Feymage (3.5e Prestige Class)

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Feymage[edit]

Feymages are spellcasters of fey or elven race who choose to accept a slower spell progression in order to develop and enhance the skills, affinity with nature, and innate magical characteristics inherent in their fey heritage.

The Feymage prestige class is particularly attractive to Wizards and Sorcerers of elven race who wish to overcome the fragility that results from combining d4 hit dice with a racial Constitution penalty. It also allows them to develop the traits traditionally associated with elven and fey races which are simply not available within these classes: stealth and observation skills, agility, nature-related abilities and spells, and moderate skill in combat. Those of fey races become Feymages to gain increased Damage Reduction and fey characteristics which their own fey race does not possess, such as Spell Resistance or water breathing.

Prerequisites[edit]


Table: The Feymage
Hit Die: d6
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +0 +2 +2 Wild empathy +1 level of ranger spellcasting
2nd +1 +0 +3 +3 damage reduction 1/cold iron +1 level of ranger spellcasting/

+1 level of existing spellcasting class

3rd +2 +1 +3 +3 +1 level of ranger spellcasting
4th +3 +1 +4 +4 Charisma Boost (+1 Cha), Charismatic magic, damage reduction 2/cold iron +1 level of ranger spellcasting/

+1 level of existing spellcasting class

5th +3 +1 +4 +4 +1 level of ranger spellcasting
6th +4 +2 +5 +5 Fey transformation, damage reduction 3/cold iron +1 level of ranger spellcasting/

+1 level of existing spellcasting class

7th +5 +2 +5 +5 Fey magic +1 level of ranger spellcasting
8th +6/+1 +2 +6 +6 Charisma Boost (+1 Cha), damage reduction 4/cold iron +1 level of ranger spellcasting/

+1 level of existing spellcasting class

9th +6/+1 +3 +6 +6 +1 level of ranger spellcasting/

+1 level of existing spellcasting class

10th +7/+2 +3 +7 +7 Fey metamagic, spell resistance, damage reduction 5/cold iron +1 level of ranger spellcasting

Class Skills (6 + Int modifier per level)
Balance, Bluff, Concentration, Craft, Disguise, Escape Artist, Handle Animal, Hide, Knowledge (arcane), Knowledge (nature), Move Silently, Spellcraft, Survival.

Class Features[edit]

All of the following are class features of the feymage:

Weapon and Armour Proficiency: Feymages are proficient with all weapons usable by Druids. They gain no additional proficiency with armor or shields.

Wild Empathy (Ex): This is identical to the Druid ability, with feymage levels counting as Druid or Ranger levels. These levels stack with any actual or effective Druid levels the character has.

Spellcasting: When a new feymage level is gained, the character gains new spells per day as if she had also gained a level in Ranger. Additionally, the character gains new spells per day (and spells known, if applicable), except at 1st, 4th, 7th, and 10th levels, as if she had also gained a level in another spellcasting class she belonged to before she gained the prestige class (not Ranger again, or any other class that advances the Ranger spell table). In neither case, however, does the feymage gain any other benefit a character of those classes would have gained. This essentially means that she adds the level of feymage to the level of Ranger the character has (even if she doesn't actually have levels in Ranger), then determines spells per day and caster level accordingly, and she adds 2/3 the level of feymage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If the character has more than one spellcasting class, she must decide to which class the new level is added for purposes of determining spellcasting ability.

Damage Reduction (Su): At 2nd level, the feymage gains Damage Reduction 1/cold iron, which increases by 1 point on every even-numbered Feymage level thereafter. This stacks with any similar Damage Reduction the character might have.

Charisma Boost (Ex): The feymage gains a +1 bonus to Charisma at 4th and 8th level.

Charismatic Magic: From 4th level, feymages may use their Charisma score as their primary spellcasting statistic if it is better than the one they usually use for any arcane spellcasting class, Druid or Ranger spells, or Clerical domain spells from the Animal or Plant domains; their aptitude for arcane and nature magic is an innate aspect of their personalities.

Fey Transformation (Ex): At 6th level, the feymage's racial type changes to Fey if it wasn't already. This also confers immunity to the effects of age; like a sprite, a 6th level feymage is immortal.

Fey Magic: From 7th level, feymages gain access to the Fey Domain for all divine spellcasting classes the character has (including the Ranger spell capability that all feymages get). The domain power is the ability to use non-domain spell slots to prepare these spells. The Fey Domain spell list is as follows:

1. Charm Person
2. Water Breathing
3. Invisibility
4. Commune with Nature
5. Hallucinatory Terrain
6. Awaken
7. Transport via Plants
8. Irresistible Dance
9. Shapechange

Fey Magic also confers certain advantages when learning or preparing arcane Enchantment or Illusion spells, the schools most commonly associated with fey. When learning new arcane spells as part of level advancement (but not from scrolls or similar items), they may learn one bonus spell for each spell level they can cast, provided that at least one of the existing known spells of that level is an enchantment or illusion and the bonus spell is also an enchantment or illusion. This applies retrospectively when Fey Magic is gained, and for every arcane caster level advance thereafter, but the total bonus spells gained cannot exceed one for each spell level (thus a feymage of 7th level or higher who casts as a 6th level Sorcerer, and has at least one enchantment or illusion at each spell level, will gain knowledge of an extra 0th, 1st, 2nd and 3rd level enchantment or illusion spell). This ability allows arcane spellcasters with a limited spell repertoire (such as Bards and Sorcerers) to exceed the normal limit on spells known.

If they are specialist Wizards with either Enchantment or Illusion as a specialist school (and neither of these as a forbidden school), they may treat both as specialist schools thereafter and use their bonus specialist spell slots to prepare spells from either school, just as a Cleric can use domain spell slots to prepare spells from either domain.

Fey Metamagic: A 10th level feymage can apply metamagic feats more readily to enchantment and illusion spells. The modified level of a metamagically-enhanced enchantment or illusion is reduced by 1 (though not below the level of the unmodified spell). Also, metamagic enhancement of enchantment or illusion spells does not increase their casting time.

Spell Resistance (Su): At 10th level, feymages gain Spell Resistance equal to their overall character level plus 10 (not just feymage level, as this is treated as an acquired racial ability rather than a class feature). If the feymage already has Spell Resistance, use the highest total and add a +4 bonus.

Ex-Feymage[edit]

A feymage who becomes lawful in alignment cannot progress in levels as a feymage, though he retains all his feymage abilities

The Epic Feymage[edit]

Class Skills[edit]

Skill points at each additional level: 6 + Int modifier

Class Abilities[edit]

Hit Die: d6

Class Features[edit]

All the following are class features of the epic feymage:

Charisma Boost: This continues to improve by one point every five levels above 10th.

Wild Empathy: This continues to improve by one point per level.

Damage Reduction: This continues to improve by one point every two levels above 10th.

Spells: The feymage continues to gain ranger spellcasting levels at each level and spellcasting levels of any existing spellcasting class at two-thirds of his/her feymage level: at 11th, 12th, 14th, 15th, 17th, etc.

Bonus Feats: The epic feymage gains a bonus feat every four levels above 10th, from the Bard feat list.

Campaign Information[edit]

A 3rd level feymage who also follows the deity Eldath, Mielikki, or Silvanus qualifies for the feat Initiate of Nature.


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