checks, give away their positions if invisible or hidden, cannot talk, and cannot cast spells that have verbal components.
Traveler’s Tune: This ditty forces affected creatures to move at least 20 feet on their turns.
Master of the hunt’s defense: The fae blooded gains some of the properties of a Master of the Hunt1, She ignores the maximum dexterity of any armor she wears.
1Monster Manual 5, page 202
Now, with this they gain fe powers over time, but I feel that some may be OP, so please PEACH :smallsmile: