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. |