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The Diamond Throne
Eldritch Spiritsight (Su): At 9th level and higher, the mage priest can see incorporeal and invisible beings and objects at all times. (See the sidebar on the previous page for more on these entities.) Bond With Entity (Su): A 10th-level mage priest bonds with an otherplanar entity so that, if they encounter each other physically, the entity will not harm the mage priest and vice versa. If both are present physically, the mage priest must obey a single command from the entity (like a suggestion spell with no saving throw or chance to resist). In return, the mage priest can give a like command to the entity, as long as it does not contradict or countermand the entity’s command (the mage priest cannot command it to not give him a command, nor can he use his own command to try to undo or get out of the obligation of fulfilling the entity’s command). If they remain in proximity to one another, each of them can issue such a command once each day. The entity’s command always comes first, and the mage priest must return to the entity to issue his command, if the entity’s command required him to leave its presence. Alternatively, the mage priest can use the bond with the entity—assuming they are both on the same plane and within one mile of each other—to refresh himself once per day by “drinking of the entity’s power.” This is a free action. The mage priest heals hit points equal to double his character level and regains 2d6 + 2 levels worth of spell slots, which he can use as he will. For example, Terreth the mage priest dwells within the Temple of Korogoth, and Korogoth himself (an amorphous demonic being of great power) lives within a deep pit at the bottom of the dungeons below the temple. Thanks to their bond, once each day Korogoth issues a command to Terreth to bring him food—a human. Each day Terreth can give Korogoth a command as well: “Slay all intruders who come uninvited to the temple” is one he uses often. When he thinks he may need to drink of Korogoth’s power in a dangerous encounter that day, he does not issue a command. If Korogoth normally dwelt on another plane and only came to Terreth occasionally through a gate or a summoning spell (perhaps cast by Terreth), each would get a quick opportunity to command the other before the demon returned to his plane.
Ollamh Lorekeeper The ollamh lorekeeper is a faen teacher, an advisor, a poet, a historian, a singer, and a judge. In many ways, she is the most important figure in any faen community. In ancient days, only loresong faen were ollamh lorekeepers—in fact, this profession is where the loresong name comes from. Today, loresongs, quicklings, and even sprytes can learn the extensive skills needed to fill the role. Ollamh lorekeepers know the genealogies of all the families in a community and recite them at important holidays, weddings, and so on. They also are storytellers, recounting tales based on myth, legend, or past or recent events. They memorize vast amounts of sacred lore, incantations and prayers, and mythology in verse. They also create new poems and songs to commemorate important events such as battles and such occasions as weddings or funerals. As holders of vast historical knowledge and masters of wisdom and insight, they advise leaders on their duties, decisions, and even etiquette. Faen akashics often become ollamh lorekeepers. So do faen mage blades, unfettered, and even the occasional oathsworn. Ollamh lorekeepers use a secret writing called ogham, which is simply a written language, not a spoken one. They don’t use it to write down their lore, rather to record incantations, warnings, or challenges. Ogham is written in stone and on wooden rods. Hit Die: d8
Requirements To qualify to become an ollamh lorekeeper, a character must fulfill all the following criteria. Race: Faen (any type). Nonfaen could learn these skills, but it is very unlikely anyone would teach them. Knowledge (History): 8 ranks Knowledge (Magic): 3 ranks Perform (Storytelling): 5 ranks Feats: Skill Application (Diplomacy and Bluff)
THE OLLAMH LOREKEEPER
Level 1 2 3 4 5 6 7 8 9 10
Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7
Fortitude Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Reflex Save +0 +1 +1 +2 +2 +3 +3 +3 +4 +4
Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Status, lore, mesmerize Wordplay, augury Silver tongue, confusion Charm Mocking curse Luck of the gods Mastery of the written word Epitome of the race Song of battle Epitome of the race (+2 to Dexterity)