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<blockquote data-quote="Obly99" data-source="post: 8671584" data-attributes="member: 7035194"><p>Originally created in this topic, I revisited the Faerie Queen for PF1</p><p>[URL unfurl="true"]https://forums.giantitp.com/showthread.php?151147-Fae-o-matic-You-find-the-folklore-I-make-the-beasty!&p=9682904#post9682904[/URL]</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Færie Queen</span></strong></p><p></p><p><strong>Hit Die:</strong> d6.</p><p></p><p><strong>Requirement</strong></p><p></p><p>To qualify to become a Færie Queen, a character must fulfill all the following criteria.</p><p></p><p><strong>Race:</strong> Fey type.</p><p></p><p><strong>Skills:</strong> Knowledge (nature) 10 ranks.</p><p></p><p><strong>Gender: </strong>Female.</p><p></p><p><strong>Spells: </strong>Ability to cast 5th-level spells.</p><p></p><p><strong>Class Skills</strong></p><p></p><p>The Færie Queen’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).</p><p></p><p><strong>Skill Ranks per Level:</strong> 4 + Int modifier.</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td><td><p style="text-align: center"><strong>Spells per day</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Courtly Patron</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Demesne</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Chariot, Touchstone</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Court Identity</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Manor</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Chariot II, One with the Weather</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Immortal Realm</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Queen Gifts</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Chariot III, Fairy Castle</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Empress</p> </td><td><p style="text-align: center">+1 level of existing spellcasting class</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Færie Queen.</p><p></p><p><strong>Spellcasting</strong></p><p>At the indicated levels, a Færie Queen gains new spells per day as if she had also gained a level in a spellcasting class to which she belonged before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster or if she automatically obtain extra spells every level in that spellcasting class, like wizard and witch), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Færie Queen, she must decide to which class she adds the new level for the purposes of determining spells per day.</p><p></p><p><strong>Courtly Patron (Su)</strong></p><p>Being a Færie Queen is about forming a symbiotic relationship with her court and establishing a base of cultists within it. Like a god, she can grant spells to petitioning spellcasters [usually witches or druid-like casters]. A Queen may have a total number of followers equal to her Charisma modifier plus her class level, at any point. She may grant spells of up a level up to her Færie Queen level -1, or half her hit dice, whichever is lower. Granting a petitioner spells for the day requires a sacrifice of a number of spell levels equal to the highest spell level of the recipient. Queens normally set a time when all followers petition for spells, just as gods do. Practicality more than anything. In return, she may demand power back from her followers. As a full-round action, she may demand they sacrifice any number of spell levels they have prepared in order to restore one of her expended spells or spell slots. The number of slots the target needs to sacrifice is equal to the level of the spell to be restored +1. A follower is allowed to refuse but this has possible consequences. Finally, as a full-round action, a Queen may strip all spells from a follower. This has no save, though the Queen gain no benefit aside from punishing the target, so it's not often done.</p><p></p><p><strong>Demesne (Su)</strong></p><p>At 2nd level, the Færie Queen begins the process of founding a realm, or Demesne, a zone in the First World but connected to the Material Plan (see below). This realm consists of a number of square miles equal to the Færie Queen prestige class level; the minimum size of a building block that the queen may use in assembling the realm is an acre. A Demesne can contain any terrain that the Queen wishes and it grows organically based on the number of members in the court, adding 1 acre to its area per HD of fey in the court [round up and guess for the most part here]. At this stage, the Queen may dictate the terrain and conditions when they form and could alter them using magic but has no control over them once the pocket realm has formed. The Demesne contains any dwellings the Queen desires, though these buildings cannot be particularly grandiose at this stage. In general, the Queen will have a nice cottage or an underground facility of similar size. When a Demesne is created, a number of permanent paths into it equal to the Færie Queen prestige class level are created between points in the realm and points in the Material Plane. Characters with the correct incantations [Knowledge (planes) DC 30] can travel between the Demesne and the Material Plane as a full-round action without having to transverse the First World.</p><p></p><p><strong>Chariot (Su)</strong></p><p>Færie Queens are known for their methods of conveyance, whether it is the tiny snail shell chariot of Mab or the skiffs of the Lady of the Lake or the vast longships associated with certain Norse figures. In any case, a Chariot is a construct of any size that is appropriate for its purpose; at 3rd level, the queen gains a conveyance that can carry herself and up to five others of the same size category at a Fly speed of 30 ft. [Clumsy] or either on land or on the top of the water at a speed of 60 ft. Aquatic queens may opt to replace their land speed with the ability to move underwater at the same speed. A Chariot has an AC of 14, 10 hp per Færie Queen prestige class level and a Hardness equal to the Færie Queen prestige class level +10. This improves at 6th level, allowing the vessel to carry up to 20 extra creatures of the queen's size at a Fly speed of 40 ft. [Poor] or at 90 ft. on land or sea. At 9th level, this improves again, allowing up to 50 extra creatures to be carried at a Fly speed of 60 ft. [Average] or at 120 ft. on land or sea.</p><p></p><p><strong>Touchstone</strong></p><p>A Touchstone is the core of a Demesne and the core of a court. Prior to this point, the queen is able to hold allegiance with force or goodwill but when the Touchstone is founded, she can cause her members to swear allegiance to her. In the centre of a 3rd level Færie Queen's Demesne, a large stone forms; sometimes this is carved into an exquisite statue or fountain but at others it is simply an ugly lump of stone. Once per season, members of the court come in to swear allegiance to the Queen by placing their hand on the stone and swearing a simple but unique oath. Once this is done, the Queen gains a number of spell levels equal to 1/10 of the HD within her court, which may be used only for empowering followers and applying metamagic effects to her spells. and can tell instantly when one of them is slain, knowing the exact location. Additionally, the Touchstone allows the Queen to swear Faerie Knights to her service; this allows her to foster a number of knights equal to her Færie Queen prestige class at any given point, though the class level of any given knight may not exceed her class level.</p><p></p><p><strong>Court Identity</strong></p><p>There is a trend within courts to assume an identity, or "nature," by which they are known and reckoned. The two most common of these are the Seelie and Unseelie natures but there are also seasonal themes, themes linked to the times of day and occasionally themes linked to a unique area that the court occupies. At 4th level, a Færie Queen must select one of the following themes for her court. All members who pledge to the touchstone gain this benefit for the rest of the season, until the next Time of Gathering rolls around. Once selected, it takes a complete change of nature for the aspects of the court to change. This isn't impossible, but is usually as the result of a very serious blow to the court.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Seelie: </strong>The Seelie or blessed fairies are mostly kind to humans, though they have expectations that may seem unreasonable at best and tend to punish those who don't at least make a good show of trying to meet them. The seelie are amongst the most numerous of the fæ, second to the Unseelie only because they don't use conscription tactics. Seelie fæ are innately more beautiful than other kinds of fæ, even those of the same breed from other courts. When dealing with mortals, this can come as a massive advantage wherever looks could prove an influence. A Seelie may replace her Charisma modifier on skill checks with half her HD, if this is higher. This only functions on checks to work positive emotions or trust. In return, a Seelie fæ's geas is that they may "Do no harm to mortals who have yet to break the fairy bans in sight of another fairy." The wording does indeed allow rogue seelie to mess with people but never in company.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Unseelie:</strong> The Unseelie is by far the largest of the courts, though its holdings are generally small. Individual courts are common and rarely control any lands of their own, unable to control their members well enough to enforce borders. The Unseelie aren't a voluntary group, rather they are forced into line by a queen with enough will and gumption to do so. Unseelie are almost always deeply fearsome creatures, bent on causing suffering in humans, usually for their own amusement but sometimes because it actually required of them. The Unseelie gift is potent only against the innocent, making them truly distasteful; when an Unseelie attacks a target that they have no true quarrel with, they gain a bonus to hit or to the save DC of the effect equal to their Cha modifier [many Unseelie have negative modifiers but add this as a bonus, so -3 becomes a +3 bonus to hit]. The Unseelie geas is "take from others any joy or satisfaction they may have in their deeds”, a bitter, sad geas if ever there was one.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Summer: </strong>The fæ with a summer queen are kind but negligent and struggle to understand the needs of humans more than others of their breed. They are inhuman in their thoughts and their aid can easily be the death of you. Summer fæ are proud, passionate and want to help, but their strength is ridiculous, making them very dangerous. The area of spell or effect of summer fæ is increased by 50%. Their geas is "give not what is wanted, but that which is needed."</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Winter: </strong>The fæ of a winter queen are chilly and cold in their ways, clear and still in their beauty. Mostly deadly to life by their mere nature, they are cruel in their disinterest; to a winter fæ, all life is mulch in waiting. These courts generally hold sway in mountains and cold places, though some bleached areas of cold stone are their dwellings as well. Winter fæ are predictably cold, producing dancing patterns of rime around them as they move. Winter fæ gains the cold subtype and give out a field of cold that causes all living creatures non-immune to cold within 10 ft. to make a Fort save DC 10 + ½ HD + Con, or being hampered by the intense cold [-2 on attack rolls, ability checks and skill checks] while in the area and creates a feeling of companionship in other Winter fæ, granting a stacking +1 bonus on checks [max +5] for every other Winter fæ within 10 ft. The winter geas is "let no guest uninvited linger unserved," which forces these fæ to act decisively when disturbed.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Spring:</strong> The fæ of a spring court are not tightly bound. They are industrious beings who open flowers and tend to animals. As a result, the bulk of these courts is composed of sprites and dryads of various types, with the remainder of their number being made up of the most enthralling breeds of fæ, such as Nymphs and Leannan sidhe. Spring fæ are wild and their moods contagious. They give off an aura of pollen that they may change the qualities of as a Swift action. It grant a bonus equal to ½ their HD on Diplomacy and Bluff checks with its sweet scent, while interracting with creatures able to smell. The Spring geas is "never destroy that which can still grow," so no killing anyone who's not already too far gone to change.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Autumn: </strong>The end of the yearly cycle is the basis for the autumn courts and their ways. Most members join up to indulge their destructive urges in a productive or at least, non harmful manner. The autumn courts are generally small bodies that fit under the rulership of a local court, a little like a mercenary company within the fæ culture. The autumn fæ are bringers of ruin. They are not specifically violent in some cases, but they are significantly more likely to slay than other members of their breed. An Autumn fæ adds it's Cha modifier to its Critical confirmation rolls. Anything slain by an Autumn fæ begins to rot rapidly. The creedo of the Autumn Court is "never allow to remain, that which no longer has use." They are the greatest threat misers can know.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Stars: </strong>The courts of stars are a kind of refuge for the bizarre and dreamlike amongst the fæ. They hinge on a level of autonomy that other courts would not allow and seek knowledge outside of the moral bounds of humanity and the perceivable limits of reality. The court of stars is not in the First World but in a maddening place known as the Dark Tapestry. The star fæ gain two abilities: firstly, they gains the starflight ability as a shantak (they cannot take passengers with them). Secondly, they gains the no breath ability, immunity to the cold of the space and to solar radiations. The credo of the Star Fæ is "never let the wonder escape the world." They are an ever present problem for scientists and cartographers in the wild places.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Waters above:</strong> The courts of the waters above are those that tie themselves to a particular body of water, specifically those that are not part of a sea or ocean. Water fæ are usually a member of one of these courts and express something of the personality of the river, talking about it as if it were sentient, which it is, after a fashion. The queens of the waters above are generally calm and mercurial in their thoughts. The fæ of the Waters Above are mischievous and move like water, flowing around their foes. Part of this is the high quantity of liquid in their composition, but also their very attitude. Fæ of the Waters Above never provoke Attacks of Opportunity for moving. They may even move into the space of another creature without issue. Fæ of the Waters Above are bound to "wear smooth all that stand in their way, breaking off that which resists." They prize freedom above all things and anyone attempting to bind or change the watercourse can find themselves in for a fight.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Dark Waters:</strong> The seas and oceans are ruled by the courts of the dark waters. These fæ are surprisingly numerous and also, in general, substantially larger than other fæ. These courts know a lot of internal strife and sea monsters are counted as unruly members of their numbers. Dark water fæ exemplify the capriciousness of the ocean. They all possess a Swim speed of 50 ft. and the Aquatic subtype, making them able to exist in their realm, but their greatest danger is their ability to mimic the storm effect. This ability takes the form of the possibility of use hydraulic torrent as a spell-like ability 3/day with caster level equal to the Dark Water fæ HD. They use this ability to flush enemies over the side of boats. Dark Water fæ are bound to "reckon with those as disrespect the ways of the ocean."</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Blasted:</strong> The blasted courts are the most capricious of the non-malicious fæ. They do not make it their task to hunt or haunt mortals and will occasionally help the desperate but their realm is bleak beyond all comparison and they too are harsh and unforgiving. Their biggest foible is their rules of hospitality, which make those of the Seelie or Djinn seem forgiving by comparison. Coming from deserts and wasteland, it's understandable, at least. Blasted fæ are amongst the most powerful fæ, but deeply unforgiving. They gain several benefits: firstly, any DR they possess becomes Hardness instead; second, they can grow armour spikes as a Swift action, adding +1d6 damage to their unarmed damage; finally, they have great powers of hospitality and can create a tent, food and water for up to 5 people per HD they possess, as long as their target observes the local rules of hospitality with religious devotion. The geas of Blasted Fæ is "duty and politeness are all and their opposites are abandonment and wrath." These beings will save you from starvation, only to abandon you for a single careless action.</li> </ul><p></p><p><strong>Manor (Su)</strong></p><p>A Fairy Manor is a more advanced form of Demesne; at 5th level, the Queen's Demesne grows a new home for the Queen and her court in the form of a "Manor" which is a large house inside her realm. This structure must be partially within 100 ft. of the Touchstone and can have as many rooms as the Queen has followers [meaning that some have to share if everyone wants to stay at one time]. As long as she remains inside the structure, the Queen knows all that goes on within its walls and can alter the building as she sees fit, transplanting rooms to different places, altering their shape and size and changing their furnishings and internal conditions. For instance, she could move a room from one side of the building to another and fill is with snow-drifts and crystal figurines if she was that way inclined. The ability to reshape the building costs one full-round action and requires her to sacrifice five levels of spells per room altered. If she changes a room while it is occupied, she suffers one point of damage per occupant thanks to the strain of altering perceived reality. Some Queens use this to make never ending corridors and the like.</p><p></p><p><strong>One with Weather (Su)</strong></p><p>After a certain point, the triple bond between the Queen, her Touchstone and her realm becomes so great that the land warps in sympathy to her. When a 6th level Queen is angry, the weather takes on a harsh element [usually a storm, either a thunderstorm or a blizzard], when she is happy it is clement and when she is sad or defeated, it becomes overcast and miserable. This is automatic and she has little control over it outside of the structure of her mansion.</p><p></p><p><strong>Immortal Realm (Su)</strong></p><p>So strong is the connection between a 7th level Færie Queen and her realm, that she begins to leave her mark on the real world as well. The Touchstone of her realm grows a corresponding body in the Material Plane and her influence applies to the real as well as it does to her realm. By spending ten minutes and 30 spell levels, she may shunt her Mansion to or from the real world, along with as much of her Demesne as she can, as long as the territory is physically separated from the eyes of mortals at the time of the shift. This usually means that she has to form her mortal Demesne inside a large forest or inside a deserted valley. In addition, the Queen's One with Weather ability applies to the real world around her Material Touchstone, whether she likes it or not.</p><p></p><p><strong>Queen Gifts</strong></p><p>At 8th level, the Queen gains the Blinding Beauty, Inspiration, Stunning Glance and Unhearthly Grace abilities of the nymph (B1).</p><p></p><p><strong>Fairy Castle (Su)</strong></p><p>While a færie Manor is fantastic in its construction and mutability, it is still vulnerable to infiltration. At 9th level, the Queen's Manor becomes a true castle, complete with unassailable walls and the like. The Queen is free to shape it how she likes, but he walls are at least 4 feet thick, with 100 hp per foot and a Hardness of 8 [Granite equivalent]. There are also defensive features which are powered by sacrificing her spell reserves, dealing 2d10 damage per spell level used, though they are aimed and operated by crews of 5 of her minions [large creatures counting as 4 medium ones]. She may choose which spells to surrender as a Free action at any time. The inside of the castle remains mutable and lavish but can be readily filled with traps that function as automatic versions of the siege weapons. The Touchstone is generally located in the castle courtyard but not always; sometimes it is in a nearby glade, a cave or part of the outer wall.</p><p></p><p><strong>Empress</strong></p><p>A 10th level Queen becomes an Empress. From this point on, she may call upon all spells known by her cultists as a free action, effectively allowing her to cast their spells spontaneously using their slots (using her character level as a caster level and her spellcasting modifier for modifier these spells). An Empress takes no penalty to her physical ability scores from advanced age. If she is already taking such penalties, they are removed at this time. The Empress stop aging and gains immune to aging affect. Barring death from violence, or misadventure, a Empress can live forever.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8671584, member: 7035194"] Originally created in this topic, I revisited the Faerie Queen for PF1 [URL unfurl="true"]https://forums.giantitp.com/showthread.php?151147-Fae-o-matic-You-find-the-folklore-I-make-the-beasty!&p=9682904#post9682904[/URL] [CENTER][B][SIZE=7]Færie Queen[/SIZE][/B][/CENTER] [B]Hit Die:[/B] d6. [B]Requirement[/B] To qualify to become a Færie Queen, a character must fulfill all the following criteria. [B]Race:[/B] Fey type. [B]Skills:[/B] Knowledge (nature) 10 ranks. [B]Gender: [/B]Female. [B]Spells: [/B]Ability to cast 5th-level spells. [B]Class Skills[/B] The Færie Queen’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). [B]Skill Ranks per Level:[/B] 4 + Int modifier. [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [TD][CENTER][B]Spells per day[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Courtly Patron[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Demesne[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Chariot, Touchstone[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Court Identity[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Manor[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Chariot II, One with the Weather[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Immortal Realm[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Queen Gifts[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Chariot III, Fairy Castle[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Empress[/CENTER][/TD] [TD][CENTER]+1 level of existing spellcasting class[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the Færie Queen. [B]Spellcasting[/B] At the indicated levels, a Færie Queen gains new spells per day as if she had also gained a level in a spellcasting class to which she belonged before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster or if she automatically obtain extra spells every level in that spellcasting class, like wizard and witch), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Færie Queen, she must decide to which class she adds the new level for the purposes of determining spells per day. [B]Courtly Patron (Su)[/B] Being a Færie Queen is about forming a symbiotic relationship with her court and establishing a base of cultists within it. Like a god, she can grant spells to petitioning spellcasters [usually witches or druid-like casters]. A Queen may have a total number of followers equal to her Charisma modifier plus her class level, at any point. She may grant spells of up a level up to her Færie Queen level -1, or half her hit dice, whichever is lower. Granting a petitioner spells for the day requires a sacrifice of a number of spell levels equal to the highest spell level of the recipient. Queens normally set a time when all followers petition for spells, just as gods do. Practicality more than anything. In return, she may demand power back from her followers. As a full-round action, she may demand they sacrifice any number of spell levels they have prepared in order to restore one of her expended spells or spell slots. The number of slots the target needs to sacrifice is equal to the level of the spell to be restored +1. A follower is allowed to refuse but this has possible consequences. Finally, as a full-round action, a Queen may strip all spells from a follower. This has no save, though the Queen gain no benefit aside from punishing the target, so it's not often done. [B]Demesne (Su)[/B] At 2nd level, the Færie Queen begins the process of founding a realm, or Demesne, a zone in the First World but connected to the Material Plan (see below). This realm consists of a number of square miles equal to the Færie Queen prestige class level; the minimum size of a building block that the queen may use in assembling the realm is an acre. A Demesne can contain any terrain that the Queen wishes and it grows organically based on the number of members in the court, adding 1 acre to its area per HD of fey in the court [round up and guess for the most part here]. At this stage, the Queen may dictate the terrain and conditions when they form and could alter them using magic but has no control over them once the pocket realm has formed. The Demesne contains any dwellings the Queen desires, though these buildings cannot be particularly grandiose at this stage. In general, the Queen will have a nice cottage or an underground facility of similar size. When a Demesne is created, a number of permanent paths into it equal to the Færie Queen prestige class level are created between points in the realm and points in the Material Plane. Characters with the correct incantations [Knowledge (planes) DC 30] can travel between the Demesne and the Material Plane as a full-round action without having to transverse the First World. [B]Chariot (Su)[/B] Færie Queens are known for their methods of conveyance, whether it is the tiny snail shell chariot of Mab or the skiffs of the Lady of the Lake or the vast longships associated with certain Norse figures. In any case, a Chariot is a construct of any size that is appropriate for its purpose; at 3rd level, the queen gains a conveyance that can carry herself and up to five others of the same size category at a Fly speed of 30 ft. [Clumsy] or either on land or on the top of the water at a speed of 60 ft. Aquatic queens may opt to replace their land speed with the ability to move underwater at the same speed. A Chariot has an AC of 14, 10 hp per Færie Queen prestige class level and a Hardness equal to the Færie Queen prestige class level +10. This improves at 6th level, allowing the vessel to carry up to 20 extra creatures of the queen's size at a Fly speed of 40 ft. [Poor] or at 90 ft. on land or sea. At 9th level, this improves again, allowing up to 50 extra creatures to be carried at a Fly speed of 60 ft. [Average] or at 120 ft. on land or sea. [B]Touchstone[/B] A Touchstone is the core of a Demesne and the core of a court. Prior to this point, the queen is able to hold allegiance with force or goodwill but when the Touchstone is founded, she can cause her members to swear allegiance to her. In the centre of a 3rd level Færie Queen's Demesne, a large stone forms; sometimes this is carved into an exquisite statue or fountain but at others it is simply an ugly lump of stone. Once per season, members of the court come in to swear allegiance to the Queen by placing their hand on the stone and swearing a simple but unique oath. Once this is done, the Queen gains a number of spell levels equal to 1/10 of the HD within her court, which may be used only for empowering followers and applying metamagic effects to her spells. and can tell instantly when one of them is slain, knowing the exact location. Additionally, the Touchstone allows the Queen to swear Faerie Knights to her service; this allows her to foster a number of knights equal to her Færie Queen prestige class at any given point, though the class level of any given knight may not exceed her class level. [B]Court Identity[/B] There is a trend within courts to assume an identity, or "nature," by which they are known and reckoned. The two most common of these are the Seelie and Unseelie natures but there are also seasonal themes, themes linked to the times of day and occasionally themes linked to a unique area that the court occupies. At 4th level, a Færie Queen must select one of the following themes for her court. All members who pledge to the touchstone gain this benefit for the rest of the season, until the next Time of Gathering rolls around. Once selected, it takes a complete change of nature for the aspects of the court to change. This isn't impossible, but is usually as the result of a very serious blow to the court. [LIST] [*][B]Seelie: [/B]The Seelie or blessed fairies are mostly kind to humans, though they have expectations that may seem unreasonable at best and tend to punish those who don't at least make a good show of trying to meet them. The seelie are amongst the most numerous of the fæ, second to the Unseelie only because they don't use conscription tactics. Seelie fæ are innately more beautiful than other kinds of fæ, even those of the same breed from other courts. When dealing with mortals, this can come as a massive advantage wherever looks could prove an influence. A Seelie may replace her Charisma modifier on skill checks with half her HD, if this is higher. This only functions on checks to work positive emotions or trust. In return, a Seelie fæ's geas is that they may "Do no harm to mortals who have yet to break the fairy bans in sight of another fairy." The wording does indeed allow rogue seelie to mess with people but never in company. [/LIST] [LIST] [*][B]Unseelie:[/B] The Unseelie is by far the largest of the courts, though its holdings are generally small. Individual courts are common and rarely control any lands of their own, unable to control their members well enough to enforce borders. The Unseelie aren't a voluntary group, rather they are forced into line by a queen with enough will and gumption to do so. Unseelie are almost always deeply fearsome creatures, bent on causing suffering in humans, usually for their own amusement but sometimes because it actually required of them. The Unseelie gift is potent only against the innocent, making them truly distasteful; when an Unseelie attacks a target that they have no true quarrel with, they gain a bonus to hit or to the save DC of the effect equal to their Cha modifier [many Unseelie have negative modifiers but add this as a bonus, so -3 becomes a +3 bonus to hit]. The Unseelie geas is "take from others any joy or satisfaction they may have in their deeds”, a bitter, sad geas if ever there was one. [/LIST] [LIST] [*][B]Summer: [/B]The fæ with a summer queen are kind but negligent and struggle to understand the needs of humans more than others of their breed. They are inhuman in their thoughts and their aid can easily be the death of you. Summer fæ are proud, passionate and want to help, but their strength is ridiculous, making them very dangerous. The area of spell or effect of summer fæ is increased by 50%. Their geas is "give not what is wanted, but that which is needed." [/LIST] [LIST] [*][B]Winter: [/B]The fæ of a winter queen are chilly and cold in their ways, clear and still in their beauty. Mostly deadly to life by their mere nature, they are cruel in their disinterest; to a winter fæ, all life is mulch in waiting. These courts generally hold sway in mountains and cold places, though some bleached areas of cold stone are their dwellings as well. Winter fæ are predictably cold, producing dancing patterns of rime around them as they move. Winter fæ gains the cold subtype and give out a field of cold that causes all living creatures non-immune to cold within 10 ft. to make a Fort save DC 10 + ½ HD + Con, or being hampered by the intense cold [-2 on attack rolls, ability checks and skill checks] while in the area and creates a feeling of companionship in other Winter fæ, granting a stacking +1 bonus on checks [max +5] for every other Winter fæ within 10 ft. The winter geas is "let no guest uninvited linger unserved," which forces these fæ to act decisively when disturbed. [/LIST] [LIST] [*][B]Spring:[/B] The fæ of a spring court are not tightly bound. They are industrious beings who open flowers and tend to animals. As a result, the bulk of these courts is composed of sprites and dryads of various types, with the remainder of their number being made up of the most enthralling breeds of fæ, such as Nymphs and Leannan sidhe. Spring fæ are wild and their moods contagious. They give off an aura of pollen that they may change the qualities of as a Swift action. It grant a bonus equal to ½ their HD on Diplomacy and Bluff checks with its sweet scent, while interracting with creatures able to smell. The Spring geas is "never destroy that which can still grow," so no killing anyone who's not already too far gone to change. [/LIST] [LIST] [*][B]Autumn: [/B]The end of the yearly cycle is the basis for the autumn courts and their ways. Most members join up to indulge their destructive urges in a productive or at least, non harmful manner. The autumn courts are generally small bodies that fit under the rulership of a local court, a little like a mercenary company within the fæ culture. The autumn fæ are bringers of ruin. They are not specifically violent in some cases, but they are significantly more likely to slay than other members of their breed. An Autumn fæ adds it's Cha modifier to its Critical confirmation rolls. Anything slain by an Autumn fæ begins to rot rapidly. The creedo of the Autumn Court is "never allow to remain, that which no longer has use." They are the greatest threat misers can know. [/LIST] [LIST] [*][B]Stars: [/B]The courts of stars are a kind of refuge for the bizarre and dreamlike amongst the fæ. They hinge on a level of autonomy that other courts would not allow and seek knowledge outside of the moral bounds of humanity and the perceivable limits of reality. The court of stars is not in the First World but in a maddening place known as the Dark Tapestry. The star fæ gain two abilities: firstly, they gains the starflight ability as a shantak (they cannot take passengers with them). Secondly, they gains the no breath ability, immunity to the cold of the space and to solar radiations. The credo of the Star Fæ is "never let the wonder escape the world." They are an ever present problem for scientists and cartographers in the wild places. [/LIST] [LIST] [*][B]Waters above:[/B] The courts of the waters above are those that tie themselves to a particular body of water, specifically those that are not part of a sea or ocean. Water fæ are usually a member of one of these courts and express something of the personality of the river, talking about it as if it were sentient, which it is, after a fashion. The queens of the waters above are generally calm and mercurial in their thoughts. The fæ of the Waters Above are mischievous and move like water, flowing around their foes. Part of this is the high quantity of liquid in their composition, but also their very attitude. Fæ of the Waters Above never provoke Attacks of Opportunity for moving. They may even move into the space of another creature without issue. Fæ of the Waters Above are bound to "wear smooth all that stand in their way, breaking off that which resists." They prize freedom above all things and anyone attempting to bind or change the watercourse can find themselves in for a fight. [/LIST] [LIST] [*][B]Dark Waters:[/B] The seas and oceans are ruled by the courts of the dark waters. These fæ are surprisingly numerous and also, in general, substantially larger than other fæ. These courts know a lot of internal strife and sea monsters are counted as unruly members of their numbers. Dark water fæ exemplify the capriciousness of the ocean. They all possess a Swim speed of 50 ft. and the Aquatic subtype, making them able to exist in their realm, but their greatest danger is their ability to mimic the storm effect. This ability takes the form of the possibility of use hydraulic torrent as a spell-like ability 3/day with caster level equal to the Dark Water fæ HD. They use this ability to flush enemies over the side of boats. Dark Water fæ are bound to "reckon with those as disrespect the ways of the ocean." [/LIST] [LIST] [*][B]Blasted:[/B] The blasted courts are the most capricious of the non-malicious fæ. They do not make it their task to hunt or haunt mortals and will occasionally help the desperate but their realm is bleak beyond all comparison and they too are harsh and unforgiving. Their biggest foible is their rules of hospitality, which make those of the Seelie or Djinn seem forgiving by comparison. Coming from deserts and wasteland, it's understandable, at least. Blasted fæ are amongst the most powerful fæ, but deeply unforgiving. They gain several benefits: firstly, any DR they possess becomes Hardness instead; second, they can grow armour spikes as a Swift action, adding +1d6 damage to their unarmed damage; finally, they have great powers of hospitality and can create a tent, food and water for up to 5 people per HD they possess, as long as their target observes the local rules of hospitality with religious devotion. The geas of Blasted Fæ is "duty and politeness are all and their opposites are abandonment and wrath." These beings will save you from starvation, only to abandon you for a single careless action. [/LIST] [B]Manor (Su)[/B] A Fairy Manor is a more advanced form of Demesne; at 5th level, the Queen's Demesne grows a new home for the Queen and her court in the form of a "Manor" which is a large house inside her realm. This structure must be partially within 100 ft. of the Touchstone and can have as many rooms as the Queen has followers [meaning that some have to share if everyone wants to stay at one time]. As long as she remains inside the structure, the Queen knows all that goes on within its walls and can alter the building as she sees fit, transplanting rooms to different places, altering their shape and size and changing their furnishings and internal conditions. For instance, she could move a room from one side of the building to another and fill is with snow-drifts and crystal figurines if she was that way inclined. The ability to reshape the building costs one full-round action and requires her to sacrifice five levels of spells per room altered. If she changes a room while it is occupied, she suffers one point of damage per occupant thanks to the strain of altering perceived reality. Some Queens use this to make never ending corridors and the like. [B]One with Weather (Su)[/B] After a certain point, the triple bond between the Queen, her Touchstone and her realm becomes so great that the land warps in sympathy to her. When a 6th level Queen is angry, the weather takes on a harsh element [usually a storm, either a thunderstorm or a blizzard], when she is happy it is clement and when she is sad or defeated, it becomes overcast and miserable. This is automatic and she has little control over it outside of the structure of her mansion. [B]Immortal Realm (Su)[/B] So strong is the connection between a 7th level Færie Queen and her realm, that she begins to leave her mark on the real world as well. The Touchstone of her realm grows a corresponding body in the Material Plane and her influence applies to the real as well as it does to her realm. By spending ten minutes and 30 spell levels, she may shunt her Mansion to or from the real world, along with as much of her Demesne as she can, as long as the territory is physically separated from the eyes of mortals at the time of the shift. This usually means that she has to form her mortal Demesne inside a large forest or inside a deserted valley. In addition, the Queen's One with Weather ability applies to the real world around her Material Touchstone, whether she likes it or not. [B]Queen Gifts[/B] At 8th level, the Queen gains the Blinding Beauty, Inspiration, Stunning Glance and Unhearthly Grace abilities of the nymph (B1). [B]Fairy Castle (Su)[/B] While a færie Manor is fantastic in its construction and mutability, it is still vulnerable to infiltration. At 9th level, the Queen's Manor becomes a true castle, complete with unassailable walls and the like. The Queen is free to shape it how she likes, but he walls are at least 4 feet thick, with 100 hp per foot and a Hardness of 8 [Granite equivalent]. There are also defensive features which are powered by sacrificing her spell reserves, dealing 2d10 damage per spell level used, though they are aimed and operated by crews of 5 of her minions [large creatures counting as 4 medium ones]. She may choose which spells to surrender as a Free action at any time. The inside of the castle remains mutable and lavish but can be readily filled with traps that function as automatic versions of the siege weapons. The Touchstone is generally located in the castle courtyard but not always; sometimes it is in a nearby glade, a cave or part of the outer wall. [B]Empress[/B] A 10th level Queen becomes an Empress. From this point on, she may call upon all spells known by her cultists as a free action, effectively allowing her to cast their spells spontaneously using their slots (using her character level as a caster level and her spellcasting modifier for modifier these spells). An Empress takes no penalty to her physical ability scores from advanced age. If she is already taking such penalties, they are removed at this time. The Empress stop aging and gains immune to aging affect. Barring death from violence, or misadventure, a Empress can live forever. [/QUOTE]
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