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Empyrean

Fey that have a tremendous capacity for magic or psionics are known as Empreans. Their very beings are entwind with power. 


Abilities: Charisma is most important for the empyrean, for

it powers his ability to use spells.

Alignment: Any

Hit Die: d6

Class Skills

An empyrean’s class skills (and the key abilities for each)

are Bluff (Cha), Hide (Dex), Knowledge (nature) (Int), Listen

(Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), and any

three others.

Skill points at 1st level: (6 + Int modifier) x4

Skill points at each additional level: 6 + Int modifier

Weapon and Armor Proficiency: Empyreans are proficient

with the club, dagger, heavy crossbow, light crossbow,

longsword and quarterstaff, but not with any type of armor or

shield. Armor of any type interferes with an empyrean’s movements,

which can cause spells with somatic components to

fail.

Spells: An empyrean casts fey spells, which are drawn from

the fey spell master list (see page 47). An empyrean is a spontaneous

spellcaster, which means that he may cast spells at will, as

long as he is able to cast spells of a given level and has spell slots

remaining for the day. He receives a number of bonus spells per

level equal to his Charisma bonus from his host list. To learn or

cast a spell, the empyrean must have a Charisma score equal to

at least 10 + the spell level.

Damage Reduction (Su): A fey empyrean has a damage

reduction equal to his character level (to a maximum base of 10).

Only cold iron can bypass this damage reduction.

Bonus Feats: At 1st level and every two levels thereafter,

the empyrean receives a free fey bonus feat. Standard and bonus

feats may be chosen from the general, metamagic, or fey feat

lists.

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