Chosen of the Seelie Court

Chosen of The Seelie Court

Also known as The Tel’Ary’Seelie 

its a template that can be added to any Elf, Pixi, Brownie, Dryad, Nymph, Satyr, Korred, Slyph, Sprite, Hamadryad, Swanmay, or Fey creature. A Chosen of The Seelie uses the character’s statistics and special abilities except as noted below.

Any Dryad Character who takes the mantle of Chosen of the Seelie Court is allowed to leave her oak tree without dying upon gaining chosen status

Fey Pledge: Chosen of The Seelie Court are the champions of the Fey folk. They wander the forests of Faerun acting as guardians to everything fey. They serve all the deities of the Seelie court but answer directly to Titianya and Oberon. They are quick to laugh at a revelry and quick to anger when the ancient woodlands of the faeries are threatened by any non-fey beings.
They are pledged to watch over and protect all manner of Fey creatures, as well as participate in all celebrations and misadventures as much as possible. They are graceful and agile in combat seeming as if dancing in acrobatic swiftness. They love causing mischief to any and all creatures they happen apon and deliberately seek out followers of Erevan Ilesere to have friendly competitions over tricks, pranks and Feywine.

BONUS SPELLS (Sp): Constant~~ Protection from Law, Freedom of Movement, Holy Aura. At will~~ Mislead, Alter self. 5/day:~~ Expeditious Retreat, Invisibility. 3/day~~ Entangle, Confusion. 1/day~~ Weird, Word of Chaos.

Daydream(sp): The chosen can make creatures within 100 feet of her forget what they were doing and blankly stare off into the sky. Creatues can make a Will. save DC10 + Character level + Cha. bonus to negate the effects of the Daydream. The chosen may affect as many creatures as her total character level. Once under the effects of the Daydream the creatures are prone to attacks. This ability may be used 2 times a day and last 5 rounds + Charisma bonus.

Sylvan Stealth(Su): The chosen can take 20 on Move Silently and Hide even under stress when in any forests on Faerun.

Faerie Dust(Su): The chosen can create up to 5 ounces of Faerie Dust a day. If the faerie dust is used as any material component when casting spells from the school of Illusion she gains a +1 bonus per ounce to the DC of that spell.

Spell Immunity (Su): The chosen is immune to all Illusion spells as if she were constantly protected by a spell immunity spell.

Immunities (Ex): The Chosen are immune to aging effects and do not physically age. They are also immune to the spell-like abilities of all Fey creatures.

Create Crossroads (sp): This ability allows the chosen to create a Crossroad once a week as if using the Create Crossroads spell except there is no XP cost. 

Detect Fey Mounds(su): The chosen can detect any Fey Mounds within 5oo feet. This ability is in constant effect.

Sleeping Beauty(Su): Any creature gazing into the eyes of the chosen with less than 15HD must make a Will. save DC10 _ Character level + Wis. bonus or fall into a deep stasis slumber lasting 1d2 days.

Faerie Fiddle (Sp): The Chosen may summon a crystal fiddle once a day. Upon playing a single note all creatures within 60 feet must make a Will. save DC10 + Character level + Wis. bonus or be affected as if by a Otto’s Irresistable Dance for 1d6 rounds. Upon playing for a full round all creatures within 60 feet are affected as if by a Tasha’s Hideous Laughter spell and are polymorphed into any small size creature you choose for 1d8 rounds. 
(can you imagine a squirrel laughing uncontrollably on the ground?)

Wrath of the Seelie (Su): This powerful ability may only be used one time a day. When threatened by evil and the lives of fey creatures need protecting the chosen may use one of these two abilities; 1. As the spell Cocoon except it affects up to 50HD of creature. A successful Fort. save DC10 + Character level + Wis. bonus negates the effects. Or 2. As the spell Meteor Swarm except the damage is Sonic and the area of effect is doubled. A successful Ref. save DC10 + Character level + Dex. bonus for half damage. Both spell-like abilities are cast as if by a 20th level sorcerer.

Saves: The character adds + 2 as a bonus to all saving throws.

Abilities: Increase from the character as follows: Dexterity 
+10, Charisma +2.

Skills: Disguise, Hide, and Move silently are class skills, regardless of the character’s class.

Feats: (You gain these feats automaticly without meeting their prerequisites) Alluring, Quicker than the eye, and Weapon Finesse. 

Climate/Terrain: Same as the character.
Organization: Same as the character, But must be a devoted follower of Titianya or Oberon.
Challenge Rating: Same as the character +5.
Alignment: CG, CN, 
Treasure: Same as the character.
Advancement: Same as the character

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