Adventures in Thary
Hit Die: d8.
To qualify to become a fey hunter, a character must fulfill all the following criteria:
Base Attack Bonus: +5.
Skills: Knowledge (nature) 4 ranks.
Feats: Iron Will.
Special: Must have fought a fey.
The fey hunter’s class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||1||2||3||4|
|1st||1||0||0||2||Smite Fey (1/day), fey jump||0|
|2nd||2||0||0||3||Detect Fey, iron mind +2||1|
|3rd||3||1||1||3||Dispel magic (1/day), Time lock||2||0|
|4th||4||1||1||4||Mind over magic||3||1|
|5th||5||1||1||4||Smite Fey (2/day), unmaking magic, Divine link||3||2||0|
|6th||6||2||2||5||Dispel magic (2/day)||3||3||1|
|7th||7||2||2||5||Cold Iron Strike||3||3||2||0|
|8th||8||2||2||6||Iron mind +4, mind over magic||3||3||3||1|
|9th||9||3||3||6||Dispel magic (3/day)||3||3||3||2|
|10th||10||3||3||7||Slippery mind, smite fey (3/day)||3||3||3||3|
All of the following are class features of the fey hunter prestige class.
Weapon and Armor Proficiency: The cold iron warrior is proficient with all simple and martial weapons and all armor and shields.
Spells per Day: You have the ability to cast a small number of divine spells. To cast a fey hunter spell, you must have a Wisdom score of at least 10 + the spell’s level, so if you have a Wisdom of 10 or lower, you cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + your Wisdom modifier. When you get 0 spells per day of a given level (for instance 1st-level spells for a 1st-level fey hunter), you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your spell list appears below. You have access to any spell on the list and can freely choose which to prepare, just as a cleric. You prepare and casts spells just as a cleric does (though you cannot spontaneously cast cure or inflict spells).
Smite Fey (Su): Once per day, a fey hunter can smite a fey with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per fey hunter). If the fey hunter accidentally smites a creature that is not a fey, the smite has no effect, but the ability is still used up for that day.
Fey Jump (Su): Starting at first level a fey hunter is able to slip in and out of the fey wild as if they were themselves fey. They no longer require a static portal or a silver branch to get back and forth. They however are still effected by all other aspects of the fey wild (hindered divine magic from non fey patrons and aging aspects of the plane).
At 5th level, and at every five levels hereafter, you may smite evil one additional time per day, as indicated on the table above.
Detect Fey (Sp): Beginning at 2nd level, a fey hunter can detect the aura that surrounds fey creatures. This functions like the detect undead spell, except it detects fey.
Iron Mind (Ex): A fey hunter gains immunity to magic sleep effects and a +2 bonus against enchantment spells or effects. At 8th level, the bonus increases to +4.
Dispel Magic (Sp): Starting at 3rd-level, a fey hunter can use dispel magic once per day as the spell. Every third fey hunter level, he gains an addition use per day. His caster level is equal to his fey hunter level.
Time lock When a fey hunter reaches third level, they are no longer effected by the time distortion when traveling in the fey wild. They can slip in and out at the same age and time as if traveling to other planes with no issue. This ability extends to anyone the fey hunter travels with.
Mind over Magic (Su): Starting at 4th level, a fey hunter can cause a spell or spell-like ability targeted against him to rebound onto the originator; this does not require an action, but the fey hunter must be conscious and must decide whether to use this power before knowing what the incoming spell or spell-like ability’s effect is, before rolling any saving throw allowed, and before the attacker rolls to overcome the fey hunter’s spell resistance (if any). This power is similar to the spell turning spell, except that there is no die roll to determine the number of spell levels affected; one use of the power turns one spell or spell-like ability targeted at the fey hunter. Effect and area spells and spell-like abilities are not affected, and this power doesn’t work on spells or spell-like effects with a range of touch. A fey hunter can use this ability once per day at 4th level and twice per day at 8th level.
Unmaking Magic (Su): Beginning at 5th level, a fey hunter gains a bonus equal to his Wisdom modifier to caster level checks when attempting to dispel magic. The spell’s maximum caster level bonus (+10) still applies, but character can exceed the bonus when adding the Wisdom modifier. For example, a 10th-level fey hunter with a Wisdom score of 18 would have a +13 bonus on a caster level checks for dispel magic.
The bonus applies to dispel magic spells the fey hunter, to the fey hunter’s dispel magic spell-like ability, and to other dispel magic abilities the character might have, but not to dispel magic effects from magic items.
Divine link When in the fey wild the fey hunter is no longer hampered in the casting of their divine spells. The plane no longer counts as having the Impeded magic trait to a fey hunter.
Cold Iron Strike (Su): Beginning at 7th level, a fey hunter’s unarmed strike or any weapon he wields bypasses cold iron damage reduction.
Slippery Mind (Ex): On attaining 10th level, a fey hunter can wriggle free from magical effects that would otherwise control or compel him. If a fey hunter with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Fey Hunter Spell List
Fey hunters choose their spells from the following list:
1st level — bless, detect snares and pits, doom, entropic shield, sanctuary, true strike.
2nd level — bull’s strength, cat’s grace, darkvision, owl’s wisdom, moment of clarity, protection from energy, see invisibility, silence.
3rd level — dispel magic, helping hand, invisibility purge.
4th level — break enchantment, spell immunity, true seeing.