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Monday, March 18, 2013

PFRPG: LeShay Archetypes: Fáidh


Fáidh (Oracle; LeShay)

The fáidh (fahy) are leShay who sever their connection to their leShay weapon in order to gain access to an additional mystery.

A fáidh has the following class features.

Recommended Mysteries: Any except for the metal mystery.

Mystery: A fáidh selects two different mysteries, one of which must be the lore (APG) or the time (UM) mystery. However, serving two mysteries is trying, and has its drawbacks.

Oracle’s Curse: In addition to choosing a normal curse at 1st level, a fáidh also looses access to her leShay weapon. As well as the obvious disadvantage this imposes, a fáidh takes a –2 penalty on Charisma-based checks (except for Intimidate) against animals, fey, and humanoids with fey ancestry (i.e. elves, gnomes, and half-elves) because “something” seems asynchronous about her. This penalty increases to –4 against other leShay since to one of her own race it would seem as if she had willingly amputated part of her soul. These penalties translate to bonuses (+2 and +4, respectively) on Intimidate checks against the relevant creature types.

Class Skills: A fáidh adds Linguistics, Knowledge (arcana), Knowledge (nature), and Perception to her list of class skills. These replace the addition class skills from her mysteries.

Bonus Spells: A fáidh may select her bonus spells from either of her mysteries. The fáidh also has the choice to learn a lower-level bonus spell she did not choose in place of a higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level they would be if the fáidh had learned them with the appropriate bonus spell.

Example: A 4th-level fáidh with the lore and nature mysteries has the choice of learning tongues or barkskin as her mystery bonus spell. If she selected tongues as her 4th-level bonus spell, at 6th level she could use her new bonus spell to learn barkskin instead of locate object or speak with plants, and she would add it to her list of 2nd-level spells known (just as if she had learned it as her 4th-level bonus spell).

Revelations: At 1st, 3rd, 7th, 11th, 15th, and 19th levels, a fáidh may select revelations from either of her mysteries. In addition, she gains a new revelation at 5th level and 13th level.

Final Revelation: At 20th level, a fáidh’s racial damage reduction improves to 10/magic and cold iron and she gains immunity to disease and poison. In addition, she is under a constant supernatural effect that mimics the foresight spell (she is never surprised or flat-footed and gains a +2 insight bonus to AC and on Reflex saves). The supernatural foresight is lost whenever she is in contact with any sort of metal other than mithral. This replaces the final revelations of both of the fáidh’s mysteries.

Drawbacks: A fáidh has one fewer spell known at each level (including orisons) than is presented on the oracle spells known table. Furthermore, the conflicting desires created by the divergent callings of the fáidh’s mysteries forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A fáidh always takes a –2 penalty on Will saves.

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