Seela

Seela are a fey race native to the forest of Innenotdar who have a great affinity with song and wind. Before their forest was set to flame, they served as messengers of the woods, singing news on the wind. Their original vibrant beauty has changed to match the dying conditions of their homeland. As large as humans, they have wings reminiscent of a dragonfly’s, or of leaves that got too close to an open flame. Their flesh is naturally pale and sunken, and they look perpetually starving and rather eerie.  

Seela Traits

  Type: Fey type. Seela are Fey, not Humanoids.   Abilities: +2 Charisma, –2 Constitution.   Size: Medium size.   Speed: A seela’s base land speed is 30 feet.   Senses: Low-light vision.   Proficiencies: Proficient with all simple weapons.   Skills: +2 racial bonus on Listen and Perform checks.   Automatic Languages: Common, Elven, Sylvan.   Bonus Languages: Auran, Giant, Gnome, Goblin, Ignan.   Favored Class: Bard.  

Seela Special Qualities

  Bardic Music (Su): A seela gains one additional bardic music usage a day. If the seela has no levels in bard, he can only use this ability to sing the Song of Forms, detailed below.   Glide (Ex): A seela’s wings allow her to descend safely. She can ignore the first 20 feet of falling damage as long as she is conscious.   Spell-Like Abilities (Sp): Seela can use ghost sound and message each once an hour. Caster level is equal to the seela’s character level.

New Bardic Music – Song of Forms

The seela of Innenotdar originally used this song in prayers to the spirit of their forest, believing that they could give the forest a body so they could see its physically-embodied majesty. When the ruler of the Shining Land of Shahalesti  put their forest to the torch, the seela called out to the forest spirit for help, but their song conjured something they did not expect.   Learning the Song of Forms: To properly learn the song of forms, you must possess the bardic music ability (or a similar ability), must be able to speak Sylvan, and must have learned the song from the fey of the fire forest. It does not require any special feat or ability.   Using the Song of Forms: Singing the song of the fey counts as a bardic music usage. Beginning the song is a standard action that provokes an attack of opportunity, and maintaining the song requires concentration.   The magic of the song draws on your life to create bodies for those that have none, so singing the song deals 2 points of Constitution damage to you, plus another 2 points every ten minutes you continue to sing. The song of forms only has a magical effect when sung by a living creature. Fey who are bonded to a location, such as the seela of the fire forest, do not take Constitution damage from singing the song of forms as long as they are in that location.   Effect: You make a Perform (singing) check, and each incorporeal creature within 200 feet must make a Fortitude save (DC equal to the result of your Perform check) or lose its incorporeality for as long as you remain singing and it remains in range.   Note that the song of forms does not affect ghosts that have not manifested, since they are on the ethereal plane and not the material (and even on the ethereal plane they are not incorporeal). A creature with turn resistance adds its turn resistance bonus to its Fortitude save against this effect. The song of forms is a supernatural, sonic ability.   Creatures that are only temporarily incorporeal simply return to their normal corporeal form. Creatures that are normally incorporeal but that are currently occupying a physical body, such as a ghost using its malevolence ability or a trillith using its embody ability, are unable to willingly leave their current bodies. Creatures without any normal corporeal form – such as allips, shadows, and wraiths, as well as ghosts that are not in a body, assume a semi-corporeal form.   A creature forced into a semi-corporeal body is affected as follows:
  • Hit Dice, Base Attack, Special Attacks, Special Qualities, Saves, Skills, Feats: These do not change, except that the creature loses incorporeality and any attendant special abilities. The new form is not incorporeal, and thus the creature can be affected by weapons as any other physical creature, though it retains any special resistances or immunities it had that weren’t tied to its incorporeality.
  • Size and Type: Its size and type do not actually change, though its body does. The form the creature assumes resembles its incorporeal form, with appropriate modifications that would allow for actual locomotion. A wraith would gain feeble legs, while an unbodied (an incorporeal psionic brain able to creature illusory bodies) would probably gain the body of its current illusion, or if it had no illusion it would gain tentacles attached to its brain with which it could shamble about.
  • Speed: The creature loses any ability to fly unless its form has wings (such as a ghost manticore). If it had no other form of locomotion, it gains a land speed of 30 feet.
  • Armor Class: The creature loses the deflection bonus from its Charisma, and instead gains a natural armor bonus appropriate to its size, as detailed in the table.
  • Attacks, Damage, and Abilities: The creature gains a Strength score appropriate to its size if itdid not already have one. If the creature had normal attack forms, it retains them, though they are no longer incorporeal. If it dealt special damage with its incorporeal touch attacks, that damage is applied as bonus damage to any melee attacks it makes, though the attacks must beat the creature’s normal AC, not just touch AC. The creature may gain attack forms appropriate to its new form. As a default, you can assume the creature gains a slam attack if it has no other clear attack form, with damage appropriate to its size. For example, a ghost with the corrupting touch ability who carried a sword would be able to attack with that sword, dealing sword damage, plus 1d6 from the corrupting touch ability. An allip (a medium incorporeal undead) would gain a slam attack that did 1d6 damage, plus 1d4 points of Wisdom drain. Other effects may be appropriate, at the game master’s prerogative.
Special Note: Most undead are destroyed when reduced to 0 hit points, and this occurs normally even if the creature is currently in a semi-corporeal form. Non-undead incorporeal creatures die at –10 hit points as normal. When the host body of a ghost using malevolence is killed, the ghost survives, but is forced into a semi-corporeal form by the song. Even if the ghost is destroyed while semi-corporeal, however, it can still rejuvenate as normal.
Geographic Distribution

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