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    Dwarf in the Playground
     
    GreenSorcererElf

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    Default A little river magic... [Creature]

    Encantado
    Medium Fey (Shapechanger)
    Hit Dice: 3d6+3 (13 hp)
    Initiative: +4
    Speed: 30 ft., swim 60 ft.
    AC: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +1/+1
    Attack: Slam +5 melee (2d4) or +1 dagger +6 melee (1d4+1)
    Full Attack: Slam +5 melee (2d4) or +1 dagger +6 melee (1d4+1)
    Face/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Blindsight 120 ft., change shape, damage reduction 5/cold iron, low-light vision, spell resistance 14, transmute trash to treasure
    Saves: Fort +2, Ref +7, Will +4
    Abilities: Str 11, Dex 19, Con 13, Int 11, Wis 12, Cha 14
    Skills: Bluff +8, Diplomacy +4, Disguise +8 (+10 while acting in character), Listen +11*, Perform (any two) +12, Spot +11*, Swim +8
    Feats: Dodge, Weapon Finesse
    Climate/Terrain: Warm aquatic
    Organization: Solitary or pair
    Challenge Rating: 3
    Treasure: None, except that created by transmute trash to treasure
    Alignment: Often chaotic good
    Advancement: 4-6 HD (Medium); or by character class
    Level Adjustment: +3

    A handsome young man steps out of the water, dressed in old-fashioned but stylish clothes and a straw hat. A wind catches his hat, and it moves momentarily before he quickly grabs it and pulls it back. For an instant, you see a bald spot on his head, revealing a porpoise-like blowhole.

    Encantados are boto (dolphin) spirits that inhabit tropical rainforest rivers. They usually build air-filled palaces underground beneath the river-bed and are well-known for having lavish courts. However, despite their idyllic lives, they are utterly captivated by mortals, and often seek out mortal companions.

    Many rumors surround the encantados in the areas where they roam. They are well-known for luring comely young mortals away, often never to return. Those that do return are often not right in the head, and (if female) usually return pregnant. In cultures familiar with these fey, anyone whose father is unknown is said to be a “child of the boto” and is often named Delfen (Dolphin). It is considered terrible luck to kill a boto, because it may anger the encantado community into supernatural retribution (whether or not the dolphin is an encantado).

    Encantados usually live alone or in pairs because they don’t like to deal with large groups for long periods and they enjoy their freedom, but they invariably get lonely and desire companionship. They usually seek out mortal company, particularly at parties. They often kidnap humanoids that please them, and sometimes take them to be long-term companions. They may turn them into encantados using secret rituals. Occasionally, an encantado will take a favored mortal to see an encantado city. These cities are wondrous and rich in magic, but the populations are almost totally transient. Because encantados like their freedom, they only visit the cities (for trade or socialization), and few live there permanently. The greatest encantado city is a massive veritable paradise known as Encante.

    Encantados like to socialize with other fey from time to time, and may visit courtly realms. They generally get along much better with the Seelie than the Unseelie. Occasionally, an encantado will become a member of a court, but unless the court moves around frequently, the encantado will usually leave after a relatively short period of time.

    Encantados love music, and so favor the bard class. Most encantados that become powerful enough enter the sublime chord prestige class. This path to magical knowledge is considered to be the most obvious, as it stresses learning by way of the music that all encantados cherish. Encantado cities rarely contain wizard enclaves, but a college for sublime chords is always to be found. As fey, encantados never worship deities, but they always revere nature.

    In dolphin form, an encantado looks like any other boto (a pinkish dolphin with no dorsal fin, large pectoral fins, a very narrow snout, and a very mobile neck), except that its fins may look a bit like arms. In humanoid form, it looks like a pale, comely human with dark hair. It has a bald spot on the top of its head, revealing a blowhole. The encantado usually wears light-colored traditional or old-fashioned clothing and favors straw hats to cover its telltale blowhole.

    Encantados speak Common and Sylvan, and sometimes other languages depending upon the mortal races they commonly encounter.

    COMBAT
    An encantado that is attacked usually flees immediately. However, it may fight to claim a creature that it desires. It may take an unwilling humanoid by tricking him or her, but it will not act violently toward him or her.

    Spell-Like Abilities: 3/day – bestow curse (DC 16), hypnosis (DC 13), suggestion (DC 15), water breathing; 1/day – confusion (DC 16); CL 6th. Save DCs are Charisma-based.

    Blindsight (Ex): Encantados can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the encantado to rely on its vision, with is approximately as good as a human’s.

    Change Shape (Su): As a standard action, the encantado can assume the shape of a Medium humanoid (this is a unique form for the encantado and cannot be changed) or return to its original form. In humanoid form, the encantado’s swim speed decreases to 40 feet and it loses its slam attack. It can only use weapons, its land speed, and transmute trash to treasure in humanoid form. When an encantado returns to boto form, it drops anything it is carrying. An encantado can spend only 6 hours per day in humanoid form. A true seeing spell reveals its boto form, but it does not assume a particular form upon death.

    Hold Breath (Ex): An encantado can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

    Transmute Trash to Treasure (Sp): As a free action, an encantado in humanoid form can turn river trash (such as dead leaves, mud, shells, and nets) it has in hand into beautiful treasures. The treasures created are usually in the form of jewelry or garments that are then used to help win the hearts of humanoids that they wish to seduce. An encantado can have up to 2,500 gp in treasure in existence through this ability at any time. Created items can be magical, so long as their caster level does not exceed the encantado’s. The transmutation lasts only for a number of hours equal to the encantado’s caster level. The encantado can also dismiss the ability at any time; if an encantado wants to create an item that brings its total extant treasures beyond its limit, it must first dismiss some or all of its current transmutations. This ability can affect no more than five cubic feet of material in total at a time, can create only items that the encantado has seen before, and ends immediately if the encantado is slain. The caster level for this ability is the same as for its other spell-like abilities.

    An encantado on land will frequently keep some soggy dead leaves in an easy-to-access place on its body to retrieve and turn into a +1 dagger should danger arise. The encantado may also use this ability to create clothing, if it can’t find any to “borrow” that it likes.

    Skills: An encantado has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided that it moves in a straight line.

    An encantado receives a +4 racial bonus on Perform checks.

    * An encantado has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

    ADVANCEMENT
    An encantado’s spell resistance is equal to 8 + its spell-like ability caster level. The caster level for an encantado’s spell-like abilities increases by 1 every other time it increases in Hit Dice. Whenever its caster level increases, the gp value of treasure it can create increases by 500 gp, the treasure lasts for 1 more hour, and it can remain in humanoid form for 1 hour more per day.

    ENCANTADOS AS CHARACTERS
    Encantado characters possess the following racial traits.
    —+8 Dexterity, +2 Constitution, +2 Intelligence, +4 Charisma.
    —Medium size.
    —An encantado’s base swim speed is 60 feet.
    —Low-light vision.
    —Racial Hit Dice: An encantado begins with three levels of fey, which provide 3d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
    —Racial Skills: An ecantado’s fey levels give it skill points equal to 6 x (6 + Int? modifier, minimum 1). Its class skills are Bluff, Diplomacy, Disguise, Listen, Perform, Spot, and Swim. Encantados have a +4 racial bonus on Perform checks. Their blindsight grants them a +4 racial bonus on Spot and Listen checks as well, unless it is negated.
    —Racial Feats: An encantado’s fey levels give it two feats.
    —Weapon and Armor Proficiency: An encantado is automatically proficient with simple weapons.
    — +4 natural armor bonus.
    —Natural Weapons: Slam (2d4).
    —Special Attacks (see above): Spell-like abilities.
    —Special Qualities (see above): Blindsight 120 ft., change shape, damage reduction 5/cold iron, spell resistance 14, transmute trash to treasure.
    —Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Elven, Gnome.
    —Favored Class: Bard.
    —Level adjustment +3.
    Everything I wanted to know about the planes I learned at Dicefreaks.

    -Member and Project Head of Songs of the Sidhe (Developing fey and Faerie with cohesive flavor and mechanics that extend from 1st level to high-epic)

  2. - Top - End - #2
    Dwarf in the Playground
     
    Griffon

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    Default Re: A little river magic... [Creature]

    Brazilian were-dolphins! Awesome.

  3. - Top - End - #3
    Firbolg in the Playground
     
    DracoDei's Avatar

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    Default Re: A little river magic... [Creature]

    As written, theoretically they could always have at least 2,000 gp of potions in their systems instead of having a +1 dagger ready... you might want to fix that loophole...
    Mage Armor + Shield + Shield of Faith + Protection from Law + .... and I haven't even hit 1,000 gp if everything is at caster level 1...
    Running: Ruceeglaelsktinag IC OOC Active Map
    Power Rangers:"BIG TWIST!!" (working title) IC OOC Active Map:None.
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
    Back from GenCon, but need to send some tricky e-mails. DragonCon Aug 29th to Sept 1st, has prep and recovery.

  4. - Top - End - #4
    Dwarf in the Playground
     
    GreenSorcererElf

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    Default Re: A little river magic... [Creature]

    Quote Originally Posted by DracoDei View Post
    As written, theoretically they could always have at least 2,000 gp of potions in their systems instead of having a +1 dagger ready... you might want to fix that loophole...
    Good point. Think it would cover things if I ruled out single-use and charged items?
    Everything I wanted to know about the planes I learned at Dicefreaks.

    -Member and Project Head of Songs of the Sidhe (Developing fey and Faerie with cohesive flavor and mechanics that extend from 1st level to high-epic)

  5. - Top - End - #5
    Firbolg in the Playground
     
    DracoDei's Avatar

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    Default Re: A little river magic... [Creature]

    Yeah, that would probably be the simplest solution.
    Running: Ruceeglaelsktinag IC OOC Active Map
    Power Rangers:"BIG TWIST!!" (working title) IC OOC Active Map:None.
    For everything else (including my homebrew) see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
    Back from GenCon, but need to send some tricky e-mails. DragonCon Aug 29th to Sept 1st, has prep and recovery.

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