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FIRST WORLDER

Instead of the outer planes, some summoners reach into the strange realm of the fey and call forth those who dwell there.

 

Fey Eidolon:

Fey eidolons are fey for the purpose of determining which spells and effects affect them. This replaces the eidolon’s outsider type.

 

Eidolon Class Skills: The following skills are class skills for a fey eidolon: Acrobatics (Dex), Athletics, (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Influence (Cha), Knowledge (civilization) (Int), Knowledge (nature) (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha). This replaces the eidolon’s list of class skills.

 

Fey Lineage:

The summoner of a fey eidolon doesn’t choose a subtype for his eidolon. Instead, he chooses one of the fey lineages noted below. A fey eidolon’s choice of lineage functions exactly like a standard eidolon’s choice of subtype, except a fey eidolon doesn’t gain a subtype as a result of this choice.

Beautiful Fey
Fey often manifest in humanoid guises that appear stunningly beautiful to mortals, as they embody the actualized perfection that mortal life could have taken had it not abandoned the natural world in favor of civilization. Such fey are otherworldly in their beauty and are often embodiments of fertility, growth, and seduction. Whimsical in spirit, beautiful fey eidolons care little for the long-term plans and goals of mortals, and often serve out of curiosity or adoration for their summoner. Dryads, nymphs, and satyrs are examples of beautiful fey eidolons.

 

Alignment: Any nonlawful.
Eldritch Pact: Fallen Fey
Summon List: Fey
Base Form:

  • Biped (fey magic, limbs [arms], limbs [legs]).

 

Base Evolutions:

  • At 1st level, beautiful fey eidolons gain the skilled evolution with one Charisma-based skill of their choice and the weapon training evolution.

  • At 4th level, beautiful fey eidolons gain the ability increase (Charisma) and the advanced fey magic I evolution.

  • At 8th level, beautiful fey eidolons gain the otherworldly beauty ability as a supernatural ability, allowing them to addle the minds and senses of mortals. As a free action, the eidolon can use this ability to cause any humanoid creature within 30 feet that can either see or hear the eidolon to become blinded, deafened, nauseated, or staggered if it fails a Will save (DC 10 +1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier). The summoner must choose whether this ability has visual or audible components and which condition is inflicted when the eidolon gains the evolution. This ability can only inflict blindness if it has visual components and it can only inflict deafness if it has audible components. Whenever the summoner changes his eidolon’s evolutions, he can change which components and conditions are tied to his eidolon’s otherworldly beauty ability. The effects of otherworldly beauty last for as long as the target is within 30 feet of the eidolon and for 1d4 rounds after leaving this area. A creature that succeeds on its save is immune to that eidolon’s otherworldly beauty for 24 hours. The eidolon can use this ability three times per day.

  • At 12th level, beautiful fey eidolons gain DR 5/cold iron and magic. They can also use their otherworldly beauty ability four times per day and can affect any creature with an Intelligence of 3 or higher with otherworldly beauty instead of just humanoids.

  • At 16th level, beautiful fey eidolons gain the spell resistance and ability increase (Charisma) evolutions, and they can use their otherworldly beauty ability five times per day.

  • At 20th level, beautiful fey eidolons gain the fast healing evolution and can use their otherworldly beauty ability six times per day.

Fearsome Fey
Although most are spirits of nature, some fey manifest as beings of pure instinctual fear. Appearing in horrific forms and taking cruel delight in terrorizing mortals, these fey lurk in unseen places in the dead of night, waiting for a chance to strike at their prey. Most fearsome fey delight in the torment they cause to the point of gaining physical nourishment from their victim’s anguished cries, feeding gleefully until their victim literally dies of fright. Fearsome fey have few qualms with partnering with summoners who are willing to supply them with a constant stream of victims, though this means that only the most depraved summoners are willing to accept the service of a fearsome fey eidolon. Boogeymen, chaneque, and cold riders are examples of fearsome fey eidolons.

 

Alignment: Neutral Evil or Chaotic Evil.
Eldritch Pact: Fallen Fey
Summon List: Fey
Base Form:

  • Aquatic (bite, gills, tail, tail slap, swim),

  • Avian (bite, flight, limbs [legs]),

  • Biped (claws, limbs [arms], limbs [legs]),

  • Quadruped (bite, limbs [legs, 2]),

  • Serpentine (bite, climb, grab [tail slap], tail, tail slap).

 

Base Evolutions:

  • At 1st level, fearsome fey eidolons gain the skilled (Intimidate) and skilled (Stealth) evolutions and they are treated as being one size category larger when determining any bonuses or penalties that they take on Intimidate checks due to size.

  • At 4th level, fearsome fey eidolons gain Dazzling Display as a bonus feat, ignoring its prerequisites. They can use Dazzling Display as a standard action instead of a full-round action, and they can use Dazzling Display while wielding any manufactured weapon that they are proficient with or with any natural weapon they possess.

  • At 8th level, fearsome fey can demoralize an opponent as a swift action immediately after hitting that same opponent with a manufactured weapon that they are proficient with or with any natural weapon that they possess. In addition, the eidolon gains a +2 morale bonus on attack rolls against opponents with the shaken, frightened, panicked, or cowering condition. Eidolons with the tiny evolution increase their reach by 5 feet against such opponents, stacking with the reach evolution. Eidolons with the scent evolution treat all such opponents as having a strong scent, allowing the eidolon to detect them at double the usual range (or triple the usual range if that opponent also has a strong scent).

  • At 12th level, fearsome fey gain DR 5/cold iron and the frightful presence evolution. In addition, if the eidolon successfully demoralizes an opponent that was already shaken by its frightful presence evolution and its demoralize attempt’s result is high enough that the attempt would increase the number of rounds that the target is shaken for by 4 or more rounds, the eidolon can instead decide to make the target cower for 1 round.

  • At 16th level, fearsome fey eidolons ignore any cover or concealment that opponents who are shaken, frightened, panicked, or cowering possess when making attacks with manufactured weapons that it is proficient with or any natural weapons that it possesses. This ability does not allow the eidolon to ignore total cover or total concealment. In addition, they can deliver a coup de grace to panicked or cowering targets as a full-round action that provokes an attack of opportunity. If the eidolon is hit and dealt damage by such an attack, its coup de grace automatically fails to deal damage to its target

  • At 20th level, fearsome fey eidolons gain the fast healing evolution. Their fast healing is doubled whenever they are threatening an opponent who is shaken, frightened, panicked, or cowering.

Trickster Fey
Fey have fearsome reputations as tricksters, although this perception applies to only a small number of fey in truth. These fey tricksters are renowned for their guile and often seek to make mortals the butt of their life-threatening and often spiteful jokes and jests. Summoners often gain the companionship of trickster fey by besting them in jests of their own, earning their respect and service of these beings through cunning and guile. Gremlins, pixies, and sprites are examples of trickster fey eidolons.

 

Alignment: Any nonlawful.
Eldritch Pact: Fallen Fey
Summon List: Fey
Base Form:

  • Biped (claws, limbs [arms], limbs [legs]).

 

Base Evolutions:

  • At 1st level, trickster fey eidolons must be Small eidolons, and they can choose to replace the claws from their base form for the weapon training evolution by spending 1 evolution point. They also gain the tiny evolution. Alternatively, fey eidolons can gain the ability increase (Dexterity) and flight evolutions instead of the tiny evolution.

  • At 4th level, trickster fey eidolons gain the ability to strike a vital spot to deal extra damage against an opponent that is unable to defend itself effectively from its attack. This ability functions like the rogue’s sneak attack class ability, dealing an additional 1d6 damage at 4th level and increasing by 1d6 every 4 levels thereafter. They can also spend 3 evolution points to gain a rogue talent that adds an effect to a sneak attack (those marked with an asterisk [*]) as though it were an evolution, up to a total number of rogue talents equal to its Dexterity modifier (minimum 1).

  • At 8th level, trickster fey can cast invisibility as a spell-like ability once per day, using their Hit Dice as the spell’s caster level. They can cast this spell-like ability one additional time per day at 12th level and every 4 levels thereafter.

  • At 12th level, trickster fey eidolons gain DR 5/cold iron and magic and they gain the skilled (Stealth) evolution. They can also select the speed surge evolution, ignoring its  prerequisites.

  • At 16th level, trickster fey eidolons can choose to cast either invisibility or greater invisibility using their 8th-level base evolution.

  • At 20th level, trickster fey eidolons gain the ability to make incredibly deadly attacks against unaware opponents. Each time the eidolon deals sneak attack damage, it can choose one of the following two effects: the target can be put to sleep for 2d6 rounds or paralyzed for 1d6 rounds. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC for this save is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Dexterity modifier. Once a creature has been targeted by this attack, regardless of whether or not the save is successful, that creature is immune to this ability for 24 hours. Creatures immune to sneak attack damage are also immune to this ability.

FEY EVOLUTIONS
The following evolutions can be taken by eidolons from the First Worlder archetype.

 

1-Point Evolutions
The following evolutions cost 1 point from the eidolon’s evolution pool.
Fey Magic I: The eidolon gains limited spellcasting and learns two 0-level spells and one 1st-level spell. Its spells are drawn from the sorcerer/wizard spell lists but are limited to the enchantment and transmutation schools. To learn or cast a spell, the eidolon must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against such a spell is 10 + the spell’s level + the eidolon’s Charisma modifier. It can only cast 1 1st-level spell per day, but it can cast its 0-level spells at will. In addition, it receives bonus spells per day if it has a high Charisma score. An eidolon’s caster level with its fey magic spells is equal to its Hit Dice. An eidolon can use its share spells ability to cast spells with a range of “you” on its summoner (as a spell with a range of touch) instead of on itself, otherwise functioning like the share spells ability. This evolution cannot be changed or gained using temporary effects. This evolution can be selected up to two additional times, granting the eidolon knowledge of two additional 1st-level spells and one additional 1st-level spell slot each time.

 

2-Point Evolutions
The following evolutions cost 2 points from the eidolon’s evolution pool.
Entangle (requires Summoner level 7th): The eidolon can command nearby vegetation, animating it to attack its enemies. The eidolon can cast entangle as a spell-like ability once per day, using its Hit Dice as the spell’s caster level. The save DC for the spell is equal to 10 + the spell’s level + the eidolon’s Charisma modifier. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points.
Fey Magic II (requires Summoner level 7th and the Fey Magic I evolution): The eidolon gains access to a new level of fey spellcasting. The eidolon gains two 2nd-level spells known, drawn from the fey magic spell list (see the fey magic evolution), and one 2nd-level spell slot per day, usable with its fey magic spells known only. This evolution can be selected up to two additional times, granting the eidolon knowledge of two additional 2nd-level spells and one additional 2nd-level spell slot each time.

Quill Defense: The eidolon is covered in bristly quills that damage those who touch it. Select one natural attack. Any creature that strikes the eidolon with a non-reach melee weapon, unarmed strike, or natural weapon takes damage equal to the weapon damage of the selected natural attack, plus the eidolon’s Strength modifier. Strength damage, Strength drain, and penalties to Strength don’t impact the amount of damage that the eidolon deals to attackers with this ability.

  • Quills (requires the Quill Defense evolution): The eidolon can launch a volley of quills at two separate opponents as a standard action. This ranged attack has a range of 300 feet with no range increment. The eidolon makes an attack roll against each target when using this ability, and all targets must be within 30 feet of each other. If the attack hits, the target takes damage from the eidolon’s quill defense evolution as if it had made a melee attack against it. Launched quills regrow in a single round, during which the eidolon’s quill defense evolution is unaffected. The eidolon can attack additional targets with this ability by spending 2 evolution points per additional target, up to a total of 4 quills per volley.

 

3-Point Evolutions
The following evolutions cost 3 points from the eidolon’s evolution pool.
Fey Magic III (requires Summoner level 10th and the Fey Magic I and Fey Magic II evolutions): The eidolon gains access to a new level of fey spellcasting. The eidolon gains two 3rd-level spells known, drawn from the fey magic spell list (see the fey magic evolution), and one 3rd-level spell slot per day, usable with its fey magic spells known only. This evolution can be selected up to two additional times, granting the eidolon knowledge of two additional 3rd-level spells and one additional 3rd-level spell slot each time.

Greensight: The eidolon can see through up to 60 feet of thick plant matter as though it were transparent. Leaves, vines, greenery, and undergrowth offer no concealment to the eidolon’s sight, though solid wood still blocks its line of sight. By spending 3 additional evolution points, the distance of the eidolon’s greensight improves to 120 feet.
Mistsight: The eidolon can see through up to 60 feet of fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions. By spending 3 additional evolution points, the distance of the eidolon’s mistsight improves to 120 feet.
Phantom Mount (requires Summoner level 4th): The eidolon can call a mount of its own into existence. Once per hour, the eidolon can summon a horse similar to a phantom steed. This mount is more real than a typical phantom steed and can carry one additional rider. The eidolon uses its Hit Dice as its caster level when determining its mount’s powers. The eidolon’s mount looks distinctive and is always appropriate for a creature of its type and subtype. If the mount is destroyed, it can be summoned again with full hit points 1 hour after its death. If the eidolon is reduced to 0 or fewer hit points, the mount is immediately destroyed as well.

 

4-Point Evolutions
The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a frenzy. Whenever the eidolon takes damage in combat, it can fly into a frenzy as a free action in the following round. It gains +2 Strength and +2 Constitution but takes a –2 penalty to AC and cannot use any Dexterity-, Intelligence, or Charisma-based skills (except Acrobatics, Fly, and Ride) or any ability or evolution that requires patience or concentration. This frenzy lasts for 1 minute or until the combat ends, after which the eidolon becomes fatigued for 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. The material used for the entrap attack is determined by the summoner; regardless of the material chosen, it has a number of hit points equal to 1/10th the eidolon’s total hit points and hardness equal to half the eidolon’s Hit Dice.

The target of the eidolon’s entrap attack must make a Fortitude save or become entangled for a number of rounds equal to the eidolon’s Hit Dice (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). An entangled creature can make a Strength check or an Escape Artist check against the same DC as a full-round action to break free. If 6 additional evolution points are spent, targets that are already entangled by this ability that fail their saving throw against a second entrap attack become helpless on a failed save instead. A target made helpless by this ability is conscious but can take no physical actions (except attempting to escape) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it succeeds on a DC 20 concentration check. For a helpless creature, the DC to escape the entrap attack is +5 greater. Destroying the entrapping material frees the creature.

Fey Magic IV (requires Summoner level 13th and the Fey Magic I, Fey Magic II, and Fey Magic III evolutions): The eidolon gains access to a new level of fey spellcasting. The eidolon gains two 4th-level spells known, drawn from the fey magic spell list (see the fey magic evolution), and one 4th-level spell slot per day, usable with its fey magic spells known only. This evolution can be selected up to two additional times, granting the eidolon knowledge of two additional 4th-level spells and one additional 4th-level spell slot each time.

Spore Cloud: The eidolon’s body produces millions of tiny, toxic spores that it can unleash upon its foes. Upon selecting this evolution, the eidolon must choose one of the following inhaled toxins. As a standard action, the eidolon exhales a cloud of toxic spores laced with the chosen toxin in a 30-foot cone. Creatures within the area are subject to the corresponding poison listed below:

  • Mycotoxin – save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Str damage; cure 2 saves.

  • Necrotoxin – save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Dex damage; cure 2 saves.

  • Neurotoxin – save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Wis damage; cure 2 saves.

The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day).

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