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 Post subject: Creating a Faerie Lord (repost) [3.5]
PostPosted: Fri Jan 24, 2014 5:42 am 
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Posts: 105
The following is the most recent draft of the Faerie Lord guidelines (circa December 2008). Before this, they existed as a set of templates not unlike those found in Gates of Hell.

Faerie Lords (Archfey)
Faerie Lords are primal Powers that derive their station from a link to nature. They wield great influence in Faerie, where they are the dominant power group. The archfey are among the most diverse groups of Powers in Creation, though they also have some things in common.

CREATING A FAERIE LORD
Faerie Lords share several characteristics. Use the following guidelines in addition to those which apply to all Powers to create your own Faerie Lord. The extraordinary, supernatural, and supernal abilities described below have save DCs of 10 + 1/2 HD + rank + Charisma modifier unless noted otherwise.

Power Source: Nature. Faerie Lords constitute the most numerous and well-known type of primal Power.

Strata: Faerie Lords of rank 0 are treated as being demipowers of rank 1 for the purpose of qualifying for abilities, but are treated as possessing only rank 1/2 for applying the benefits of those abilities (round down when necessary).

Aura: Faerie Lords have an aura called a Faerie Glamour instead of a normal Supernal Aura. Usually, the Glamour has all the same options but also includes the following additional choices of effect:
Beguile: Affected beings desperately desire to be physically close with to the Lord. They attempt to reach the Lord as quickly as possible, and remain within 5 feet of her. If they encounter danger, such as an impossible-to-jump cliff between them and the Lord, they may attempt a new save with a +4 circumstance bonus; if they succeed, they seek a safer path to the Lord, and if they fail, they continue recklessly toward the Lord. If the Lord attacks them, they may attempt another save (with a +4 circumstance bonus) to break the effect.
Charm: All living creatures in the area that fail their saving throws become charmed with the Faerie Lord, treating her as a beloved leader, trusted confidante, or romantic interest as the Lord prefers (the Lord chooses without using an action each time a victim is affected).

Hit Dice: Faerie Lords generally fall into the lower end of the HD spectrum for their strata. See the table below for details.
[corners=forumbg forumbg-table][table=tablebg table1][tr=][th=2]Typical HD Range by Strata[/th][/tr][tr=bg1][td=1,]Strata[/td][td=1,]
HD
[/td][/tr][tr=bg2][td=1,]Demipower[/td][td=1,]
30-40
[/td][/tr][tr=bg3][td=1,]Lesser Power[/td][td=1,]
40-50
[/td][/tr][tr=bg4][td=1,]Intermediate Power[/td][td=1,]
50-60
[/td][/tr][tr=bg5][td=1,]Greater Power[/td][td=1,]
60-70
[/td][/tr][/table][/corners]

Spell Resistance: Most have spell resistance equal to CR + 15.

Weaknesses: Faerie Lords suffer weaknesses stemming from their intimate connection with nature.

Ancient Antagonism (Sl): Although the Faerie Lord detests the forces of the divine, she also fears them. As a result, she find it difficult to enter any hallowed or unhallowed site dedicated to a deity other than one of nature. A Faerie Lord attempting to enter such a site must make a rank check against the god (if the deity’s rank is unknown, assume the highest possible numeric value of its divine strata); she cannot use her spell resistance to overcome this effect. If the Lord succeeds in entering the area, the area’s magic is immediately ended.

Once the Lord breaches holy or unholy ground, the god in question is immediately alerted to her presence and will often (DM’s discretion) arrive in person to deal with the intrusion.

Nature Dependent (Ex): Faerie Lords are intimately connected to nature. While the Lord derives supernal power from the link, it causes her to be weakened when separated from nature's presence. The Lord suffers two negative levels when not in Faerie, a faerie realm, or a material ley line of grade moderate or greater. She instead suffers five negative levels when on a plane that is neither coterminous nor coexistent with the Mortal Coil (including the Realms Beyond, Elemental Realities, and Void Beyond). Unlike most negative levels, these do not result from negative energy, do not cause actual level loss, and cannot be removed by any means (other than leaving the area). Additionally, they penalize the Lord’s save DCs and rank checks.

Greater Duty: If the base creature was bound to a specific locale, she is usually freed from such restrictions for as long as she retains the mantle of Faerie Lord.

Live in the Moment: Sometimes, a previously-immortal base creature becomes subject to death from old age upon gaining the status of Faerie Lord, though she often lives for countless centuries.

Spell-Like Abilities: Faerie Lords often lose spell-like abilities which oppose their portfolios; many Seelie lose all negative energy effects, and many Unseelie lose all positive energy effects.

A Faerie Lord gains the following spell-like abilities in addition to those gained by all primal Powers: always active—deathwatch, greater arcane sight, true seeing; 5/day—programmed amnesia (SC 162), shapechange, true dispel magic; 2/day—mass awaken (SC 21), wish. She also gains two spells, either epic or metamagic, available twice per day and suiting her portfolio. Usually, these spells are roughly equivalent in power to those of level 10 + 1/2 rank or Spellcraft DC 55 + twice rank.

Note that most Faerie Lords have their spell-like abilities supplemented by the Magic of Nature salient ability; those that lack it generally gain the following additional spell-like abilities, all available at will: commune with nature, dancing lights, detect animals or plants, faerie fire, greater dispel magic, insanity, prestidigitation, stone tell, and harm if Unseelie, heal if Seelie, or both if neither Seelie nor Unseelie.

Salient Abilities: All Faerie Lords possess either the Faerie Lord or Faerie Sovereign salient ability. Nearly all have the ability to place a powerful and unique curse upon those who have wronged them, either via Lay Curse or a unique ability. Most Faerie Lords also possess the Call Creatures, Decree of Exile, Magic of Nature, and Pierce Immunity salient abilities. Alter Size, Lay Quest, Mind of the Beast, Power of Nature, and Supreme Fast Healing are also common.

Grant Spells: A Faerie Lord automatically grants spells and spirit blessings to mortal spirit shamans who send their spirit guides to bargain with her and may serve as the mysterious patron to witches and mediums. A few archfey can grant spells to other spellcasters. A Faerie Lord can grant all spells from the druid spell list, except spells which possess an alignment descriptor opposed to the Lord’s own alignment.

A Faerie Lord can withhold spells and spirit blessings (normally, the blessing of the spirits, favored of the spirits, and warding of the spirits abilities) from any particular mortal at will; once a spell or blessing has been granted, however, it remains in the mortal’s mind until expended.

Empower Servant: Rather than the ability to bestow the proxy template, a Faerie Lord has the ability to bestow Boons of Favor.

Boon of Favor (Sl): A boon of favor is a small token of the Lord’s favor. As a standard action, a Faerie Lord may bestow a boon from among those available to her on one or more creatures. If the Lord is within her realm, she may affect any creature within it, though if he wishes to resist the boon he can do so with a Will save. The Lord may also revoke any number of boons from any number of creatures as a standard action; the creatures need not be present and receive no save against the effect. If the Lord is not in her realm, however, she must be within 50 feet per rank of a creature to bestow or revoke a boon, and in both cases the creature gets a Will save to resist.

A Lord has access to a number of boons equal to her rank. She may choose from the following list, provided that she has the requisite portfolio and ranks, or may invent her own of similar power. A creature may have up to three boons of favor from a Faerie Lord at one time, and may have no more than three from any source at once. A Faerie Lord cannot bestow a boon of favor on herself or another Faerie Lord. There is no limit on the number of boons of favor a Faerie Lord can bestow.

BOONS OF FAVOR
A Faerie Lord need not possess the minimum rank and portfolio elements recommended for a boon of favor to select it. The caster level and effective class level (if applicable) for all boons is equal to the subject’s HD unless noted otherwise.

Aegis of Death (Su/Sp)
Benefit: A creature who strikes the subject with melee weapons must succeed on a Fortitude save (DC 10 + 1/2 subject’s HD + rank) or die; each creature need save only once per day. The subject gains immunity to death effects and negative energy and gains graymantle, and wail of the banshee as spell-like abilities available 3/day.
Suggested Rank: 19.
Suggested Portfolio Elements: Death.

Freedom of Movement (Ex)
Benefit: The subject may always act as if affected by freedom of movement.
Suggested Rank: 6.
Suggested Portfolio Elements: Time.

Gift of Ages
Benefit: The subject’s aging scale changes to that for the Faerie Lord; he may become a lower age category, to a minimum of adult. If he drops in age category, he loses aging penalties but not bonuses.
Suggested Rank: 1.
Suggested Portfolio Elements: Any.

Hunter’s Blessing (Ex/Sp)
Benefit: The subject gains a +13 power bonus on Perception checks, and Survival checks made to follow tracks. He also gains track and swift tracking as a ranger.
Suggested Rank: 5.
Suggested Portfolio Elements: Any.

Natural Form (Su)
Benefit: The subject gains wild shape as a druid, but may only ever take on one form of the Faerie Lord's choice which is related to his portfolio. Plant and vermin shapes may also be chosen.
Suggested Rank: 2.
Suggested Portfolio Elements: Any.

Pathfinder Knack (Ex)
Benefit: The subject can identify and resist the temporal portals to and from Faerie as if he were a fey.
Suggested Rank: 1.
Suggested Portfolio Elements: Any.

Satyr’s Favor (Na/Su)
Benefit: The subject gains a +1 racial bonus on Perception, Perform, and Stealth checks. If he has 2 or more ranks in Perform (wind instruments), he can use pipes as a satyr (use his total HD to determine save DCs).
Suggested Rank: 1.
Suggested Portfolio Elements: Satyrs.

Seelie Vitality (Su/Sp)
Benefit: The subject gains fast healing 10 and a +5 inherent bonus to Constitution. Additionally, he gains commune with nature, mass heal, and sunburst as spell-like abilities available 3/day.
Suggested Rank: 19.
Suggested Portfolio Elements: Life.

Shield of Grace (Su)
Benefit: The subject gains a deflection bonus to AC equal to his Charisma bonus (minimum = +1, maximum = rank+1) and damage reduction equal to the Lord’s rank rounded down to the nearest 5 penetrated by epic weapons.
Suggested Rank: 3.
Suggested Portfolio Elements: Any.

Surreal Strength (Su/Sp)
Benefit: Treat all the subject’s physical attacks as ghost touch weapons of undead bane. The subject gains a +2 power bonus on all saving throws and gains deathwatch, ghostform, true seeing, undeath to death, and wraithstrike as spell-like abilities available 3/day.
Suggested Rank: 11.
Suggested Portfolio Elements: Souls.

Sylvan Alacrity (Su)
Benefit: The subject gains a +4 enhancement bonus to initiative checks and may act as if affected by haste for a number of rounds equal to his Hit Dice. The rounds need not be consecutive. Activating the effect is a free action.
Suggested Rank: 4.
Suggested Portfolio Elements: Time.

Sylvan Grace (Su)
Benefit: The subject gains a deflection bonus to AC equal to his Charisma bonus (maximum = rank+3).
Suggested Rank: 3.
Suggested Portfolio Elements: Any.

Treefriend (Ex/Sp)
Benefit: The subject gains woodland stride as a druid and gains tree stride as a spell-like ability available 1/day.
Suggested Rank: 3.
Suggested Portfolio Elements: Any.

Unseelie Finality (Su/Sp)
Benefit: Any harm inflicted by the subject is reinforced with a curse. Damage dealt cannot be healed except by magic and then only if the caster succeeds on a caster level check (DC 11 + subject’s HD) and creatures killed likewise cannot be revived by magic except on a successful caster level check. The curse can be broken with remove curse at caster level greater than or equal to the subject’s HD. The subject gains immunity to death effects and negative energy and gains wail of the banshee as a spell-like ability available 3/day.
Suggested Rank: 19.
Suggested Portfolio Elements: Death.

Veil of Rumor (Ex/Sp)
Benefit: The subject gains a +8 power bonus on saving throws against aligned effects and gains misdirection as a spell-like ability available 1/day.
Suggested Rank: 3.
Suggested Portfolio Elements: Any.



New Salient Abilities
The save DC of each is 10 + 1/2 HD + rank + ability score modifier and the caster level is equal to that for the Power's spell-like abilities unless noted otherwise.

DECREE OF EXILE
Faerie detests the intrusion of defilers and enemies of nature, and, with the prodding of a Faerie Lord, can be made to effectively repulse them.
Prerequisite: Faerie Noble OR Faerie Royal OR Faerie Sovereign.
Benefit: The Lord may activate any one of the following types of Decrees of Exile as a standard action. Deactivating a non-instantaneous decree is a free action. This ability may only be activated a number of times per day equal to the Lord's rank. All effects of a decree function only within the Lord’s realm. The base DC for all saves and checks to resist this ability is Wisdom-based, calculated as normal. Some decrees attack victims with spontaneous portals to the Mortal Coil from Faerie (these portals do not manifest if the victim is already on the Mortal Coil); such a portal exists for only a moment and only the subject may fall through it. It has a time distortion of 10d10 Mortal years = 1 Faerie day, and does not cause time to catch up with the subject.

A Power can protect itself and its followers, servants, and allies from a Decree of Exile by succeeding on a rank check against the Faerie Lord. The Power may protect up to a number of creatures equal to its rank squared times 10. It may protect twice that many by accepting a -3 penalty on its rank check, three times as many by taking a -6 penalty, and so on. The protection lasts for one day or until the Power leaves Faerie. Protected minions must remain in Faerie and within 1 mile per rank of the Power or lose the protection.

Decree of Censure: The Lord targets a number of creatures she can see who are already under the effect of her Decree of Isolation or Decree of Forbiddance. This number may not exceed her rank. Each creature must succeed on a Will save or be forced out of Faerie into the Mortal Coil through a momentary portal. This ability is only available to Lords of Royal or higher standing, and may only be used in Faerie.

Decree of Cleansing: All extraplanar creatures are banished as the spell regardless of any limitations which may be in place on Astral travel and regardless of Hit Dice (Will negates). Those who succeed on the save are nonetheless affected as if by the Lord's Decree of Isolation for 1 round. Once used, this decree is not available again for a year and a day. The Lord may choose any number of creatures to be immune to this effect.

Decree of Forbiddance: The Lord chooses a race (such as imp or ice paraelemental), and all members of that race are affected as if by the Lord’s Decree of Isolation. The race's base racial Hit Dice must be less than or equal to one-half the Lord's ranks, or the Lord's total ranks if she is a Sovereign. A Decree of Forbiddance requires the Lord to use a standard action each round for a number of rounds equal to the base racial Hit Dice of the race before it is activated. A forbidden race does not suffer the skill or spellcasting impediment suffered by individuals subject to a Decree of Isolation. The save DC of Decree of Forbiddance is half the base DC.

The Lord may not issue a Decree of Forbiddance against any type of animal, fey, plant, or vermin unless it is extraplanar or she is of Sovereign standing. She may choose a template instead of a race; treat the template as having a number of base Hit Dice equal to its largest given CR adjustment. A Lord may have only one Decree of Forbiddance in effect at one time, plus one per five ranks she possesses.

Decree of Isolation: The Lord chooses an individual and bars the subject from entering her realm. When the subject attempts to enter, he must succeed on a Will save or the attempt fails for him. Once a creature fails this save, he cannot attempt to enter the realm again for 24 hours. (A successful rank check is required to prevent the entry of a Power.) If the subject succeeds in entering the realm, the Lord is instantly alerted to his presence and may pinpoint his location to within 1 mile.

While within the realm, the subject suffers a -5 penalty to all Balance, Handle Animal, Hide, Jump, Listen, Move Silently, Ride, Search, Spot, Survival, and Swim checks as the plane itself impedes him. All spells the subject attempts to cast are impeded, requiring a Spellcraft check to prevent losing the spell (DC = base DC + spell level).

Every hour, the subject must succeed on a Spot check and Reflex save if he is in the realm in Faerie. If he fails, he falls through a spontaneously generated portal to the Mortal Coil.

The Lord may issue a Decree of Isolation against any creature whose existence she is aware of – the subject need not be present. She may not issue the decree against another Faerie Lord. A Lord may have up to 5 Decrees of Isolation in effect per rank at one time.

A creature subjected to more than one Decree of Isolation or Decree of Forbiddance only applies the effect of the most powerful decree applicable at any given time. For instance, if a mortal is the target of a Faerie Lord whose decree has a save DC of 45 and another whose save DC is 40 and he attempts to enter Faerie in a place where both decrees apply, he needs to succeed on only one save against DC 45 to enter.

FAERIE LORD
The Power has attained standing in the Faerie Courts, exercising direct influence over at least a small aspect of nature.
Benefit: A Faerie Lord has the following special abilities:
—The Lord gains a +4 bonus on rank checks within her realm, and can control it as a planar lord of the Mortal Coil. She controls her realm, called a faerie realm, as per a normal supernal realm but as if she were one strata more powerful than she really is (to a maximum of greater). Her realm also has the following additional properties:
  • A Faerie Lord of lesser strata (treated as intermediate strata) or higher can duplicate Ladinion's entrapping trait in her realm if it is in Annwn or the Mortal Coil.
  • A Lord of greater strata can create or unmake inhabitants for her realm - animals, fey, vermin, plant creatures, or oozes appropriate to the environment. She can only create one type at a time and no more than could live in the area naturally (taking into consideration other inhabitants). Each created creature can have no more Hit Dice than the Lord has ranks.
  • Within a faerie realm, each and every creature is capable of making rank checks; those without rank use a modifier of +0, except fey, who use a modifier equal to one-half the rank of the Power who presides over the realm. Other primal Powers use their own rank or one-half that of the realm’s ruler, whichever is higher. Strata differences do not apply to rank checks there.
  • A Faerie Lord can designate an area as her faerie realm by spending 21 hours preparing the area. She may not claim a location as her realm if it is already the realm of another Power. She can destroy her own faerie realm by spending 3 rounds concentrating on that effect within the realm. The effect of destruction can vary and involve cataclysmic disasters, but the more common form is more subtle. When a typical Lord destroys her realm, she and her allies are swiftly removed from the area by wrinkles in the fabric of Faerie; each of these creatures fades or walks away through gathering mist on its turn and is taken wherever the Lord desires in Faerie. Then, the mist whirls into a blinding vortex, affecting the entire realm with mage’s disjunction. Finally, the magic of the realm is ended; if it was on Faerie, all creatures are pushed through instantaneous portals to the Mortal Coil with no save. These portals have a time dilation of 1 Faerie day = 10d10 Mortal years; they do not cause time to catch up with victims. When a Faerie Lord designates a new realm, her old one fades away without these effects.
Natural Grace (Ex): A Faerie Lord is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma or lightning, a forest fire, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Also, a Lord’s trail in natural environs is greatly obscured unless she wishes otherwise. This effect increases the Survival check DC to track her by +55. Finally, every Faerie Lord is permanently protected from restraint as if by freedom of movement (caster level equals Hit Dice).
Seelie/Unseelie Resilience (Ex): A Seelie Lord has a +8 bonus on saving throws against light and positive energy effects. A Seelie Lord that benefits from a positive energy healing effect such as cure critical wounds or heal recovers half-again as many hit points. A Seelie Lord has positive energy resistance in addition to the two energy resistances she possesses as a Power (use the same value), which applies only if she is unwilling to be affected.
An Unseelie Lord has resistance to negative energy in addition to the two energy resistances she possesses as a Power (use the same value) and has a +8 bonus on saving throws against darkness and negative energy effects. Her resistance does not apply to an effect if she consciously wills it not to. If the Lord is undead or otherwise capable of regaining hit points from negative energy effects, the resistance applies only if she is unwilling to be affected and she recovers half-again as many hit points from negative energy effects.
A Lord that is neither Seelie nor Unseelie does not gain this ability.
Subjective Alignment Aura (Su): A Faerie Lord is sometimes treated as a creature of a different alignment than her own for the purposes of spells and effects. Whenever a Faerie Lord is in an area with a resident mortal culture, that culture's view of the Lord's portfolio determines how the Lord appears to detect spells and is affected by blasphemy and similar effects. For example, in the tundra, a Lord tied to cold often detects as neutral evil. This ability does not function in regions that are home to multiple cultures with different views of the Lord's portfolio, in regions with no resident mortal cultures, or in Faerie.

FAERIE SOVEREIGN
The Power represents a pivotal aspect of nature and holds a central place in Faerie shared by very few others.
Prerequisite: Must be a legitimate successor to Queen Gloriana.
Benefit: A Faerie Sovereign has all the powers of a Faerie Lord and also gains the following benefits:
Bestow the Glory of Faerie: At will, a Faerie Sovereign can bestow the mantle of Faerie Lord on a creature of her choice that meets the requirements. The creature becomes the thane of the Faerie Sovereign. The Sovereign can also revoke Lordship from one of her thanes at will. If a Sovereign bestows or revokes Lordship outside her realm, the target must be within 89 feet and may resist with a Will save (the save DC is Charisma-based); if she is within her realm, the target need not be present and gets no save to resist. A Sovereign may have up to 89 thanes.
—The Sovereign has control over all of Ladinion, most of Annwn, and some parts of Terra as her faerie realm. She has control over her realm as an overpower.

MAGIC OF NATURE (Ex)
The Power wields nature's magic as her own.
Prerequisite: Faerie Lord OR Faerie Sovereign.
Benefit: The Faerie Lord gains the following abilities:
—The Faerie Lord can learn, prepare, and cast spells from the druid and sylvan witch spell lists as if those spells were on the spell list of every class she possesses.
Natural Invisibility (Su): The Faerie Lord is naturally invisible. She may cease or resume this effect as a free action. As a supernatural effect, it cannot be dispelled. Even an effect such as true seeing, glitterdust or invisibility purge does not reveal the Lord unless the originator of the effect succeeds on a caster level check (DC = the Lord's spell resistance).
Faerie Magic (Sp): The Faerie Lord can, as a standard action, produce the effects of any spell on the sylvan witch spell list of 7th level or lower. She can also cast any other non-epic spells (of any level) this way, but only if they match her portfolio. The caster level of this effect is equal to that for her other spell-like abilities.

PIERCE IMMUNITY (Ex)
The Power can penetrate the immunities of lesser creatures.
Benefit: The Power chooses up to one attack form (such as fire or mind-affecting) per strata above quasi. If an attack form chosen is a damage type, the Power’s attacks and special abilities can affect victims with immunity or resistance to the chosen attack forms as if those victims were neither immune nor resistant to them. However, a victim gains a +10 bonus on saving throws against the effect if it was immune and a +4 bonus if it was resistant. A creature composed of the same energy as the damage type is not susceptible to having its defenses pierced.

If an attack form chosen is not a damage type, the Power may affect creatures normally immune (she gains no special advantage against creatures that are simply resistant). For example, this would allow a demigod with Pierce Immunity (fear) to affect a high-level paladin with a fear effect. However, the victim gains a +10 bonus on saving throws against an effect to which it is normally immune. Supernal immunities can be ignored this way; if the Power defeats the victim at a rank check, the victim does not receive the +10 bonus on its saving throw. The Power still cannot overcome natural or extraordinary immunities, with the following exceptions: freedom of movement and immunity to form-altering effects can always be pierced; creatures with Intelligence scores may be affected with mind-affecting effects; and living creatures may be affected with disease, poison, and sleep effects.

TRUE SEELIE THANE (Ex)
The Power is a member of the True Seelie Court.
Prerequisites: Must be a member of the True Seelie Court; Faerie Lord OR Faerie Sovereign.
Benefit: A True Seelie thane has the following benefits:
—Fast healing 5; if the Lord already possesses fast healing (including fast healing granted by the Supreme Fast Healing salient ability), instead increase it by +5.
Spell-Like Abilities: 2/day—mass heal, true creation (SC 224), true resurrection.
Aura of Vitality (Su): All non-Power animals, fey, plants, and vermin within 1,000 feet per rank of the Seelie Lord gain fast healing 5, a +4 dodge bonus to AC, and a +4 resistance bonus on saves. A Lord may suppress or resume this effect as a free action.
Ceaseless Slumber (Sl): A True Seelie Lord can choose for any damage she deals, of any kind, to be nonlethal. If a Lord would kill a creature with hit point damage, instead the creature reaches -9 hit points and stabilizes. When this happens, as well as when damage dealt by the Lord results in the creature having more nonlethal damage than 10 plus its current hit point total, the creature enters a never-ending, dreamless sleep. A remove curse can end the sleep if the caster succeeds on a caster level check (DC = 24 + rank). A Power of sleep, awakening, or clarity of mind can end the effect, but only if he succeeds on a rank check against the Lord. This effect works on living creatures regardless of immunity to sleep effects. The Lord may suppress this effect, resume it, or end the slumber as a free action.

TRUE UNSEELIE THANE (Ex)
The Power is a member of the True Unseelie Court.
Prerequisites: Must be a member of the True Unseelie Court; Faerie Noble OR Faerie Royal OR Faerie Sovereign.
Benefit: A True Unseelie thane has the following benefits:
—Natural armor improves by +4.
—Immunity to death effects.
Spell-Like Abilities: 2/day—mage's disjunction, power word kill, wail of the banshee.
Aura of Mortality (Sl): The fast healing and regeneration of each living, mortal creature within 1,000 feet per rank of the Unseelie Lord is reduced by 5 to a minimum of 0. Living creatures must succeed on a Will save when they enter the area. Those that fail lose all magical protection they may have against death effects. Supernal immunities are lost for as long as the creature is in the area, but only if the Lord defeats it in a rank check. If a creature that failed its save dies in the area, it cannot be brought back to life unless remove curse is cast on it first and the caster succeeds on a caster level check (DC 24 + rank). The Lord may suppress or resume the aura as a free action.
The Blast (Su): As a standard action, the Unseelie Lord may force any creature she can see to attempt a Fortitude save and Will save as she blasts it with invisible negative energy. If the creature fails its Fortitude save, it gains 4 negative levels; otherwise it gains a single negative level. If the creature fails its Will save, it goes insane as the spell. The save DCs are Charisma-based. In any event, the victim suffers 2 points of Wisdom drain.


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