These fae creatures are humanoid but sport wings grown of wood and vines. They are inquisitive and curious, but flighty. They have a highly artistic culture and have an appreciation of drama, both performed and interpersonal. They dwell in artists’ conclaves in the deep woods. They were cast out of the realm of Goodtree for the sin of rigidity, overattachment to form. The Gathlain were affronted by their banishment, considering the fault to lie with their god for abandoning the quest for purity of form. Under the leadership of Erain the Tutor they shaped these new woods to their needs and continue their pursuit of perfection.
This currency takes the form of carved marble slips. 4 gathlain squares = 1 standard gold
4 triangles = 1 square
7 squares = 1 circle
3 circles = 1 ring
Apothecary - Garbi maintains an alchemy lab under the branches of a large tree, selling her potions to make money to acquire rare ingredients.
Smith - Izar has a forge built of river rock on the bank of a deep river and uses the water to quench the metal. They may request raw materials in place of payment.
Tailor - Aintza only makes bespoke clothing, meaning she will accept half payment before taking measurements and the rest when you pick up your order. She often demands her customers to model the new clothes for her.
Grocer - Erlea doesn’t sell food. Instead she charges a flat rate for access to her private grove of fruit grafts and allows customers to pick however much they want.
Magic Shop - Amets sells wands, staves, rods, and wondrous items, and accepts commissions for enchanting. They can be found in their lattice gazebo in the center of their garden.
Public House - Eider maintains a potage of forage in a pavilion near town center. Bowls and small dried moss beds are available for rent. She is always eager for news and gossip.
Lecture Hall - Erain built this marble amphitheater with help from his students, insisting that learning required a proper environment.
NB Gathlain Bard 20
LN Small Fey
Init +7; Senses Low-Light Vision; Perception +11
DEFENSE
AC 31, touch 24, flat-footed 24
HP 151
Fort +13, Ref 23, Will +19; +4 vs Bardic Performance, Sonic, and Language effects
Spell Resistance 18
OFFENSE
Speed 30, Fly 40 (poor)
Melee Whip of Shocking Brilliant Energy +17/+12/+7 (1d2-1 nonlethal +1d6 electric/x2) ignore armor
Special Attacks Bardic Performance: 46 rounds/day (Countersong: perform check(not dance) allies may use the perform check in place of their save to resist sonic or language effects. Distraction: perform check(visible), allies may use perform check result in place of save to resist illusion(pattern) or illusion(figment). Fascinate: creatures within 90ft, Will save DC 28 to resist or sit quietly and observe. Inspire Courage: +4 to ally saves vs charm and fear and to attack and damage rolls. Inspire Confidence: +6 to skill checks. Suggestion: fascinated creature subject to Suggestion spell, will save DC 28. Inspire Greatness: 4 targets, including the bard, 2 bonus hit dice with Con bonus, +2 to attack rolls, +1 on Fort saves. Soothing Performance: mass cure serious wounds CL 20, remove fatigue, sickened, and shaken, costs 4 rounds of Bardic Performance. Frightening Tune: enemies within 30ft who can hear the audible performance save Will DC 28 or become frightened and flee. Inspire Heroics: 2 creatures within 30ft, +4 on saves, +4 Dodge bonus to AC. Mass Suggestion: as Suggestion but applies to all fascinated creatures.)
Spell-Like Abilities: 1/day Entangle, Feather Step CL 22
Bard Spells Known (CL 22; Concentration +28)
6th (5/day) DC 26 - Analyze Dweomer, Mass Cure Moderate Wounds, Geas/Quest, Heroes' Feast, Irresistible Dance
5th (6/day) DC 25 - Compelling Rant, Mass Cure Light Wounds, Mage's Decree, Mirage Arcana, Pox of Rumors
4th (6/day) DC 24 - Apathy, Complex Hallucination, Cure Critical Wounds, Dimension Door, Utter Contempt, Wandering Star Motes
3rd (6/day) DC 23 - Blink, Confusion, Cure Serious Wounds, Discern Value, Dreadscape, Lesser Geas
2nd (6/day) DC 22 - Apport Object, Blistering Invective, Cure Moderate Wounds, Greater Detect Magic, Hold Fey, Mad Hallucination
1st (7/day) DC 21 - Alarm, Biting Words, Chastise, Cure Light Wounds, Hideous Laughter, True Appraisal
0th (at will) DC 20 - Detect Magic, Haunted Fey Aspect, Light, Mage Hand, Mending, Read Magic
STATISTICS
Str 14, Dex 24, Con 16, Int 20, Wis 16, Cha 26
Base Atk +15; CMB +16; CMD 33
Skills Acrobatics +30, Appraise +28, Bluff +16, Climb +10, Craft (weave) +13, Diplomacy +31, Disable Device +10, Disguise +16, Escape Artist +30, Fly +32, Handle Animal +31, heal +6, Intimidate +31, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +8, Perception +11, Perform (dance) +16, Profession (teacher) +26, Ride +10, Sense Motive +26, Sleight of Hand +15, Spellcraft +13, Stealth +19, Survival +6, Swim +5, Use Magic Device +16; take 10 on any skill check, take 20 on any knowledge check 3/day
Languages Gathlain
Gear Dancing Scarves +5, Whip of Shocking Brilliant Energy, Belt of Physical Perfection +6, Robe of the Resplendent Thespian: Spell Resistance 18, +4 on all saves, +2 CL, Headband of Mental Superiority +6, Ring of Protection +5
Gathlain Bard 5
LN Small Fey
Init +4; Senses Low-Light Vision; Perception +8
DEFENSE
AC 20, touch 16, flat-footed 16
HP 30
Fort +1, Ref +8, Will +4; +4 to save vs Bardic Performance, Sonic, and Language-dependent effects
OFFENSE
Speed 30, Fly 40 (poor)
Melee Rapier +1, +4 (1d4/18-20x2)
Ranged Shortbow +1, +9 (1d4+1+4/x3)
Spell-Like Abilities: 1/day Entangle, Feather Step CL 5
Bard Spells Known (CL 5; Concentration +10)
2nd (3/day) DC 17 - Apport Object, Blistering Invective, Garrulous Grin
1st (6/day) DC 16 - Abundant Ammunition, Biting Words, Chastise, Cure Light Wounds
0th (at will) DC 15 - Dancing Lights, Detect Magic, Haunted Fey Aspect, Light, Mending, Read Magic
STATISTICS
Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 20
Base Atk +3; CMB +1; CMD 15
Skills Acrobatics +12, Appraise +6, Bluff +9, Climb +3, Craft (weave) +6, Diplomacy +13, Disguise +9, Escape Artist +8, Fly +11, Intimidate +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +5, Perception +8, Perform (dance) +13, Profession (gatherer) +8, Sense Motive +8, Sleight of Hand +8, Spellcraft +6, Stealth +14, Use Magic Device +9; take 10 on knowledge checks, 1/day take 20 on knowledge checks
Languages Gathlain
Gear Rapier +1, Shortbow +1, Leaf Armor +1, Sleeve of Many Garments, if outside town bag of holding I, blanket, soap, hanging tent, bell, everburning torch, absinth, applejack, mead, fine wine, chocolate, honey, journal, ink, cooking kit, grooming kit, masterwork survival kit, perfume kit, tap shoes, 380 Granite Rings, 1 Granite Circle, 5 Granite Squares, 1 Granite Triangle