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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: d6

Requirements

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

  • Feats: Spell Focus (Conjuration)
  • Skills: Knowledge (Nature) 3 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), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge-Nature (Int), Knowledge-The Planes (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

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

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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.