Fey Paragon (3.5e Racial Paragon Class)

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Author: Eiji-kun (talk)
Date Created: 5-8-10
Status: Complete
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  • "Reflex" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Reflex Save Progression" property.
  • "Will" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.


Fey Paragon[edit]

Creatures of nature, spirits of inherent essences, fey are a capricious lot that trend towards chaotic alignments, as ever-changing as the cycle of weather and the world. And like nature, fey can be beautiful and charming, yet also sinister and dangerous.

Making a Fey Paragon (Seele)[edit]

Abilities: A skillful and magically adapt paragon class, rogues and bards make for fine classes to junction with the fey paragon. Important scores vary thusly.

Races: Any fey.

Alignment: Any nonevil for the seele paragon, and any nongood for the unseele paragon.

Table: The Fey Paragon (Seele)

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Bardic Music, Speak With Animals
2nd +1 +0 +3 +3 Fey Essence +1 level of existing spellcasting class
3rd +1 +1 +3 +3 Ability boost (+2), Nature's Charm +1 level of existing spellcasting class

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features (Seele)[edit]

All of the following are class features of the Seele Fey Paragon.

Weapon and Armor Proficiency: Seele Fey Paragons are proficient with all simple weapons and light armor (but not shields).

Spellcasting: Every level but 1st level in fey paragon a character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a fey paragon, he must decide to which class he adds the new level for purposes of determining spells per day. If the character does not have a spellcasting class when he takes fey paragon, then he gains no benefit from this feature until he gains at least one level in a spellcasting class.

Bardic Music: A fey paragon gains bardic music as a bard of his level + 4, to a maximum of his HD. That is, a fey paragon 1/rogue 1 is effectively a bard level 2 for the purposes of how many bardic music attempts can be made and which bardic music abilities he knows. A fey paragon 3/fighter 6 would only be a 7th level bard. These virtual bard levels stack with the bard class, but you are still limited to a maximum effective level of up to your HD.

Speak With Animals (Sp): A fey paragon may use speak with animals as a spell-like ability up to their 3 + Cha modifier/day (minumum 1).

Fey Essence (Ex): At 2nd level a fey paragon becomes infused with an element of nature that they themselves represent and thrive in. Select one ability from the following table.

Essences
Essense of... Effect
Air You may feather fall up to 10 ft. per character level per day, activated as a free action, and may hover as the creature ability with perfect maneuverability, but you are limited to hovering only up to a foot off the ground.
Beasts You gain the wild empathy class feature of a druid of half your character level, and gain a +4 dodge bonus to AC fighting creatures of the animal type.
Birds You gain a +4 bonus to Jump checks and any fly speed you obtain (from magic or naturally) has its speed increased by +10 ft.
Day You may cast light as a spell-like ability at will, though only one such casting of the spell may be active at once. You also gain a +1 sacred bonus to attack and damage against undead.
Earth You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and any burrow speed you obtain (from magic or naturally) has its speed increased by +10 ft.
Fire You gain Ferocity, allowing you to act even when you have been dropped below 0 hp, but are not yet dead. You gain one standard action, and then proceed to fall dying as normal. If you have the feat Diehard, you no longer take damage from performing strenuous actions.
Fish You gain the ability to breath both air or water, and are not effected by pressure damage caused from extreme depths. Any swim speed you obtain (from magic or naturally) has its speed increased by +10 ft.
Hunting You may assign a subject your quarry as a swift action, gaining 1d6 points of damage against a single target, but take -2 AC to all other targets.
Insects You gain a +4 bonus on saves against mind-affecting effects, and may use social skill checks against vermin, but at a -6 penalty.
Music Your ranks in perform may now apply to up to three different types of performances. If you are capable of using all three forms of performance in an act, you gain a +2 synergy bonus for each performance type used. You gain a +2 bonus against sonic and language-dependant effects.
Night Your movements are cloaked in shadow, whenever you are in shadows the concealment it provides increases by 20% (to a maximum of 90%). You also gain darkvision out to 60 ft (or your existing darkvision increases by 30 ft).
Plants You gain a +4 bonus on Hide and Move Silently checks made in natural terrain, and you regain your HD in hit points every hour spent in actual sunlight.
Reptiles You gain a +1 bonus to your natural armor, and gain a +4 dodge bonus against creatures with the reptilian subtype.
Storms You are not inhibited by natural weather effects such as high winds and poor visibility. Magically augmented weather effects do continue to hamper you. You gain a +2 bonus on saves against electric effects.
Water You gain the ability to move over liquids as if they were solid surfaces, but if you end your turn over a non-solid surface you sink as normal. Any swim speed you obtain (from magic or naturally) has its speed increased by +10 ft.

Ability Boost: At 3rd level, a fey paragon may increase either his dexterity or charisma by 2 points.

Nature's Charm: At 3rd level, a fey paragon's magic can spread to all of nature's children. Spells and special effects that specify humanoid only targets (such as charm person) may now effect animals, fey, magical beasts, and elementals, although they gain a +2 bonus to their saving throws against such spells.

Making a Fey Paragon (Unseele)[edit]

Table: The Fey Paragon (Unseele)

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Ambush, Sneak attack +1d6
2nd +1 +0 +3 +3 Fey Essence +1 level of existing spellcasting class
3rd +1 +1 +3 +3 Ability boost (+2), Sneak attack +2d6 +1 level of existing spellcasting class

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Survival (Wis), Tumble (Dex), Use Magic Device (Cha),

Class Features (Unseele)[edit]

All of the following are class features of the Unseele Fey Paragon.

Weapon and Armor Proficiency: Unseele Fey Paragons are proficient with all simple weapons and light armor (but not shields).

Spellcasting: Every level but 1st level in fey paragon a character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a fey paragon, he must decide to which class he adds the new level for purposes of determining spells per day. If the character does not have a spellcasting class when he takes fey paragon, then he gains no benefit from this feature until he gains at least one level in a spellcasting class.

Ambush (Ex): A fey paragon benefits greatly from the element of surprise. He gains a +1 to attack and damage during a surprise round or when attacking a flatfooted opponent.

Sneak Attack: A fey paragon gains sneak attack as a rogue. Their attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the fey paragon flanks her target. This extra damage is 1d6 at 1st level, and it increases again at 3rd level. Should the fey paragon score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a fey paragon can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A fey paragon can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The fey paragon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A fey paragon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


Fey Essence (Ex): At 2nd level a fey paragon becomes infused with an element of nature that they themselves represent and thrive in. Select one ability from the following table.

Essences
Essense of... Effect
Air You may feather fall up to 10 ft. per character level per day, activated as a free action, and may hover as the creature ability with perfect maneuverability, but you are limited to hovering only up to a foot off the ground.
Beasts You gain the wild empathy class feature of a druid of half your character level, and gain a +4 dodge bonus to AC fighting creatures of the animal type.
Birds You gain a +4 bonus to Jump checks and any fly speed you obtain (from magic or naturally) has its speed increased by +10 ft.
Day You may cast light as a spell-like ability at will, though only one such casting of the spell may be active at once. You also gain a +1 sacred bonus to attack and damage against undead.
Earth You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and any burrow speed you obtain (from magic or naturally) has its speed increased by +10 ft.
Fire You gain Ferocity, allowing you to act even when you have been dropped below 0 hp, but are not yet dead. You gain one standard action, and then proceed to fall dying as normal. If you have the feat Diehard, you no longer take damage from performing strenuous actions.
Fish You gain the ability to breath both air or water, and are not effected by pressure damage caused from extreme depths. Any swim speed you obtain (from magic or naturally) has its speed increased by +10 ft.
Hunting You may assign a subject your quarry as a swift action, gaining 1d6 points of damage against a single target, but take -2 AC to all other targets.
Insects You gain a +4 bonus on saves against mind-affecting effects, and may use social skill checks against vermin, but at a -6 penalty.
Music Your ranks in perform may now apply to up to three different types of performances. If you are capable of using all three forms of performance in an act, you gain a +2 synergy bonus for each performance type used. You gain a +2 bonus against sonic and language-dependant effects.
Night Your movements are cloaked in shadow, whenever you are in shadows the concealment it provides increases by 20% (to a maximum of 90%). You also gain darkvision out to 60 ft (or your existing darkvision increases by 30 ft).
Plants You gain a +4 bonus on Hide and Move Silently checks made in natural terrain, and you regain your HD in hit points every hour spent in actual sunlight.
Reptiles You gain a +1 bonus to your natural armor, and gain a +4 dodge bonus against creatures with the reptilian subtype.
Storms You are not inhibited by natural weather effects such as high winds and poor visibility. Magically augmented weather effects do continue to hamper you. You gain a +2 bonus on saves against electric effects.
Water You gain the ability to move over liquids as if they were solid surfaces, but if you end your turn over a non-solid surface you sink as normal. Any swim speed you obtain (from magic or naturally) has its speed increased by +10 ft.

Ability Boost: At 3rd level, a fey paragon may increase either his dexterity or charisma by 2 points.

Campaign Information[edit]

Playing a Fey Paragon[edit]

Religion: Nature is your god, though gods which hold nature, music, and trickery are often held in high regard.

Other Classes: Paladins, monks, and all manner of lawful types tend to be boring, stuck up even, but make perfect pranking material. And allies can be found in chaotic-minded barbarians, rogues, and bards. The only class which any fey paragon objects inherently is the role of the necromancer, which perverts life, even when it is for the greater good.

Combat: Often a form of support, seele fey paragons bolster their allies and often become charismatic casters in their own right, while unseele fey paragons focus on the art of the backstab, deciet, and beguiling to debuff and ruin their foes.

Advancement: The Arcane Tricker is a perfect segway for a unseele fey paragon, while bardic classes become open to the seele paragon, even if they have no actual bard levels. Their bonus allows those which do focus on bardic abilities to multiclass easier without loss of music progression.

Fey Paragons in the World[edit]

You can at least always trust me to lie, it's the honest ones you have to look out for.
—Sparrowpin, Pixie Unseele Fey Paragon

Daily Life: The purpose of life is to live, and all fey, good and evil, fill their purpose well. Seele find joy in music and mirth, and unseele take their entertainment from darker pleasures, but their driving goal is always the same even when methods differ.

Notables: PENDING.

Organizations: Fey paragons are not oft to assemble, but they may be found in groups where others fey live. Of course, humans are rarely oft permitted there, and penalities are often stiff.

NPC Reactions: Fey have been seen as both kindly spiritual guides and baleful terrors which lurk in the forest. The nature of the additude about fey undoubtly stems from local fey in nearby wildlands, and veries wildly.

Fey Paragon Lore[edit]

Characters with ranks in Knowledge Nature can research Fey Paragons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nature
DC Result
10 Fey can be beautiful, helpful creatures. But beware, some are sinister behind their fascade.
15 Fey Paragons channel the essence of nature, giving them powers related to their origin.
20 Fey paragons are nimble and beautiful, and make ideal bards or rogues.
30 This level of success gives you insight on particular fey paragons, their whereabouts, lore, and behavior.

Fey Paragons in the Game[edit]

Adaptation: The spell progression can easily be modified to fit psionics or even initiator levels, if the flavor is fitting with fey.

Sample Encounter: PENDING

EL whatever: 10



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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionPoor +
Class AbilitySneak Attack + and Bardic Music +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Racial Paragon Class +
Length3 +
RatingUndiscussed +
SkillBalance +, Bluff +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Jump +, Knowledge +, Move Silently +, Open Lock +, Perform +, Profession +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Survival +, Tumble +, Use Magic Device +, Use Rope +, Forgery + and Intimidate +
Skill Points6 +
SummaryThe essence of feydom distelled in both kindly seele and sinister unseele forms. +
TitleFey Paragon +