The Fey Binder's Handbook
Level: This archetype can only be taken at 1st level.

Base Attack Bonus: A feylord gains base attack bonus equal to an incanter of his class level.

This modifies base attack bonus.

Hit Dice: A feylord uses d6 for his Hit Die.

Casting: The feylord may combine spheres and talents to create magical effects. The feylord is considered a Low-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool: The feylord gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training (Ex): A feylord gains a combat or magic talent every time he gains a level. A feylord uses his casting ability modifier as his practitioner modifier.

This replaces combat training.

Changeling Revealed (Ex): At first level, the feylord’s type changes to fey. Do not recalculate hit points, base attack bonus, skill points or other statistics. The feylord gains low-light vision if he does not already possess it. If he already possesses low-light vision, this instead increases its effectiveness, allowing him to see three times as far instead of twice as far.

Fey Affinity: At 3rd level, the feylord treats his class level as his caster level when determining the effects of fey-link and fey blessings cast on himself. This stacks normally with caster levels from other sources.

This replaces battlefield specialist.

Fey Subjects (Sp): At 7th level, when selecting a logistics specialty, instead of drawing on a network of past connections, the feylord can call his former subjects. If using options for the kingdom building rules found in Ultimate Campaign, only one fey subject option may be used in each kingdom turn.

Fairy Guide - The feylord gains the service of a sprite with expert NPC class levels with a CR equal to his class level -3. This sprite knows the local fey population well, allowing the feylord to treat the disposition of all creatures of the fey type as one step higher, to a maximum of friendly, for up to 5 days. The sprite also gives a bonus equal to its Hit Dice on all gather information checks to determine information about fey creatures in the area.

Alternatively, if using the optional Traveling Through Faerie rules found in Section 8, this sprite will guide the feylord for up to 5 days and knows the location of any fairy rings in the area. Once in Fairie, it can always identify the ring or mound closest to the desired destination. The chances of any random encounter while in Faerie are reduced by half.

Gremlin Plague - For 5 days, a settlement no larger than a village can be plagued by gremlins. The size of the settlement affect increases by 1 every 3 class levels after 7th. Any creature that spends at least 1 day in the settlement during this time is fatigued from the constant stress and annoyance of the gremlin’s antics.

If using the kingdom building rules found in Ultimate Campaign, the gremlins can be called upon once per kingdom turn to increase unrest in a single settlement within the above size restrictions by 1, +1 per 5 class levels.

Gremlin Sappers - The feylord gains the service of a number of tunneler gremlins (see Section 7: Bestiary) equal to his class level -3. For 5 days, each tunneler can provide the labor of 5 humans for projects that consist primarily of digging, such as making ditches, mines, or tunnels.

Alternately, the tunnelers can be tasked with undermining a target structure, traveling up to 4 days to reach the structure, then spending up to 12 hours undermining the structure or part of the structure per their undermine ability.

If using the kingdom building rules found in Ultimate Campaign, the tunnelers can be called upon once per turn to halve the BP cost of building a canal (in a single hex), or a single mine or quarry or to eliminate the cost of demolishing a single structure.

Menehune Builders - The feylord can call upon the services of a number of menehune (see Section 7: Bestiary) equal to his class level -3. For 5 days, these menehune can each supply the labor of 10 humans for any construction project.

If using the kingdom building rules found in Ultimate Campaign, the menehune can be called upon once per turn to reduce the BP cost of building a single structure by 2, +1 per 3 class levels beyond 7th level. This cannot reduce the cost of a structure below 1 BP.

This modifies call in a specialist, replacing the specialist options.

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