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''Favored Child'': At 10th level you have earned or won a '''Pot of Gold''' (Su). Treat this pot as a no-cost [http://paizo.com/pathfinderRPG/prd/spells/secretChest.html secret chest] that does not require a miniature chest to retrieve. Use your Cradled caster level to determine effects such as capacity. You may not store living creatures in your pot of gold, and there is no chance of losing the contents after 60 days. In addition, you may find up to 10,000 gp of fairy gold in your pot each module. Fairy gold has a duration of 1d100 hours, after which time it disappears. Fairy gold may not be used in the Catacombs, and if you gain a reputation for using fairy gold, you lose this ability, since the Fae King does not want your thievery to sully the good name of the fey folk.
 
''Favored Child'': At 10th level you have earned or won a '''Pot of Gold''' (Su). Treat this pot as a no-cost [http://paizo.com/pathfinderRPG/prd/spells/secretChest.html secret chest] that does not require a miniature chest to retrieve. Use your Cradled caster level to determine effects such as capacity. You may not store living creatures in your pot of gold, and there is no chance of losing the contents after 60 days. In addition, you may find up to 10,000 gp of fairy gold in your pot each module. Fairy gold has a duration of 1d100 hours, after which time it disappears. Fairy gold may not be used in the Catacombs, and if you gain a reputation for using fairy gold, you lose this ability, since the Fae King does not want your thievery to sully the good name of the fey folk.
 
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==Notes on Travel to the Wold's Cradle==
 
==Notes on Travel to the Wold's Cradle==

Revision as of 06:06, 31 October 2011

Background

After the Fae King was reborn, he awoke his people and the land he created for them, the Cradle of the Wold. This fairyland kingdom, the plane of existence between the Wold and the four Elemental Planes, had slept with the King for ages of the Wold. Eberyon and his people returned with enthusiasm not seen since the earliest dawn of the Wold. The King rose in anger at his long sleep, and attempted to use Nature herself as a weapon to conquer the Wold. The combined might of the Wold's heroes, aided by Queen Maab, the King's wife (who had been the one to put him to sleep in ages past), was enough to defeat the Fae King. In defeat, the King vowed to reform and atone. Although some mortals fear and shun the fey folk, others are drawn to the fey. As part of his atonement, King Eberyon now offers mortals a deep connection to the magic and power of the fey. Those who accept the power that the Fae King offers are the Cradled.

The King wants many people to accept his hand in friendship, so he has made it easy to be Cradled, and any mortal of any class can join the fey with a modicum of study. Those who seek out fey lore and who learn the fey tongue, Sylvan, can learn to cast spells, call on fey folk for favors and friendship, and gain wonderful gifts tailored to their particular natures. Those who seek martial prowess, especially learning the combat tricks and archery of the fey, become Cradled Armigers. Those who summon fey creatures for service become Cradled Callers. Seers and sages become Cradled Lorists. Those who admire Eberyon's role as the creator of worlds become Cradled Makers. Those who share a devotion to the melody and magic become Cradled Musicians. And those who delight in pranks and cleverness become Cradled Tricksters.

As NPCs, many fey friends live in natural places, especially those where fey folk gather. Others wander, not only through the Wold, but into the fairyland realm of the fey, where time plays tricks. And of course, many NPCs accept the King's gifts and then go on with their lives. Some Cradled are noble, and others are corrupt, but all have a deep fascination with all fey creatures.

Hit Die: d6

Requirements

To qualify to become Cradled, a character must fulfill the following criteria.

Class Features

Table: The Cradled
Level BAB Fort Save Ref Save Will Save Special Abilities
1st +0 +0 +1 +1 Domain, Fey Gift
2nd +1 +1 +1 +1 Fey Atonement +2
3rd +1 +1 +2 +2 Spread the Word
4th +2 +1 +2 +2 Fey Gift
5th +2 +2 +3 +3 Fey Atonement +4
6th +3 +2 +3 +3 Cradled Travel
7th +3 +2 +4 +4 Fey Gift
8th +4 +3 +4 +4 Fey Atonement +6
9th +4 +3 +5 +5 King's Crest
10th +5 +3 +5 +5 Favored Child

Class Skills: The fey friend's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (Geography, Local, Nature, Planes) (Int), Perception (Wis),Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Spellcraft (Int), Use Magic Device (Cha).

Skill Points per level: 6 + Int modifier

Ethos: The Cradled think of themselves as emissaries, that is, as people who link the Wold to the Wold's Cradle, offering the friendship of mortals to the fey. Some fey greet the Cradled as long lost cousins, and other fey treat them with amusement or contempt. But Cradled and fey alike recognize that they are all favored of King Eberyon, so they hesitate to attack each other with fatal damage. All Cradled treat all Fey creatures with respect, even those they are forced to oppose or even fight. No emissary will ever attack a member of Maab's or Eberyon's royal courts except in self defense.

Some Cradled see it as their mission to spread the word of Eberyon's atonement, and his desire to aid the mortals of the Wold. They teach Sylvan to others, and even recruit others to join as new Cradled. But the Fae King himself places no burden of proselytization on his Cradled at all. Spreading the word is optional, although rewarding (see below).

It is worth noting, however, that the Fae King does not require his Cradled to worship him; moreover, he does not object when his Cradled have a devotion to another god or immortal power. In this way, he shows that his desire to reform is sincere.

Weapon & Armor Proficiency: The Cradled are proficient in all simple weapons, as well as with all long and short bows (including composite). They are proficient in light armor and all shields (except Tower Shields).

Spells and Spellcasting

Table: The Cradled Spells Per Day
Level 0 1 2 3 4 5 6 7 8 9
1st 1 0+1 - - - - - - - -
2nd 2 1+1 - - - - - - - -
3rd 2 2+1 0+1 - - - - - - -
4th 3 2+1 1+1 - - - - - - -
5th 3 3+1 2+1 0+1 - - - - - -
6th 3 3+1 2+1 1+1 - - - - - -
7th 4 3+1 3+1 2+1 0+1 - - - - -
8th 4 4+1 3+1 2+1 1+1 - - - - -
9th 4 4+1 3+1 3+1 2+1 0+1 - - - -
10th 4 4+1 4+1 3+1 2+1 1+1 - - - -
11th 5 4+1 4+1 3+1 3+1 2+1 0+1 - - -
12th 5 5+1 4+1 4+1 3+1 2+1 1+1 - - -
13th 5 5+1 4+1 4+1 3+1 3+1 2+1 0+1 - -
14th 5 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
15th 5 5+1 5+1 4+1 4+1 3+1 3+1 2+1 0+1 -
16th 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -
17th 6 6+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 0+1

Spells: A Cradled has the ability to cast a number of divine spells prepared from the Cradled Spell List. To cast a Cradled spell, a Cradled must have a Charisma score of at least 10 + the spell’s level, so a Cradled with a Charisma of 10 or lower cannot cast these spells. Cradled bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the Cradled's Charisma modifier. When the Cradled gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The Cradled's spell list appears below. A Cradled has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Cradled prepares and casts spells just as a cleric does (though a Cradled cannot spontaneously cast cure or inflict spells).

Although the Cradled is a prestige class with a 10-level progression, it is possible to extend Cradled casting through a prestige class that advances spellcasting ability. Casting progression to level 17 is therefore possible through a 20-level career.

Orisons: A Cradled can prepare a number of orisons, or 0-level spells, each day, as noted on the table above. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Domain Spells: A Cradled gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on the table above represents that spell. Domain spells are in addition to any bonus spells the Cradled may receive for having a high Charisma score.

Universal Special Abilities

Some special class abilities are common to all Cradled, regardless of their nature. These are detailed below.

Fey Atonement: As a sign that the Fae King is serious about atoning for his misdeeds, he gives his Cradled deep intuition into the motivations and goals of those under his dominion. At 2nd level you gain a +2 insight bonus whenever you interact with fey creatures, and a +1 bonus with magical beasts and creatures native to the Elemental Planes. This bonus applies to all Bluff, Diplomacy, Intimidate, Knowledge, Linguistics, Perception, Sense Motive, Sleight of Hand, and Stealth checks. Interacting with creatures in these categories who have Int scores of 1 or 2, it also applies to Handle Animal, Ride, and Wild Empathy checks. If you use a planar ally spell to call a true fey creature to help you, then after you agree on a task and price, you can invoke the Fae King's name to reduce the agreed on price — a discount of d10 x 500 gp on the agreed-on services. If the discount is greater than the agreed-on price, the service is free. Negotiating this discount takes an extra round of discussion, in addition to the initial round of negotiation the spell mentions.

At 5th level, the bonus rises to +4 with fey and +2 with magical beasts and creatures native to the Elemental Planes; the price reduction for fey rises to d20 x 500 gp. At 8th level, the bonus rises to +6 with fey and +3 with magical beasts and creatures native to the Elemental Planes; the price reduction for fey rises to d100 x 500 gp.

Note that It can be hazardous to treat with the fey for favors, since they act capriciously and love to play tricks, even on mortals they like.

Spread the Word: At 3rd level, whenever you spend a friendly evening (at least three hours) talking to two or more characters about the fey in general and about the Fae King and his desire to help others, you gain temporary hit points equal to your Cradled level. These last until they are used up. Temporary hit points gained by using this ability on multiple occasions do not stack with themselves (although they do stack with temporary hit points gained from other sources). However, if you have used up some or all of your current temporary hit points, you can "top off" your total to its maximum level by using this ability. Characters who join your conversation willingly gain 1 temporary hit point as well. You can engage the same characters in conversation no more than once per month, or if it is more convenient for the DM, once per module.

Cradled Travel: At 6th level, when you travel to the Wold's Cradle (as with the Plane Shift spell or other method), you are protected from the greatest dangers of the plane. No member of Maab's or Eberyon's royal courts will attack you, and such creatures will save you if you are in danger of dying. Against all other fey encountered in the Wold's Cradle, you are warded as by a Sanctuary spell cast by yourself (DC11+Chr Modifier), but even if an enemy fey saves against the Sanctuary, you gain a +4 sacred bonus to AC and saves against attacks by fey creatures. You lose this protection for the rest of the day if you attack a fey creature. Moreover, when you leave the Wold's Cradle, you can modify the d100 roll for time and space mishap by an amount in your favor equal to your Cradled level; this modifier does apply to your entire group if you are traveling together.

King's Crest: At 9th level, you have earned the honor of wearing the Fae King's token, usually an acorn marked with the "A" glyph for atonement, or "R" for reform. If you wear this token, displaying it proudly, you gain your choice of a +1 luck bonus on attack rolls, or a +1 luck bonus to your Cradled caster level. Most Cradled so honored wear the token on a shield or tunic, but other options are possible.

Cradled Natures

A Cradled chooses a Nature at first level, which reflects the Cradled's personal theme and interest. At first level, the Cradled may choose one domain, using Charisma instead of Wisdom for Domain Granted Powers. The choice of domain, however, depends on your Nature. A Cradled gains Fey Gifts at levels 1, 4, and 7; these too vary with Nature. And at level 10, the Cradled's Favored Child ability also depends on choice of Nature. These are detailed below.

Cradled Armiger

Your Nature is focused on combat and warfare, especially in the fey specialties of archery and trick fighting. You may bear the coat of arms of the Fae King: a sigil of four interlocking rings, the four rings of elemental creation with which Eberyon created the Wold's Cradle, and (some say) the Wold.

Domain: At 1st level you must choose one domain from these: Fey, War, or Weather.

Fey Gifts: At 1st, 4th, and 7th levels, you must choose one gift from these:

  • Damage Reduction (Su): You gain damage reduction 2/cold iron. You may select this gift up to three times; each time the DR rises by 2.
  • Elemental Mastery (Ex): You gain +1 to hit and damage when fighting creatures with a burrow speed, a fly speed, or a swim speed, as well as against creatures with the Fire, Water, Air, and Earth subtypes. This bonus rises to +2 when fighting creatures native to the elemental planes, and it rises to +3 when fighting true elementals.
  • Graceful Attack (Su): You may use your Charisma instead of your Dexterity when making ranged attack rolls. You may also use Chr instead of Dex with melee weapons if you also have the Weapon Finesse feat and with combat maneuvers if you also have the Agile Maneuvers feat.
  • Pixie Dust (Su): You can decide to change an arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action, and only you can fire the dusted arrow. You can dust three plus your Charisma modifier in arrows per day. Once you apply pixie dust to an arrow, you must fire the arrow in the same round. As long as an arrow is altered in this way, it does not inflict damage when it hits — it only causes its new effect, with a Will save of 12 + Chr modifier. You must choose just one of the following three effects when you gain this gift: (1) Charm: The target must save or be affected as though by a charm monster spell for two minutes per Cradled caster level. (2) Memory Loss: The target must save or be affected by a modify memory spell, for one minute per Cradled caster level. (3) Sleep: The target must save or fall asleep for 1 minute per Cradled caster level. You may choose this gift up to three times, once for each effect. The number of uses per day does not change. You must be at least 4th level to select this gift.
  • Quickling Speed (Su): You move as fast as a Quickling when you move if you are in light or no armor and unencumbered. You gain a +10 bonus on your movement rate. You have a 20 percent miss chance against attacks of opportunity you provoke by moving, as well as by readied attacks triggered by your movement. You also gain the Uncanny Dodge ability.
  • Quicktrick (Ex): You may make a Dirty Trick combat maneuver as a move action. You must be at least 7th level to select this gift.

Favored Child: At 10th level you gain a magic 'Redcap (Su)', which takes up the hat slot. When wearing your Redcap, you receive a +4 bonus on damage rolls and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable. You can create a new cap to replace a lost cap with 10 minutes of work, although until you take a standard action to dip the cap in the blood of a foe that you helped to kill, the cap does not grant its bonuses. All Redcap fey you meet treat you as Friendly.

Cradled Caller

Your Nature is focused on summoning and inviting fey, elemental, and natural creatures to come to your aid. It can be dangerous to call on the fey for favors — even a "friendly" fey may play tricks or behave in ways that seem odd to a mortal. However, if anyone has the natural insight to deal safely with the fairy folk, it is the Cradled Caller.

Domain: At 1st level you must choose one domain from these: Fey, Animal, or Plant.

Fey Gifts: At 1st, 4th, and 7th levels, you must choose one gift from these:

  • Augment Summoning: You gain the Augment Summoning feat, even if you do not meet the usual prerequisites.
  • Captivating Lure (Su): Like the kelpies, once per day, you can use a powerful mental attack to lure in a single creature within 60 feet. The target must make a Will saving throw or become captivated by the you. A victim under the effects of the captivating lure moves toward you using the most direct means available. If the path leads it into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril; the victim does not consider water a dangerous area, and will enter the water even if it cannot swim or breathe. A captivated creature can take no actions other than to move toward you and to defend itself, even if it is drowning. A victim within 5 feet of you simply stands and offers no resistance to your attacks. This effect continues as long as you is alive and the victim is within 1 mile of the kelpie. This is a mind-affecting charm effect. The will save DC is 13 plus your Charisma modifier.
  • Contingent Conjuration: You can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including that you must cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted conditions are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether you want it to, although most conjurations can be dismissed normally. You can have only one contingent conjuration active at a time. You must be at least 7th level to select this gift.
  • Improved Summons: When you cast a Summon Fey Friend spell, you may roll twice to determine the creature that answers the summons, selecting your choice of the two results rolled. You may also channel stored spell energy into summoning spells that you haven't prepared ahead of time. You can “lose” a prepared spell in order to spontaneously cast any Summon Fey Friend spell of the same level or lower.
  • Queen's Speech: You may cast Speak With Animals and Speak with Plants as spell like abilities, with your current Cradled caster level, for a total number of times per day equal to 3 plus your Charisma modifier. You also gain the druidic Wild Empathy ability.
  • Swift Summons: When you cast Summon Fey Friend, you may change the casting time from one round to one standard action, but you must roll on the table for creatures of one level lower. You may change the casting time to a move action, but roll on the table two levels lower. You may change the casting time to a swift action, but roll on the table three levels lower. For example, with this gift you could cast Summon Fey Friend V with a full round casting time, rolling on the level V table. Or cast Summon Fey Friend V with a standard action, rolling on the Level IV table. Or cast with a move action casting time, rolling on the Level III table. Or cast as a swift action casting time, rolling on the Level II table. You must be at least 4th level to select this gift.

Favored Child: At 10th level you gain a Fey Familiar, which functions exactly as a wizard's familiar. You may choose from among the following: leprechaun, dryad, grig, twigjack, jinkin, pixie, pseudodragon, mite, and brownie. The individual you select has your alignment, regardless of what's typical for that race. Use your Cradled caster level to determine powers for your fey familiar.

Cradled Lorist

Your Nature is focused on the ancient and secret knowledge of the fey, the mysteries of the cosmos, and the deepest insights into the workings of Mother Wold.

Domain: At 1st level you must choose one domain from these: Fey, Knowledge, or Travel.

Fey Gifts: At 1st, 4th, and 7th levels, you must choose one gift from these:

  • Bardic Lore: You add half your Cradled level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. At 5th level, you becomes a master of lore and can take 10 on any Knowledge skill check in which you have at least one rank. You can choose not to take 10 and can instead roll normally. In addition, once per day, you can take 20 on any Knowledge skill check as a standard action. At 10th level, you can use any skill, even if the skill normally requires you to be trained. Cradled levels stack with levels in other classes that offer this ability, such as bard, seer, and loremaster.
  • Favored Terrain (Ex): Your deep knowledge of geography grants you a favored terrain, exactly like the ranger ability, except that you cannot choose planes, underground, or urban as your favored terrain. You may take this gift more than once; each time you do, add an additional favored terrain exactly as a ranger would, specifically, select an additional favored terrain and also increase the skill bonus and initiative bonus (in the Wold, temporary hit point bonus) in any one favored terrain (including the one just selected, if so desired), by +2.
  • Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge skill checks.
  • Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check (in the Wold, 4 temporary hit points). These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four Cradled levels you have attained.
  • Nymph's Grace (Su): Through the secret lore of the nymphs, you have learned how to add your Charisma modifier as a racial bonus on all your saving throws. You must be at least 4th level to select this gift.
  • Time Keeper (Su): Your study of the Wold's Cradle has given you a fundamental understanding of the nature of time. Whenever you cast a conjuration (teleportation) spell, you may also teleport up to one round per Cradled level into the future. Also, once per day as a free action, you may look into the future just before making a roll associated with a swift, move, or standard action. You see the result of the roll before you take the action and may perform some other action instead if you do not like the results of the roll. You must be at least 7th level to select this gift.

Favored Child: At 10th level you have learned the secret names of the genies (Ex). These noble shaitans, marids, efreet, and noble djinn can serve you or grant wishes. However, you do not know which names are linked to which kind of genies (roll 1d4 to determine which kind answers the call), and you can use a given name only once. Once per scene, if you cast a Greater Planar Ally spell, you can call one of these genies to you. You may negotiate a service as usual for the spell, with a 2d100 discount in price, or you can immediately request one free wish, after which the genie is free and will depart. Note that shaitans interpret wishes very strictly, djinni interpret wishes liberally, efreeti try to twist wishes if they can, and no one knows how a marid will fulfill a wish.

Cradled Maker

Your Nature is grounded in Eberyon's role as the maker of worlds, creatures, and more. You honor him by making things, and (as Eberyon's agent in atonement) by healing the wounded. You also gain mastery over magic items, not only as they should function, but in ways that make them great for trickery!

Domain: At 1st level you must choose one domain from these: Fey, Artifice, or Healing.

Fey Gifts: At 1st, 4th, and 7th levels, you must choose one gift from these:

  • Dryad's Woodcraft (Ex): You gain a +6 racial bonus to Craft checks involving wood, and you use your bare hands as it they were masterwork artisan's woodworking tools when making such checks. You must be at least 4th level to select this gift.
  • Elemental Domain: As the Fae King mastered the elements to create his greatest works, so you have learned the secrets of the elements. You may add the Earth, Air, Water, or Fire domain to your previously chosen domain. You may choose from either of your two domains when preparing domain spells, as a cleric does. You use your Charisma with domain powers, not Wisdom. You may choose this gift up to four times; each time, you gain another elemental domain.
  • Forge Friendship: You must have the Gillan's Fast Forge Time feat to benefit from this gift. If you do, you may befriend a fey creature if one appears when you use Fast Forge Time. Any such fey are Indifferent initially. Make a Diplomacy check -- If you convince the fey to be friendly, he or she will cut his fee in half, or put a less deadly curse on the item, or help by giving you a +2 aid another bonus on rolls to create the item. If you convince the fey to be helpful, he or she will waive his fee, or put a quirk or curse of your choice on the item, or give a +5 on rolls to make the item. Of course, one never knows exactly what one will get when dealing with the fey. You must be at least 7th level to select this gift.
  • Jinx Item (Sp): Inspired by the gremlins known as jinkins, you can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. As a standard action, you can jinx one magic item within close range. If the item is unattended, it is automatically jinxed. If it carried, worn, or used by a creature, the creature must make a Will save. The DC is equal to 10 + 1/2 your Cradled level + the your Charisma modifier. The jinx lasts for the rest of the day, or until removed with remove curse, break enchantment, or other magic. You may use jinx item once per day plus one additional time per day for every four Cradled levels you have attained.
  • Speedy Sabotage (Su): Inspired by the gremlins known as vexgits, when using the Disable Device skill, you treat all devices as being one category simpler for the purposes of determining how long it takes to use the skill. Thus, difficult devices count as tricky, tricky devices count as simple, and simple devices can be dismantled as a free action. You may attempt to open a lock as a move action. Moreover, you gain an insight bonus on disable device checks equal to half your Cradled level (minimum +1).

Favored Child: At 10th level you have earned the special favor of a particular nymph. This nymph's inspiration (Su) gives you a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. Moreover, the nymph's favor gives you command over time, such that you can craft any nonmagical item up to 10'x10'x10' in size in a single day's labor.

Cradled Musician

Your Nature is based in the fey magic of music. You have been taught by the creatures who invented many wind and string instruments; maybe even by the actual inventors themselves! Following an ancient tradition of song, wind, and string, the Cradled Musician is an exemplar of power and virtuosity.

Domain: At 1st level you must choose one domain from these: Fey, Charm, or Magic.

Fey Gifts: At 1st, 4th, and 7th levels, you must choose one gift from these:

  • Bardic Dabbling (Su): You have learned some of the tricks of a bard's performance ability. You can Inspire Courage and Fascinate (not Suggest) as a bard does. You gain your Charisma modifier plus 2 rounds of bardic performance per Cradled level per day. It is a standard action to initiate a performance, and a free action to maintain. If you gain the bard performance ability from another class or prestige class, then your Cradled levels stack with other levels in those classes for the purpose of adding rounds of performance per day and to improve the Inspire Courage bonus and the Fascinate save DC.
  • Bardic Mastery (Su, Sp for Suggestion) : You have mastered the art of bardic performance. You have the same ability as a bard of a level equal to your Cradled level. If you gain bardic performance from another source, your Cradled levels stack with other class levels to advance every aspect of the ability. You must first take the Bardic Dabbling gift as a prerequisite to select this gift.
  • Grig Fiddle (Su): You have learned the magical fiddle music of the grigs. As a standard action, make a Perform (String Instrument) skill check vs DC20. If you succeed, your catchy tune compels all creatures (friend or foe) within a 20-foot spread to dance and caper. A creature can resist this compulsion by making a Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as the you continue to fiddle. Once a creature makes the save against a your fiddle music, it is immune to further fiddle effects from you for 24 hours. This is a sonic mind-affecting effect. The save DC is 10 plus your Chr modifier plus 1 for every increment of five by which your perform check exceeds the required 20 (+1 for a 25, +2 for a 30, etc). You can maintain this effect by concentrating for up to 1 round per day per Cradled level. These rounds do not need to be consecutive. You must be at least 7th level to select this gift.
  • Nereid's Grace (Su): You have been inspired by songs about nereids. You add your Charisma bonus as a deflection bonus to your Armor Class and CMD if you wear no armor.
  • Satyr Pipes (Su): You can focus and empower your magic by playing haunting melodies on your panpipes, like a satyr. As a standard action, make a Perform (Wind Instrument) skill check vs DC20. If you succeed, all creatures within a 60-foot spread, friend or foe, must make a Will save or be affected by charm person, fear, sleep, or suggestion, depending on the tune played. A creature that successfully saves against any of your panpipe tunes cannot be affected by your ability for 24 hours. The save DC is 10 plus your Chr modifier plus 1 for every increment of five by which your perform check exceeds the required 20 (+1 for a 25, +2 for a 30, etc). The effect lasts for ten minutes per Cradled level. When you select this gift, choose the tune you learn (charm person, fear, sleep, or suggestion). You may choose this gift up to four times; each time, you gain another tune. You can use this ability once per day plus one additional time per day for every four Cradled levels you have attained. You must be at least 4th level to select this gift.
  • Tuned Instrument: You can use any Planar Ally spell to summon a fey music master to help you become attuned to a particular single magical musical instrument. The fee for this service is another magical instrument. After a day of study, you can use your Chr modifier to set the instrument's save DC, and you can use your Cradled caster level for all variable effects based on level. Moreover, you are immune to any harmful effects, quirks, or curses from your tuned instrument. For example, if you are attuned to Pipes of Haunting, the save DC is 12 plus your Chr modifier, not DC13. You may be tuned to only one particular instrument at a time.

Favored Child: At 10th level you have earned the special favor of a particular nymph, who has given you a lock of her hair. As long as you carry this nymph's lock (Su), you gain a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. If you have bardic dabbling or bardic performance, you gain an additional number of performance rounds per day equal to your nymph muse's Charisma modifier (usually seven extra rounds per day). If you lose your lock of hair, you lose this ability until you can visit your muse again (typically between modules, maybe between scenes, as your DM allows.)

Cradled Trickster

Your Nature is focused on the fey tradition of playful antics, pranks, and trickery. You are wily, cunning, quick, and clever. You are a natural at practical jokes, traps, and taking enemies by surprise.

Domain: At 1st level you must choose one domain from these: Fey, Trickery, or Rune.

Fey Gifts: At 1st, 4th, and 7th levels, you must choose one gift from these:

  • Hammerspace (Su): You have access to a nondimensional space called hammerspace. You may store a single large item (at least the size of a two handed weapon for you, and not more than you can carry or wield in two hands) in hammerspace. Drawing this item from hammerspace is a swift action; it takes another swift action to return it. You may store two items in hammerspace at Cradled level 4, and three at Cradled level 7. Moreover, you can partly place yourself in hammerspace if you have cover enough for a creature three sizes smaller than you are. It is a swift action for you to partly enter hammerspace in this way, and it is a free action to leave it. This allows you to hide behind saplings, stools, small rocks, etc. If the object you are hiding behind (the tree or stool or whatever) is moved or destroyed, you leave hammerspace with no ill effects. To use hammerspace as a hiding place while under observation, first make a bluff check to create a distraction. Whether you are hiding in hammerspace or not, it offers you partial cover. You cannot move while you are partly in hammerspace.
  • Hidden Trick (Ex): If you are invisible, you may make a Dirty Trick combat maneuver and still remain invisible. If you are not invisible, or if you fear detection in some other way, you can make a Dirty Trick maneuver after a Bluff check to create a distraction to conceal the fact that you are the attacker from the target, who will not know who attacked him. You must be at least 4th level to select this gift.
  • Korred's Hair (Su): You have learned the trick of animating your hair from the korreds. Your hair is constantly writhing and twitching. As a swift action, you can cause your long hair to reach out and interfere with adjacent creatures, tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. You select the target are affected by your animated hair. A target must make a Reflex save vs DC13 plus your dexterity bonus each round to avoid becoming entangled for 1 round. You can animate your hair to entangle enemies for up to 1 round per day per Cradled level. These rounds do not need to be consecutive. You can use this ability once per day plus one additional time per day for every four Cradled levels you have attained.
  • Magic Satchel (Su): You have a magic bag, rather like a carpet bag with handles, from which you can pull all manner of mundane and unusual items. You may carry unspecified equipment worth up to 100 gp per Cradled level. This can be any kind of gear that you can carry, even if its size is greater than that of the magic satchel. Allowed satchel items include potions and scrolls (but not any other sort of magic item). As a full-round action requiring two hands, you may dig reach into your satchel to retrieve an item you specify at that time, deducting its value from the allocated amount of cost. When the total remaining cost reaches 0 gp, you can retrieve no more items until you refill your satchel the next morning by pouring 100 gp per Cradled level into it.
  • Quicktrick (Ex): You may make a Dirty Trick combat maneuver as a move action. You must be at least 4th level to select this gift.
  • Woodland Stride (Ex): You may move through any sort of undergrowth or natural obstacle (such as natural thorns, rubble, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Favored Child: At 10th level you have earned or won a Pot of Gold (Su). Treat this pot as a no-cost secret chest that does not require a miniature chest to retrieve. Use your Cradled caster level to determine effects such as capacity. You may not store living creatures in your pot of gold, and there is no chance of losing the contents after 60 days. In addition, you may find up to 10,000 gp of fairy gold in your pot each module. Fairy gold has a duration of 1d100 hours, after which time it disappears. Fairy gold may not be used in the Catacombs, and if you gain a reputation for using fairy gold, you lose this ability, since the Fae King does not want your thievery to sully the good name of the fey folk.

Notes on Travel to the Wold's Cradle

Travel to and from the Wold's Cradle is dangerous, not only because the plane is full of tricks, monsters, and hazards, but because time and space are fluid there. When any character travels to the plane, there is no telling where or when you will arrive. When you leave the plane, you may find yourself removed in time and place from your desired destination. In general, you and your party never return to the Wold at an earlier time than you left, with exceptions to this rule possible if it will suit the current adventure, at the DM's choice. Characters separated from their party almost never arrives so distant in time or place that they are effectively written out of the module (possible exception: PCs planning to go walkabout.). Also in general, you never returns to a time and/or place where survival is impossible.

In general, for all methods used to travel away from the Wold's Cradle, roll a d100. On a roll of 1-70, you arrive within 1d12 hours in time and 1d10 miles in distance from your desired destination. On a roll of 71-85, you arrive within 2d12 hours in time and 2d10 miles in distance. On a roll of 86-95, you are off by 3d12 hours and 3d10 miles, and you arrive in a place that is inconvenient or embarrassing. On a roll of 96 to 00, you are off by 4d12 hours and 4d10 miles, and you arrive in a place that is extremely hazardous.

A Cradled character with the Cradled Travel class special ability can subtract his Cradled level from the d100 roll mentioned above. Note that the DM makes all decisions regarding physical and temporal displacement, as well as other dangers.

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