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Fey feats

Jul 15th, 2013
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  1. Feyblood Subtype
  2. Those races or individuals with a strong affinity to fey are of the feyblood subtype.
  3. Spells, effects, powers, and abilities that affect or target fey also affect feyblood creatures. The subtype qualifies a creature to use magic items normally only usable by fey, and it qualifies the creature to take feats that have the subtype as a prerequisite.
  4. The feyblood subtype does not confer the fey type or any traits associated with that type. For instance, it does not give a creature low-light vision. Fey automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the feyblood subtype. If a creature acquires the fey type, it loses the feyblood subtype.
  5.  
  6. Original fey heritage line from CM
  7. ---------------------------------------------------
  8. Fey Heritage [Fey]
  9. Prereq: Nonlawful alignment
  10. You gain a +3 bonus on Will saving throws against enchantment effects. You also gain the feyblood subtype, if you don't have it already.
  11.  
  12. Fey Legacy [Fey]
  13. Prereq: Nonlawful alignment, feyblood subtype, character level 9
  14. You gain the following spell-like abilities, each usable once per day: Confusion, Dimension Door, and Summon Nature's Ally V. Your caster level equals your character level.
  15.  
  16. Fey Power [Fey]
  17. Prereq: Nonlawful alignment, feyblood subtype
  18. Your caster level and save DCs for enchantment spells and warlock invocations increase by 1.
  19.  
  20. Fey Skin [Fey]
  21. Prereq: Nonlawful alignment, feyblood subtype
  22. You gain damage reduction (overcome by cold iron) equal to the number of fey feats you have (including such feats that you take after gaining this one).
  23. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
  24.  
  25.  
  26. New stuff adapted from other sources/homebrew
  27. ------------------------------------------------------------
  28. Charm the Arrow [Fey]
  29. Prereq: Feyblood subtype
  30. With a bow or crossbow made for a creature of your size category, you may use your Charisma modifier instead of your Dexterity modifier on attack rolls.
  31. Special: A fighter may select Charm the Arrow as one of his fighter bonus feats.
  32.  
  33. Feytouched [Fey]
  34. You possess a trace of fey power, either by your ancestry or by some spiritual connection with the fey.
  35. Prereq: Cha 11
  36. You gain the feyblood subtype, if you don't already have it already. You gain a +1 bonus to Bluff, Disguise, and Sense Motive checks, and a +1 bonus to saves against charm and compulsion effects. Starting with the level when you take this feat, you gain 1 extra skill point per level.
  37.  
  38. Fey Charm [Fey]
  39. Prereq: Feyblood subtype
  40. You gain a bonus to all Charisma-based checks equal to the number of fey feats you have.
  41.  
  42. Fey Grace [Fey]
  43. Prereq: Feyblood subtype
  44. Once per day as a standard action, you can add your Cha modifier as a bonus on all saves and as a deflection bonus to AC for a number of rounds equal to twice the number of fey feats you have. This is a supernatural ability.
  45. Special: You can take this feat multiple times. Each time you take it, you gain another daily use of this ability.
  46.  
  47. Fey Step [Fey]
  48. Prereq: Feyblood subtype
  49. As a standard action, you can gain the ability to ignore a number of 5-ft squares of difficult terrain each turn equal to your Cha bonus (minimum 1 square) for 5 minutes. You can use this ability a number of times per day equal to the number of fey feats you have. You can spend two uses of this ability to activate it as a swift action rather than a standard action.
  50.  
  51. Fey Authority
  52. Prereq: Cha 11, Speak Language (Sylvan), resist nature's lure class feature
  53. You can turn or rebuke fey as clerics turn or rebuke undead. If your alignment is lawful, you turn (but not destroy) fey as a good cleric turns undead. If your alignment is chaotic, you rebuke fey as a good cleric rebukes undead. If you are neither lawful nor chaotic, choose when you take this feat whether you will turn or rebuke fey. This choice can't be changed once made. Include hit dice gained from class levels in an affected fey's HD total, and all fey are considered to have turn resistance equal to their Cha bonus. You use your druid level as your turning level, and can use this ability a number of times per day equal to 3 + your Cha modifier. You may not use these turning/rebuking attempts to power divine feats.
  54. Special: If you have the feyblood subtype, add 2 to your effective druid level for the purpose of turning or rebuking fey creatures.
  55.  
  56. Fey Magic [Fey]
  57. Prereq: Cha 11, feyblood subtype, ability to spontaneously cast Summon Nature's Ally spells
  58. Your druid spellcasting is based on Cha rather than Wis. To prepare or cast a druid spell, you must have a Charisma score of at least 10 + the spell's level, and you gain bonus spells based on your Charisma score. The DC for saving throws against your druid spells is 10 + the spell's level + your Charisma modifier. This feat does not otherwise alter the means by which you prepare or cast druid spells; you must still prepare spells in advance, as normal. Because you are drawing on fey powers, your spells are considered fey magic, and any effect that applies to spells cast by fey (such as a 4th-level druid's resist nature's lure ability) also applies to your spells.
  59.  
  60. Fey Mischief [Fey]
  61. Prereq: Feyblood subtype
  62. You gain Prestidigitation, Dancing Lights, and Faerie Fire as spell-like abilities each usable 3 times per day.
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