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View Full Version : Guardians of the Fey Court...[CREATURES, PEACH]



SlaadLord
2009-07-21, 01:17 PM
Based on the idea that there are four fey courts, I proudly present the "foot soldiers" of each court.

Spring Knight
Medium Fey
Hit Dice: 8d6 + 32 (60 hp)
Initiative: +7
Speed: 30ft.
AC: 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Base Attack/ Grapple: +4/+6
Attack: +1 Cold Iron Light Mace +8 melee (1d6 + 3) or Lesser Orb of Acid +7 ranged touch (4d8 acid)
Full Attack: +1 Cold Iron Light Mace +8 melee (1d6 + 3) or +1 Cold Iron Light Mace +6 melee (1d6 + 3) and +1 Cold Iron Light Mace +6 melee (1d6 + 3) or Lesser Orb of Acid +7 ranged touch (4d8 acid)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 15, Dex 16, Con 19, Int 12, Wis 13, Cha 16
Skills: Handle Animal +14, Intimidate + 14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Improved Initiative, Two-Weapon Fighting, Weapon Focus (Light Mace)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3

Combat
Spell-Like abilities (Sp): At Will- Lesser Orb of Acid; 3/day- Entangle (DC 14), Soften Earth and Stone (DC 15). CL 8th.
Fear No Mortal Magic (Su): A spring knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.

Summer Knight
Medium Fey
Hit Dice: 8d6 + 24 (52 hp)
Initiative: +2
Speed: 30ft.
AC: 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
Base Attack/ Grapple: +4/+9
Attack: Claw +10 melee (1d6 + 5) or Lesser Orb of Fire +6 ranged touch (4d8 fire)
Full Attack: 2 Claws +10 melee (1d6 + 5) or Lesser Orb of Fire +6 ranged touch (4d8 fire)
Space/Reach: 5ft./5ft.
Special Attacks: Cold Iron Claws, Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic, Resist Fire 15
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 21, Dex 14, Con 17, Int 12, Wis 13, Cha 16
Skills: Handle Animal +14, Intimidate +14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +12, Spot +12, Survival +12
Feats: Cleave, Power Attack, Weapon Focus (Claw)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3

Combat
Cold Iron Claws (Ex): A summer knight’s claw attacks are treated as cold iron for the purposes of overcoming damage reduction.
Spell-Like abilities (Sp): At Will- Lesser Orb of Fire; 3/day- Faerie Fire, Heat Metal (DC 15). CL 8th.
Fear No Mortal Magic (Su): A summer knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.

Autumn Knight
Medium Fey
Hit Dice: 8d6 + 16 (44 hp)
Initiative: +2
Speed: 30ft.
AC: 19, touch 13, flat-footed 16 (+3 Dex, +1 natural, +4 armor, +1 Dodge)
Base Attack/ Grapple: +4/+6
Attack: +1 Keen Cold Iron Sickle +8 melee (1d6 + 3/19-20) or Lesser Orb of Electricity +7 ranged touch (4d8 electricity)
Full Attack: +1 Keen Cold Iron Sickle +8 melee (1d6 + 3/19-20) or Lesser Orb of Electricity +7 ranged touch (4d8 electricity)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: Autumn armor, DR 5/Cold Iron, low-light vision, fear no mortal magic
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 15, Dex 16, Con 15, Int 12, Wis 15, Cha 16
Skills: Bluff +14, Handle Animal +14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Dodge, Mobility, Weapon Finesse
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3

Combat
Spell-Like abilities (Sp): At Will- Lesser Orb of Electricity; 3/day- Silent Image (DC 14), Gust of Wind (DC 15). CL 8th.
Autumn Armor (Su): An autumn knight can gather fallen leaves to itself and shape them into a suit of armor for it to wear. This takes three rounds of uninterrupted concentration. This suit of armor does not interfere with the casting of druid spells and has no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other autumn knights, cannot wear a suit of armor created by an autumn knight.
Fear No Mortal Magic (Su): An autumn knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.

Winter Knight
Medium Fey
Hit Dice: 8d6 + 16 (44 hp)
Initiative: +2
Speed: 30ft.
AC: 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 armor)
Base Attack/ Grapple: +4/+7
Attack: +1 Cold Iron Frost Longsword +9 melee (1d8 + 4 plus 1d6 cold/19-20) or Lesser Orb of Cold +6 ranged touch (4d8 cold)
Full Attack: +1 Cold Iron Frost Longsword +9 melee (1d8 + 4 plus 1d6 cold/19-20) or Lesser Orb of Cold +6 ranged touch (4d8 cold)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic, Resist Cold 15, Winter Armor
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 17, Dex 14, Con 15, Int 12, Wis 15, Cha 16
Skills: Handle Animal +14, Intimidate + 14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Great Fortitude, Improved Initiative, Weapon Focus (Longsword)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3

Combat
Spell-Like abilities (Sp): At Will- lesser orb of cold; 3/day- Cause Fear (DC 14), Chill Metal (DC 15). CL 8th.
Fear No Mortal Magic (Su): A winter knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Winter Armor (Su): A winter knight can gather ice and snow to itself and shape them into a suit of armor for it to wear. This takes three rounds of uninterrupted concentration. This suit of armor does not interfere with the casting of druid spells and has no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other winter knights, cannot wear a suit of armor created by a winter knight.

The Lesser Orb of... spells are from Complete Arcane, but I'm reprinting them here for your convenience.

Orb of Acid, Lesser
Conjuration (Creation)[Acid]
Level: Sorcerer/Wizard 1, Warmage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An orb of acid about two inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

Orb of Cold, Lesser
Conjuration (Creation)[Cold]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of cold

This spell functions like lesser orb of acid, except that it deals cold damage.

Orb of Electricity, Lesser
Conjuration (Creation)[Electricity]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of electricity

This spell functions like lesser orb of acid, except that it deals electricity damage.

Orb of Fire, Lesser
Conjuration (Creation)[Fire]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of fire

This spell functions like lesser orb of acid, except that it deals fire damage.

ScIaDrd
2009-07-21, 02:12 PM
Pretty good creatures I like it.
But in somehow feels weird to have fae using cold iron weapons. Wouldn´t touching it make them suffer or at least break a rash? :smallbiggrin:Or are they supposed to be the footsoldiers of the wars between the each of the Courts? If that is the case I would change their alighment. Traditionally the Autumn and Winter fae were the Unseelie (evil, unholy) court, And the other two make up the Seelie court, their good counterparts.
The Unseelie court in mythlogy are also considered mischevious, if not downright malicious, They are the Loki-esque tricksters who kidnap children swap them for sinister changelings, herald death (the Banshee is in fact and old Irish word for ,fairy woman,for example).The Seeelie court help people and protect them. Different accounts veiw the fae as wholly evil and cosider thhem the realitives and/or descendants of nature spirits and deamons. you might feels like reading up about fairies on wikipedia or maybe about White Wolf´s take on the fae. In two varieties no less.

Debihuman
2009-07-21, 08:25 PM
I like that they can create their own armor but shouldn't created armor offer some protection or increase their AC in some way. Also, I like that they use cold iron weapons. Obviously they are meant to keep other fey creatures in line. Even though the OP didn't align them with either Seelie or Unseelie courts, you could pit Winter/Autumn against Summer/Spring. Alternatively, you can have the seasonal courts outside the perview of those courts in that they are there strictly to keep the balance between the two and answer to no one but a higher power.

Debby

SlaadLord
2009-07-21, 09:58 PM
Debihuman: the created armor is the listed armor bonus in their statblocks. Yes, they are meant to keep other fey in line. As to the intricacies of fey politics...

There are the seasonal courts. Spring, Summer, Fall and Winter. Not all fey belong to the seasonal courts. They are not necessarily opposed to each other by their nature, but the individual fey within each court can have conflict with fey of other courts. When the seasonal courts happen to go to war, it is the Knights that are the most common foot soldiers.

The Seelie and Unseelie classification...it's mostly about the fey's disposition toward non-fey. All fey are either seelie or unseelie. Unseelie are more likely to be evil, and often play cruel tricks and pranks on non-fey. Redcaps from MM3 are unseelie fey. Seelie are those less likely to harm non-fey. They are the fey that may manipulate others and pull tricks on them, but they are also the more likely to help non-fey. All of the fey in the Monster Manual are Seelie.

Ellardin
2009-07-21, 11:02 PM
This has great Flavour and would be a great addition to a Arthurian-esque Campaign Setting .

TSED
2009-07-22, 01:45 AM
I like them.

I'm even going to use (some of) them, actually... Just with some modifications. (Less HD to lower the CR, no cold iron, and they're going to have aura-effects). The campaign has the Unseelie trying to actively take over the Prime (though the players haven't figured that out yet) and so the autumn / winter ones could be useful. Maybe even the Seelie court realising what they're up to and sending some relief forces...

Yeah, anyways, thanks! Nice work.

EDIT:: Ok, one thing I can PEACH about is the orb of electricity / acid on spring / autumn. They feel really stuck in. When I think "ok, how to get electricity into season-themed fey" I go "thunderstorms in the summer!" and then go "... wait, hrmmm." No idea where it came from on Spring.

So what I'm basically saying is... Find a better match for Spring / Autumn? Some sort of at-will damage (dessication damage may be good for autumn)... Spring is all about regrowth and the like, though. Maybe it should be a CLW or vigor or something? Summon Swarm? Make summer the electrical orb and give Spring a sunlight-themed spell? I don't know.