Greater Fairy "Ordinary fairies are weaker than humans. Greater fairies are mightier than other fairies."-Zun, Greater Deity
Powerful fairies that stand above their kind,
mastering dabbling on a mix of martial techniques and danmaku barrages combined with developing their natural resilience to overwhelm all who cross their path.
MAKING A GREATER FAIRY Abilities: The abilities a Greater Fairy would want depend heavily on the choice of her school.
Races: Only fairies may become Greater fairies.
Alignment: Greater Fairies come equally from all alignments, all eager for any reason for a fight.
Starting Gold: 1d4x10
Starting Age: As fighter.
Class SkillsThe Greater Fairy's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft(Any), Diplomacy(Cha) Hide (Dex), Intimidate(Cha), Jump(Str), Knowledge (Any), Listen (Wis), Move Silently(Dex), Perform(Cha), Profession(Any), Spot (Wis)
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int
Hit Dice: d12
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Idiot, Maneuvers, Danmaku Destiny, Fairy Fate |
2nd | +2 | +3 | +0 | +3 | Fairy Fate |
3rd | +3 | +3 | +1 | +3 | Fairy Fate |
4th | +4 | +4 | +1 | +4 | Fairy Fate |
5th | +5 | +4 | +1 | +4 | Fairy Fate |
6th | +6/+1 | +5 | +2 | +5 | Fairy Fate |
7th | +7/+2 | +5 | +2 | +5 | Fairy Fate |
8th | +8/+3 | +6 | +2 | +6 | Fairy Fate |
9th | +9/+4 | +6 | +3 | +6 | Fairy Fate |
10th | +10/+5 | +7 | +3 | +7 | Fairy Fate |
11th | +11/+6/+1 | +7 | +3 | +7 | Fairy Fate |
12th | +12/+7/+2 | +8 | +4 | +8 | Fairy Fate |
13th | +13/+8/+3 | +8 | +4 | +8 | Fairy Fate |
14th | +14/+9/+4 | +9 | +4 | +9 | Fairy Fate |
15th | +15/+10/+5 | +9 | +5 | +9 | Fairy Fate |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Fairy Fate |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Fairy Fate |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Sparkly Scion |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Sylph Stance |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Fairy Fame |
Weapon and Armor Proficiencies: 4 simple weapons, 1 martial weapon, Light, Medium and Heavy Armor
Idiot (Ex): A Greater Fairy doesn't know how to speak or read/write any language by default. She can either spend one skill points for speaking common and then another two for reading/writing or she'll learn to speak if she multiclasses into another class.
Maneuvers: A Greater Fairy chooses a martial school and picks three first level maneuvers and one first level stance from it. At each level up she may retrain one of her maneuvers of stances for another of a level she has available, 1+(1/2 Greater Fairy level). A Greater Fairy can ready all three of her known maneuvers, and they recharge automatically at the start of her turn provided her Fairy Fire is active (see below). Unlike most other martial classes, the IL for a Greater Fairy is simply equal to her own Greater Fairy level.
Danmaku Destiny(Su):Each level of Greater Fairy increases the range of Danmaku Mook by 5 feet and its damage by 1 as long as the Greater Fairy is under the effects of Faerie Fire.
Fairy Fate(Su): At the following levels the Greater Fairy gains some of the following spells as permanent effects on herself with CL=Greater Fairy level that cannot be dispelled. The Greater Fairy may also end any one of them herself as a swift or move action, and restart them as another swift or move action.
At first level Faerie Fire.
At 2nd level Pass without Trace.
At 3rd level Invisibility (ends if she attacks as normal invisibility but she can restart it as a move or swift action, is nullified by her own Faerie Fire).
At 4th level Misdirection.
At 5th level Nondetection.
At 6th level Freedom of Movement.
At 7th level DeathWard.
At 8th level Fire Shield, except the damage type is the same as your Danmaku Mook ability, and the resistance is to the same type of damage.
At 9th level Spell Resistance.
At 10th level Righteous Might.
At 11th level Globe of Invulnerability.
At 12th level Greater Heroism (extra temp HP only resets by spending 1 hour eating and drinking).
At 13th level Ethereal Jaunt.
At 14th level Control Weather (change with 10 minutes of concentration, can only be used during her own element season, in the case of Sun only during the 6 brightest hours of the day, for Moon only during the 6 darkest hours of the night, for Star each day there’s a 25% chance this ability is useable).
At 15th level Mindblank.
At 16th level Protection from Spells.
At 17th level Foresight.
Sparkly Scion (Ex): At 18th level the Greater Fairy becomes immune to all damage from her element while her Faerie Fire is active.
Sylph Stance(Ex): At 19th level the Greater Fairy learns a second stance from her chosen school, but can only switch stance while her Faerie Fire is active.
Fairy Fame: At 20th level the Greater Fairy gains +9 to all ability scores (except Int) during her element’s season (in the case of Sun, during the 6 brightest hours of the day, for Moon during the 6 darkest hours of the night, for Star there’s a 25% chance this ability activates eacy day)
PLAYING A CLASS NAME Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on.
CLASS NAME IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
CLASS NAME IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC CLASS NAMEHit Die: dx
Skills Points at Each Level : x + int
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th