Fey Abilities

Mirage_Patrick

First Post
In my opinion, a fey/faen lives without the trappings of man. They need not eat, sleep, drink except as the want (suckers for a cup of ice cream). This lends them to have little desire for material possessions. They may keep an odd gem for its beauty, but they are just as likely to drop it and pick a flower that they find more interesting at the time. The “rules” however, run game balance with an assumption of item and wealth acquisition.

Likewise, the image in my mind of a faen is one of close ties to the forces of magic and a great number of special abilities, not spells as normal races do. However, there are no good rules to do otherwise.

One rather easy way is to allow the “trade” in of the normal amount of money (see table below) and of spell slots (see below) to gain development points to spend on abilities (you guessed it, see below). The abilities being priced much like magic items (ignoring space limitations, but obviously not being tradable or passing on to others if you die).

Spell Points to Development Points (DPs)
This is figured based on a 3rd level spell slot of a 10th level caster being worth the same as an item that casts a 3rd level spell at 10th caster level once a day. If a mix of slots and special abilities are allowed, all higher level slots must be devoted before a lower level slot is (makes more sense and cuts the power level of the character more)
DP’s = Spell Levels devoted * Caster Level * 400

Average Wealth to Development Points (DPs)
This is a straight forward 1 for 1 trade.

Virtual Development Points (DPs)
If a fey race has natural spell-like abilities, they get DP’s for them, but they must be put into those abilities. For game purposes, this means that they receive credit when improving abilities they already have.

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Time to develop and trading-in abilities

To develop a power requires meditation (referred to as “union with Gaia”). While you do not need to do all the mediation in one sitting, it is measured in 1 hour increments. A Faen can develop all their powers from scratch over the course of 1000 hours (about 42 days, or 6 weeks of constant communion). This gives a per hour rate of “Maximum DPs / 1000”. Therefore, if a 10th level Faen with no spell slots devoted to abilities would have 49,000 DP’s and would be able to devote 49 to an ability per hour. If an hour is interrupted, that time spent is lost, but you can pick up where you left off later.

It is obviously easier to upgrade a power than it is to replace a power. To upgrade a power simply calculate the difference between the time it would take to develop the lower power and upper power and that is the time it will take you. To change powers you simply “drop” the old power (returns the DP’s to your pool) and then develop the new power from scratch (or upgrade another power) as usual. You can also lessen a power, basically the same as dropping a power, but you do totally drop it.

To regain a spell slot that has previously been devoted to abilities, you must free a number of DPs that the slot is worth. Then it is a simple process of releasing the slot (no time). However, the slot is not available for casting until 24 hours have passed.

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Control

As these abilities are literally part of them, not some outside force they have learned to control, Faen have a slight bit more control over their abilities that a spellcaster. A faen can always lessen a power if desired (either ongoing or when used), even if the power is not affecting them. For example a Faen with the ability to have silence 10 foot radius can restrict the radius down to only themselves if desired. Likewise, any spell with a duration can be ended at will. Lastly, spells they cast on others will not fool them (ex – after casting invisibility on someone else, the Faen will still see them)

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Cost of abilities

Obviously, some tweaking of ideas may need to be done. In any case, the player and DM must agree on any new abilities and be willing to adjust if necessary (perhaps a flux in the ley lines allowed an ability to work). The cost structure is based off of spells within the game and the number of uses per day. In addition, an ability may have additional cost if the base spell normally has high material or XP costs. Some spells may need to be tweaked to maintain the proper spirit. For example – stoneskin can be bypassed by adamantine. The rough equivalent that would be comparable in power and more in the spirit for a fey would be for it to be bypassed if the weapon is both cold iron and magical.

Spells can come from any list, and if they are listed with multiple levels, use the lowest. Effects must have a minimum caster level of double the spell level and a maximum caster level equal to your ECL (at 1st level you can make effects with a caster level of 2). Different effects can have different caster levels. You can use metamagic feats to help create higher level versions of low level spells if desired (effectively have them all for this purpose).

There are two ways to buy an ability. You can have an ability that has a “uses-per-day” or you can have continuous /at-will effects.

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Uses per Day

Base Cost
400 * Spell Level (SL)(0.5 for cantrips) * Caster Level (CL) * uses per day

Telingelaelia is a dryad with an ECL of 12 who has developed her magical powers and has found the need to tend to the creatures and friends of the forest. She has developed the ability to heal twice a day. The DP cost is 57,600 (400 * 6SL * 12CL * 2 per day).

Unusual Costs
• Normally has an XP cost (this is paid instead of XP)
o XP cost * 50 * uses per day

• High material cost (not focus) (paid in DP instead of material components)
o Material cost * 10 * uses per day

Telingelaelia occasionally has to “deal” with intruder, but luckily she generally has advanced warning. Twice a day she can improve her DR so that it is now DR 15 against most attacks, DR 10 against cold-iron attacks, and only bypassed totally if a weapon is both cold iron and magical. She can only do this twice a day and it fades after the extra DR has reduced 100 HP worth of attacks or 100 minutes have passed, the other times she just has her normal DR 5/cold-iron. The base cost of this is 32,000 (400 * 4SL * 10CL * 2 per day). It has an additional cost of 5,000 (250GP materials * 10 * 2 per day), for a total cost of 37,000.

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Continuous and at-will abilities

This area is more a concern on balance. Certain spells may not be allowed, or some tweaking may be needed for balance. The main difference between continuous and at-will abilities is that a continuous ability is always active (can be turned on and off as a free action), but is always centered on the Faen. An at-will ability must be activated (standard action) and has a duration based on the spell, but can be used on others. A Faen could (if desired) buy an ability as both continuous and either uses-per-day or at-will (paying for each separately). Basically, this would give a permanent ability on themselves, and also be able to use it on others (either at-will or limited by times per day).

To calculate the cost:

1. Calculate as if 5 uses per day
2. Apply multiplier based off of duration of base spell
• Instant = NA (use uses per day)
• Measured in 1 round/level = *4
• Measured in 1 minute/level = *2
• Measured in 10 minutes/level = *1.5
• Measured in 1 hour/level = *1

3. Apply unusual costs assuming 5 uses per day

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Examples of common Faen abilities
Resistance to an element – 10 points removed per attack
• Minimum ECL of 2 (based on resist energy)
• Can be taken multiple times to increase resistance
• Price = 1st level spell * 2nd caster level * 5 uses * 400 * 1.5 duration = 6,000

Immunity to an element
• Minimum ECL of 4 (based on protection from energy)
• Price = 2nd level spell * 4th caster level * 5 uses * 400 * 1.5 duration = 24,000

DR of 10/cold-iron and magic
• Minimum ECL of 8 (based on stoneskin)
• Can be taken multiple times to increase resistance
• Price = Base: 96,000 (4th level spell * 8th caster level * 5 uses * 400 * 1.5 duration) + Special: 12,500 (250 * 10 * 5) = 108,500

Fly
• Speed of 60, maneuverability good
• If can already fly, increase speed by 60 and improve maneuverability up to good, and does not actually need its wings to fly
• Minimum ECL of 6 (based on fly)
• Can be taken multiple times to increase fly speed
• Price = 3rd level spell * 6th caster level * 5 uses * 400 * 2 duration = 72,000

Sleep Arrow
• Based on Sleep spell, but single target instead of group, casting time reduced to a standard action with the visual effect of the Faen drawing back a bow and shooting an arrow. Will save negates
• Minimum ECL of 2
• Price = 1st level spell * 2nd caster level * 400 = 800 DP’s per shot a day
• Base duration is 2 minutes for the sleep, can be increased by raising the caster level and/or applying feats
 

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