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.
Hit Die: d6
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
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
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