Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Class Skill: Knowledge (nature).

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

  • Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
  • Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
  • Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
  • Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Wildblooded

Sylvan

Your ties to nature have more to do with creatures than with capriciousness.

Associated Bloodline: Fey.

Bloodline Arcana: See bloodline powers.

Bloodline Powers: Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

  • Animal Companion (Ex) : You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). This bloodline power counts as your bloodline arcana and also replaces laughing touch.
  • Fey Wings (Su): At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments. This bloodline power replaces fey magic.

Bloodrager

Bonus Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step-Up, Intimidating Prowess.

Bonus Spells: entangle (7th), hideous laughter (10th), deep slumber (13th), poison (16th).

Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.

  • Confusing Critical (Su): At 1st level, fey power courses through your weapon. Each time you confirm a critical hit, the target must succeed at a Will saving throw (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) or be confused for one round. This is a mind-affecting compulsion effect.
  • Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease when you charge. When you charge you ignore difficult terrain (but not other creatures). You can move through it at normal speed and it does not impede your charge.
  • Blurring Charge (Su): At 8th level, when you charge, you’re a blur of motion. You are affected as if by blur for 1 round.
  • One With Nature (Su): At 12th level, creatures of the animal type don’t attack you unless compelled to do so by magic or you attack them first. Once per day, you can transport yourself from one tree to another tree, as treestride with 10% of the transport range. Moving from one tree to another in this manner is a move action rather than a full-round action. You gain these ability even when you are not bloodraging.
  • Quickling Bloodrage (Sp): At 16th level, you’re treated as if you are under the effects of haste.
  • Fury of the Fey (Su): At 20th level, when you enter a bloodrage, you can choose one type of creature (and subtype for humanoid and outsider) that can be affected by the bane magic weapon special ability. You may not choose animals, fey, magical beasts, or plants. All of your melee attacks are considered to have that bane ability of that type. This ability doesn’t stack with other forms of the bane ability.
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