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Seelie Messenger

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Main > > Archetypes > Seelie Messenger


Hit Die: d8

Class Skills: The messenger’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana; Int), Knowledge (Local; Int), Knowledge (Nature; Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Proficiencies: A messenger is proficient with all simple weapons.

1st Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+0 +0 +0 +2 +1 1 (+2) 2

Casting

A messenger may combine spheres and talents to create magical effects. You use Charisma as your casting ability modifier.

Spell Pool

A messenger gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.

Calculate: Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).

Magic Tradition

Messengers follow the High Patron or Low Patron tradition.

Magic Talents

A messenger gains a magic talent every level. In addition she gains the Illusion Sphere as a bonus magic talent on 1st level.

Messengers can freely takes the following spheres:

Default: You get the Illusion Sphere with the Illusionary Sound, Illusionary Touch and Invisibility talents.

Alternatively: Get the Illusion Sphere and three other spheres/talents, remembering that you get an additional talent when you are forced to include a drawback.

Master Illusionist

Whenever the messenger ceases to concentrate on an illusion he is maintaining through concentration, or if he decides not to maintain an illusion at all after its creation, it remains for a number of rounds equal to 1/2 his fey adept level (minimum: 1) before disappearing.

Shadowstuff

Messengers gain a limited ability to wield shadowstuff—the pure essence of shadows. With this power, the messenger can affect the world around him with his illusions by weaving reality into the images.

The messenger gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum: 1).

Shadowmark

The messenger may spend a shadow point to hurl shadowstuff at a target within Close range, weakening its body and making its mind more susceptible to the messenger’s magic. This requires a ranged touch attack. If successful, the target takes 1d6 damage and suffers a -1 penalty to Will saves against all the messenger’s sphere abilities for 1 minute. This damage improves by 1d6 for every odd level the fey adept possesses.

Feats

The messenger gains no extra feats on first level.

Default: Pick Extra Magic Talent as your level 1 feat, and use it to get the Mind Sphere.

Equipment


COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.