Cradled Emissary

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CRADLED EMISSARY

After the Fae King was reborn, he awoke his people and the land he created for them, the Cradle of the Wold. This fey kingdom 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. Some mortals fear the fey folk, some envy them, some shun them. And some mortals, especially those with a touch of divine power, are drawn to the fey. Admiring them, these mortals offer friendship and alliance with the fey, bargaining and begging for their aid and wisdom.

Cradled Emissaries are druids, witches, and clerics who use their magical power to call fey folk to them, asking them for favors and friendship. Arcanists also benefit from friendship with the fey folk, so some fey friends are multiclassed bards, wizards, sorcerers, mystic theurges, and seers.

As NPCs, many fey friends avoid cities, living in natural places, especially those where fey folk gather. Others wander, not only through the Wold, but into the realm of the fey where time plays tricks. Some cradled emissaries are noble, and others are corrupt, but all have a deep fascination with all fey creatures.

(Note: Note: This prestige class takes the place of the DMG's Thaumaturgist in the Wold.)

Hit Die: d4

Requirements

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

  • Feats: Spell Focus (Conjuration)
  • Skills: Knowledge (Nature) 6 ranks
  • Language: Must be able to speak Sylvan
  • Spells: Lesser Planar Ally

Class Skills

The fey friend's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge Nature and Planes(purchased individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis).

Skill Points per level: 4 + Int modifier

Table: The Cradled Emissary
Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Fey Affinity +1, +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Improved Ally, +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Lesser Fey Travel, +1 level of existing spellcasting class
4th +2 +1 +1 +4 Augment Summoning, +1 level of existing spellcasting class
5th +2 +1 +1 +4 Fey Affinity +2, +1 level of existing spellcasting class
6th +3 +2 +2 +5 Extended Summoning, +1 level of existing spellcasting class
7th +3 +2 +2 +5 Greater Fey Travel, +1 level of existing spellcasting class
8th +4 +2 +2 +6 Contingent Conjuration, +1 level of existing spellcasting class
9th +4 +3 +3 +6 Fey Affinity +3, +1 level of existing spellcasting class
10th +5 +3 +3 +7 Fey Cohort, +1 level of existing spellcasting class

Class Features

Cradled Emissary Ethos: These fey friends think of themselves as emissaries, that is, envoys and ambassadors, offering the friendship of mortals to the fey. Some fey greet the cradled emissaries as long lost cousins, and other fey treat them with amusement or contempt. Some of the fey call these friendly mortals "bargainers" or "ephemerals." Among themselves, the cradled emissaries call themselves "the cradled" because they seek to be linked to the fey as the Wold is linked to its Cradle. They call themselves "emissaries" because they seek to bring messages of alliance between mortals and fey folk. The 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.

Weapon & Armor Proficiency: Emissaries gain no additional proficiency with armor or weapons.

Spells Per Day: When a new emissary level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (better wildshape, metamagic or item creation feats, and so on). This essentially means that she adds the level of emissary to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a fey friend, she must decide to which class she adds her cradled levels for purposes of determining spells per day when she first adopts the PrC.

Fey Affinity: Emissaries gain a +1 bonus on all skill interactions with fey creatures, including negotiations for services. This bonus rises every four levels, to +2 at level 5 and +3 at level 9.

Improved Ally: When an emissary casts a planar ally spell to call a fey (including the lesser and greater versions), he makes a Diplomacy check to convince the fey to aid him for a reduced payment. If the emissary's Diplomacy check adjusts the fey's attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The emissary's improved ally class feature only works when the planar ally shares at least one aspect of alignment with the emissary. A cradled emissary can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.

  • NOTE: It can be dangerous to call on the fey for favors. Although only non hostile fey will answer a call from an emissary, even a "friendly" fey may play tricks or behave in ways that seem odd to a mortal.

Lesser Fey Travel: The cradled can cast Plane Shift as a spell-like ability once per day, but only to travel to the Wold's Cradle and to return. No material component is needed. Note that travel to the fey realm is fraught with dangers, not least being that time moves oddly there.

Augment Summoning: At 4th level, a cradled emissary gains the Augment Summoning feat.

Extended Summoning: At 6th level and higher, all spells from the summoning subschool that the cradled casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell's level.

Greater Fey Travel: The emissary can use the fey travel ability twice per day. Also, the ability now returns the friend to the Wold at about the place (within a mile) and moment (within an hour) from which the emissary left. This minimizes the danger of getting very lost in time or place upon one's return.

Contingent Conjuration: An 8th-level emissary 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 having the cradled 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 condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the emissary wants it to, although most conjurations can be dismissed normally. An emissary can have only one contingent conjuration active at a time.

Fey Cohort: A 10th-level cradled emissary can use any of the planar ally spells to call a fey to act as his cohort. The called fey serves loyally and well for a period of time from a month to a year, as long as the fey friend continues to advance a cause important to the creature. To call a fey cohort, the cradled must cast the relevant spell, but no expenditure of experience or gold is needed to convince it to serve as a fey cohort. The fey cohort can't have more Hit Dice than the cradled has, and must have an ECL no higher than the emissary's character level -3. An emissary can have only one fey cohort at a time, but he can continue to make agreements with other called creatures normally. A fey cohort replaces a cradled's existing cohort, if he has one by virtue of the Leadership feat, but in this case the cohort's ECL can equal the cradled's level. After the cohort leaves the emissary's service, the emissary must wait a week before calling another.

Notes on Fey Travel

Note that the DM makes all decisions physical and temporal displacement, as well as other dangers.

Some ground rules:

  • the PC (and party) never returns to the Wold at an earlier time than they left. The exception being when the module depends on this and the PC's seek out a reverse time stream.
  • the solo PC never arrives so distant in time or place that they are effectively written out of the module. The exception being a PC whose player wishes to go on walkabout for a fixed or indefinite period.
  • the PC (and party) never returns to a time and/or place where survival is impossible
  • For Lesser Fey Travel using teleport %):
    • On Target = within 1d12 hours in time & 1d10 miles in distance
    • Off Target = within 3d8 hours in time & 3d10 miles
    • Similar Target - DM fiat but merely inconvenient or embarrassing
    • Mishap - DM fiat but hazardous

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Approved by Cayzle June 8, 2006.