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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Ælfr [Norse Elves]:
    Ælfr [pronounced more like AHL-far], plural Ælfar, are beings of around human height with the same ranges of height between individuals and racial groups; Light Elves are generally tall, hansom and blond with golden eyes, Dark Elves are generally shorter, around 5ft, with neat, sharp features and white hair and silver eyes. Several other groups are found in East Asia, known as Spirit folk though they have slightly different traits.

    Ælfr are incredibly long lived, to the order of four hundred years, and spend a long time in an apprentice role within their tribe. By the time they come of age, they are the equal of an experienced human soldier in combat, tough as an ox, stronger than most navvies and possess skills in magic comparable to most human wizards. On the other hand, they are far keener to preserve their life, given how much of it they could lose; leading many of them to be cautious almost to a fault.

    Rather than being tied to a particular Queen, most Ælfr draw power from the body of their tribe; while they are permitted to join the courts, Ælfr are expected to be loyal to the family above the court and to formally challenge opposing Ælfr if they find themselves in opposition and while they will happily slay humans, internal duels are always non-lethal.

    D&D Version:
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    Medium Humanoid [Ælfr, Fæ]
    Hit Dice: 3d8 + 3 (16 hp)
    Initiative: +2
    Speed: 30ft (6 squares)
    Armor Class: 19 (+2 Dexterity, +5 Masterwork Mithril Chainmail, +2 Masterwork Mithril Heavy Shield), touch 12, flat-footed 17
    Base Attack/Grapple: +2/+3
    Attack: Longbow +5 ranged (1d8+1, x3, range 120ft) or Longsword +4 melee (1d8+1, 19/x2)
    Space/Reach: 5ft/5ft
    Special Attacks: Spells, Spring Attack
    Special Qualities: Dissolve, DR 3/Natural, Improbable Fortune, Tweening, Woodland Stride
    Saves: Fort +4, Ref +3, Will +3
    Abilities: Str: 13/+1 Dex: 14/+2 Con: 12/+1 Int: 13/+1 Wis: 14/+2 Cha: 15/+2
    Skills: Craft (any one) +7, Diplomacy +8, Listen +8, Spot +8, Tumble +6
    Feats: Mobility, Spring Attack [both revised below]
    Environment: Northern Forests
    Organization: Solitary, Group [3-10], Patrol [2-6 + 1 Ælfr Warrior + 1-2 Ælfr Archers]
    Challenge Rating: 2
    Treasure: Gear only
    Alignment: Usually Neutral [isolationist]
    Advancement: by class Favoured Class: Any
    Level Adjustment: +3

    Combat

    Dissolve: When slain, Ælfr seem to turn to stone [slate in most cases] and break apart into unrecognisable rubble. Their armour has a 25% chance of surviving, as do their weapons. This goes a long way to suggesting that trolls are closely related to the elves.

    Improbable Fortune [Su]: Each time an Ælfr's blood is spilt, either on purpose as a Standard action or by violence, he gains a charge of magical fortune. As a free action, he may declare that he is using his charge of fortune, rolling two dice instead of one on a d20 check. He may select the roll of his choice. An Ælfr may only have one charge of fortune at a time.

    Possessions: Due to their cultural grasp of Fæ-craft, the Ælfrs' equipment is always of masterwork quality and usually mithril in composition. This means that they possess a Masterwork suit of Mithril Chainmail, a Masterwork Mithril Longsword, a Masterwork Longbow and a Masterwork Mithril Heavy Shield.

    Sorcery: Favoured Soul CL 2. Spell DC 12 + Spell level.

    Tweening: Ælfr are surprisingly capable of tweening through the Hedge's boundaries, able to use Physical Boundaries, along with The Space Beneath and Shadows during the times of twilight. A favourite is to burst from a liminal using their Spring Attack feat, strike an adjacent target and then shift back.

    Woodland Stride [Su]: Ælfar leave little or no trace of their passage and are never slowed by Difficult Terrain in natural settings. They do not gain this ability if they venture into a town or on laid roads.

    D&D Racial Traits:
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    • Attributes: +2 Strength, +4 Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +4 Charisma
    • Size: Medium
    • Speed: 30ft
    • Dissolve: When slain, Ælfar turn to stone and break up into unidentifiable rubble.
    • Damage Reduction: As Fæ, Ælfar gain damage reduction equal to their total character level, which is bypassed only by natural weapons i.e. those that are not made of steel, lead or the like.
    • Elf-senses: +4 bonus on Liisten and Observation checks.
      Immunity: Charms: Ælfar are immune to all magic that would affect their mood or temperment, making them very difficult to affect with most witchcraft.
    • Improbable Fortune [Su]: Each time an Ælfr's blood is spilt, either on purpose as a Standard action or by violence, he gains a charge of magical fortune. As a free action, he may declare that he is using his charge of fortune, rolling two dice instead of one on a d20 check. He may select the roll of his choice. An Ælfr may only have one charge of fortune at a time.
    • Resistance: Curses: Ælfar are blessed with a resistance to curses that provides them with a +4 bonus on any saves made to resist such spells.
    • Sorcery: All Ælfar have abilities equal to those of a 2nd level Sorcerer or Favoured Soul. This choice must be made at first level and cannot be changed. These levels stack with further such levels taken as class levels. A Favoured Soul Ælfar must choose his spells from the Druid
    • Woodland Stride [Su]: Ælfar are not slowed by natural Difficult Terrain and may Shift freely on such. Further, they leave no footprints or the like.
    • Level Adjustment: +3


    MV Version:
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    Medium Fæ Humanoid 3 CP 2
    Init: + 3 , Senses: Listen + 6 , Observation +12
    Languages: Ælfr, Old Norse
    1
    Defence: 14 Flatfooted: 10
    Hardness: 5
    HD: 3d8 + 3 + 12 Hp: 28
    Massive Damage: 12
    Thresholds: Green, [ 14 ] Yellow, [ 7 ] Orange, [ 2 ] Red
    Resist: Immune: Charms, +4 on saves vs Curses
    Fort: + 4 Reflex: + 3 Will: + 3 Psyche: 20 Tussle: 13
    1
    Speed: 30ft Space: 5 ft Reach: 5 ft, 15ft for Shifting
    Ranged: +5 Longbow (2d8, x3, range 80ft)

    Melee: +4 Longsword (1d10+1, 19/x2)

    BAB: + 2 Grapple: +3
    Special Actions:
    • Spring Attack [Standard; the Ælfr makes a conventional Standard action and then may Shift as a Free action immediately thereafter]

    1
    Abilities: Str: 13/+1 Dex: 14/+2 Con: 12/+1 Int: 13/+1 Wis: 14/+2 Cha: 15/+2
    SQ:

    Feats: Cultist (Witchery)B, Mobility, Spring Attack
    Flaws: Malefacarum

    Skills: Craft (any one) +7, Diplomancy +8, Observation +12 (+4 racial), Tumble +8, Witchcraft +8
    1
    Special Abilities:

    Dissolve: When slain, Ælfr seem to turn to stone [slate in most cases] and break apart into unrecognisable rubble. Their armour has a 25% chance of surviving, as do their weapons. This goes a long way to suggesting that trolls are closely related to the elves.

    Fæcraft Mastery: All of an Ælfr's equipment is forged from a lightweight, silvery type of steel that bears an alarming resemblance to stone, rather like the material used to make Mjolnir, the hammer of Thor. Their armour takes the form of Masterwork +1 Officer's Plate, Masterwork +1 Longswords, Masterwork +1 Heavy Shield and a Masterwork +1 Longbow. Their arrows do not suffer the normal Low Penetration penalty on their damage.

    Improbable Fortune [Su]: Each time an Ælfr's blood is spilt, either on purpose as a Standard action or by violence, he gains a charge of magical fortune. As a free action, he may declare that he is using his charge of fortune, rolling two dice instead of one on a d20 check. He may select the roll of his choice. An Ælfr may only have one charge of fortune at a time.

    Tweening: Ælfr are surprisingly capable of tweening through the Hedge's boundaries, able to use Physical Boundaries, along with The Space Beneath and Shadows during the times of twilight. A favourite is to burst from a liminal using their Spring Attack feat, strike an adjacent target and then shift back.

    Witchcraft [Su]: The culture of the Ælfar is one of strange unity; they use a heartstone in the centre of their race's realm, along with a mysterious ruler, as a power source and function as cultists. A basic Ælfr is able to use spells of up to 3rd level, though they rarely attempt anything beyond 1st.

    Woodland Stride [Su]: Ælfar leave little or no trace of their passage and are never slowed by Difficult Terrain in natural settings. They do not gain this ability if they venture into a town or on laid roads.

    Ælfar Racial Traits [MV]:
    Spoiler
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    • Attributes: +2 Strength, +4 Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +4 Charisma
    • Size: Medium
    • Speed: 30ft
    • Dissolve: When slain, Ælfar turn to stone and break up into unidentifiable rubble.
    • Damage Reduction: As Fæ, Ælfar gain damage reduction equal to their total character level, which is bypassed only by natural weapons i.e. those that are not made of steel, lead or the like.
    • Elf-senses: +4 bonus on Liisten and Observation checks.
      Immunity: Charms: Ælfar are immune to all magic that would affect their mood or temperment, making them very difficult to affect with most witchcraft.
    • Improbable Fortune [Su]: Each time an Ælfr's blood is spilt, either on purpose as a Standard action or by violence, he gains a charge of magical fortune. As a free action, he may declare that he is using his charge of fortune, rolling two dice instead of one on a d20 check. He may select the roll of his choice. An Ælfr may only have one charge of fortune at a time.
    • Resistance: Curses: Ælfar are blessed with a resistance to curses that provides them with a +4 bonus on any saves made to resist such spells.
    • Sorcery: All Ælfar gain the Cultist (Witchcraft) feat as a bonus feat and must accept the Malefacarum flaw as a result of their odd spellcasting methodology.
    • Woodland Stride [Su]: Ælfar are not slowed by natural Difficult Terrain and may Shift freely on such. Further, they leave no footprints or the like.
    • Null Levels: 3. This grants the Ælfar 3d8 hit points, a +2 BAB, +2 Def, +3 Fortitude, +1 Reflex, +1 Will and 24 + [6 x Int] Skill Points. They also possess two feats thanks to these HD.

    Retooled Feats [Both]:
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    Mobility [Fighter/Trooper]:
    You can get around the battlefield very smoothly.
    Prerequisites: Move 25ft+
    D&D Description: When you make a 5ft step, you may move up to 10ft instead.
    MV Description: Your reach is increased by +5ft for purposes of Shifting.

    Spring Attack [Fighter/Trooper]:
    Your fighting tactics are difficult to follow as you are more than able to approach a foe, strike and disengage before they can respond.
    Prerequisites: Mobility
    D&D Description: When you make a 5ft step, you may instead make a 15ft step. Additionally, when you make a Standard action, you may immediately take a 5ft step [total distance up to 15ft] as a Free action. This does not count as your one 5ft step per round.
    MV Description: Your reach for purposes of Shifting increases by another 5ft [total +10ft]. When you make a Standard action, you may Shift immeidately afterwards as a Free action.

    The logic here is that it makes you more mobile without sucking completely. The prerequisites are there so Dwarfs are not required to dip, they may just take Dash instead. I'm sure you could find a way of abusing these, but one hasn't come up in playtesting so far.

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    Lore:
    {table]DC|Information

    3| Ælfar have pointy ears and dance around in the moonlight.

    8|Ælfar are beautiful and possess magical cows that never run out of milk.

    13|The Ælfar are a proud and competend culture with a strong warrior tradition. Most of them that leave their hidden lands are as competent as experienced human soldiers.

    18|All members of their race are capable spellcasters, able to lay curses and mess with the forest at will. It's also worth noting that they DON'T have pointed ears.

    23|Wherever they are found, Ælfar are usually remnants of an older religious time. They fiercly dislike the names of the gods that displaced them, becoming Sickened for one round the first time such a name is spoken in their presence in any given encounter.

    28|Because of their mildly divine nature, Ælfar can't stand the sight of holy symbols. When a character wielding one attempts to Intimidate them, he gains a +4 bonus on the check[/table]
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    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

    This is the first of my Ælfar stat-ups. I have several more on the way, including Archers, Warriors and a sort of leader/ranger type, along with a witch. They were begun when my help was called in for a Scion game and we came across a half-Ælfar character named Skuld and I was asked to stat her up. Had to devise the race first...
    Last edited by Mulletmanalive; 2011-12-26 at 07:41 PM.
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