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Thread: PrC Contest XXI: It's Only Natural

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    Default Re: PrC Contest XXI: It's Only Natural

    Child of the Seelie Court



    "By day, we dance in the flower fields and forest glades, singing of our mirth. By night, we sleep in the open meadows below the stars, dreaming to the lullaby of the flowing mountain streams. What could a mortal life have offered me compared to this splendor and joy?" - Aderyn the Fair, a Daughter of Titania.

    The old legends speak of the fey, claiming that such otherworldly creatures often flow into the bedchambers of young children at night, stealing them away and leaving changelings in their place. These tales are mostly just tales now, often told to unruly boys or girls to get them back in line, and few but the most superstitious really believe in them. Yet they are not completely unfounded.

    Within the lands and halls of the Seelie Court of the fey, many humanoid children wander. These children come from many lands and planes and hail from many races, brought to the Court and raised by the fey as if they were fey themselves. Many are orphans, found abandoned in the woods by dryads or saved from a river by nymphs. Some are indeed stolen from their true families, perhaps because of a satyr who falls in love with the child and decides to bring her to live in a brighter realm, or perhaps because of a pixie who takes it upon herself to rescue the child from his abusive parents and give him a better life.

    Boys taken and raised in the Court are called the Sons of Oberon, while girls are named the Daughters of Titania. Regardless of their origins, such children are loved and cherished by all fey aligned to the Seelie Court, and they in turn develop a bond with fey and nature the likes of which most mortals cannot fathom. Eventually, when they grow up, all such children must leave the Court of the fey to make their own way in the world, but they carry this bond with them for all time.


    Becoming a Child of the Seelie Court

    The favor of the Seelie Court takes on different forms in males and females. For boys, the influence of the fey invokes in them a talent for the arcane, causing them to lean towards the sorcerous arts. For girls, this influences hones their emotions into manifested powers, causing them to become untamed fonts of psionic might. Thus, most Sons of Oberon start out as sorcerers or bards, while nearly all Daughters of Titania are wilders.

    Entry Requirements

    Alignment: Chaotic Good, Neutral Good, Neutral, or Chaotic Neutral.
    Skills: Bluff 8 ranks, Knowledge (Nature) 4 ranks.
    Language: Sylvan.
    Feat: Fey Heritage.
    Special: Must have been stolen by fey as a child and taken to live in the Seelie Court.

    In addition, a prospective Child of the Seelie Court must satisfy the following requirements, depending on his or her gender:

    Male (Son of Oberon): Able to cast Natural Bond* spontaneously.
    Female (Daughter of Titania): Wild Surge +1 and able to manifest Link to Nature*.

    * For new spells and powers, see section below.

    Class Skills

    The Child of the Seelie Court's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge: Nature (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).

    Sons of Oberon also have Knowledge: Arcana (Int), Spellcraft (Int), and Use Magic Device (Cha) as class skills, while Daughters of Titania have Knowledge: Psionics (Int), Psicraft (Int), and Use Psionic Device (Cha) as class skills.

    Skills Points at Each Level: 6 + Intelligence modifier.

    Hit Die: d6.

    Class Features

    {table=head]Level|
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |
    Special
    |
    Spellcasting or Manifesting

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |
    Ecstatic Surge +1, Fey Bond
    |
    None

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |
    Fey Knowledge
    |
    +1 level of existing class

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |
    Heritage Feat, Greater Heritage
    |
    +1 level of existing class

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |
    Fey Knowledge
    |
    +1 level of existing class

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |
    Ecstatic Surge +2, Heritage Feat
    |
    +1 level of existing class

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |
    Fey Knowledge
    |
    +1 level of existing class

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |
    Heritage Feat, Greater Heritage
    |
    +1 level of existing class

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |
    Fey Knowledge
    |
    +1 level of existing class

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |
    Ecstatic Surge +3, Heritage Feat
    |
    +1 level of existing class

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |
    Fey Knowledge, Fey Ascension
    |
    +1 level of existing class

    [/table]

    Your class features are influenced by your time with the fey at the Seelie Court. These features bring your closer to your adopted kind, eventually transforming you into one of them.

    Spellcasting or Manifesting: At every Child of the Seelie Court level beyond the 1st, you advance in sorcerous or psionic power. A Son of Oberon gains an increase in spells per day, spells known, and caster level as if he had gained a level in an arcane spellcasting class he belonged to before he added this prestige class. A Daughter of Titania gains an increase in power points, powers known, and manifester level as if she had gained a level in a manifesting class she belonged to before she added this prestige class. Neither one, however, gains any other class benefits a character of that class would have gained.

    Ecstatic Surge (Su): A Child of the Seelie Court can allow his passions and emotions boil to the surface when he uses his innate powers. Whenever you cast a spell, manifest a power, or use a spell-like ability granted by a Fey Heritage feat, you may choose to invoke this ability, increasing the caster or manifester level of that spell/power/ability by 1.

    If you use this ability on a spell or SLA, the increase in caster level allows you to surpass the maximum caster level of level-dependent effects (such as the number of damage dice of a Fireball spell), though only for the increase granted by this ability (so a 12th level sorcerer casting a Fireball while Ecstatic Surging for +1 deals 11d6 damage with that Fireball). In addition, if the spell is cast spontaneously with one or more metamagic feats applied, you do not need to increase casting time due to metamagic as long as the total metamagic adjustment is at or below twice the amount you surge for (so Surging for +1 lets you Empower a spell without increasing casting time, while Surging for +2 lets you Quicken a spontaneously cast spell).

    If you use this ability on a power, the manifester level boost allows you to augment your powers to a higher degree than you otherwise could. You pay no extra power points for augmenting this way due to Ecstatic Surge; instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by this ability.

    At class levels 5 and 9, this ability improves, allowing you to Ecstatic Surge for more than +1 to the caster/manifester level. You can always choose to Ecstatic Surge for a lower amount than the maximum boost it allows. If you have the Wild Surge ability, you may add your Wild Surge bonus to determine the maximum caster/manifester level boost of Ecstatic Surge (so a Wilder 5/Daughter of Titania 5 has Ecstatic Surge +4). However, you may not use Ecstatic Surge and Wild Surge (or Overchannel) at the same time. Surging Euphoria applies to successful Ecstatic Surges.

    While this ability is powerful, it comes at a cost. Each time you use Ecstatic Surge, there is a 5% chance per +1 surged that the surging emotions overwhelm you, disrupting your concentration and ruining your action. Whenever this happens, the spell, power, or SLA you are attempting to use fails to take effect, and you still expend the spell slot/power points/SLA use per day as if you had used it normally. In addition, you become shaken until the beginning of your next turn.

    Fey Bond (Ex): Fey creatures and eladrins regard you as if you were one of them. You gain a +2 circumstance bonus to all Charisma-based checks, a +1 bonus to saving throws against spells and spell-like abilities, and an extra skill point every level (including the level that you gain this ability). These bonuses do not stack with those granted from the Nymph's Kiss feat. If you already have the Nymph's Kiss feat upon gaining this ability, you may select a bonus Metamagic or Metapsionic feat instead.

    In addition, you are treated as possessing an additional Fey Heritage feat for all purposes (such as for calculating the damage reduction from Fey Skin or for selecting fey spells).

    Fey Knowledge: Your time with the fey has enhanced your knowledge of the natural world, allowing you to share in some of their powers. At every even level, you gain an extra fey spell or power (see section below) to add to your spells or powers known, though you must still satisfy the spell/power's special requirements. You may learn any spell/power of a level less than or equal to your class level, even if you cannot cast/manifest it yet.

    These spells/powers do not count for the normal spells/powers known limit of your class. If you possess more than one spellcasting/manifesting class at the time of gaining this feature, you may add the extra spell/power to all of them that qualify (so a sorcerer/bard would add the spell to both lists, while a wilder/psion would only add the power to the wilder list since all of the fey powers are wilder-only).

    Heritage Feat: At every odd level except 1st, you gain a bonus Fey Heritage feat. You must meet all qualifications of the feat that you select.

    Greater Heritage (Ex): At 3rd level, bond with your fey heritage deepens. Select a Fey Heritage feat that you possess; you unlock additional capabilities based on the abilities granted by that feat. At 7th level, select a different Fey Heritage feat you possess and unlock those abilities as well.

    {table=head]Feat Chosen | Ability Granted
    Fey Heritage | You gain Slippery Mind, as the rogue special ability. At character level 9, you gain a permanent supernatural Protection from Law effect on yourself. At character level 15, that becomes a permanent supernatural Magic Circle Against Law instead. You may dismiss or reactivate either the Protection from Law or the Magic Circle from Law as a free action, though you may not have both on at the same time.
    Fey Legacy | Your Confusion spell-like ability from Fey Legacy has a save DC 2 higher than normal. Your Dimension Door SLA from this feat can be used as a move action rather than a standard action. If used at caster level 11 or 12, your Summon Nature's Ally V SLA becomes Summon Nature's Ally VI instead. If used at caster level 13 or 14, it becomes Summon Nature's Ally VII instead. If used at caster level 15 or 16, it becomes Summon Nature's Ally VIII instead. If used at caster level 17 or higher, it becomes Summon Nature's Ally IX instead.
    Fey Power | Your caster level and save DCs for enchantment spells and warlock invocations and telepathy powers increase by an additional 1 (for a total of +2). In addition, your Ecstatic Surge has a 4% chance of failing per +1 you surge for, instead of 5%.
    Fey Presence | Your Charm Monster SLA from Fey Presence has a save DC 2 higher than normal. The amount of HD your Deep Slumber SLA from this feat can affect increases to 5 + caster level. Your Disguise Self SLA from this feat is usable at-will instead of once per day.
    Fey Skin | You may add half your class level in Child of the Seelie Court to the damage reduction granted by your Fey Skin feat. In addition, that damage reduction is now penetrated only by lawful and cold iron weapons, rather than simply cold iron.[/table]

    Fey Ascension (Ex): Your bond with the fey becomes perfect and everlasting, allowing you to walk immortally among them. Your type changes to fey rather than your original type, causing you to gain Low-Light Vision, proficiency with simple weapons, and immunity to spells and effects that only affect humanoids (such as Dominate Person). You also stop aging, no longer gaining physical ability penalties or mental ability bonuses from age (though those already gained remain), and you cannot die from old age.

    Finally, you may choose one aspect of your heritage to meld into a complete bond. Select a single Fey Heritage feat for which you have selected for your Greater Heritage ability. You unlock further capabilities with that feat, as follows:

    {table=head]Feat Chosen | Ability Granted
    Fey Heritage | You become immune to all mind-affecting and divination spells, powers, and effects, as if you were under the Mind Blank spell, though you can selectively allow specific mind-affecting or divination effects to work on you if you so choose.
    Fey Legacy | The SLAs granted to you by Fey Legacy can each be used three times per day rather than once per day.
    Fey Power | Your caster level and save DCs for enchantment spells and invocations and telepathy powers increase by another 1 (for a total of +3). In addition, your Ecstatic Surge has a 3% chance of failing per +1 you surge for, instead of 4%.
    Fey Presence | You may spend a use of your Charm Monster SLA from Fey Presence to use Dominate Monster as an SLA instead, but you may only have a single creature dominated this way at a time. Your Deep Slumber SLA from this feat can be used 3/day, and affects total HD of 10 + caster level instead of 5 + caster level. Your Disguise Self SLA from this feat is automatically quickened.
    Fey Skin | The damage reduction from Fey Skin doubles (this includes the extra DR gained from the Greater Heritage). In addition, that damage reduction is now only penetrated by lawful and cold iron and epic weapons.[/table]


    Playing a Child of the Seelie Court

    As a child of the fey, you don't see the world in the same way as ordinary mortal beings. You feel a constant connection to the natural world around you, and this bond is as innate to you as your magical or psionic powers. Like the fey, you do more than respect nature; you see the trees, the streams, the mountains, and the land itself as living beings themselves. You don't worship nature, as druids do; you simply see yourself as part of the natural world, in the same way as the tree, the stream, or the mountain.

    Combat

    You enjoy trickery and mischief, and love to employ spells or powers to warp your enemies' minds or create illusions to fool them. You also know many spells or powers which can turn nature to your cause, such as those to communicate with nature, call upon bestial allies, or transform yourself into a wild beast, and you should use this natural bond to your advantage against opponents. Your Ecstatic Surge provides a way to maximize power, and you should select spells and powers that scale by level so you can take full advantage of it (such as spells like Wings of Flurry, Orb of Fire, and Greater Magic Weapon, or powers like Astral Construct, Energy Stun, and Vigor).

    Advancement

    No individual chooses to become a Child of the Seelie Court; instead, they are chosen, taken by the fey while young to live among them. While many children have lived among the fey in the Seelie Court, only a few individuals become members of this prestige class, for only those who feel their bond with nature most strongly can truly understand and build the connections with fey that this class demands.

    You adventure now to seek an ever-closer communion with the fey, though this quest may be as much subconscious as it is conscious. All you really know is that the fey see you more and more as one of them, and you see yourself as a member of the fey as well. You have a potential, an ingrained love of ecstasy and nature that other mortals can never know, and that potential drives you now to a deeper and deeper understanding of the magics of the natural world.

    After finishing with this prestige class, you should consider prestige classes that reinforce the methods of this class. Classes that embrace chaos, such as Wild Mage or Anarchic Initiate, can make a good match for a character that embraces the myriad of possibilities in life. Other classes, like Thrallherd or Mindbender, can help you with your enchantment or telepathy spells/powers, while classes like Ruathar or Wild Soul can emphasize your connection to nature.

    Resources

    The Children of the Seelie Court don't see themselves as a separate organization or group; instead, they see themselves as belonging to the larger body of the fey. While fey aren't known to be incredibly organized, they are willing to help one of their own. As such, any fey with allegiance to the Seelie Court may very well be willing to provide assistance to you when needed, though that help would often come with a price. Such costs typically require you to give gifts, provide entertainment (especially magical), or stay with the fey and provide company for a period of time.


    Children of the Seelie Court in the World

    "When she sings, she pours all of her passions, joys, and emotions into her music, revealing to all the world her deepest loves and fears. When she uses her magic, she does the same thing, sending her thoughts to the surface and willing the world to do her will. I find myself drawn to the sheer power she wields, yet frightened by the risks she dares whenever she calls upon that awesome might." - Hennet, human sorcerer.

    Though rare, Children of the Seelie Court may be found living around or within communities of fey with allegiance to the Seelie Court. Unlike other arcanists and manifesters, Children of the Seelie Court prefer to savor the sweetness of life and let their passions guide their magic, a worldview very unlike that of the typical wizard or psion who devotes his life to study. Children of the Seelie Court take great pleasures in art, music, theater, and love, using their unique perspectives to guide their artistic talents. As such, many patrons and practicioners of the arts are or have contacts with members of this prestige class.

    Organization

    There is no specific organization dedicated to Children of the Seelie Court. Most members of this class either devote their loyalties and affections to the fey communities in which they live in or to houses of art, guilds of music, or troupes of theater.

    NPC Reactions

    The passion that drives a Child of the Seelie Court can be disconcerting to those who don't share them. Druids, rangers, and nature-oriented ardents may look kindly on Children of the Seelie Court due to similar connections to the natural world. Sorcerers, wilders, and other spontaneous casters may feel a kinship to them due to having untamed magics of their own. Studious magic-users like wizards and psions find a Child of the Seelie Court's emotional nature somewhat uncomfortable and are more reluctant to spend time around them.

    Warlocks and fey aligned to the Seelie Court are almost always friendly towards members of this prestige class, while those alignemd to the Unseelie Court are usually hostile. Out of mundane characters, those who enjoy art or music tend to admire Children of the Seelie Court for their artistic talents. Most mundane people, however, don't treat Children of the Seelie Court any differently, though those aware of their history may be discomforted by the idea of fey stealing away humanoid children.


    Lore of the Seelie Court

    Characters with ranks in Knowledge (Nature) or the bardic knowledge ability can research Children of the Seelie Court to learn more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from lower DCs.

    DC 10: Sometimes the fey steal children from humanoid homes and bring them to the Seelie Court for upbringing. These children are called Sons of Oberon for boys and Daughters of Titania for girls.
    DC 15: Such children often gain affinity with sorcery or psionics due to this bond with the fey, gaining great powers over nature as time passes.
    DC 20: These children eventually become almost like the fey themselves, and learn to unleash their chaotic emotions to power their casting or manifesting.
    DC 30: Characters who achieve this level of success can learn important details about a Child of the Seelie Court in your campaign, including the areas where she operates, and the kinds of activities she undertakes.

    PCs who wish to find a Child of the Seelie Court must curry favor with groups of fey who might be aware of one. Typically, this involves gift-giving and a DC 25 Diplomacy check with fey who align themselves to the Seelie Court.


    Children of the Seelie Court in the Game

    Because of the nature-oriented spells/powers and skills that this class grants, Children of the Seelie Court work best in wilderness campaigns and adventures of exploration, though they work well in other types of campaigns too. Since the class doesn't lose more than a single caster level, and since it does grant several extra spells or powers known, a Child of the Seelie Court can take the place of the party's primary arcanist or manifester. Heavy use of summoning (through Call Nature's Defenders/Defenders of the Wild), shapeshifting (Wild Transformation/Shape of the Beast), and other forms of attracting animal followers (Natural Bond/Link to Nature or Call of the Wild/Psionic) can provide your party with melee warriors when needed.

    This class should appeal most to players who enjoy spontaneous casters or manifesters, especially those who love to gamble and use devastating spells with a chance of going awry. The versatility of the class should appeal to arcanists/manifesters who love to maintain options and utility, while Ecstatic Surge gives off a sense of high risk high reward for the player's spells and powers.

    Adaptation

    If the Seelie Court does not exist in your campaign world, any other governing body or organization of fey may take its place instead, changing the names of Son of Oberon and Daughter of Titania to other major rulers or figures within that organization. In a darker-themed campaign, this prestige class may represent children stolen by evil fey of the Unseelie Court, who become Children of the Queen of Air and Darkness instead. In such case, certain fey spells/powers (like Hands of the Forest/Vitality's Hold) may become unavailable or changed to fit the flavor of the darker court, while new spells/powers that deal in trickery and deceit may be added.

    Finally, a possible adaptation would be making this class allow divine advancement in place of arcane or psionic for either Son of Oberon or Daughter of Titania. This fits in very well in worlds where the fey are regarded as divine beings or ones in which either arcane magic or psionics do not exist. For this variant, you should allow certain Charisma-based spontaneous divine classes (such as favored soul, shugenja, or spirit shaman) to select fey spells as spells known, rather than only sorcerers and bards.

    Sample Encounter

    Because of their chaotic natures, Children of the Seelie Court love to wander around and enjoy the world, often getting themselves in trouble with humanoid authorities due to their vastly different outlooks. In addition, due to their heritage, Children of the Seelie Court often act as liaisons between fey and humanoid communities. The PCs might encounter Children of the Seelie Court in this capacity and be tasked to aid them as a result.

    EL 10: Aderyn the Fair is a Daughter of Titania who spends her time traveling the world, visiting communities of fey and humanoids alike. It was in the course of one such travel that she discovered an army of humans planning to cut down a forest containing several dryad oaks in order to build siege weapons for besieging a nearby castle. After an initial failure to communicate with the army's commander (which actually led to violence), Aderyn decides to seek out the PCs to help convince - or force - the humans to stop.

    Aderyn the Fair CR 10
    Female Human Educated Wilder 5/Daughter of Titania 5
    CG Medium Humanoid (human)
    Init +2, Senses: Listen -1, Spot -1
    Languages Common, Sylvan
    ------------------------------------------------
    AC 18, touch 18, flat-footed 16
    hp 47 (10 HD)
    Fort +4, Ref +8, Will +8
    +1 saves vs spells and SLAs
    +3 Will saves vs enchantments
    Damage Reduction 5/cold iron
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Space/Reach 5 ft./5 ft.
    Base Atk +6, Grp +5
    Melee +6 masterwork quarterstaff (1d6)
    Combat Gear dorje of energy push (28 charges) [XPH]
    Powers Known Manifester Level 10th, Power Points 102

    1st - Link to Nature, Defenders of the Wild, Charm (Psionic)EK (DC 19 + augmentation)
    2nd - Shape of the Beast
    3rd - Dispel Psionics, Energy ConeEK (DC 19 + augmentation), Wings of the PixieFey
    4th - Speak to the Land, Vitality's HoldFey

    Supernatural Abilities Wild Surge +2, Ecstatic Surge +4 (4% per +1)
    Spell-Like Abilities Confusion (CL 10, DC 22) 1/day, Dimension Door (CL 10, move action) 1/day, Summon Nature's Ally V (CL 10) 1/day
    Extraordinary Abilities Elude Touch, Psychic Enervation, Surging Euphoria +1, Fey Bond, Greater Heritage (Fey Power)
    -----------------------------------------------
    Abilities Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 22
    Feats Fey Heritage [CM], Fey Power [CM], Practiced Manifester [CP], Expanded KnowledgeB [XPH], Empower Power [XPH], Fey SkinB [CM], Expanded Knowledge [XPH], Fey LegacyB [CM]
    Skills Bluff +19, Concentration +14, Diplomacy +16, Knowledge (Nature) +13, Psicraft +13, Tumble +14
    Possessions +1 mithral chain shirt, masterwork quarterstaff, cloak of charisma +2, vest of resistance +1 [MIC], torc of power preservation [MIC], ring of protection +1, 80 gp


    New Spells and Powers

    Presented here are several spells and powers generally used by fey and fey-aligned sorcerers and wilders. These spells/powers are available to those with the prerequisite feats or true fey. A Child of the Seelie Court's Fey Knowledge class feature also allows it to select from these spells/powers, though he must still meet the special requirements.

    Fey Spells

    Spoiler
    Show
    Call Nature's Defenders
    Conjuration (Summoning)
    Level: Bard 1, Sorcerer 1
    Components: V, S
    Casting Time: 1 round
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: One or more summoned creatures, no two of which can be more than 30 ft apart
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: None

    This spell works like Summon Monster I, except you choose a creature off of the Call Nature's Defenders list. Your caster level must match or exceed the required CL of the creature you want to summon, and you must cast this spell from a spell slot equal to or greater than the minimum slot level for that creature. Alternatively, you may choose to summon two, three, or four creatures of your choice from the list instead of only one, but you must add +2 per additional creature to the required CL of the spell (so +2 for two creatures, +4 for three creatures, and +6 for four creatures), and the minimum slot may increase because of this (see table; use the entry for the creature with the highest required CL among those selected).

    For example, summoning a lion requires a minimum caster level of 5, and requires that you cast the spell for a 2nd or higher level spell slot. Summoning two lions, or a lion and a hyppogriff, requires a CL of 7 or more, and a 3rd level or higher slot. Summoning a Girallon, Tiger, and Wolf requires a CL of at least 15, and a 7th or higher slot.

    Special: Only a fey or a creature with at least two Fey Heritage feats may learn or cast this spell.

    Call Nature's Defenders List:
    Spoiler
    Show
    {table=head]Creature | Required CL | Minimum Slot (one creature) | Minimum Slot (two creatures) | Minimum Slot (three creatures) | Minimum Slot (four creatures)
    Monkey | -1 | 1 | 1 | 1 | 2
    Hawk | 0 | 1 | 1 | 2 | 3
    Wolf | 1 | 1 | 1 | 2 | 3
    Shark, Large* | 2 | 1 | 2 | 3 | 4
    Cheetah | 3 | 1 | 2 | 3 | 4
    Hyppogriff | 4 | 2 | 3 | 4 | 5
    Lion | 5 | 2 | 3 | 4 | 5
    Giant Eagle | 6 | 3 | 4 | 5 | 6
    Bear, Brown | 7 | 3 | 4 | 5 | 6
    Unicorn | 8 | 4 | 5 | 6 | 7
    Tiger | 9 | 4 | 5 | 6 | 7
    Crocodile, Giant | 10 | 5 | 6 | 7 | 8
    Girallon | 11 | 5 | 6 | 7 | 8
    Dragonne | 12 | 6 | 7 | 8 | 9
    Dire Bear | 13 | 6 | 7 | 8 | 9
    Dire Tiger | 14 | 7 | 8 | 9 | 9
    Squid, Giant* | 15 | 7 | 8 | 9 | 9
    Roc | 16 | 8 | 9 | 9 | 9
    Thrym Hound [MM5] | 17 | 8 | 9 | 9 | 9
    Unicorn, Celestial Charger | 18 | 9 | 9 | 9 | 9
    Steelwing [MM5] | 19 | 9 | 9 | 9 | 9
    Battlebriar [MM3] | 20 | 9 | 9 | 9 | 9[/table]

    * Aquatic environments only


    Call of the Wild
    Conjuration (Calling)
    Level: Bard 5, Sorcerer 5
    Components: V, F
    Casting Time: 24 hours
    Range: 0 ft
    Effect: One animal follower
    Duration: 1 day/level (D)
    Saving Throw: None
    Spell Resistance: No

    You invoke the spirits of the wild to grant you a bestial companion. For the duration of this spell, you gain the services of an animal companion, as the druid class feature, with effective druid level equal to your caster level. This spell fails if you already have an animal companion from any source (including a previous casting of this spell), though other types of animals under your control (such as a familiar or an animal cohort gained via Wild Cohort) do not count towards this restriction.

    Focus: A small piece of bone that you carry for the spell's duration.

    Special: Only a fey or a creature with at least four Fey Heritage feats may learn or cast this spell.


    Fairy Wings
    Transmutation [Air]
    Level: Bard 3, Sorcerer 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)

    You gain a pair of insect-like wings, usually akin to those of a butterfly. If wearing light or no armor and carrying a light load, these wings allow you to fly with a 40 ft speed at good maneuverability. If wearing medium armor or carrying a medium load, the wings only allow you to fly at 20 ft speed with good maneuverability. If wearing heavy armor or carrying a heavy load (or higher), the wings cannot be used to fly at all.

    For every caster level above 5, the speed of your wings improves by 5 ft (to a maximum of +50 ft at caster level 15).

    Material Component: A flower petal or a preserved butterfly.

    Special: Only a fey or a creature with at least two Fey Heritage feats may learn or cast this spell.


    Feywyld Luck
    Divination
    Level: Bard 2, Sorcerer 2
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: One willing creature
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: None

    Target creature gains one temporary luck reroll [CS] per two caster levels (max 5 at CL 10), which last for the duration of the spell. In addition, that creature gains the ability to spend luck rerolls on all d20 rolls, following the normal rules for luck rerolls. If the creature already has a feat that allows it to reroll that type of roll (such as having Survivor's Luck when rerolling a save), it gains a +4 luck bonus when rerolling a roll of that type.

    Focus: A three-leaf clover.

    Special: Only a fey or a creature with the Fey Heritage feat and at least one Luck feat may learn or cast this spell.


    Hands of the Forest
    Transmutation
    Level: Bard 4, Sorcerer 4
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: 24 hours (D)

    You infuse your hands with the healing powers of the natural world. For the duration of the spell, you gain a pool of healing equal to your caster level multiplied by your Charisma bonus (max 15 x Cha bonus at caster level 15). While the spell lasts, you may heal wounds with a touch, restoring any amount of hit points up to your caster level as a standard action (or swift if you use it on yourself) and depleting the same number from your pool of healing. You may not heal more than your pool allows, and if the pool is depleted, the spell ends. This healing has no effect on undead or non-living creatures.

    Material Component: A preserved rose.

    Special: Only a fey or a creature with at least three Fey Heritage feats may learn or cast this spell.


    Natural Bond
    Divination
    Level: Bard 2, Sorcerer 2
    Components: V, S, M
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 24 hours (D)

    You draw up a bond with nature, allowing you to communicate with the natural world. You gain Wild Empathy, as the druid ability, with your effective druid level equal to your caster level. You do not take the -4 penalty for influencing magical beasts.

    In addition, for the spell's duration, you gain the ability to Speak with Animals, as the spell. At any time during the spell's duration, you may spend a full-round action to gain the effects of Speak with Plants instead of Speak with Animals, or vice versa, though you may not have both active from one spell at the same time.

    Material Component: A bit of animal fur and a piece of leaf.

    Special: Only a fey or a creature with the Fey Heritage feat may learn or cast this spell.


    One with the World
    Divination
    Level: Bard 4, Sorcerer 4
    Components: V, S
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: Instantaneous

    As the Commune with Nature spell, except as noted here. Instead of learning three facts, you learn two facts, plus an additional one per 3 caster levels above 7 (max 6 at CL 19).

    Special: Only a fey or a creature with at least three Fey Heritage feats may learn or cast this spell.


    Unearthly Grace
    Transmutation [Light]
    Level: Bard 6, Sorcerer 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)

    You become radiant, using your innate beauty and personality to defeat your foes. You gain a deflection bonus to AC and a luck bonus to saves equal to your Charisma modifier. In addition, the area around you lights up for the duration of this spell, as though under the effects of the Daylight spell.

    Special: Only a fey or a creature with at least five Fey Heritage feats may learn or cast this spell.


    Wild Transformation
    Transmutation (Polymorph)
    Level: Bard 3, Sorcerer 3
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 min/level (D)

    You take on the shape of a defender of nature. Upon casting this spell, you transform into a single form of your choice that a druid of a class level equal to your caster level can shapeshift [PHB2, 40] into. For the duration of the spell, you remain in that form and cannot cast spells, manifest powers, or activate magic items. You can dismiss this spell as a swift action.

    Special: Only a fey or a creature with at least two Fey Heritage feats may learn or cast this spell.

    Fey Powers

    Spoiler
    Show
    Call of the Wild, Psionic
    Psychoportation
    Level: Wilder 5
    Display: Auditory
    Manifesting Time: 24 hours
    Range: 0 ft
    Effect: One animal follower
    Duration: 1 day/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 9

    As the Call of the Wild spell, except as noted here.

    Special: Only a fey or a creature with at least four Fey Heritage feats may learn or manifest this power.


    Defenders of the Wild
    Metacreativity
    Level: Wilder 1
    Display: Mental
    Manifesting Time: 1 round
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: One or more summoned creatures, no two of which can be more than 30 ft apart
    Duration: 1 round/level (D)
    Saving Throw: None
    Power Resistance: None
    Power Points: 1

    As Summon Monster I, except as noted here, and you choose a creature off of the Defenders of the Wild list. The creature selected must have a power level less than or equal to 1.

    Augment: You can augment this power in one of two ways:
    1. For each additional power point, the summoned creature's power level may be 1 higher than before, allowing you to select more powerful creatures to summon.
    2. For each 2 additional power points, you may select and summon an additional creature of equal or lower power level from the first.

    Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.

    Defenders of the Wild List:
    Spoiler
    Show
    {table=head]Creature | Power Level
    Monkey | 1
    Hawk | 1
    Wolf | 1
    Shark, Large* | 2
    Cheetah | 3
    Hyppogriff | 4
    Lion | 5
    Giant Eagle | 6
    Bear, Brown | 7
    Unicorn | 8
    Tiger | 9
    Crocodile, Giant | 10
    Girallon | 11
    Dragonne | 12
    Dire Bear | 13
    Dire Tiger | 14
    Squid, Giant* | 15
    Roc | 16
    Thrym Hound [MM5] | 17
    Unicorn, Celestial Charger | 18
    Steelwing [MM5] | 19
    Battlebriar [MM3] | 20[/table]

    * Aquatic environments only


    Earthly Fortune
    Clairsentience
    Level: Wilder 2
    Display: Auditory
    Manifesting Time: 1 standard action
    Range: Touch
    Target: One willing creature
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: None
    Power Points: 3

    Target creature gains one temporary luck reroll [CS], which last for the duration of the power. In addition, that creature gains the ability to spend luck rerolls on all d20 rolls, following the normal rules for luck rerolls. If the creature already has a feat that allows it to reroll that type of roll (such as having Survivor's Luck when rerolling a save), it gains a +4 luck bonus when rerolling a roll of that type.

    Augment: You can augment this power in one of two ways:
    1. For each 2 additional power points, the creature gains another temporary luck reroll for the duration of the power.
    2. If you spend 4 additional power points, you may manifest this power as a swift action.

    Special: Only a fey or a creature with the Fey Heritage feat and at least one Luck feat may learn or manifest this power.


    Link to Nature
    Clairsentience
    Level: Wilder 1
    Display: Auditory
    Manifesting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 24 hours (D)
    Power Points: 1

    You draw a bond with the natural world, allowing you to speak with elements of nature. You gain Wild Empathy, as the druid ability, with your effective druid level equal to your manifester level.

    Augment: You can augment this power in one of the following three ways:
    1. If you spend 2 additional power points, you can use Wild Empathy to influence magical beasts without taking the -4 penalty.
    2. If you spend 1 additional power point, you gain the effects of Speak with Animals for the duration of this power.
    3. If you spend 2 additional power points, you gain the effects of Speak with Plants for the duration of this power.

    Special: Only a fey or a creature with the Fey Heritage feat may learn or manifest this power.


    Shape of the Beast
    Psychometabolism
    Level: Wilder 2
    Display: Olfactory
    Manifesting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 min/level
    Power Points: 3

    You take on the shape of a defender of nature. Upon manifesting this power, you transform into the predator form of a 3rd level shapeshifter druid [PHB2, 40]. For the duration of this power, you remain in that form and cannot cast spells, manifest powers, or activate magic items. You can dismiss this power as a swift action.

    Augment: You can augment this power in one of three ways:
    1. For every additional power point you spend, you may treat your effective druid level as 1 higher. If this would open up new forms to shapeshift into, you may select that form instead of predator form upon manifesting, and you become that form for the duration of this power.
    2. If you spend 2 additional power points, you gain the ability to switch freely between forms for the duration of this power. As a swift action, you can switch into a different form that your effective druid level would allow, or switch back into your regular form (letting you manifest powers again) without dismissing this power.
    3. If you spend 3 additional power points, the duration of this power becomes 1 hour/level.

    Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.


    Speak to the Land
    Clairsentience
    Level: Wilder 4
    Display: None
    Manifesting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: Instantaneous
    Power Points: 7

    As the Commune with Nature spell, except as noted here.

    Augment: You can augment this power in one of two ways:
    1. For each 2 additional power points, you learn an additional fact from this power.
    2. If you spend 2 additional power points, you can manifest this power as a standard action. In that case, this power incurs an experience cost of 100 XP.

    Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.


    Unearthly Grace, Psionic
    Psychometabolism [Light]
    Level: Wilder 6
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    Power Points: 11

    As the Unearthly Grace spell, except as noted here.

    Special: Only a fey or a creature with at least five Fey Heritage feats may learn or manifest this power.


    Vitality's Hold
    Psychometabolism
    Level: Wilder 4
    Display: Mental
    Manifesting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: 24 hours (D)
    Power Points: 7

    You fill your hands with the essence of nature and life. For the duration of the power, you gain a pool of healing equal to 7 multiplied by your Charisma bonus. While the power lasts, you may heal wounds with a touch, restoring any amount of hit points up to your manifester level as a standard action (or swift if you use it on yourself) and depleting the same number from your pool of healing. You may not heal more than your pool allows, and if the pool is depleted, the power ends. This healing has no effect on undead or non-living creatures.

    Augment: You can augment this power in one of two ways:
    1. For every additional power point you spend, your pool of healing increases by an amount equal to your Charisma bonus.
    2. If you spend 3 additional power points, you gain the ability to heal ability damage as well as hit point damage. Each point of ability damage healed this way costs 5 points from your pool of healing. Whenever you touch a creature to heal them via this power, you can choose to heal ability or hit point damage in any combination, as long as the total amount of points spent from your healing pool does not exceed your manifester level.

    Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.


    Wings of the Pixie
    Psychometabolism [Air]
    Level: Wilder 3
    Display: Olfactory
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)
    Power Points: 5

    A pair of insect-like wings, usually akin to those of a butterfly, sprout from your back. If wearing light or no armor and carrying a light load, these wings allow you to fly with a 40 ft speed at good maneuverability. If wearing medium armor or carrying a medium load, the wings only allow you to fly at 20 ft speed with good maneuverability. If wearing heavy armor or carrying a heavy load (or higher), the wings cannot be used to fly at all.

    Augment: You can augment this power in one of three ways:
    1. For each additional power point, the fly speed granted by this power improves by 5 ft.
    2. If you spend 2 additional power points, the fly speed granted by this power has perfect maneuverability.
    3. If you spend 2 additional power points, you may fly while wearing heavy armor or carrying a heavy load (at the same speed as that of medium armor/load). You still cannot fly via this power if carrying greater than heavy load.

    Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.
    Last edited by PId6; 2010-09-06 at 04:38 PM.
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