Revised 18 April 2003.

Faerier

Those who wander the land often come into contact with the fey world of wild faeries. Few, however, possess the sensitivity to notice their fey encounters for what they really are: Brushes with a primal magic filled with both wondrous charm and terrible danger. Those who begin to understand the true nature of the fey who cross their paths often become enchanted by, or covetous of, the powerful natural magics of the faerie.

Those who devote themselves to the study of fey creatures are known as Faeriers. While Faeriers form a rarified community of magical study, they are generally not formally affiliated with one another. Almost all Faeriers come from the ranks of Bards, Druids and Rangers. A few Rogues, and even a scattering of Barbarians, have devoted themselves to the study of faerie ways. Clerics, Sorcerers and Wizards, however, generally disdain the primitive magics of the fey. Fighters, Monks and Paladins rarely exhibit any sensitivity to the world of the faeries.

Hit Die: d6

Requirements

To qualify to become a Faerier, a character must fulfill the following criteria:

Size: Medium or smaller
Languages: Fey
Feat: Alertness
Skills: Diplomacy: 8 ranks; Perform: 8 ranks; Sense Motive: 8 ranks
Knowledge: 8 ranks in Knowledge: Nature or Fey or Bardic Knowledge bonus of +6
Spellcasting: Ability to cast magic spells or use magic devices

Class Skills

The Faerier’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Knowledge: Nature and Fey (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill points at Each Level: 8 + Int modifier.

Class Features

All of the following are class features of the Faerier prestige class.

Weapon and Armor Proficiency: The Faerier gains no armor or weapons proficiencies beyond those he already possesses.

Fey Sense: The Faerier develops a special sensitivity to the presence of fey beings. As a free action, the Faerier can detect the presence of fey creatures within 100 feet. The type and specific location of the fey creatures do not become known to the Faerier, and this ability does not give the Faerier the ability to see invisible fey creatures. The Faerier senses the number and direction of all fey within range. A Faerier gains this special ability at 1st level.

Seelie Art: The Faerier's study allows him to adopt some of the magical traits of a fey being. When taking his first Seelie Art, the Faerier must choose whether to study the magics of Seelie or Unseelie faeries. Faeriers of Evil alignment may not study Seelie magic; those of Good alignment may not study Unseelie magic. Once the choice is made, the Faerier must select his Seelie Arts from among the corresponding list of Seelie or Unseelie Arts. A Faerier may not switch between study of Seelie and Unseelie magic.

At 1st, 3rd and 5th levels, the Faerier chooses a new Seelie Art from the appropriate list below. He must choose a new Seelie Art each time; he may not select the same Seelie Art more than once. These are special abilities.

Seelie Arts:

Grig Fiddle: Once per day, you may play an enchanting tune on a fiddle or other stringed instrument. While you play this enchanted tune, all non-fey creatures within 60 feet must make a Will save (DC 15) or be affected as if by Otto’s Irresistible Dance. The effect ends when you stop playing.

Nixie Breath: Three times per day, you may cast Water Breathing as if cast by a 6th-level Sorcerer.

Dryad Form: Once per day, you may cast Tree Shape as if cast by a 6th-level Druid.

Hybsil Sight: Three times per day, as a free action you may choose to see invisible objects and creatures for 10 minutes.

Gnome Brew: Once per day, as a full-round action, you may enchant up to 1 barrel of liquor. Creatures who drink a mug of the enchanted liquor must make a Fortitude save (DC11) or sleep for 1d4 days. Dwarves and fey creatures are not affected. Any creature put to sleep by the enchanted liquor awakes if he receives a damage-causing blow. The DC increases by 1 for each mug consumed without failing the Fortitude save.

Hanid Hiding: Once per day, as a full-round action, you may disintegrate and house your spirit in any plant within 10 feet. Your clothing and gear disintegrate with you and reform when you do. You may remain hidden in the plant for up to 3 hours. Reforming from the plant requires a full-round action. If a plant in which you are hiding is killed, you must succeed at a Fortitude save (DC 15) or die. A successful save causes you to reform at a randomly determined location within 10 feet.

Unseelie Arts:

Satyr Pipes: Once per day, you may play an enchanting tune on pipes or another wind instrument. While you play this enchanted tune, all non-fey creatures within 60 feet must make a Will save (DC 15) or be affected as if by Fear. The effect ends when you stop playing.

Pixie Invisibility: Three times per day, you may become invisible for up to 10 minutes. You remain invisible even while casting spells or attacking.

Hob Lick: Once per day, as a full-round action, you may lick an edged weapon to imbue it with fey poison. A successful hit with that weapon requires the target to make a Fortitude save (DC 13) or lose 1d4 points of Constitution. The fey poison lasts 5 rounds or until the weapon hits for damage.

Siren Song: Once per day, you may call out to a creature, who must make a Will save (DC 22, -2 for every 20 feet of distance from you) or feel compelled to walk toward you. An affected creature disregards all considerations other than his compulsion to move toward you in a straight line; he will step off cliffs or into water and otherwise ignore any obstacles in his path. Affected creatures attempt to walk the entire distance at their normal movement rate; they do not run, fly or swim, even if doing so would make sense to someone not enchanted.

Bogan's Fog: Three times per day, as a full-round action, you may cause a cloud of fog to form. The fog is centered on you and extends to a 40-foot radius, providing 100 percent cover to everything inside the cloud. The fog dissipates in 2d4 minutes.

Sprite Charm: Three times per day, you may cast Charm Person or Animal as if cast by a 6th-level Druid.

Fey Friend: Fey creatures come to see the Faerier as a sympathetic being. Crossroads guardians treat the Faerier as if he was a fey creature. The Faerier gains a +4 circumstance bonus to Bluff, Diplomacy, Gather Information, Perform and Sense Motive checks when interacting with fey creatures. A Faerier gains this special ability at 2nd level.

Detect Crossroads and Backroads: The Faerier gains an innate sense for the presence of fey crossroads. Once per day per Faerier level, the Faerier can detect nearby crossroads and backroads as if casting the spell of the same name. A Faerier gains this special ability at 3rd level.

Create Crossroads and Backroad: As his familiarity with the fey arts grows, the Faerier gains the ability to create crossroads and a connecting backroad as if he was a fey creature once every 10 days. This ability works like the spell of the same name and requires the Faerier to pay the listed XP cost. A Faerier gains this special ability at 4th level.

Fey Form: At the culmination of his study of fey beings, the Faerier becomes able to assume the form of a fey creature once per day. This special ability works like a Druid's Wild Shape ability, but the form is limited to that of a fey creature within one size increment of the Faerier. A Faerier gains this special ability at 5th level.

Table 1-1: The Faerier


Class
Level

Base
Attack
Bonus


Fort
Save


Ref
Save


Will
Save



Special

1st

+1

+0

+0

+2

Fey Sense, 1st Seelie Art

2nd

+2

+0

+0

+3

Fey Friend

3rd

+3

+1

+1

+3

Detect Crossroads & Backroad, 2nd Seelie Art

4th

+4

+1

+1

+4

Create Crossroads & Backroad

5th

+4

+1

+1

+4

Fey Form, 3rd Seelie Art

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By R. Scott Rogers (scott@madforjam.com)

Released under the OGL and d20. Free to distribute.

Open Source License (http://www.opengamingfoundation.org/ogl.html)