Feyspeaker
By Ryan Nock
Illutstration by Jessica Jones
As the dwarves forced
their way through the woods, the sound of the revelry grew stronger, more
inviting. Desperately they sought to
find the source of the happy sounds of song and dance, hoping that perhaps the
revelers would spare them some food.
Finally they broke into the clearing, seeing the inviting flicker of
bonfires in the middle of a spinning ring of exotic creatures. Luscious food lay scattered on the grass of
the clearing around them, and the dwarves’ leader urged them forward, despite
the unease they felt beneath the gaze of the tall, imposing woman leading the
dance.
The Faerie Realm is home to
a myriad of fey races—centaurs, dryads, gremlins, hags, nymphs, pixies, satyrs,
will-o’-wisps, and unnamed nations of others.
The fey races live nearly forever in the Faerie Realm, a land which
closely parallels the real world like a mist-filled mirror, accessible only
through persistence or by the gracious whim of the fey themselves. Outsiders like humans, dwarves, or even
elves are seldom welcomed, but a few humanoids with enough resilience and the
right disposition can convince the fey to accept them as friends.
Feyspeakers are the
revel-leaders of the fey, guiding the races of the Faerie Realm in dances of
power both for their own delight and for protection. Usually only fey become Feyspeakers, but a majority of outsiders
who befriend feykind go on to adopt this position of prestige. A Feyspeaker is almost universally respected
by feykind, though some of the more capricious and bitter denizens of the
Faerie Realm resent the presence of outsiders in the role of the revel-leaders.
Most Feyspeakers are bards
or sorcerers, since some arcane magic is required to fulfill the requirements
of the position, but many druids with a
little arcane experience also feel an affinity to the fey races. Though those without magical powers cannot
hold the position of Feyspeaker, they can assist Feyspeakers in Fey Dances,
those celebrations of myth than many long to see, but fear to be ensnared by.
Hit Die: d4.
Requirements
Spellcasting: Ability to cast one
spell with each of the following descriptors, at least one of which must be 3rd
level or higher. Descriptors: (charm),
(compulsion), (figment), or (glamer).
Sample spells include change self (glamer), minor image (figment),
hold person (compulsion), and charm monster (charm). Note that according to the Player’s
Handbook, no druid spells are figments or glamers, and no cleric spells are
figments.
Feats:
Spell Focus in either Enchantment or Illusion.
Bluff: 4 ranks.
Hide: 2 ranks.
Move Silently: 2 ranks.
Perform: 4 ranks.
Speak Language: Sylvan.
Other:
Must be fey, or must win against a fey in a contest which the fey
considers his or her specialty. For
instance, she may beat a will-o’-wisp in a game of hide-and-seek, or a centaur
in a race, or a satyr in a drinking contest.
This might even be a bit unorthodox, perhaps by knitting a kilt faster
than a pixie can unravel it, or outstripping a hag in a race to see who can
lure more people to their deaths on the night of a full moon. The result of the contest can be judged by a
relatively unbiased audience of fey, or it can be determined by the fey
admitting defeat. A Feyspeaker must be
accepted by feykind before she can cross the gap from the land of her birth to
the Faerie Realm.
Class
Skills
The Feyspeaker’s class skills (and the key ability for each skill) are Animal Empathy
(Cha, exclusive skill), Bluff (Cha), Concentration (Con), Craft (Int),
Hide (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Move Silently
(Dex), Perform (Cha), Profession (Wis), Scry (Int, exclusive skill), and
Spellcraft (Int). See Chapter 4: Skills in the Player’s
Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
|
Class Level |
Base Attack Bonus |
Fort. Save |
Ref. Save |
Will Save |
Abilities |
Spells per Day |
|
1 |
+0 |
+0 |
+2 |
+2 |
Fey Dance, Resist Nature’s Lure, Speaker’s
Attunement |
+1 level of existing class |
|
2 |
+1 |
+0 |
+3 |
+3 |
Feysight |
+1 level of existing class |
|
3 |
+1 |
+1 |
+3 |
+3 |
Speaker’s Attunement |
+1 level of existing class |
|
4 |
+2 |
+1 |
+4 |
+4 |
Feat of Splendor |
+1 level of existing class |
|
5 |
+2 |
+1 |
+4 |
+4 |
Speaker’s Attunement |
+1 level of existing class |
|
6 |
+3 |
+2 |
+5 |
+5 |
Beltane Dance |
+1 level of existing class |
|
7 |
+3 |
+2 |
+5 |
+5 |
Speaker’s Attunement |
+1 level of existing class |
|
8 |
+4 |
+2 |
+6 |
+6 |
Beguiling Dance |
+1 level of existing class |
|
9 |
+4 |
+3 |
+6 |
+6 |
Speaker’s Attunement |
+1 level of existing class |
|
10 |
+5 |
+3 |
+7 |
+7 |
Dance of the Faerie Realm |
+1 level of existing class |
Class
Features
All of the following are class features of
the Feyspeaker prestige class.
Weapon and Armor Proficiency: A Feyspeaker gains no additional proficiency
in any weapon or armor.
Feyspeaker’s Vows: As a condition of her acceptance
into the Faerie Realm, a Feyspeaker vows to defend feykind from the intrusions
of non-fey. A Feyspeaker must retaliate
against any non-fey who threaten or harm a fey, though the extent of the
retaliation can range from annoyance to combat and curses. Likewise, feykind take care of their
problems and do not need humans and elves to get involved. Only rarely will a Feyspeaker accept the aid
of outsiders, and even more rarely will she solicit it. Though a Feyspeaker does not lose her
abilities for failing to fulfill these vows, she might alienate many fey, who
would perceive her as abandoning her duty.
Spells Per Day: For the purposes of determining
spells per day, caster level, and (for spontaneous spellcasters) spells known,
whenever a level as Feyspeaker grants the ability “+1 level of existing class,”
the character adds 1 effective level to one of her previous spellcasting
classes.
Spellcasting Restrictions: The Feyspeaker may freely cast
any spells she has access to that have the descriptors of (charm),
(compulsion), (figment), or (glamer).
Aside from those, however, the DC to save against her spells is reduced
by 5. For instance, if a Feyspeaker who
was formerly a sorcerer with a 16 Charisma cast a 3rd level spell,
the DC would normally be 16 (10 + 3 for the spell’s level + 3 for the
sorcerer’s Charisma bonus). However, if
she cast a fireball, the save DC would be only 11, 5 less than
usual. This reduction of save DC does
not affect spells cast through a Fey Dance (see below).
Additionally, the number of spells she may cast that have a directly
damaging effect (such as a finger of death, fireball, or prismatic
spray) is limited to one spell per day per level of Feyspeaker. Spells that deal damage as a secondary
effect or through summoned creatures (such as summon swarm, telekinesis,
or whirlwind) do not count against this limit. Like the fey races, Feyspeakers prefer magic that misdirects,
embarrasses, or drives off opponents.
In some cases the DM may need to adjudicate which spells fall under this
restriction.
Fey Dance (Su): One of the traditional forms
of magic for feykind is the Fey Dance, in which a Feyspeaker leads a group in
song and dance, using the gathered power of the dancers to strengthen her
spells as she and others spin in a frolicking circle. A Fey Dance lasts for the spell’s normal casting time, plus at
least one minute per spell level, and requires more dancers the more powerful
the spell is. At the conclusion of the
dance, each participant other than the Feyspeaker must make a Perform check (DC
10). Non-fey may assist in this dance,
but they receive a –2 penalty to their Perform checks. Similarly, though the dancers usually participate
through their own free will, charmed dancers will suffice. Only creatures who know the purpose of the
dance, however, can contribute to it.
If the number of successful
performers equals or exceeds the spell’s level, the dance has enhanced the
strength of the spell. The Feyspeaker
then makes her own Perform check, adds the spell’s level, and uses the result
of her check in place of the normal DC to resist the spell’s effect. The Feyspeaker’s Perform check cannot
benefit from cooperative efforts (as detailed in Chapter 4: Skills in the Player’s
Handbook) except from the cooperation of other Feyspeakers.
Dancers who are disrupted
from their dancing, such as if they are attacked or immobilized, cannot
contribute to the final round of Perform checks, but as long as any
troublemakers do not disrupt enough dancers to cause the spell to fail, the
dance can still be completed. For
instance, if Ogres attack in the middle of a Fey Dance to cast a storm of
vengeance and knock several dancers unconscious, if any defenders manage to
protect at least nine dancers there is still a chance the spell could be
completed. By no means are the dancers
forced to continue to dance while endangered, but it is possible for dancers to
finish a spell if the need balances against the danger. If, however, the Feyspeaker breaks from the
dance, the spell automatically fails.
A spell cast through a Fey
Dance has a range no further than it can be seen or clearly heard, and thus
those familiar with the dangers of the fey can try to flee to safety. Typical spotting distance is 50 feet in
thick forest, 100 feet in light forest, or 400 feet in open fields. Though it is possible to see or hear a dance
unclearly from a greater distance, the magic reaches only as far as the
sensation of the dance is lucid. If a
spell’s range is normally shorter than the range at which it can be seen, use
the spell’s normal range.
A Fey Dance often lasts for
hours, the enhanced spell not taking effect until the dance ends and the
Feyspeaker wishes to complete the casting.
Thus a dance could begin early in the day and last as long as needed
until a tribe of marauding Ogres stumbled upon the dance. Of course, dances of extreme length may tire
out the participants. Each hour that a
dance lasts, the dancers must make a Constitution check against DC 20 or take
1d6 points of subdual damage from fatigue.
As noted above, spells cast
through a Fey Dance do not have a reduced save DC, even if they don’t have the
(charm), (compulsion), (figment), or (glamer) descriptors.
Resist Nature’s Lure (Ex): A Feyspeaker gains a +4 bonus to saving
throws against the spell-like abilities of feykind (such as dryads, nymphs, and
sprites).
Speaker’s Attunement (Su): As a Feyspeaker advances in her
powers, she becomes attuned to particular races of feykind, gaining the
abilities of many different types of fey.
At 1st level and every odd level thereafter, a Feyspeaker
gains one of the abilities listed below, depending on which type of fey the
Feyspeaker wishes to emulate. Some
choices have prerequisites and cannot be chosen unless the Feyspeaker meets the
proper requirements. As a Feyspeaker
gains these abilities, her appearance takes on faint aspects of the attuned fey
race, hinting at her powers. All
spell-like abilities granted through this power function with the Feyspeaker’s
caster level.
Banshee’s Moan:
Prerequisite: Caster Level
15+. The Feyspeaker can release a
wailful moan as a standard action, filling the hearts of listeners with a
feeling of gelid woe. All living
creatures within a 30-foot spread must succeed a Will save (DC 17 + the
Feyspeaker’s Charisma bonus) or become panicked for 2d4 rounds. A panicked creature has a –2 morale penalty
to saving throws and must flee. This is
a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be
affected by the same Feyspeaker’s moan for one day. The eyes of a Feyspeaker with this ability always look faintly
bloodshot, as though she had been recently crying.
Centaur’s Swiftness:
The Feyspeaker’s base speed increases by 10 while running, but not in
normal (walking or hustling) movement.
Feyspeakers with this ability also tend to let their hair grow out long,
into something of a mane.
Cheshire’s Smile:
Prerequisite: Caster Level
8+. The Feyspeaker gains the spell-like
ability to vanish as invisibility three times per day. Whenever she smiles, she always smiles
widely, displaying her teeth, which become flawlessly white.
Dazzling Beauty:
Prerequisite: Caster Level
15+. As her face and figure grows ever
more beautiful, the Feyspeaker’s body becomes so dazzling that any creature
that sees her must succeed a Will save (DC 17 + the Feyspeaker’s Charisma
bonus) or be stunned for 2d4 rounds. A
creature that successfully saves against the Feyspeaker’s beauty cannot be
affected by it again for one day. A
Feyspeaker may suppress this ability at will, as a free action.
Dryad’s Touch:
The Feyspeaker gains the spell-like ability to speak with plants
with any plant she touches three times per day. The Feyspeaker’s skin and hair change slightly in color as the
seasons pass, like unto a dryad’s.
Flight of the Fey:
Prerequisite: Caster Level
8+. The Feyspeaker gains the spell-like
ability to dimension door once per day.
The Feyspeaker’s eyes seem to widen just slightly, as though she is
innocently alert.
Gremlin’s Mischief:
The Feyspeaker gains a +4 bonus to all Disable Device checks. Disable Device is henceforth considered a
class skill for the Feyspeaker prestige class.
The Feyspeaker’s eyes sparkle with a mischievous gleam at odd moments,
and her smiles often turn to pleased smirks.
Guidance of the Will-o’-Wisp:
The Feyspeaker gains the spell-like ability to create ghost sounds
or dancing lights at will, but only at night or in areas of general
gloom. At night her skin always appears
pale and faintly luminous.
Hag’s Visage:
Prerequisite: Caster Level
12+. As a free action, the Feyspeaker
may twist her face into a hideously ugly expression of sneering distaste and
mockery. She may return her face to
normal as a free action as well. Anyone
who sets eyes on her must succeed a Fortitude save (DC 15 + the Feyspeaker’s
Charisma bonus) or be weakened, taking 1d4 points of temporary Strength
damage. This damage lasts as long as
the victim remains within sight of the Feyspeaker, and for one hour
thereafter. A creature that succeeds
its save cannot be affected again by the same Feyspeaker’s visage for one day. The more often the Feyspeaker uses this
ability, the more her face begins to resemble the hideous visage.
House Goblin’s Favor:
The Feyspeaker gains the favor of small house goblins (tiny creatures
often called ‘hobgoblins’), which function as a permanent unseen servant
at the Feyspeaker’s control that cannot be dispelled. Every night she must leave a small bit of food by her sleeping
spot, or the house goblins won’t help her for one week.
Kiss of the Nixie:
Prerequisite: Swim skill. The Feyspeaker gains the spell-like ability
to cast water breathing once per day.
The Feyspeaker grows very small webs between her fingers and toes.
Pixie Archery:
When using a bow the Feyspeaker may, as a full-round action, fire an
enchanted arrow that deals no damage, but forces a target struck by it to
succeed at a Will save (DC 11 + the Feyspeaker’s Charisma bonus) or be affected
as though by a sleep spell. Like
a sleep spell, this ability cannot affect creatures with high hit
dice. She may fire a sleep arrow three
times per day. Her strides become
slightly longer, as though she were held aloft by the light fluttering of
wings.
Satyr’s Debauchery:
Prerequisite: Caster Level
12+. Simply by singing or playing a
musical instrument, the Feyspeaker can use her spell-like ability to affect all
creatures within a 60-foot spread as with the charm person spell. Creatures can resist this effect with a Will
save (DC 11 + the Feyspeaker’s Charisma bonus). A creature that successfully saves against the charm cannot be
affected by this ability from the same Feyspeaker again for one day. Feyspeakers with this ability tend to
develop a strong taste (and capacity) for alcohol and love-making.
Trackless Step:
The Feyspeaker leaves no trail in natural surroundings and cannot be
tracked. When in any natural setting,
leaves, grass, snow, or spray of water highlights her hair, just enough to add
an exotic flair to her appearance without looking dirty.
Trick of the Changeling:
The Feyspeaker gains the spell-like ability to change self three
times per day. Infants within thirty
feet of the Feyspeaker often cry out in fright as she passes.
Feysight (Ex): At 2nd level, a
Feyspeaker gains low-light vision if she doesn’t already have it. She also gains a +4 competence bonus to Spot
checks to find hiding fey.
Feat of Splendor (Su): Beginning at 4th
level the Feyspeaker can perform a feat of splendor once per day, gaining an
enhancement bonus to her Charisma equal to her caster level that lasts for one
minute, or for the duration of one single performance, including a Fey Dance. Activating this power is a free action. This enhancement cannot grant bonus spells,
but does provide bonuses to Charisma-based skill checks, and can raise the DC
to resist Charisma-dependant spells and abilities.
Beltane Dance (Sp): Starting at 6th level,
a Feyspeaker may lead a Fey Dance of a different sort. For the purposes of whether this fey dance
succeeds, the Beltane Dance is equivalent to a 4th-level spell,
requiring at least four dancers to succeed Perform checks (DC 10).
The casting of the Beltane
Dance involves the burning of large amounts of incense in a huge bonfire, and
requires ten minutes to complete, continuing thereafter until the Feyspeaker
wishes it to take effect. As the
revelers dance and frolic, they feel their hands sweat, their hearts quicken,
and their skin yearn for the touch of others.
When the Beltane Dance
takes effect, all humanoid or fey creatures of medium-size or smaller within
spotting or hearing distance of the dance must succeed a Will save (DC 14 + the
Feyspeaker’s Charisma bonus) or be affected as by multiple potions of love. Affected creatures become enamored with
every other creature in the area, and for the next 1d3 hours engage in acts
ranging from very friendly conversation to passionate love-making, as is
appropriate to each creature’s personality.
Affected creatures do not leave the area of their own free will, and
generally become irritated with those who try to pull them away from those they
have become enamored with. In the
aftermath of the dance, the enamoring effect remains faintly persistent, but
the memories of the revelers are typically cloudy, helping to avoid some
potential embarrassment.
This dance is typically
performed at special fey holidays, but a less formal version can be prepared
and enacted easily enough whenever the whim strikes a group.
Beguiling Dance (Sp): At 8th level,
whenever a Feyspeaker leads a Fey Dance, if the Feyspeaker chooses to let the
dance last beyond the required minimum casting time, all creatures that hear or
see the dance must succeed a Will save (DC 16 + the Feyspeaker’s Charisma
bonus) or be compelled by a mass suggestion to stay and listen to the
dance’s completion. This ability can
affect no more creatures than the Feyspeaker’s caster level, and creatures will
stay no longer than a number of hours equal to her caster level. This compulsion is not
language-dependant. This power helps
attract groups that know better than to linger near a fey dance, but it
requires two more dancers than normal to succeed their Perform checks (DC
10). Thus, a 6th level spell
cast through a Beguiling Dance would require eight dancers to succeed their
Perform checks, instead of the normal six.
If at least six succeed, the spell still functions as normal, but the Beguiling
effect does not trigger.
Dance of the Faerie
Realm (Su): In
the most powerful dance of the fey, the Dance of the Faerie Realm, or the Dance
of Timelessness, feykind lure outsiders into a celebration of such beauty and
pleasure that their minds reject the possibility of leaving. This dance takes an hour to cast, and
requires 28 dancers to succeed their Perform checks for it to work. The dance typically lasts late into the
night, attracting many non-fey into its clutches with the effects of the
Beguiling Dance.
When the Feyspeaker finally
lets the dance conclude, she chooses among all non-fey who have are within
range. Unless the Feyspeaker wishes to
spare a given creature or person, all those within range must succeed a Will
save (DC 9 + the Feyspeaker’s Perform check)
are transported to the Faerie Realm, a misty world that closely
parallels reality, but which is filled constantly with reveling, dancing, and
celebration. Unless the Feyspeaker or
the fey of the Faerie Realm decide to free the victims, they remain in a state
of perpetual bliss, partaking in debauched pleasures for years. During this time they are affected as by the
temporal stasis spell, not growing older, nor requiring food, nor being
vulnerable to harm of any sort.
Once every month, each
victim may attempt a new Will save (DC 19 + the Feyspeaker’s Charisma bonus) to
break free of the grip of the Faerie Realm.
Additionally, killing the Feyspeaker who led the dance frees all those
whom her dances affected. Those who
break free return to the world in the same place they first entered the dance,
only foggily recalling the time they spent in the Faerie World. Many of those of weak will are drawn into
these dances, never to be seen again.