Feywarden

Role: The feywarden is a supreme mounted archer, though he is equally at home in the saddle and fighting by the side of his magical faerie beast. His greentouch makes him a competent combat healer, though hardly on par with a cleric or paladin. His spelltricks and other mystical abilities earned through his connection with the world of the fey grant him a versatile edge in combat at the expense of more direct damage-dealing capacities.

Alignment: Any Non-Lawful

Hit Die: d8

Class Skills: Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points per Level: 6 + Int Modifier

Level Base Attack Fort Ref Will Special
1 +0 +0 +2 +2 Faerie Beast, Green Pool, Wild Lore
2 +1 +0 +3 +3 Combat Style Feat
3 +2 +1 +3 +3 Spelltricks 1st
4 +3 +1 +4 +4 Cunning
5 +3 +1 +4 +4 Spelltricks 2nd
6 +4 +2 +5 +5 Combat Style Feat
7 +5 +2 +5 +5 Cunning
8 +6 +2 +6 +6 Wild Stride
9 +6 +3 +6 +6 Spelltricks 3rd
10 +7 +3 +7 +7 Combat Style Feat
11 +8 +3 +7 +7 Cunning
12 +9 +4 +8 +8 Elision
13 +9 +4 +8 +8 Spelltricks 4th
14 +10 +4 +9 +9 Combat Style Feat
15 +11 +5 +9 +9 Cunning
16 +12 +5 +10 +10 Timeless Body
17 +12 +5 +10 +10 Spelltricks 5th
18 +13 +6 +11 +11 Combat Style Feat
19 +14 +6 +11 +11 Cunning
20 +15 +6 +12 +12 Primal Hunter

Weapon and Armor Proficiency: A feywarden is proficient with all simple and martial weapons. Feywardens are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A feywarden may, however, wear light and medium wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Feywardens are proficient with shields (except tower shields) but must use only wooden ones. A feywarden who wears prohibited armor or uses a prohibited shield is unable to use any of his supernatural or spell-like class abilities or any of his cunnings while doing so and for 24 hours thereafter.

Faerie Beast (Su): At 1st level, the feywarden forms a special bond with a magical animal from the world of the fey. He may select any of the animals normally available to druids as animal companions as his faerie beast. Unlike normal animals of its kind, an faerie beast's Hit Dice, abilities, skills, and feats advance as the feywarden advances in level. Most faerie beasts, just like a druid's animal companion, increase in size when their feywarden reaches 4th or 7th level, depending on the faerie beast. If a feywarden releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an faerie beast that has perished.

The faerie beast also gains a pool of evolution points, like a summoner's eidolon. The faerie beast is a wild, primal creature, and must have the mount evolution in order to serve as a mount. It will not allow a feywarden wearing metal armor or wielding a metal shield to ride it. Otherwise, the faerie beast will generally obey the feywarden, if not always in a predictable fashion. Directing the faerie beast in combat does not require the feywarden to make any Handle Animal checks, since they can both communicate in Sylvan. Note however that the faerie beast's heightened Intelligence score means it will not follow suicidal or pointlessly risky orders that a mere animal might be made to do.

Faerie Beasts

Green Pool (Su): At 1st level, the feywarden gains a reservoir of mystical fey energy that he can draw upon to access various abilities fueled by this primal magic. This green pool has a number of points equal to 2 + his class level+ his Charisma modifier. The pool refreshes once per day after 8 hours of rest. At 1st level, the feywarden's green pool can be used to power the following abilities:

Greentouch (Su): The feywarden can spend 1 green point to channel the pure life energy of the world of the fey. His greentouch can be used to heal wounds, his own or those of others, via a simple touch. With one use of this ability, a feywarden can heal 1d6 hit points of damage, plus 1d6 for every uneven class level after 1st. Using this ability is a standard action, or a move action if the feywarden is healing himself or his faerie beast .

Alternatively, a feywarden can use this puissant energy to confuse his enemies. Using greentouch in this way requires a successful melee touch attack that does not provoke attacks of opportunity. If this touch attack hits the target must succeed on a Will saving throw (DC = 10 + 1/2 the feywarden's class level + his Charisma modifier) or else become confused for a number of rounds equal to 1/2 his class level (minimum 1). On each subsequent round, a confused target receives a new saving throw to prematurely end the effect.

Wild Lore (Ex): The feywarden gains a bonus equal to 1/2 his class level (minimum 1) on all Knowledge checks and on all Charisma-based skill checks relating to fey or creatures native to forests and jungles. He also learns to speak Sylvan as a free bonus language.

Combat Style Feat: At 2nd level, a feywarden must select one of two combat styles to pursue: Green Knight or Wild Hunt . The feywarden's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. (These styles are unique to the Feywarden, a Ranger cannot select them.)

Alternatively, the feywarden can select any teamwork feat for which he meets the prerequisites in place of a combat style feat. The benefits of the feywarden's combat style feats apply only when he wears light or medium non-metal armor. A feywarden who wears prohibited armor or uses a prohibited shield is unable to use any of these feats while doing so and for 24 hours thereafter.

Spelltricks (Sp): At 3rd level, the feywarden chooses three spells from either the druid or the sorcerer/wizard spell list. In the latter case the spells must belong to either the enchantment, illusion or transmutation school. At 5th level and every uneven level thereafter, the feywarden adds one more spell to this list. These spells must be of 5th level or lower, and the feywarden can cast them as spell-like abilities by expending a number of green points equal to the level of the spell being cast. The DCs for any saving throws against his spelltricks are based on his Charisma modifier, and the spelltricks are cast using the feywarden's class level as his effective caster level. They count as neither arcane nor divine spells for any effects relating to such distinctions. The feywarden can choose any spells he wishes to when he gains this ability, but he can only cast 1st-level spells at 3rd level. At 5th level and every four class levels thereafter, he unlocks a new spell level (2nd-level spells at 5th level, 3rd-level spells at 9th level, 4th-level spells at 13th level and 5th-level spells at 17th level). At 5th level and every uneven level thereafter, the feywarden can exchange one of his spelltricks for a new one. The new spelltrick can be of any level. A feywarden may swap out only a single spelltrick at any given level and must choose whether or not to make the swap at the same time that he gains the new level.

Cunning: At 4th level, the feywarden learns a cunning, selected from the list below. Most cunnings are feats of fey magic that require the expenditure of points from his green pool, while others provide him with bonus feats or similar mundane abilities. At 7th, 11th, 15th and 19th level, the feywarden can select another cunning. Unless specifically noted no cunning can be selected more than once, and certain cunnings have other prerequisites the feywarden needs to fulfill in order to select them as well.

  • Bandersnatch (Sp): The feywarden can expend three green points while touching his faerie beast as a full-round action, infusing its frame to the utmost with fey energies. This instantly transforms the faerie beast into a lesser bandersnatch. This ability functions like beast shape IV, except the faerie beast swells up to Huge size, gaining a +8 size bonus to Strength, a -4 penalty to Dexterity, a +4 size bonus to Constitution and a +8 increase to its natural armor bonus. Furthermore, the faerie beast also gains three of the following abilities possessed by true lesser bandersnatches: bounding charge, brutal tail, fast healing, gaze, immunity to fear, paralysis, poison and sleep, lash out, pain, planar acclimation, quill defense, quills, relentless tracker. The duration of this transformation is a number of rounds equal to 1/2 the feywarden's class level, though the feywarden must spend a move action every round to concentrate to maintain it; otherwise it ends prematurely. A feywarden of 19th level or higher can select this cunning.
  • Bestial Connection (Su): The feywarden's faerie beast shares the following abilities with him, but only if he himself possesses them: it gains half his skill bonuses from the woodsman cunning whenever in forest or jungle terrain. It also gains access to the seeming cunning and his wild stride, elision and timeless body class features. All of these only function when the faerie beast is within 1 mile per class level of the feywarden, and only while in forest or jungle terrain. The feywarden must touch his faerie beast and expend uses of his greentouch ability in order to grant it the benefits of seeming, just as when using it on himself. The faerie beast always transforms into a Tiny animal when under the effects of seeming, regardless of which form of the seeming cunning the feywarden himself possesses, the kind of animal being the closest possible analogue to its natural form. If no appropriate animal exists, the faerie beast instead turns into a miniature version of its natural form.
  • Blinding Beauty (Su): By expending two green points, the feywarden can exude an aura of blinding fey beauty as a swift action. This ability affects all enemies within 30 feet of the feywarden. Any foes who look directly at the feywarden must succeed on a Fortitude save or be blinded permanently. The effect lasts for a number of rounds equal to the feywarden's Charisma modifier. After selecting this cunning, the feywarden becomes extraordinarily beautiful for his race (this has no mechanical advantage). A feywarden of 7th level or higher can select this cunning.
  • Dance of Arrows (Sp): The feywarden can expend three green points to start firing magically charged arrows at a single enemy's feet, forcing the target into a mad dance to avoid the arrows pinning his feet. For a number of rounds equal to 1/2 his class level, the feywarden's target is subject to an effect like irresistible dance, with a caster level equal to the feywarden's class level. Unlike the spell, however, the effect of this ability cannot be ended prematurely, but continues for the full duration provided the feywarden keeps expending one move action each round to continue firing the arrows. A feywarden of 19th level or higher can select this cunning.
  • Dual Hunters (Ex): As long as the feywarden and his faerie beast are within 30 feet of one another, the faerie beast gains the benefit of all the feywarden's teamwork feats. The faerie beast must still meet all the prerequisites for these feats in order to gain said benefits.
  • Entangling Arrows (Su): The feywarden can expend a swift action and one green point to imbue all his ranged weapon attacks for one round with magical vine seeds that cling to them and burst into rapid growth upon impact. Any creature successfully hit with a ranged attack become entangled and rooted to the spot unless they succeed on a Reflex save. On each subsequent round, the creature can attempt a new Reflex save as a move-equivalent action. Otherwise the entangling vines dissipate on their own after a number of rounds equal to 1/2 the feywarden's class level. At 7th level the feywarden, by selecting this cunning again, the feywarden gains the ability to expend an additional green point to cause a 10-foot radius spread centered on any target successfully entangled via this ability to turn into difficult terrain for the duration of the entanglement.
  • Extra Spelltrick: The feywarden learns one new spelltrick. This spelltrick must be of a level of he is capable of casting. This cunning can be selected multiple times.
  • Faerie Wings (Su): By expending 1 green point as a move action the feywarden can grant himself the power to grow wings like those of a butterfly, exotic bird or a moth. These wings grant him a fly speed equal to 1-1/2 times his base speed with average maneuverability. He can fly with these wings for a number of minutes per day equal to his class level, though these minutes need not be consecutive. Once grown, the feywarden can magically retract and extend the wings as a move action. He can grow wings in this fashion once per day at 7th level and an additional time per day at 15th level. A feywarden of 7th level or higher can select this cunning.
  • Fey Awakening: The feywarden gains Fey Foundling as a bonus feat without having to meet its prerequisites. Rather than necessarily implying the feywarden having been found in the wilds as a child, this feat represents the true awakening of fey essence in his very blood, making him respond more positively to magical healing.
  • Fey-Tempered (Ex): The feywarden gains a +4 bonus on saving throws against theextraordinary, spell-like and supernatural abilities of fey.
  • Green Evolution: The feywarden gains Extra Evolution as a bonus feat without having to meet its prerequisites, granting 1 bonus evolution point to his faerie beast. This cunning can be selected multiple times, once for every five class levels the feywarden possesses.
  • Greentouch Shot (Su): By expending 1 green point the feywarden can fire an arrow infused with the puissant energy of his greentouch as a standard action. This attack targets touch AC. Upon a successful hit, the arrow deals no damage, but instead either heals or confuses its target as per the greentouch ability. At 7th level, confusing greentouch shots deal damage as well as having the chance to confuse their targets; rather than piercing this is pure force damage.
  • Long Step (Su): By expending two green points as a move action, the feywarden can teleport up to 10 feet per class level. Movement using this ability does not provoke attacks of opportunity. This ability otherwise functions like dimension door. A feywarden of 11th level or higher can select this cunning.
  • Merciful Greentouch (Su): Select one mercy available to a paladin of a level equal to the feywarden's class level -2. By expending two green points as a swift action, the feywarden may apply this mercy to a target as part of healing it with his greentouch ability. This cunning can be selected up to four times, granting the feywarden a new mercy each time. The Feywarden is considered to have the mercy class ability for the purpose of meeting the prerequisites of any feats.
  • Mistchild (Ex): The feywarden gains the ability to see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This cunning can be selected several times. Each time it is selected, the range of the feywarden's ability to penetrate inclement weather conditions improves by 5 feet.
  • Mithril Warden (Ex): You can wear mithril armor without it counting as prohibited armor for the purposes of using your feywarden class features. Any other kind of metal armor still counts as prohibited. This feat also grants you proficiency with heavy armor, but only if that armor is made of mithril.
  • Oblivion Arrows (Su): The feywarden can expend two green points as part of making a ranged weapon attack, causing his arrow to transform into a magical befuddling effect that settles upon the target's mind. Upon a miss nothing happens and the feywarden's greenpoints are wasted. If the attack hits, the feywarden foregoes dealing any damage with it. Instead, his target is forced to make a Will saving throw. If the creature fai ls this save, it loses its next full round of actions. If it makes the save it still loses its next Standard action. A feywarden of 15th level or higher can select this cunning.
  • Primal Soul (Ex): The feywarden gains a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and on stabilization checks when dying. A feywarden of 7th level or higher can select this cunning. He must already possess the fey awakening cunning to select it.
  • Sapling Shot (Su): The feywarden can expend one green point to make a single ranged attack with a bow or crossbow against an unoccupied square as a standard action. If he succeeds on hitting AC 10, his arrow is fired down into the ground, where it immediately takes root and starts to violently grow into a giant magical tree. This tree then instantly topples in a direction the feywarden chooses, collapsing onto a line that's 5 feet long for every two class levels he possesses, up to a maximum of 50 feet at 20th level. Any creature caught under the falling tree takes damage equal to the maximum damage of the arrow it was birthed from, and is furthermore knocked prone unless it succeeds on a Reflex save. Succeeding on this save also halves the damage. The line occupied by the felled tree provides cover until the magically sprouted plant rots away after a number of rounds equal to the feywarden's class level. A feywarden of 7th level or higher can select this cunning.
  • Seeming (Sp): The feywarden gains the ability to change shape into either a Tiny animal or a humanoid of the same size category as himself as a move action by expending 1 green point. He must choose which upon gaining this cunning. This ability functions like either alter self or beast shape II, except its duration is indefinite and the feywarden must always assume the same form (becoming the same individual creature, in effect) every time he uses it. He can change back to his original form any time he wishes as a free action. This cunning can be selected twice, allowing the feywarden to gain access to both one humanoid and one animal form.
  • Supernatural Speed (Su): By expending two green points as a swift action, the feywarden can imbue himself with incredible speed. In any round wherein he takes any movement (including five-foot steps), the feywarden’s shape blurs and shimmers with this speed, granting him concealment (20% miss chance) and the effects of uncanny dodge and improved uncanny dodge, counting his class level as his effective rogue level. The effect lasts for a number of rounds equal to the feywarden's Charisma modifier. A feywarden of 7th level or higher can select this cunning.
  • Unseen (Sp): The feywarden can expend 1 green point as a move action to allow him to vanish as per invisibility for a number of rounds equal to his class level. These rounds do not have to be consecutive, and the feywarden can turn his invisibility on and off as a swift action once this ability has been activated. A feywarden of 7th level or higher can select this cunning.
  • Weal or Woe (Su): By expending two green points as a swift action, a feywarden can bring harm or fortune to those around him, according to his whims. The feywarden can bestow a curse (a –4 penalty on attack rolls, saves, ability checks, and skill checks) or a boon (a +4 untyped bonus on attack rolls, saves, ability checks, and skill checks) on a single target within 30 feet. A successful Will saving throw negates the effects of the curse part of this ability, and its effects lasts for a number of rounds equal to the feywarden's Charisma modifier. A feywarden of 11th level or higher can select this cunning
  • Whimsical Ammunition (Su): The feywarden can expend 1 green point to magically imbue his ranged weaponry with whimsical magics, allowing him to hit targets that he might otherwise miss. Using this ability requires a swift action, and allows the feywarden to ignore concealment for 1 round. By expending two green points, he can ignore total concealment or cover for the same duration. At 15th level, by expending three green points, he can ignore total cover, even firing arrows around corners or against the pull of gravity or strong winds. A feywarden of 11th level or higher can select this cunning.
  • Wild Empathy (Ex): The feywarden can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The feywarden rolls 1d20 and adds his feywarden level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the feywardenand the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The feywarden can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
  • Wild Hunter (Ex): If the feywarden possesses the feat Mounted Archery, he no longer takes any penalties on ranged attack rolls while mounted on his faerie beast. A feywarden of 7th level or higher can select this cunning.
  • Wild Terror (Ex): In any round during which his faerie beast has taken a double move action, as long as the feywarden is mounted on his faerie beast any ranged attacks he makes do not provoke attacks of opportunity. A feywarden of 11th level or higher can select this cunning.
  • Woodsman (Ex): The feywarden gains a variety of bonuses whenever adventuring in the woodlands. The feywarden gains a +2 bonus on Initiative checks and Knowledge (geography), Knowledge (nature), Perception, Stealth, and Survival skill checks when he is in forest or jungle terrain. A feywarden traveling through forest or jungle terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). The feywarden only gains the benefits of this ability while wearing light or medium non-metal armor. A feywarden who wears prohibited armor or uses a prohibited shield gains no bonuses from his woodsman class feature while doing so and for 24 hours thereafter. This cunning can be selected several times. Each time, the bonus granted increases by +2, though it can never exceed 1/2 the feywarden's class level.

Wild Stride (Ex): Starting at 8th level, while in forest or jungle terrain a feywarden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the feywarden, but only if such effects have an effective caster level equal to or greater than his class level.

The feywarden only gains the benefits of this ability while wearing light or medium nonmetal armor. A feywarden who wears prohibited armor or uses a prohibited shield loses access to the wild stride class feature while doing so and for 24 hours thereafter.

This ability counts as Woodland Stride for the purpose of meeting feat requirements.

Elision (Ex): At 12th level, a feywarden's attunement to the elusive ways of the fey grant him the ability to avoid certain attacks. If he makes a Reflex or Will saving throw against an attack that has a reduced effect on a successful save, including dealing half damage, he instead avoids the effect entirely, in the latter case taking 0 damage. This ability can only be used if the feywarden is wearing light or medium non-metal armor. A feywarden who wears prohibited armor or uses a prohibited shield is unable to benefit from elision while doing so and for 24 hours thereafter. A helpless feywarden does not gain the benefit of elision.

Timeless Body (Ex): Upon attaining 16th level, a feywarden has become fully entwined with the ageless nature of the fey. He no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the feywarden still dies of old age when his time is up.

Primal Hunter (Su): At 20th level, the feywarden transforms into a fey creature. His type changes permanently to fey. He gains low-light vision, a +4 racial bonus to Dexterity, a +2 racial bonus to Intelligence and Charisma, a +4 racial bonus on saving throws against mind-affecting effects, resist cold and electricity 20 and DR 10/cold iron & lawful. He can now activate his seeming and faerie wings abilities for free and also, by expending five green points, the feywarden can cast greater polymorph as a spell-like ability.

Ex-Feywardens: A feywarden who ceases to revere nature and freedom, or changes to a lawful alignment, loses all spell-like, supernatural and extraordinary abilities granted by his class levels, including his faerie beast, but not including weapon, armor, and shield proficiencies. He cannot thereafter gain levels as a feywarden until he atones (see the atonement spell description).

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