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  1. - Top - End - #151
    Dwarf in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2007
    Location
    Linscend
    Gender
    Male

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

    Here's the text on glammer monsters.

    "When created by glammer, a creature is effectively real to the targets and invisible and intangible to everyone else. These creatures are treated as having the same AC as the Red Man, with modifiers for size and a number of hit points equal to the square of their creator's HD. As a creature gets larger, it gets easier and easier to disbelieve, meaning that the save is easier on larger creatures than it would have been on smaller ones. Tiny or smaller creature are incapable of dealing damage except when in a Swarm, in which case, use their equivalent size. Attacks use the Red Man's attack bonus with a further adjustment for his Charisma modifier."

    The problem isn't what you say that makes me think the critter gets its original number of attacks; the problem is that you never say "A glammer creature's statistics are identical to the fear darrig's except as noted here." Without that sentence, you have only stipulated that the creature uses the red man's attack bonus, which it is plausible might be applied to the original creature's original number of natural weapon attacks (which don't depend on BAB to determine number). Establish that the starting point is the fear darrig and not the original monster, and things become easier... but there may be things you want to specify do get copied after all, such as space and reach and perhaps certain special attacks.
    Everything I wanted to know about the planes I learned at Dicefreaks.

    Projects to watch:
    City of Seven Seraphs for PF from Lost Spheres Publishing
    The Faerie Ring: Along the Twisting Way for PF and 5e from Zombie Sky Press
    Psionics Guide for Starfinder from Dreamscarred Press

  2. - Top - End - #152
    Ogre in the Playground
     
    Mulletmanalive's Avatar

    Join Date
    Jul 2009
    Location
    WOTC ≱ my opinion

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

    rectified...i think.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  3. - Top - End - #153
    Ogre in the Playground
     
    Mulletmanalive's Avatar

    Join Date
    Jul 2009
    Location
    WOTC ≱ my opinion

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

    This time, I've actually coughed up a prestige class that explains how the "Courts" are involved with my version of the fae. This is not meant to be the definitive version of anything, just my version, which assumes that most campaigns aren't going to hit epic or even come close.

    I'll figure out a way of doing the "pimping out spell powers" ability as soon as I can. Possibly just having a silly number of spell slots and some way of recharging a bunch of them...

    Færie Queen:
    D&D Version:
    Spoiler
    Show

    Prerequisites:
    Skills: Knowledge [Nature] 13 ranks, Spellcraft 13 ranks
    Feats: Faerie Fief
    Spellcasting: Must be able to prepare 5th level spells

    {table]Level |
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |
    Holdings
    | Special |
    Rank
    | Spellcasting

    1 |
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    0
    | Courtly Patron |
    Baron/Baroness
    | +1 level of existing spellcasting class

    2 |
    +1
    |
    +1
    |
    +1
    |
    +3
    |
    0
    | Demesne, Holdings || +1 level of existing spellcasting class

    3 |
    +2
    |
    +1
    |
    +1
    |
    +3
    |
    1
    | Chariot, Touchstone || +1 level of existing spellcasting class

    4 |
    +3
    |
    +2
    |
    +2
    |
    +4
    |
    0
    | Court Identity |
    Lady/Lord
    | +1 level of existing spellcasting class

    5 |
    +3
    |
    +2
    |
    +2
    |
    +4
    |
    0
    | Manor || +1 level of existing spellcasting class

    6 |
    +4
    |
    +3
    |
    +3
    |
    +5
    |
    1
    | Chariot II, One with Weather |
    Duchess/Duke
    | +1 level of existing spellcasting class

    7 |
    +4
    |
    +3
    |
    +3
    |
    +5
    |
    0
    | Immortal Realm || +1 level of existing spellcasting class

    8 |
    +5
    |
    +4
    |
    +4
    |
    +6
    |
    0
    | Bind Fealty |
    Queen/King
    | +1 level of existing spellcasting class

    9 |
    +6
    |
    +4
    |
    +4
    |
    +6
    |
    1
    | Chariot III, Fairy Castle || +1 level of existing spellcasting class

    10 |
    +7
    |
    +5
    |
    +5
    |
    +7
    |
    1
    | Crone Empress |
    Crone
    | +1 level of existing spellcasting class[/table]

    Hit Dice: d6
    MV Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Str/Cha), Knowledge [All skills, taken individually] (Int), Listen (Wis), Move Silently (Dex), Observation (Wis), Ride (Dex), Survival (Wis), Swim (Str), Witchcraft (Wis)
    Skill Points per Level: 6 + Int

    Class Abilities:
    Weapon and Armour Proficiencies: A Faerie Queen gains no proficiency in weapons or armour usage.

    Courtly Patron [Su]: Being a Færie Queen is about forming a symbiotic relationship with her court and establishing a base of cultists within it. Like a god, she can grant spells to petitioning spellcasters [usually witches or druid-like casters].

    A Queen may have a total number of followers equal to her Charisma modifier plus her class level, at any point. She may grant spells of up a level up to her class level -1, or half her hit dice, whichever is lower. Granting a petitioner spells for the day requires a sacrifice of a number of spell levels equal to the highest spell level of the recipient. Queens normally set a time when all followers petition for spells, just as gods do. Practicality more than anything. In addition, she may choose to sacrifice additional spell levels, up to 50% of those required to empower the character, to grant free floating spell levels which may be applied to spells being cast by the character as a Swift action to add metamagic effects to spells without cost.

    In return, she may demand power back from her followers. As a Full round action,she may demand they sacrifice any number of spell levels they have prepared in order to restore one of her expended spells or spell slots. The number of slots the target needs to sacrifice is equal to the level of the spell to be restored +1. A follower is allowed to refuse but this has possible consequences.

    Finally, as a Full action, a Queen may strip all spells from a follower. No save, it just happens, though Queens gain no benefit aside from punishing the target, so it's not often done.

    Demesne [Su]: At second level, the Færie Queen begins the process of founding a realm, or Demesne, beyond the Hedge. This realm consists of a number of square miles equal to the square of the Queen's royal level [(Færie Queen plus Færie King)2]; the minimum size of a building block that the queen may use in assembling the realm is an acre. There are 640 acres in a Square mile; an acre is equal to 43,560 square feet. A Demesne can contain any terrain that the Queen wishes and it grows organically based on the number of members in the court, adding 1 acre to its area per HD of fæ in the court [round up and guess for the most part here]. At this stage, the Queen may dictate the terrain and conditions when they form and could alter them using magic but has no control over them once the pocket realm has formed.

    The Demesne contains any dwellings the Queen desires, though these buildings cannot be particularly grandiose at this stage. In general, the Queen will have a nice cottage or an underground facility of similar size. When a Demesne is created, a number of permanent paths into it equal to the Queen's class level are created between points in the realm and points in the real world. Characters with the correct incantations [Knowledge DC 30] can travel between the Demesne and the real world as a Full action without having to transverse the Hedge.

    Holdings: In addition to the above qualities of a Queen's Realm [the compound term for the three different levels of the Demesne], the realm also includes the Queen's original Færie Fief gained holdings. These form a portion of the territory based on their normal size but are overlaid and incorporated into the realm rather than added on to it. The Queen retains all the qualities of her holdings and gains additional Holdings within her realm at 3rd, 6th, 9th and 10th level. It is possible for a Queen to gain additional holdings through means discussed in the Færie King class, usually through trades or færie duels. Her Royal Level is her levels in Færie Queen and Færie King, plus the number of Færie Fief feats she possesses.

    Chariot: Færie Queens are known for their methods of conveyance, whether it is the tiny snail shell chariot of Mab or the skiffs of the Lady of the Lake or the vast longships associated with certain Norse figures. In any case, a Chariot is a construct of any size that is appropriate for its purpose; at 3rd level, the queen gains a conveyance that can carry herself and up to five others of the same size category at a Fly speed of 30ft [Clumsy] or either on land or on the top of the water at a speed of 60ft. Aquatic queens may opt to replace their land speed with the ability to move underwater at the same speed. A Chariot has a Defence of 14, 50hp per royal level and a Hardness equal to the queen's royal level +10.

    This improves at 6th level, allowing the vessel to carry up to 20 extra creatures of the queen's size at a Fly speed of 40ft [Poor] or at 90ft on land or sea.

    At 9th level, this improves again, allowing up to 50 extra creatures to be carried at a Fly speed of 60ft [Average] or at 120ft on land or sea. Additionally, it becomes an extension of the queen's Castle, allowing her to mount siege weapons on it. The state-room includes a miniature touchstone for her to use her abilities from it.

    Touchstone: A Touchstone is the core of a Demesne and the core of a court. Prior to this point, the queen is able to hold allegiance with force or goodwill but when the Touchstone is founded, she can cause her members to swear allegiance to her. In the centre of a 3rd level Færie Queen's Demesne, a large stone forms; sometimes this is carved into an exquisite statue or fountain but at others it is simply an ugly lump of stone. Once per season, members of the court come in to swear allegiance to the Queen by placing their hand on the stone and swearing a simple but unique oath. Once this is done, the Queen gains a number of spell levels equal to 1/10 of the HD within her court, which may be used only for empowering followers and applying metamagic effects to her spells. and can tell instantly when one of them is slain, knowing the exact location.

    Additionally, the Touchstone allows the Queen to swear Faerie Knights to her service; this allows her to foster a number of knights equal to the square of her class level at any given point, though the class level of any given knight may not exceed her class level.

    Court Identity: There is a trend within courts to assume an identity, or "nature," by which they are known and reckoned. The two most common of these are the Seelie and Unseelie natures but there are also seasonal themes, themes linked to the times of day and occasionally themes linked to a unique area that the court occupies. At 4th level, a Færie Queen must select one of the following themes for her court. All members who pledge to the touchstone gain this benefit for the rest of the season, until the next Time of Gathering rolls around. Once selected, it takes a complete change of nature for the aspects of the court to change. This isn't impossible, but is usually as the result of a very serious blow to the court.

    See the seperate Court Identity spoiler for details.

    Manor [Su]: A Fairy Manor is a more advanced form of Demesne; at 5th level, the Queen's Demesne grows a new home for the Queen and her court in the form of a "Manor" which is a large house inside her realm. This structure must be partially within 100ft of the Touchstone and can have as many rooms as the Queen has followers [meaning that some have to share if everyone wants to stay at one time]. As long as she remains inside the structure, the Queen knows all that goes on within its walls and can alter the building as she sees fit, transplanting rooms to different places, altering their shape and size and changing their furnishings and internal conditions. For instance, she could move a room from one side of the building to another and fill is with snow-drifts and crystal figurines if she was that way inclined.

    The ability to reshape the building costs one Full action and requires her to sacrifice five levels of spells per room altered. If she changes a room while it is occupied, she suffers one point of Subdual damage per occupant thanks to the strain of altering perceived reality. Some Queens use this to make never ending corridors and the like.

    One with Weather [Su]: After a certain point, the triple bond between the Queen, her Touchstone and her realm becomes so great that the land warps in sympathy to her. When a 6th level Queen is angry, the weather takes on a harsh element [usually a storm, either a thunderstorm or a blizzard], when she is happy it is clement and when she is sad or defeated, it becomes overcast and miserable. This is automatic and she has little control over it outside of the structure of her mansion.

    Immortal Realm [Su]: So strong is the connection between a 7th level Færie Queen and her realm, that she begins to leave her mark on the real world as well. The Touchstone of her realm grows a corresponding body in the real world and her influence applies to the real as well as it does to her realm.

    By spending ten minutes and 100 spell levels, she may shunt her Mansion to or from the real world, along with as much of her Demesne as she can, as long as the territory is physically separated from the eyes of mortals at the time of the shift. This usually means that she has to form her mortal Demesne inside a large forest or inside a deserted valley, though in one notable occasion in Krakow, an entire section of a walled off ghetto was transplanted during the night by the Winter-Mother, Babba Yaga.

    In addition, the Queen's One with Weather ability applies to the real world around her mortal Touchstone, whether she likes it or not.

    Bind Fealty: At 8th level, the Queen becomes able to force other "Queens" of lesser rank (thus actually duchesses and below) under her banner. This is the manner in which the Seelie and Unseelie courts appear to cover the globe, by forcing others to become tenant courts of their greater ones.

    A Queen of this power level may have a number of vassal Queens equal to her Charisma modifier [which can get pretty high]. Each vassal is subject to the same possibility of having demands levelled against her as a follower from the Courtly Patron feature, though the Queen may demand up to three spell slots to be refilled at once. Queens need only sacrifice spell slots equal to the Spell level -1 to refill a slot.

    In exchange, in return, tenant queens may attempt to make demands of the high queen. This functions as normal but, as they have no threat of power stripping to level against her, is entirely at her discretion. When a high queen fills a demand, she sacrifices a number of spell levels equal to the spell slot to be refilled -1.

    Fairy Castle [Su]: While a færie Manor is fantastic in its construction and mutability, it is still vulnerable to infiltration. At 9th level, the Queen's Manor becomes a true castle, complete with unassailable walls and the like. The Queen is free to shape it how she likes, but he walls are at least 4 feet thick, with 100hp per foot and a Hardness of 11 [Granite equivalent].

    There are also defensive features which are powered by sacrificing her spell reserves, dealing 2d10 damage per spell level used, though they are aimed and operated by crews of 5 of her minions [large creatures counting as 4 medium ones]. She may choose which spells to surrender as a Free action at any time.

    The inside of the castle remains mutable and lavish but can be readily filled with traps that function as automatic versions of the siege weapons. The Touchstone is generally located in the castle courtyard but not always; sometimes it is in a nearby glade, a cave or part of the outer wall [Blarney Stone anyone?].

    Crone Empress: Along with the status of Crone, which reduces the base physical appearance of the Queen to that of an impossibly old woman [not that this cannot be hidden or even suppressed by magic], a 10th level Queen becomes an Empress. Though the term was used in the previous ability, it truly applies only here. From this point on, she may call upon all spells known by her vassals and their cultists, effectively allowing her to cast spells spontaneously from her class' full spell list [within limits].

    As a ritual that takes one minute, she may touch any Touchstone within her empire [her court and those of her vassals] and move to it, supplanting the true ruler while in her realm, if applicable. Unlike previously, she has a greater control over her Vassals, allowing her to force a Geas of "Cannot disobey the commands of a specific individual [letter, not intent]" from the Geas menu onto them, in relation to her commands.

    MV Version:
    Spoiler
    Show
    The top dog of any fairy court is known as a "Queen," though in many cases, the role is taken by a male or even a being of indeterminate gender. The power of a queen is dictated partly by her experience, partly by the size of her holdings and partially by the number of followers she possess.

    Humans tend to assume that the fairy courts are great, world spanning, monolithic organisations; while this is theoretically true in many cases, in most, this is a vast miscomprehension. In general, a court will have around 20-300 members, at most (depending on the strength of the ruler) and may hold sway over ten times that many fæ creatures through force. The misconception is based on the fact that most courtly ladies of power less than Crone, have sworn allegiance to a greater queen and are nominally part of her court. These Great Courts are usually either Seeliee or Unseelie in nature, leading to the misconception, though the Court of the Bitter Sea that inhabits the North Sea is currently the most powerful over organisation in the west. The power that the Winter Crone, Baba Yaga, might have is only to be guessed at…

    Prerequisites:
    In order to become a Færie Queen, a character must meet the following prerequisites:
    Species:
    Skills: Diplomacy 13 ranks, Witchcraft 13 ranks
    Feats: Faerie Fief

    {table]Level |
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |
    Def
    |
    Spell Level
    |
    Holdings
    |Special |Rank

    1 |
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    +0
    |
    1
    |
    0
    |Courtly Patron |Baron/Baroness

    2 |
    +1
    |
    +1
    |
    +1
    |
    +3
    |
    +1
    |
    2
    |
    0
    |Demesne, Holdings |

    3 |
    +2
    |
    +1
    |
    +1
    |
    +3
    |
    +2
    |
    3
    |
    1
    |Chariot I, Touchstone |

    4 |
    +3
    |
    +2
    |
    +2
    |
    +4
    |
    +3
    |
    4
    |
    0
    |Court Identity |Lady/Lord

    5 |
    +3
    |
    +2
    |
    +2
    |
    +4
    |
    +3
    |
    5
    |
    0
    |Manor |

    6 |
    +4
    |
    +3
    |
    +3
    |
    +5
    |
    +4
    |
    6
    |
    1
    |Chariot II, One with Weather |Duchess/Duke

    7 |
    +5
    |
    +3
    |
    +3
    |
    +5
    |
    +5
    |
    7
    |
    0
    |Immortal Realm |

    8 |
    +6
    |
    +4
    |
    +4
    |
    +6
    |
    +6
    |
    8
    |
    0
    |Bind Fealty |Queen/King

    9 |
    +6
    |
    +4
    |
    +4
    |
    +6
    |
    +6
    |
    9
    |
    1
    |Chariot III, Fairy Castle |

    10 |
    +7
    |
    +5
    |
    +5
    |
    +7
    |
    +7
    |
    10
    |
    1
    |Crone Empress| Crone[/table]
    Hit Dice: d6
    MV Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Str/Cha), Knowledge [All skills, taken individually] (Int), Listen (Wis), Move Silently (Dex), Observation (Wis), Ride (Dex), Survival (Wis), Swim (Str), Witchcraft (Wis)
    Skill Points per Level: 6 + Int

    Class Abilities:
    Weapon and Armour Proficiencies: A Faerie Queen gains no proficiency in weapons or armour usage.

    Courtly Patron: Being a Færie Queen is about forming a symbiotic relationship with her court and establishing a base of cultists within it. She gains the Patron Epic feat as a bonus feat and can teach others how to tap into her powers by spending a week with them. She may teach a number of students at once equal to her Int modifier and doing so grants the student the Cultist feat and Maleficareum flaw as a permanent addition. This counts as an Epic flaw, so it increases the number of total flaw activations possible in a session.

    As she has the Patron feat, she gains one additional point of Æther per Cultist she possesses and can grant access to her Æther pool as a free action, or withdraw this permission, as she sees fit.

    Spell Level: A Færie Queen is something of a living battery and being as such, she rapidly learns to channel her stores of newfound energy into a variety of new and interesting ways. At each level, she learns 10 spells, each of which may be of the stated maximum for that level or below. These spells are accessible not only to her, but to those cultists she may have and form the backbone of her "godlike" powers.

    Demesne [Su]: At second level, the Færie Queen begins the process of founding a realm, or Demesne, beyond the Hedge. This realm consists of a number of square miles equal to the square of the Queen's royal level [(Færie Queen plus Færie King)2]; the minimum size of a building block that the queen may use in assembling the realm is an acre. There are 640 acres in a Square mile; a section may never be narrower than a Chain, 1/80 of a mile or 66ft. As standard, acres are one furlong, 1/8 mile, long and one chain, 1/10 furlong, wide. A Demesne can contain any terrain that the Queen wishes and it grows organically based on the number of members in the court, adding 1 acre to its area per HD of fæ in the court [round up and guess for the most part here]. At this stage, the Queen may dictate the terrain and conditions when they form and could alter them using magic but has no control over them once the pocket realm has formed.

    The Demesne contains any dwellings the Queen desires, though these buildings cannot be particularly grandiose at this stage. In general, the Queen will have a nice cottage or an underground facility of similar size. When a Demesne is created, a number of permanent paths into it equal to the Queen's class level are created between points in the realm and points in the real world. Characters with the correct incantations can travel between the Demesne and the real world as a Full action without having to transverse the Hedge.

    Holdings: In addition to the above qualities of a Queen's Realm [the compound term for the three different levels of the Demesne], the realm also includes the Queen's original Færie Fief gained holdings. These form a portion of the territory based on their normal size but are overlaid and incorporated into the realm rather than added on to it. The Queen retains all the qualities of her holdings and gains additional Holdings within her realm at 3rd, 6th, 9th and 10th level. It is possible for a Queen to gain additional holdings through means discussed in the Færie King class, usually through trades or færie duels. Her Royal Level is her levels in Færie Queen and Færie King, plus the number of Færie Fief feats she possesses.

    Chariot: Færie Queens are known for their methods of conveyance, whether it is the tiny snail shell chariot of Mab or the skiffs of the Lady of the Lake or the vast longships associated with certain Norse figures. In any case, a Chariot is a construct of any size that is appropriate for its purpose; at 3rd level, the queen gains a conveyance that can carry herself and up to five others of the same size category at a Fly speed of 30ft [Clumsy] or either on land or on the top of the water at a speed of 60ft. Aquatic queens may opt to replace their land speed with the ability to move underwater at the same speed. A Chariot has a Defence of 14, 50hp per royal level and a Hardness equal to the queen's royal level +10.

    This improves at 6th level, allowing the vessel to carry up to 20 extra creatures of the queen's size at a Fly speed of 40ft [Poor] or at 90ft on land or sea.

    At 9th level, this improves again, allowing up to 50 extra creatures to be carried at a Fly speed of 60ft [Average] or at 120ft on land or sea. Additionally, it becomes an extension of the queen's Castle, allowing her to mount siege weapons on it. The state-room includes a miniature touchstone for her to use her abilities from it.

    Touchstone: A Touchstone is the core of a Demesne and the core of a court. Prior to this point, the queen is able to hold allegiance with force or goodwill but when the Touchstone is founded, she can cause her members to swear allegiance to her. In the centre of a 3rd level Færie Queen's Demesne, a large stone forms; sometimes this is carved into an exquisite statue or fountain but at others it is simply an ugly lump of stone. Once per season, members of the court come in to swear allegiance to the Queen by placing their hand on the stone and swearing a simple but unique oath. Once this is done, the Queen gains Æther equal to 1/10 of the HD within her court and can tell instantly when one of them is slain, knowing the exact location.

    Additionally, the Touchstone allows the Queen to swear Knights to her service; this allows her to foster a number of knights equal to the square of her class level at any given point, though the character level of any given knight may not exceed her own.

    Court Identity: There is a trend within courts to assume an identity, or "nature," by which they are known and reckoned. The two most common of these are the Seelie and Unseelie natures but there are also seasonal themes, themes linked to the times of day and occasionally themes linked to a unique area that the court occupies. At 4th level, a Færie Queen must select one of the following themes for her court. All members who pledge to the touchstone gain this benefit for the rest of the season, until the next Time of Gathering rolls around. Once selected, it takes a complete change of nature for the aspects of the court to change. This isn't impossible, but is usually as the result of a very serious blow to the court.

    See the seperate Court Identity spoiler for details.

    Manor [Su]: A Fairy Manor is a more advanced form of Demesne; at 5th level, the Queen's Demesne grows a new home for the Queen and her court in the form of a "Manor" which is a large house inside her realm. This structure must be partially within 100ft of the Touchstone and can have as many rooms as the Queen has followers [meaning that some have to share if everyone wants to stay at one time]. As long as she remains inside the structure, the Queen knows all that goes on within its walls and can alter the building as she sees fit, transplanting rooms to different places, altering their shape and size and changing their furnishings and internal conditions. For instance, she could move a room from one side of the building to another and fill is with snow-drifts and crystal figurines if she was that way inclined.

    The ability to reshape the building costs one Full action and five Æther per room altered. If she changes a room while it is occupied, she suffers one point of Subdual damage per occupant thanks to the strain of altering perceived reality. Some Queens use this to make never ending corridors and the like.

    One with Weather [Su]: After a certain point, the triple bond between the Queen, her Touchstone and her realm becomes so great that the land warps in sympathy to her. When a 6th level Queen is angry, the weather takes on a harsh element [usually a storm, either a thunderstorm or a blizzard], when she is happy it is clement and when she is sad or defeated, it becomes overcast and miserable. This is automatic and she has little control over it outside of the structure of her mansion.

    Immortal Realm [Su]: So strong is the connection between a 7th level Færie Queen and her realm, that she begins to leave her mark on the real world as well. The Touchstone of her realm grows a corresponding body in the real world and her influence applies to the real as well as it does to her realm.

    By spending ten minutes and 100 Æther, she may shunt her Mansion into the real world, along with as much of her Demesne as she can, as long as the territory is physically separated from the eyes of mortals at the time of the shift. This usually means that she has to form her mortal Demesne inside a large forest or inside a deserted valley, though in one notable occasion in Krakow, an entire section of a walled off ghetto was transplanted during the night by the Winter-Mother, Babba Yaga.

    In addition, the Queen's One with Weather ability applies to the real world around her mortal Touchstone, whether she likes it or not.

    Bind Fealty: At 8th level, the Queen becomes able to force other "Queens" of lesser rank (thus actually duchesses and below) under her banner. This is the manner in which the Seelie and Unseelie courts appear to cover the globe, by forcing others to become tenant courts of their greater ones.

    A Queen of this power level may have a number of vassal Queens equal to her Charisma modifier [which can get pretty high]. For each vassal she has, she gains a flat +10 Æther and can drain Æther from her vassals at any point she desires, as a Swift action. The amount drained has no limit and this is often used as a punishment. In exchange, the Tenents may treat themselves as Cultists of the Queen and draw on power from her with her permission. This makes imperial vassals very difficult to fight directly, especially as she draws power from the empress and spreads it amongst her subjects.

    Fairy Castle [Su]: While a færie Manor is fantastic in its construction and mutability, it is still vulnerable to infiltration. At 9th level, the Queen's Manor becomes a true castle, complete with unassailable walls and the like. The Queen is free to shape it how she likes, but he walls are at least 4 feet thick, with 100hp per foot and a Hardness of 11 [Granite equivalent].

    There are also defensive features which are powered by her Æther reserves, dealing 1d10 damage per point spent, though they are aimed and operated by crews of 5 of her minions [large creatures counting as 4 medium ones].

    The inside of the castle remains mutable and lavish but can be readily filled with traps that function as automatic versions of the siege weapons. The Touchstone is generally located in the castle courtyard but not always; sometimes it is in a nearby glade, a cave or part of the outer wall [Blarney Stone anyone?].

    Crone Empress: Along with the status of Crone, which reduces the base physical appearance of the Queen to that of an impossibly old woman [not that this cannot be hidden or even suppressed by magic], a 10th level Queen becomes an Empress. Though the term was used in the previous ability, it truly applies only here. From this point on, she may call upon all spells known by her vassals and their cultists, effectively giving her access to all Witchcraft spells that exist [within limits].

    As a ritual that takes one minute, she may touch any Touchstone within her empire [her court and those of her vassals] and move to it, supplanting the true ruler while in her realm, if applicable. Unlike previously, she has a greater control over her Vassals, allowing her to force a Geas of "Cannot disobey the commands of a specific individual [letter, not intent]" from the Geas menu onto them, in relation to her commands.

    Court Identities:
    Spoiler
    Show
    Seelie: The Seelie or blessed fairies are mostly kind to humans, though they have expectations that may seem unreasonable at best and tend to punish those who don't at least make a good show of trying to meet them. The seelie are amongst the most numerous of the fæ, second to the Unseelie only because they don't use conscription tactics.

    Seelie fæ are innately more beautiful than other kinds of fæ, even those of the same breed from other courts. When dealing with mortals, this can come as a massive advantage wherever looks could prove an influence. Effectively, a Seelie fæ counts as having a Rank score equal to its HD [and so can use this in place of its Cha modifier, assuming that the target cannot shrug off this influence]. In D&D, a Seelie may replace her Charisma modifier on skill checks with half her HD, if this is higher. This only functions on checks to work positive emotions or trust. In return, a Seelie fæ's geas is that they may "Do no harm to mortals who have yet to break the fairy bans in sight of another fairy." The wording does indeed allow rogue seelie to mess with people but never in company.

    Unseelie: The Unseelie is by far the largest of the courts, though its holdings are generally small. Individual courts are common and rarely control any lands of their own, unable to control their members well enough to enforce borders. The Unseelie aren't a voluntary group, rather they are forced into line by a queen with enough will and gumption to do so.

    Unseelie are almost always deeply fearsome creatures, bent on causing suffering in humans, usually for their own amusement but sometimes because it actually required of them. The Unseelie gift is potent only against the innocent, making them truly distasteful; when an Unseelie attacks a target that they have no true quarrel with, they gain a bonus to hit or to the save DC of the effect equal to their Cha modifier [many Unseelie have negative modifiers but add this as a bonus, so -3 becomes a +3 bonus to hit]. The Unseelie geas is "take from others any joy or satisfaction they may have in their deeds, a bitter, sad geas if ever there was one.

    Summer: The fæ with a summer queen are kind but negligent and struggle to understand the needs of humans more than others of their breed. They are inhuman in their thoughts and their aid can easily be the death of you.

    Summer fæ are proud, passionate and want to help, but their strength is ridiculous, making them very dangerous. The area of effect of everything summer fæ do is increased by 50%. This includes melee attacks, granting them the qualities of a 5ft barrage weapon if they did not already have such [for D&D, treat this as the Sweeping Strike ability of the Waar Mind. Additionally, any non-damaging effect they use deals 1d6-2 Subdual damage to the target in raw power. Their geas is "give not what is wanted, but that which is needed."

    Winter: The fæ of a winter queen are chilly and cold in their ways, clear and still in their beauty. Mostly deadly to life by their mere nature, they are cruel in their disinterest; to a winter fæ, all life is mulch in waiting. These courts generally hold sway in mountains and cold places, though some bleached areas of cold stone are their dwellings as well.

    Winter fæ are predictably cold, producing dancing patterns of rime around them as they move. Winter fæ give out a field of cold that causes all mortals within 10ft to save, Fort DC 10 + ½ HD + Con, or be numbed [-2 on checks] while in the area and creates a feeling of companionship in other Winter fæ, granting a stacking +1 bonus on checks [max +5]. The winter geas is "let no guest uninvited linger unserved," which forces these fæ to act decisively when disturbed.

    Spring: The fæ of a spring court are not tightly bound. They are industrious beings who open flowers and tend to animals. As a result, the bulk of these courts is composed of sprites and dryads of various types, with the remainder of their number being made up of the most enthralling breeds of fæ, such as Nymphs and Leannan sidhe.

    Spring fæ are wild and their moods contagious. They give off an aura of pollen that they may change the qualities of as a Swift action. It can grant either a bonus equal to ¼ their HD on Diplomacy and Manipulate checks with its sweet scent, cause all in the area to make a Fort save against poison, DC 10 + Con mod, or be Slowed for the round by the soporific effects or attract bees, creating a 30ft aura that deals ¼ of the fæ's HD as Subdual damage each round, which ignores Partial armour. The Spring geas is "never destroy that which can still grow," so no killing anyone who's not already too far gone to change.

    Autumn: The end of the yearly cycle is the basis for the autumn courts and their ways. Most members join up to indulge their destructive urges in a productive or at least, non harmful manner. The autumn courts are generally small bodies that fit under the rulership of a local court, a little like a mercenary company within the fæ culture.

    The autumn fæ are bringers of ruin. They are not specifically violent in some cases, but they are significantly more likely to slay than other members of their breed. An Autumn fæ adds it's Cha modifier to its Critical Threat Range for attacks and to the DC of any ability that requires a save. This only applies to harmful effects. Anything slain by an Autumn fæ begins to rot rapidly. The creedo of the Autumn Court is "never allow to remain, that which no longer has use." They are the greatest threat misers can know.

    Stars: The courts of stars are a kind of refuge for the bizarre and dreamlike amongst the fæ. They hinge on a level of autonomy that other courts would not allow and seek knowledge outside of the moral bounds of humanity and the perceivable limits of reality. The courts of stars are linked together via a maddening over-place beyond the Hedge known as the Dreamtime and are all regulated, albeit slackly by an over-lord known as the Grandfather.

    The star fæ gain two abilities: firstly, they may switch forms into that of a Spirit [Incorporeal] as a Full action. They may remain in their dream-form for as long as they please. They may buy Quirks and Upgrades [D&D: feats and Salient abilities from Libris Mortis] for their Spirit form if they wish, but gain no extras. Secondly, they can enter the Dreamtime, a sort of "higher Hedge" which allows them to travel at 100 times their normal movement rate, though the targeting is inexact. The credo of the Star Fæ is "never let the wonder escape the world." They are an ever present problem for scientists and cartographers in the wild places.

    Waters above: The courts of the waters above are those that tie themselves to a particular body of water, specifically those that are not part of a sea or ocean. Water fæ are usually a member of one of these courts and express something of the personality of the river, talking about it as if it were sentient, which it is, after a fashion. The queens of the waters above are generally calm and mercurial in their thoughts.

    The fæ of the Waters Above are mischievous and move like water, flowing around their foes. Part of this is the high quantity of liquid in their composition, but also their very attitude. Fæ of the Waters Above never provoke Attacks of Opportunity for moving and gain a +4 bonus to Defence against Readied actions. They may even move into the space of another creature without issue. Fæ of the Waters Above are bound to "wear smooth all that stand in their way, breaking off that which resists." They prize freedom above all things and anyone attempting to bind or change the watercourse can find themselves in for a fight.

    Dark Waters: The seas and oceans are ruled by the courts of the dark waters. These fæ are surprisingly numerous and also, in general, substantially larger than other fæ. These courts know a lot of internal strife and sea monsters are counted as unruly members of their numbers.

    Dark water fæ exemplify the capriciousness of the ocean. They all possess a rapid Swim speed of 50ft and the Aquatic subtype, making them able to exist in their realm, but their greatest danger is their ability to mimic the storm effect, Green Water. This ability takes the form of them being able to make a Flamer style attack [45 degree cone attack, range 30ft] with a range category of 10ft, as a Standard action. All in the area of effect are hit by a Bullrush effect resolved using double the fæ's HD as the bonus. This may be opposed directly, with the character's Grapple, with a Reflex save or with the Escape Artist skill. They use this ability to flush enemies over the side of boats. Dark Water fæ are bound to "reckon with those as disrespect the ways of the ocean."

    Blasted: The blasted courts are the most capricious of the non-malicious fæ. They do not make it their task to hunt or haunt mortals and will occasionally help the desperate but their realm is bleak beyond all comparison and they too are harsh and unforgiving. Their biggest foible is their rules of hospitality, which make those of the Seelie or Djinn seem forgiving by comparison. Coming from deserts and wasteland, it's understandable, at least.

    Blasted fæ are amongst the most powerful fæ, but deeply unforgiving. They gain several benefits: firstly, their DR becomes Hardness instead, along with the Toughened quality [meaning it can never be more than halved, no matter whether Adamantine or magic are applied to it]; second, they can grow armour spikes as a Swift action, adding +1d6 damage to their unarmed and grapple damage at medium size; finally, they have great powers of hospitality and can create a tent, food and water for up to 5 people per HD they possess, as long as their target observes the local rules of hospitality with religious devotion. The geas of Blasted Fæ is "duty and politeness are all and their opposites are abandonment and wrath." These beings will save you from starvation, only to abandon you for a single careless action.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Some edits have been made, some abilities have become less powerful. Rip it to shreds, round two, FIGHT!
    Last edited by Mulletmanalive; 2011-10-19 at 06:02 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  4. - Top - End - #154
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Try adding the Ghostlight you made on the Request a Homebrew thread to this. It is definitely a Fey that was statted by you, so it belongs here as well (unless you think the Lore idea here would not work with it).

  5. - Top - End - #155
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    This is a D&D only player character race I created for a request in the Request a Homebrew thread for Master256. He seems happy with it but i have no idea how i might balance it for MV [not that it matters].

    As always, my D&D work is pure OGL.

    Ghostlight D&D Version:
    Spoiler
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    • -6 Strength, -2 Constitution, +4 Dexterity. Ghostlights are horribly fragile but fast and agile.
    • Fey - Ghostlights are fey and are this immune to effects specific to humanoids [charm person and the like].
    • Size - Tiny. The Ghostlight is Tiny [the size of a large cabbage] and gain a +2 bonus on AC and Attack rolls, along with a +8 bonus to Hide checks [see below, however]. They suffer a -8 penalty on Grapple, Bullrush, Sunder, Disarm, Overrun, and Trip checks.
    • Ghostlights zip along above the ground at an altitude of about 5ft. This is treated as a normal land movement of 40ft, though they are not affected by difficult terrain or very difficult terrain unless this is at least 5ft tall.
    • At 10th level, a Ghostlight gains the ability to zip along as long as they remain within 20ft of a solid surface, functioning like a very odd version of a Climb speed.
    • Electric Touch: The touch of a Ghostlight deals 1d6 damage.
    • Glow: All Ghostlights shed light as if they were carrying a torch. They can dim this to the levels of a candle by Concentrating [Standard action every round]. Undimmed, this inflicts a -10 penalty on stealth, while dimmed, it inflicts -5.
    • Low Light Vision: Ghostlights can see twice as far as humans in poor lighting conditions.
    • Bonus Feat - Ghostlights receive the Siren feat [see post 4 above for details], even if they do not meet the prerequisites.
    • No hands - Ghostlights have no hands. They cannot lift or touch anything and lacking much of a body, the only items they can possess are a pair of rings [most take the Vow of Poverty. They need not be exalted or even good to do so]. They cannot cast any spell that requires a Somatic component.


    Siren [General]:
    You are Adept at making things look so provocative as to draw folks to them, even against their better judgement.
    Prerequisites: Bluff 6 ranks, Skill Focus [Bluff]
    Benefit: As a Standard action, you may attempt to draw an opponent to you. Make a Bluff check with a -1 penalty per 5ft apart you are from the target and compare it to a Sense Motive Check from the target. If you win, the target moves half their speed towards you. If they encounter an obstacle, they may make a Will save, DC 11+ Cha to realise the danger and stop.
    Racial Feats:
    Very Enticing [Racial]:
    You have mastered how to draw mortals to their doom.
    Prerequisites: Ghostlight, Bluff 6 ranks.
    Description: You may add half your HD to all Bluff checks made as part of the Siren ability. Additionally, if you possess the feat Skill Focus [Bluff], you gain an additional +3 bonus on Siren checks.

    Dim Bulb [Racial]:
    Unlike most of your kind, you can dim your light completely, appearing rather like a floating mass of fluff.
    Prerequisites: Ghostlight
    Description: When concentrating to restrain your glow, you can completely quench it, nullifying your light. The downside is that you cannot deal energy damage in this state.

    Will'o'Fire/Rot/Chill etc [Racial, Fighter]
    You can change the energy your body exudes, a useful skill.
    Prerequisites: Ghostlight, BAB +3
    Description: Pick an energy type from Fire, Cold, Acid or Sonic. You may switch your touch damage to this as a Swift action. This feat may be taken multiple times, each time adding a new damage type.
    Notes: A Ghostlight Fighter may select this as a bonus feat.

    Surface Admixture [Racial, Fighter]:

    You have mastered the ability to combine different energy types on your surface.
    Prerequisites: Ghostlight, Will'o'fire etc, BAB +11
    Description: As a Swift action, you can imbue your touch attack with an additional kind of energy. Your attack now deals full damage with its primary energy type and full damage with a secondary damage type of your choice.
    Notes: A Ghostlight Fighter may select this feat as a bonus feat.

    High Charge [Racial]:
    Your touch deals more damage than normal.
    Prerequisites: Ghostlight
    Description: Your touch attack deals 2d6 Electricity damage.

    High Charge, Improved [Racial]:
    Your touch grows more powerful every day.
    Prerequisites: Ghostlight, High Charge
    Description: Each time you select this feat, your Touch attack damage increases by +2d6 damage. You may select this feat multiple times, it's effects stack.
    Last edited by Mulletmanalive; 2010-12-17 at 06:25 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  6. - Top - End - #156
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Right, another nice little class for you to play with. I know the "fairy knight" idea has been done to death, but i was simply trying to get the right flavour for what i was going for: The generically awesome knight of Lancelot and Galahad fame, along with some thematic links to my fae designs.

    No big magic, no shapeshifting, in general, not a lot of the more modern cliches, especially no generic blasting powers [i'm looking at you, Dresden Files!]

    I posted this now because I have a design for an example character ready using this class. Of initial note, the weapons may need a little pimping for the D&D version. The conversion was done on the fly. Either that or it could have a weak progression of manoeuvres...


    Færie Knight:
    The more powerful an organisational structure becomes, the more power tends to end up collected at the very top; this is something of the way of things in human nature. This is reflected in the fact that their beliefs apply this to the behaviour of the fæ as well. As a court becomes increasingly large and powerful [for there are many courts by many names, though most all are identifiably either seelie or unseelie (blessed or unblessed) in nature] it becomes more and more akin to a genuine feudal system than the collection of thugs and bullies and petty chieftains it may have started out as. Færie Knights are the chosen weapons of the "queens," a non-gendered term amongst the fæ indicating the mightiest of the chieftains.

    The power of Færie Knights is not to be sniffed at, for there is one shining example of these champions in literature in the form of Lancelot, champion of Nain, the Lady in the Lake. While gifted in martial prowess, Færie Knights have a variety of tricks and glammers that allow them greater power in the field, not least of which is the blessing of a steed of great and bizarre power, though it is their weapons that must be most feared, for even the slightest prick of their weapons can drive a man to his death.

    Fictional examples: Though thin on the ground, the Green Knight and Lancelot of the Matter of Britain are both knights of this sort, as are, to a lesser extent, the Knights of Summer and Winter from the Harry Dresden books by Jim Butcher.

    Prerequisites:
    In order to become a Færie Knight, a character must meet the following prerequisites:
    Skills: Knowledge (Nature) 8 ranks
    Flaws: Geas [Any one], Geas [Oath of service]
    Special: Must be formally accepted as a champion by a Færie Queen, though he/she may accept more than one champion.

    New Flaw: Geas
    Spoiler
    Show
    Geas is the old word for "taboo" or forbiddance. You have a rule that you cannot break, lest you lose your mythical powers.
    Desciption: Choose two of the following rules that you may not break. Should you break one of these rules, you suffer a cumulative -1 penalty on all rolls until the end of your current mission:
    1. Cannot disobey the commands of a specific individual [letter, not intent]
    2. Cannot refuse hospitality
    3. Cannot cross rivers
    4. Cannot speak an angry word [cussing is out]
    5. Cannot slay an owned beast [if anyone can claim ownership, you're in trouble]
    6. Cannot refuse a lawful challenge
    7. Cannot cross the threshold of a home without invitation [shops and public buildings, except religious buildings, lack thresholds]
    8. Cannot go armed inside a village
    9. Cannot reveal the boundaries of his territory
    10. Cannot ignore a violation of a protected area; requires deadly force

    Note: The reason you must choose two is simply because one of these on its own is not enough to warrant a feat.

    {table]Level |
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |
    Def
    |Special

    1 |
    +1
    |
    +0
    |
    +2
    |
    +2
    |
    +1
    |Living Armour (Ivy), Mount

    2 |
    +2
    |
    +1
    |
    +3
    |
    +3
    |
    +2
    |Geas Power, Moonsilver Draw

    3 |
    +3
    |
    +1
    |
    +3
    |
    +3
    |
    +3
    |Hand of the Queen, Living Armour (Oak)

    4 |
    +4
    |
    +2
    |
    +4
    |
    +4
    |
    +4
    |Geas Power, Silver reaver

    5 |
    +5
    |
    +2
    |
    +4
    |
    +4
    |
    +5
    |Infectious Blade, Living Armour (Birch)

    6 |
    +6
    |
    +3
    |
    +5
    |
    +5
    |
    +5
    |Bless the Mount, Geas Power

    7 |
    +7
    |
    +3
    |
    +5
    |
    +5
    |
    +6
    |Infectious Blade, Living Armour (Willow)

    8 |
    +8
    |
    +4
    |
    +6
    |
    +6
    |
    +7
    |Cast back the Hedge, Geas Power

    9 |
    +9
    |
    +4
    |
    +6
    |
    +6
    |
    +8
    |Infectious Blade, Living Armour (Hawthorn)

    10 |
    +10
    |
    +5
    |
    +7
    |
    +7
    |
    +9
    |Final Geas, Immortal Servant[/table]

    D&D Version:
    Spoiler
    Show
    Hit Dice: d8
    Class Skills: Balance [Dex], Bluff [Cha], Climb [Str], Diplomacy [Cha], Intimidate [Str/Cha], Jump [Str], Knowledge [Nature] [Int], Knowledge [Politics] [Int], Listen [Wis], Move Silently [Dex], Ride [Dex], Sense Motive [Wis], Spot [Wis]
    Skill Points per Level: 4 + Int


    Class Abilities:

    Weapon and Armour Proficiencies: Færie Knights learn rapidly to use almost any weapon. They gain proficiency with all Simple and Martial weapons, along with all Bow-like weapons. Similarly, they gain proficiency with all forms of armour and shields.

    Living Armour: All Færie Knights are clad in a suit of green armour. This normally looks like a suit of thin looking green tinted plate armour. The exact characteristics vary somewhat with between knights and courts.

    When inside the Hedge or if the knight wishes, as a Full action, it transforms into a suit of thin wood, crusted with leaves. In this form, the Færie Knight recovers a number of hit points equal to his class level every ten minutes while exposed to at least partial sunlight.

    At first level, this armour is made of Ivy and grants an armour bonus of 5 and a Climb speed of 10ft. As he gains levels, the knight gains further types of armour that he can choose from, though the abilities are discreet and do not stack. Selecting a kind of armour is a one hour preparation action.
    • Oak: Gained at 3rd level, armour of oak grants the knight an armour bonus of 5 + class level and when in direct sunlight, allows the wearer to grant himself a bonus to his Str equal to his class level for one round, as a Swift action.
    • Birch: Gained at 5th level, armour of birch grants the wearer an armour bonus of 5 + ½ class level and allows him to grant an equal amount of healing to a number of allies equal to his Cha by remaining in contact with them while under sunlight.
    • Willow: Gained at 7th level, armour of willow grants the wearer an armour bonus of 4 + ½ class level and the ability to Shift as if he had a Reach of 5ft per 2 Færie Knight levels he possess.
    • Hawthorn: Gained at 9th level, armour of hawthorn grants the wearer an armour bonus of 5 + class level and the armour is covered with hard wooden spikes. These count as armour spikes [2d6 damage] and also protects from attacks from Natural and Unarmed attacks, dealing damage to the attacker if they hit.


    Mount: Færie Knights need to be able to get around and so are gifted with a steed of finest fæ breeding. This creature usually resembles a horse and is identical to a horse Animal Companion owned by a druid of your HD. The mount is marked either by a Bite or Gore primary natural attack that deals 1d10 damage + 1½ strength and is constantly loyal to you. As the mount is fæ in origin, it gains DR/Natural equal to its HD and can Tween as though it was your character level.

    Geas Power [Su]: At the indicated levels, the Færie Knight gains an additional Geas, though he may refuse it. As of this point, as long as the Knight has no penalties from these Geas, he gains an Enhancement bonus on all skill checks, attack and damage rolls equal to the number of Geas he possesses.

    Moonsilver Draw [Su]: Almost all Færie Knights are armed with weapons made of moonsilver. Under chemical testing, this material is an alloy of silver with a certain amount of organic component, though the knights claim that it is actually congealed moonlight. The truth is unknown even to the Queens to empower them.

    In game terms, the Færie Knight gains the ability to reach into a shadow other than his own and pull out a weapon of Moonsilver. Doing so requires a Move action and provokes Attacks of Opportunity. The weapon produced can be any weapon that the Knight is proficient with, though not those with chemical or technological components.

    Moonsilver weapons count as both Silver and a Natural Material for purposes of hurting things.

    Moonsilver is considered highly prized by the fæ courts, so there is a big bounty on its return. If a character possesses it, he must keep it carefully or the first time it is entirely unguarded, it will be stolen from beneath his nose by a soon to be very rich goblin or hobgoblin.

    Hand of the Queen [Su]: As the champion of a Queen, a 3rd level Færie Knight tends to get followed around by other fæ, who like to watch. He can make demands of them, forcing them to use spell-like abilities in his name. once per encounter, he may demand that a watching fæ creature with a CP/CR no greater than his class level use an ability in his defence.

    This ability requires a Swift action on his part and generally allows him access to spell effects from the Witch spell list [see DMG page 192, i think], up to level 2 + ½ his class level, though the GM might rule there are specific abilities available beyond this. The Knight is automatically aware of which fæ are tagging along in each encounter [this should be resolved by asking if he can call on, say, an Ogre, rather than listing them before the encounter begins].

    Silver Reaver [Su]: In the hands of a 4th level Færie Knight, moonsilver weapons count as both Silver, Natural and also as a Magical attack. As a result of being a Magical weapon, with an equivelent enhancement bonus equal to your class level. The enhancements are the same for each weapon you draw, though they may be changed with an hour's meditation at dawn.

    Infectious Blade [Su]: While armed with a piercing melee weapon of moonsilver, a 5th level Færie Knight can elect to snap off the tip of the weapon after he deals damage successfully by expending a Swift action to twist the blade. Those infected by such a blade suffer one Wound and become immune to magical and natural healing until it is removed, which requires a DC 30 Heal check by someone with the Surgery Feat. Removing the shard cures the Wound.

    At 5th, 7th and 9th level, a knight may select one of the following abilities to add to the effects of the blade while a sliver remains in the target. Only one effect can be applied to a single sliver and only one copy of each ability may be active at any one time. You may only use this ability on a target if you have an unused courier effect for it.
    Spoiler
    Show
    • Encroaching Shard: Each time that someone attempts to touch it, the blade shard moves deeper into the victim. Each time the victim is touched for surgery, first aid or magical healing [even though the latter two cannot function] the victim suffers 1 point of damage. For simplicity, the act of removing the shard is considered to deal 2d6 damage.
    • Feverish Wound: The victim suffers a horrible fever, becoming Fatigued. If he exerts himself, the victim must make a Fortitude save, DC 10 + Class Level + Cha, or become Exhausted for 10 minutes.
    • Hallucinatory Knight: The victim becomes convinced that a copy of the knight is coming to get him; a ghostly spectre indeed stalking him. This hallucinatory knight means that the poor victim seems to be being Flanked at all times and takes a -1 penalty to all perception based skills because of the constant distraction.
    • Marked by the Court: The poor victim has a supernatural bounty placed on his head by the Queen. All fæ who confront him gain a +2 morale bonus to attack rolls against him, though their enthusiasm makes them reckless, causing a -1 passive penalty to their Defence.
    • Plagued Forever: The victim is marked by the knight. The knight need only enter the Hedge and spend a Full action concentrating to find the direction and distance of the target to within 5% error. This is easily corrected by checking again near the target.


    Bless the Mount: At 6th level, a Færie Knight's mount becomes a little more powerful, gaining a +2 Deflection bonus to defence, which it also grants to its rider. Additionally, the mount gains the ability to walk on water as if it were slippery and unstable ground [Balance DC 17, usually].

    Cast Back the Hedge [Su]: The thing with mortals, is they're very good at killing things, so it's usually worth either indirectly recruiting them to help you or charging them en masse. Unfortunately, the Hedge makes it very difficult to do either of these things, so the Færie Knight develops the ability to render a section of it inert around 8th level. As a Full action, from either side of the barrier, the knight may temporarily destroy a 100ft radius section of the Hedge, dumping all of its residents into the world that he uses this ability from; obviously, the real world is the most usual target. This allows either a massed charge of fæ or the mortals to turn their guns on your troublesome enemies.

    Final Geas [Su]: The ultimate bond of the Færie Knight is what is known as "the Final Geas." At 10th level, the knight must accept a Geas more all encompassing than the others. As long as he keeps this code, he still suffers the penalties of violating his other Geas, but may still claim the bonuses provided by the Geas Power class feature. Depending on the conditions of the Final Geas accepted, the knight gains other powers. Below are three examples of codes that a knight may accept, though feel free to define your own, equally powerful options:
    Spoiler
    Show
    • Be thee eternal enemy of mine foe: The knight accepts a demand from his mistress to slay all examples of her greatest foe, often simply members of another court, though in terms of færie thoughts, this could be virtually anything. Should he leave something alive on purpose, including failing to check that they are dead through any means other than life or death pursuits [as pursuer or pursued], he is considered to have violated the Geas. As long as he keeps the code, he will return to life, without consequence, at either dawn or dusk [chosen by his patron when the oath is sworn] of the next day after being slain by the weapons of his designated foe.
    • Preserve all blameless souls that thou can, in thine reach: The knight accepts a demand, usually from a Seelie mistress, to protect all those around him that are blameless in a conflict. This includes all unarmed children, non-combatants who have not taken up arms, animals and fæ who are mere bystanders. While he maintains this code, the knight radiates an aura out to 100ft, that grants the following boons to those who are not his enemy: DR 10/Epic, Immunity to disease and poison, Immunity to emotion manipulation and he can sense what threshold each of them is at, at all times.
    • Defend my realm inviolate from agents of other powers: The knight accepts the tricky and demanding task of carving a region for his Queen that is free from agents of all other fæ, demons, angels and divine powers. Yes, he is required to stamp out religion in the area, save for oblation of your mistress, including driving off or killing all preachers, destroying all churches and holy symbols and preventing prayers. As long as he keeps this Geas, and note that being in process of dispatching such foes is considered keeping the oath, the knight gains Spell Resistance equal to his Character level + 15 and gains the ability to completely ignore partial effects from divine spells that he successfully saves against, as per the Evasion and Mettle abilities.


    Immortal Servant [Ex]: As of 10th level, the Færie Knight has reached a sort of symbiotic relationship with his Queen rather than a servant one that he held previously. As long as he is suffering no Geas penalties, he does not age, at all. Thus, his life is best measured in days rather than years. Whenever he breaks his Final Geas, however, he ages at five times the normal rate until he has made good. Some of the most skilled and cautious knights have managed to endure for two thousand years or more.

    MV Version:
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    Hit Dice: d8
    Class Skills: Balance [Dex], Bluff [Cha], Climb [Str], Diplomacy [Cha], Intimidate [Str/Cha], Jump [Str], Knowledge [Nature] [Int], Knowledge [Politics] [Int], Listen [Wis], Move Silently [Dex], Ride [Dex], Sense Motive [Wis], Spot [Wis]
    Skill Points per Level: 4 + Int


    Class Abilities:

    Weapon and Armour Proficiencies: Færie Knights learn rapidly to use almost any weapon. They gain proficiency with all Simple and Martial weapons, along with all Bow-like weapons. Similarly, they gain proficiency with all forms of armour and shields.

    Living Armour: All Færie Knights are clad in a suit of green armour. This normally looks like a suit of thin looking green tinted plate armour. The exact characteristics vary somewhat with between knights and courts.

    When inside the Hedge or if the knight wishes, as a Full action, it transforms into a suit of thin wood, crusted with leaves. In this form, the Færie Knight recovers a number of hit points equal to his class level every ten minutes while exposed to at least partial sunlight.

    At first level, this armour is made of Ivy and grants a Harness of 5 and a Climb speed of 10ft. As he gains levels, the knight gains further types of armour that he can choose from, though the abilities are discreet and do not stack. Selecting a kind of armour is a one hour preparation action.
    • Oak: Gained at 3rd level, armour of oak grants the knight a Hardness of 5 + class level and when in direct sunlight, allows the wearer to grant himself a bonus to his Str equal to his class level for one round, as a Swift action.
    • Birch: Gained at 5th level, armour of birch grants the wearer Hardness 5 + ½ class level and allows him to grant an equal amount of healing to a number of allies equal to his Cha by remaining in contact with them while under sunlight.
    • Willow: Gained at 7th level, armour of willow grants the wearer a Hardness of 4 + ½ class level and the ability to Shift as if he had a Reach of 5ft per 2 Færie Knight levels he possess.
    • Hawthorn: Gained at 9th level, armour of hawthorn grants the wearer a Hardness of 5 + class level and the armour is covered with hard wooden spikes. These count as armour spikes [2d6 damage] and also protects from attacks from Natural and Unarmed attacks, dealing damage to the attacker if they hit.


    Mount: Færie Knights need to be able to get around and so are gifted with a steed of finest fæ breeding. This creature usually resembles a horse and is identical to that granted by the Loyal Pet feat. The mount is marked either by a Bite or Gore attack that deals 1d10 damage + 1½ strength [Horses have a Strength of 18] and is constantly loyal to you. As the mount is fæ in origin, it gains DR/Natural equal to your level and can Tween as though it was your level.

    Geas Power [Su]: At the indicated levels, the Færie Knight gains an additional Geas, though he may refuse it. As of this point, as long as the Knight has no penalties from these Geas, he gains a bonus on all skill checks, attack and damage rolls equal to the number of Geas he possesses.

    Moonsilver Draw [Su]: Almost all Færie Knights are armed with weapons made of moonsilver. Under chemical testing, this material is an alloy of silver with a certain amount of organic component, though the knights claim that it is actually congealed moonlight. The truth is unknown even to the Queens to empower them.

    In game terms, the Færie Knight gains the ability to reach into a shadow other than his own and pull out a weapon of Moonsilver. Doing so requires a Move action and provokes Attacks of Opportunity. The weapon produced can be any weapon that the Knight is proficient with, though not those with chemical or technological components.

    Moonsilver weapons count as both Silver and a Natural Material for purposes of hurting things.

    Moonsilver is considered highly prized by the fæ courts, so there is a big bounty on its return. If a character possesses it, he must keep it carefully or the first time it is entirely unguarded, it will be stolen from beneath his nose by a soon to be very rich goblin or hobgoblin.

    Hand of the Queen [Su]: As the champion of a Queen, a 3rd level Færie Knight tends to get followed around by other fæ, who like to watch. He can make demands of them, forcing them to use spell-like abilities in his name. once per encounter, he may demand that a watching fæ creature with a CP/CR no greater than his class level use an ability in his defence.

    This ability requires a Swift action on his part and generally allows him access to spell effects from the Witchcraft list, up to level 2 + ½ his class level, though the GM might rule there are specific abilities available beyond this. The Knight is automatically aware of which fæ are tagging along in each encounter [this should be resolved by asking if he can call on, say, an Ogre, rather than listing them before the encounter begins].

    Silver Reaver [Su]: In the hands of a 4th level Færie Knight, moonsilver weapons count as both Silver, Natural and also as a Magical attack. As a result of being a Magical weapon, these blades ignore armour and hardness in all its forms.

    Infectious Blade [Su]: While armed with a piercing melee weapon of moonsilver, a 5th level Færie Knight can elect to snap off the tip of the weapon after he deals damage successfully by expending a Swift action to twist the blade. Those infected by such a blade suffer one Wound and become immune to magical and natural healing until it is removed, which requires a DC 30 Heal check by someone with the Surgery Feat. Removing the shard cures the Wound.

    At 5th, 7th and 9th level, a knight may select one of the following abilities to add to the effects of the blade while a sliver remains in the target. Only one effect can be applied to a single sliver and only one copy of each ability may be active at any one time. You may only use this ability on a target if you have an unused courier effect for it.
    Spoiler
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    • Encroaching Shard: Each time that someone attempts to touch it, the blade shard moves deeper into the victim. Each time the victim is touched for surgery, first aid or magical healing [even though the latter two cannot function] the victim suffers 1 point of damage. For simplicity, the act of removing the shard is considered to deal 2d6 damage.
    • Feverish Wound: The victim suffers a horrible fever, becoming Fatigued. If he exerts himself, the victim must make a Fortitude save, DC 10 + Class Level + Cha, or become Exhausted for 10 minutes.
    • Hallucinatory Knight: The victim becomes convinced that a copy of the knight is coming to get him; a ghostly spectre indeed stalking him. This hallucinatory knight means that the poor victim seems to be being Flanked at all times and takes a -1 penalty to all perception based skills because of the constant distraction.
    • Marked by the Court: The poor victim has a supernatural bounty placed on his head by the Queen. All fæ who confront him gain a +2 morale bonus to attack rolls against him, though their enthusiasm makes them reckless, causing a -1 passive penalty to their Defence.
    • Plagued Forever: The victim is marked by the knight. The knight need only enter the Hedge and spend a Full action concentrating to find the direction and distance of the target to within 5% error. This is easily corrected by checking again near the target.


    Bless the Mount: At 6th level, a Færie Knight's mount becomes a little more powerful, gaining a +2 Deflection bonus to defence, which it also grants to its rider. Additionally, the mount gains the ability to walk on water as if it were slippery and unstable ground [Balance DC 17, usually].

    Cast Back the Hedge [Su]: The thing with mortals, is they're very good at killing things, so it's usually worth either indirectly recruiting them to help you or charging them en masse. Unfortunately, the Hedge makes it very difficult to do either of these things, so the Færie Knight develops the ability to render a section of it inert around 8th level. As a Full action, from either side of the barrier, the knight may temporarily destroy a 100ft radius section of the Hedge, dumping all of its residents into the world that he uses this ability from; obviously, the real world is the most usual target. This allows either a massed charge of fæ or the mortals to turn their guns on your troublesome enemies.

    Final Geas [Su]: The ultimate bond of the Færie Knight is what is known as "the Final Geas." At 10th level, the knight must accept a Geas more all encompassing than the others. As long as he keeps this code, he still suffers the penalties of violating his other Geas, but may still claim the bonuses provided by the Geas Power class feature. Depending on the conditions of the Final Geas accepted, the knight gains other powers. Below are three examples of codes that a knight may accept, though feel free to define your own, equally powerful options:
    Spoiler
    Show
    • Be thee eternal enemy of mine foe: The knight accepts a demand from his mistress to slay all examples of her greatest foe, often simply members of another court, though in terms of færie thoughts, this could be virtually anything. Should he leave something alive on purpose, including failing to check that they are dead through any means other than life or death pursuits [as pursuer or pursued], he is considered to have violated the Geas. As long as he keeps the code, he will return to life, without consequence, at either dawn or dusk [chosen by his patron when the oath is sworn] of the next day after being slain by the weapons of his designated foe.
    • Preserve all blameless souls that thou can, in thine reach: The knight accepts a demand, usually from a Seelie mistress, to protect all those around him that are blameless in a conflict. This includes all unarmed children, non-combatants who have not taken up arms, animals and fæ who are mere bystanders. While he maintains this code, the knight radiates an aura out to 100ft, that grants the following boons to those who are not his enemy: DR 10/magic, Immunity to disease and poison, Immunity to emotion manipulation and he can sense what threshold each of them is at, at all times.
    • Defend my realm inviolate from agents of other powers: The knight accepts the tricky and demanding task of carving a region for his Queen that is free from agents of all other fæ, demons, angels and divine powers. Yes, he is required to stamp out religion in the area, save for oblation of your mistress, including driving off or killing all preachers, destroying all churches and holy symbols and preventing prayers. As long as he keeps this Geas, and note that being in process of dispatching such foes is considered keeping the oath, the knight gains Spell Resistance equal to his Cha bonus and gains the ability to completely ignore partial effects from divine spells that he successfully saves against.


    Immortal Servant [Ex]: As of 10th level, the Færie Knight has reached a sort of symbiotic relationship with his Queen rather than a servant one that he held previously. As long as he is suffering no Geas penalties, he does not age, at all. Thus, his life is best measured in days rather than years. Whenever he breaks his Final Geas, however, he ages at five times the normal rate until he has made good. Some of the most skilled and cautious knights have managed to endure for two thousand years or more.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.
    Last edited by Mulletmanalive; 2011-05-24 at 06:40 AM.
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  7. - Top - End - #157
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Could I get some stats for the Mishibizhiw please? I'd like it to be Fey type, and give it whatever CR you think it deserves. Thanks!

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

    Mishibizhiw:


    Mishibizhiw by Mulletmanalive (Thom Clegg)

    D&D Version:
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    Gargantuan Fey [Fae, Aquatic]
    Hit Dice: 30d6+240 (315 hp)
    Initiative: +7
    Speed: 60ft (12 squares), Burrow 20ft, Swim 60ft
    Armor Class: 53 (+7 Dex, -4 Size, +40 Natural), touch 13, flat-footed 46
    Base Attack/Grapple: +15/+46
    Attack: +26 Bite melee (6d6+15 plus Poison) OR +18 Lightning ranged touch (10d6 plus Grounding) 300ft range
    Full Attack: +26 Bite melee (6d6+15 plus Poison), +24/+24 Claws melee (4d6+7), +24 Tail melee (Grab, Constrict 4d6+15) OR +18 Lightning ranged touch (10d6 plus Grounding) 300ft range
    Space/Reach: 20ft / 15 ft (30ft with tail)
    Special Attacks: Awaken the Wilds, Bind, Constrict, Energy Conversion, Grounding, Medicine Maker, Pounce [+2 rake attacks], Rake [+17, 4d6+4], Roar, Sink, Tail, Wave of the Tail
    Special Qualities: Darkvision 60ft, Dissolve, DR 20/-, DR 40/Natural, Evasion, Fae Traits, Scent, SR 35, Tweening
    Saves: Fort +18, Ref +24, Will +19
    Abilities: Str: 41/+15 Dex: 24/+7 Con: 26/+8 Int: 10 Wis: 14/+2 Cha: 10
    Skills: Climb +48, Hide +28, Jump +60, Listen +35, Move Silently +48, Spot +35, Survival +35, Swim +23
    Feats: Alacritous Dodge [Races of the Wild], Mobility, Multiattack, Natural Flurry [See Below], Improved Natural Flurry [See Below], Power Attack, Spring Attack
    Environment: Mississippi basic and surrounding evirons
    Organization: Soliitary, Clan [2-5], Warparty [2-5 plus 1-100 serpentine creatures]
    Challenge Rating: 16
    Treasure: none conventional, but corpse represents magic item components [half gold and xp] for standard magic items
    Alignment: Usually Chaotic
    Advancement: 31+ Gargantuan

    Special Abilities:
    Awaken the Wilds: Once every 1d4 rounds, a Mishibizhiw can utter a roar that they have trained long and hard to master the Medicine vales of. It may have any of the following effects:
    • Awaken forest: This use creates 2d4 Level 10 Water Sentinels, then 1d4 Level 15 Wood Sentinels 10 rounds later and then one level 20 Earth Sentinel. These remain for 1 hour after summoning. A Mishibizhiw my not have more than 8 Water, 4 Wood and 1 Earth Sentinel at any given time.
    • Awaken the Mud: The Mishibizhiw designates a point within 300ft. From this point expands a 40ft shockwave of mud. Anyone hit by this takes 4d6 damage and is buried. A reflex save, DC 22 halves the damage and negates the burial. The ground left in the wake of this is slippy, requiring a DC 10 Balance check to navigate.
    • Stir the Earth: This effect creates an earthquake in a 100ft radius around the Mishibizhiw. Those in the open must make a DC 15 Reflex save or fall prone and have a 25% chance of falling down a fissure, which closes after 5 rounds [10ft deep]. Buildings collapse, trees fall and anyone caught in the way takes 8d6 damage, save negates, assuming they have a chance to get out of the way; those who fail are buried.
    • Unleash the river: The Mishibizhiw calls the river, almost in totalis, to dispatch his foes. Starting from a river within 100ft, he creates a 400ft long, 40ft high wall of water that surges out 60ft per round for 15 rounds. Those hit take 20d6 damage [Ref 29 half] and are swept up. Those swept up can escape with a DC 30 Swim check, but otherwise take 8d6 damage per round and are considered to be Drowning.

    Bind [Sp]: With a Swift action and a whip of its horns, the Mishibizhiw tosses a piece of water weed out of its fur that flies through the air and grabs a target. This requires a ranged touch attack [+19, range limit 300ft] and if successful, grapples the target with a bonus of +45 [BAB + Caster level] until the target successfully breaks free. The weed requires no concentration and takes no actions other than hanging onto the target.

    Cloak of the Waters: While submerged, the Mishibizhiw gains Concealment [or improves his Concealment to Total Concealment if deep enough], is immune to effects that would slow or inhibit his movement and can breath water normally]. This applies only while underwater, so he can be entangled while onland.

    Dissolve: A slain Mishibizhiw breaks up into swamp weed, raw copper and some entrails. A DC 30 Witchcraft chech yields 1d4 pieces suitable for use in fetishes. These items grant a +4 bonus to cast fortune based magics.

    Energy Conversion: Targets struck by the lightning that a Mishibizhiw shoots from its horns discover that resistance is less helpful than it should be as the energy converts to fire on their skin. Creatures who resist the lightning attack of a Mishibizhiw suffer fire damage equal to the lightning damage negated.

    Grounding: When a creature is struck by the lightning of a Mishibizhiw's horns, they must make a DC 22 Fort save of lose any fly speed they may possess, descending at a mere 100ft a round, which deals 1d6 damage on impact. The loss lasts 20 rounds.

    Human Form: As with Thunderbirds, Mishibizhiw appear in the real world by bartering with the spirit of a human. They then completely overlay the physical form of the human in question. The Mishibizhiw can sit down and tip its head back, releasing the human, who then shrugs the now cloak-skin of the beast easily. They can communicate with the human like a rider, but not influence him directly. The human vessel has complete autonomy when not possessed and has unique stats and personality not expressed in this stat block.

    King of Snakes: For no known reason, Snakes obey the words of a Mishibizhiw. The Mishibizhiw may order any serpentine creatures within vocal range of itself as a Free action. As long as the serpents are not smarter than the Mishibizhiw, its orders are obeyed without question, otherwise, they will not obey without agreeing to serve beforehand.

    Medicine Making: Mishibizhiw are powerful users of Witchcraft and Medicine magic; indeed, most of their powers are such. As a 1 minute action, the Mishibizhiw can produce any of the following effects effecting targets up to 5 miles away:
    • Bolster or Blight Crops: All cultivated food within 5 miles is either improved, yielding half again as much food or blighted, yielding only ¼ of the expected amount. This effect lasts a year and can be revoked or changed by the Mishibizhiw.
    • Bless or Curse individual: Either the target gains a +3 bonus on every roll he makes or he suffers the effects of a Bestow Curse spell. Common curses are impotence, blindness and disease. Disease is a favourite because it spreads. Targets of curses gain a Will save, DC 22.
    • Extinguish: All sources of fire within a nominated range [up to 5 miles] are extinguished. No save is granted against this.


    Poison: Type: Injected, Initial: 1d6 Dex & Str, Secondary: 1d6 Con, Resist: Fort DC 33 [Con based]

    Roar: As a Swift action, the Mishibizhiw roars so loud that it's anger shakes the land and disturbs the slumbers of the dead giants. All those within 30ft of the beast must make a DC 33 Reflex save or fall prone. The save is Con based.

    Powerful Build: The Mishibizhiw is treated as being Colossal on all occasions that it would be beneficial to it.

    Sink [Sp]: As a Swift action, the Mishibizhiw can strip a target of the blessings of nature that allow it to float. The target must make a DC 25 Will save [Cha based] or lose all boyancy and sink like a rock, unable to swim.

    Tail [Ex]: The Mishibizhiw is able to maintain a Grapple as a Free action, holding its grappled target with it's tail. It gains the benefit of the Constrict special rule, meaning that it deals it's Tail damage every time it wins a grapple check with it.

    Tweening [Su]: Mishibizhiw have almost unprecedented Tweening ability. On their turn, they may switch their location between the real world and either the Hedge or the Grand Seam as either a Swift action or a Free action as part of other movement. They can tween at will, even when not in any kind of special terrain. This allows them to enter and leave the Hedge as part of a move action, doubling their speed if they so wish. Some use this and their Immediate action Shift to move 40ft away from an attack, avoiding it utterly.

    Wave of the Tail [Ex]: With a wave of the tail [necessitating having nothing grappled] you create a 90° blast of water out to 30ft. Anyone caught in this are affected by a Bullrush at +32 and must make a DC 33 Reflex save or be knocked Prone. The save DC is Constitution based

    MV Version:
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    Gargantuan Aquatic Fæ Animal 20 CP 16
    Init: + 4 , Senses: Listen + 25 , Observation + 25 Thermal Vision, Tremorsense, Scent
    Languages: Obijiwa and others
    3
    Defence: 23* Flatfooted: 6 , +2 if moving over 40ft this round.
    Hardness: 20 + DR 20/Natural
    HD: 20d8+ 160 + 26 Hp: 276
    Massive Damage: 26
    Thresholds: Green, [ 138 ] Yellow, [ 69 ] Orange, [ 27 ] Red
    Resist: Evasion
    Fort: + 20 Reflex: + 9 Will: + 12 Psyche: 34
    3
    Speed: 60ft, Burrow 20ft, Swim 60ft Space: 20 ft Reach: 15 ft
    Ranged: +11 Lightning (10d6 plus Grounding) 300ft range

    Melee: +19 Bite (6d6+8 plus Poison),
    +17/+17 Claws (4d6+4),
    +17 Tail (Grab, Constrict 4d6+4)

    BAB: + 15 Grapple: +39
    Special Actions:
    • Bind [Swift; fires a vine or piece of weed at target [ranged attack which binds him as if it were grappling with the following abilities +39/49. Deals no damage and can take no actions]
    • Poison [Bite; 2d6 courier damage (Bleed) and target is Nauseated [may take no swift actions]; Fort 28 ends both]
    • Roar: [Swift; your roar shakes the ground, requiring a DC 32 Reflex save or knocked prone; 30ft]
    • Shift [Swift; move 20ft, no AoOs]
    • Sink [Swift; Target loses ability to swim and sinks, Will DC 22/neg]
    • Tail [Swift; maintain grapple and deal constrict damage if you win. Shaking tail causes Displacement effect, which grants Total Concealment]
    • Wave of the Tail: [Swift; with a wave of the tail [necessitating having nothing grappled] you create a 90° blast of water out to 30ft. Anyone caught in this are affected by a Bullrush at +32 and must make a DC 24 Reflex save or be knocked Prone]

    3
    Abilities: Str: 26/+8 Dex: 2/-4 Con: 26/+8 Int: 10 Wis: 14/+2 Cha: 10
    SQ: Dissolve, Tweening

    Feats: Alacritous Dodge [+2 defence if moved more than 40ft last round] Evasion, Lightning reflexes [+7 Reflex], Mobility, Multiattack, Natural Flurry [See Below], Improved Natural Flurry [See Below]

    Skills: Climb +31, Jump +43, Listen +25, Observation +25
    3
    Special Abilities:
    Awaken the Wilds: Once every 1d4 rounds, a Mishibizhiw can utter a roar that they have trained long and hard to master the Medicine vales of. It may have any of the following effects:
    • Awaken forest: This use creates 2d4 Level 10 Water Sentinels, then 1d4 Level 15 Wood Sentinels 10 rounds later and then one level 20 Earth Sentinel. These remain for 1 hour after summoning. A Mishibizhiw my not have more than 8 Water, 4 Wood and 1 Earth Sentinel at any given time.
    • Awaken the Mud: The Mishibizhiw designates a point within 300ft. From this point expands a 40ft shockwave of mud. Anyone hit by this takes 4d6 damage and is buried. A reflex save, DC 22 halves the damage and negates the burial. The ground left in the wake of this is slippy, requiring a DC 10 Balance check to navigate.
    • Stir the Earth: This effect creates an earthquake in a 100ft radius around the Mishibizhiw. Those in the open must make a DC 15 Reflex save or fall prone and have a 25% chance of falling down a fissure, which closes after 5 rounds [10ft deep]. Buildings collapse, trees fall and anyone caught in the way takes 8d6 damage, save negates, assuming they have a chance to get out of the way; those who fail are buried.
    • Unleash the river: The Mishibizhiw calls the river, almost in totalis, to dispatch his foes. Starting from a river within 100ft, he creates a 400ft long, 40ft high wall of water that surges out 60ft per round for 15 rounds. Those hit take 20d6 damage [Ref 29 half] and are swept up. Those swept up can escape with a DC 30 Swim check, but otherwise take 8d6 damage per round and are considered to be Drowning.


    Cloak of the Waters: While submerged, the Mishibizhiw gains Concealment [or improves his Concealment to Total Concealment if deep enough], is immune to effects that would slow or inhibit his movement and can breath water normally]. This applies only while underwater, so he can be entangled while onland.

    Dissolve: A slain Mishibizhiw breaks up into swamp weed, raw copper and some entrails. A DC 30 Witchcraft chech yields 1d4 pieces suitable for use in fetishes. These items grant a +4 bonus to cast fortune based magics.

    Energy Conversion: Targets struck by the lightning that a Mishibizhiw shoots from its horns discover that resistance is less helpful than it should be as the energy converts to fire on their skin. Creatures who resist the lightning attack of a Mishibizhiw suffer fire damage equal to the lightning damage negated.

    Grounding: When a creature is struck by the lightning of a Mishibizhiw's horns, they must make a DC 22 Fort save of lose any fly speed they may possess, descending at a mere 100ft a round, which deals 1d6 damage on impact. The loss lasts 20 rounds.

    Human Form: As with Thunderbirds, Mishibizhiw appear in the real world by bartering with the spirit of a human. They then completely overlay the physical form of the human in question. The Mishibizhiw can sit down and tip its head back, releasing the human, who then shrugs the now cloak-skin of the beast easily. They can communicate with the human like a rider, but not influence him directly. The human vessel has complete autonomy when not possessed and has unique stats and personality not expressed in this stat block.

    King of Snakes: For no known reason, Snakes obey the words of a Mishibizhiw. The Mishibizhiw may order any serpentine creatures within vocal range of itself as a Free action. As long as the serpents are not smarter than the Mishibizhiw, its orders are obeyed without question, otherwise, they will not obey without agreeing to serve beforehand.

    Medicine Making: Mishibizhiw are powerful users of Witchcraft and Medicine magic; indeed, most of their powers are such. As a 1 minute action, the Mishibizhiw can produce any of the following effects effecting targets up to 5 miles away:
    • Bolster or Blight Crops: All cultivated food within 5 miles is either improved, yielding half again as much food or blighted, yielding only ¼ of the expected amount. This effect lasts a year and can be revoked or changed by the Mishibizhiw.
    • Bless or Curse individual: Either the target gains a +3 bonus on every roll he makes or he suffers the effects of a Bestow Curse spell. Common curses are impotence, blindness and disease. Disease is a favourite because it spreads. Targets of curses gain a Will save, DC 22.
    • Extinguish: All sources of fire within a nominated range [up to 5 miles] are extinguished. No save is granted against this.


    Poison: Target takes 2d6 damage and is Nauseated [No Swift actions, -10 move] and the damage becomes Bleed damage [Recovery save, DC 28].

    Tweening: Mishibizhiw have almost unprecedented Tweening ability. On their turn, they may switch their location between the real world and either the Hedge or the Grand Seam as either a Swift action or a Free action as part of other movement. They can tween at will, even when not in any kind of special terrain. This allows them to enter and leave the Hedge as part of a move action, doubling their speed if they so wish. Some use this and their Immediate action Shift to move 40ft away from an attack, avoiding it utterly.


    Sentinels:Sentinels:
    Spoiler
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    A sentinel is a cut down version of a Construct, usually created by a spell. The Sentinel has a defence of 10+level, an attack bonus equal to their level and hit points equal to the square of their level.

    {table]Level|Size |Speed: |Defence |Hit]br]Points: |Attack |Grapple: |Damage

    1 |Tiny |20ft |11 |1 |+1 |-9 |1d3-2 (1)

    2 |Small |20ft |12 |4 |+2 |-4 |1d4 (2)

    3 |Small |20ft |13 |9 |+3 |-3 |1d4 (2)

    4 |Small |20ft |14 |16 |+4 |-2 |1d4 (2)

    5 |Medium |30ft |15 |25 |+5 |+5 |1d6+1 (4)

    6 |Medium |30ft |16 |36 |+6 |+6 |1d6+1 (4)

    7 |Medium |30ft |17 |49 |+7 |+7 |1d6+1 (4)

    8 |Medium |30ft |18 |64 |+8 |+8 |1d6+1 (4)

    9 |Medium |30ft |19 |81 |+9 |+9 |1d6+1 (4)

    10 |Large |30ft |20 |100 |+10 |+15 |1d8+5 (8)

    11 |Large |40ft |21 |121 |+11 |+16 |1d8+5 (8)

    12 |Large |40ft |22 |144 |+12 |+17 |1d8+5 (8)

    13 |Large |40ft |23 |169 |+13 |+18 |1d8+5 (8)

    14 |Large |40ft |24 |196 |+14 |+19 |1d8+5 (8)

    15 |Large |40ft |25 |225 |+15 |+20 |1d8+5 (8)

    16 |Huge |40ft |26 |256 |+16 |+25 |2d6+9 (16)

    17 |Huge |40ft |27 |289 |+17 |+26 |2d6+9 (16)

    18 |Huge |40ft |28 |324 |+18 |+27 |2d6+9 (16)

    19 |Huge |40ft |29 |361 |+19 |+28 |2d6+9 (16)

    20 |Gargantuan |50ft |30 |400 |+20 |+36 |3d6+13 (23)[/table]
    In addition, Sentinels have a subtype from the energy array, granting one of the following abilities:

    Air: The creature can Fly at it's base speed , Stunned by Lightning attacks.
    Earth: Immune to Precision damage, no nexus.
    Fire: Immune to Fire, Attacks deal Ongoing damage [dealing dice again each round]. Reflex 20 ends [Shake it off] Their attacks lose the static bonus.
    Water: DR 10/-
    Wood: Immune to Lightning, Flammable, Fast Healing 10

    New Feats [OGL]:
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    Natural Flurry [Monstrous]
    You have learned to make the most of attacking on the move rather than on the charge.
    Prerequisites: Pounce, 2+ Natural Weapons
    Description: Select two of your natural attacks. As a Standard action, you may make an attack with each of these weapons. If you choose both of a pair of class [say] you may employ Rapidstrike with that pair of weapons if you have it.
    Note: You may select this feat more than once, each time selecting two additional natural weapons to include amongst your options. You may still only use two weapons at a time, however.

    Greater Natural Flurry [Monstrous]:
    Even when moving and concentrating on other actions, you can still get in a bat with your claws...
    Prerequisites: Natural Flurry
    Description: If you make no other attacks this round, you may opt to make a single attack with one of the natural weapons that you selected with your Natural Flurry feat as a Swift action.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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    Last edited by Mulletmanalive; 2011-11-09 at 06:56 PM.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Thanks! That looks quite grim, where did you source the info from? There's far more stuff there than Wikipedia mentioned. Now I know what the top dog of the spirit world is in the area my PCs are in.

    Not to seem greedy or anything, but could I request another? One of my players has a Gancanagh as a faerie godfather, and I was wondering if you could possibly find the time to throw together some stats for it? Thanks!
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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

    The info is mostly from Wikipedia. I looked up the Southeastern Ceremonial Complex and then noted any and every reference to the horned serpent and the Mishibizhiw as there seemed to be a lot of crossover between them.

    I also googled the thing and found some actual legends about it on the First People's stories website...thing...

    Incidentally, if you use it before I get the section up, it's top lore, DC 50, is that the thing is vulnerable to Cedar [severs bits which regrow over a week or so] if the exclaimation "Thunder strike you!" is used.

    I'll add that other one to my list. I owe other people other critters first, mind.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Oh, naturally.

    Incidentally, what would a Witchcraft check best be represented by in the normal skill system? Survival? Craft (Alchemy)?
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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

    Actually, as i've got a plan to make it into a kind of male leanan sidhe, i might go about retooling it tonight.

    As opposed to the muse/warrior woman split, he'll be irrisistable enigmatic stranger/raging, primal beast in his two forms.

    Either makes sense...Knowledge [Arcana] or [Religion] would work too.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Would you stat up a Fae race?
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    AT, I esteem you above all other men now.

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

    Quote Originally Posted by AtlanteanTroll View Post
    Would you stat up a Fae race?
    As long as it has some lore, yes. Otherwise, you'll be wanting the Request a Homebrew thread...
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Boabhan Sith [Baavan Shee]:
    The imaginatively named "Fairy woman" [literally "woman of the mounds"], is a succubus like being that loves to dance. Usually found in small groups, like any woman at a dance, these creatures join in dancing sessions and when they have ensnared their prey in their whirling dance, begin to feed on his blood. Even when the prey is dead, it continues dancing as long as the Sith does. The geas of their race is that they cannot approach a player while he is playing, making the most common accounts of these blood-thirsty beings those of individuals who were playing an instrument and managed to keep it up until dawn…
    Boabhan Sith look like a beautiful human female, with hair as black as night and eyes like sapphires. They are always found barefoot and in gossamer thin dresses, relying on their damage reduction to protect them from the cold.

    D&D Version:
    When I figure out how the hell to do their magical dance without Shift actions...

    MV Version:
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    Medium Fæ Humanoid 6 CP 4
    Init: + 8 , Senses: Listen + 9 , Observation +9
    Languages: Gælic, usually Bad English
    3
    Defence: 14 Flatfooted: 10, +5 while Dancing
    Hardness: DR 6/Natural
    HD: 6d8 + 10 Hp: 37
    Massive Damage: 10
    Thresholds: Green, [ 19 ] Yellow, [ 9 ] Orange, [ 3 ] Red
    Resist: Evasion
    Fort: + 5 Reflex: + 8 Will: + 3 Psyche: 20 Tussle: 14, 19 while Dancing

    3Speed: 30ft Space: 5 ft Reach: 5 ft, 15ft for Shift

    Melee: +9/+9 Claws (1d4 plus Bleed 2)
    +10 Noble Fæ Dagger (1d6 plus 2 Bleed)

    BAB: + 4 Grapple: +4
    Special Actions:
    • Backing Music [Standard; a jaunty tune begins to play within a 60ft radius. While music plays, gain +2 on Grapple checks and Harmless DC (now 21)]
    • Being Forward [Standard; the Boabhan Sith begins a Grapple with a +9 bonus]
    • Spring Attack [Full; Shift, Standard action, Shift]
    • Vampiric Dance [Shift; add +5 to defence and tussle, move grappled victim, Fast Healing 10 and 15ft aura that makes blood invisible]

    3
    Abilities: Str: 10/- Dex: 20/+5 Con: 10/- Int: 14/+2 Wis: 10/- Cha: 14/+2
    SQ: Dissolve, Fast Healing 10 (see below), Harmless DC 19

    Feats: Mobility, Skill Focus (Manipulation), Spring Attack, Weapon Finesse
    Flaw: Unholy

    Skills: Listen +9, Manipulation +14, Observation +9, Perform (Dance) +14,

    Possessions: Noble Fæ Dagger
    3
    Special Abilities:
    Backing Music [Su]: Dancers need music and Boabhan Sith, being nobles, albeit lowly ones, have a small group of servants who follow them and play music for their dances. They can be started playing as a Standard action and while music [whether from this band or not] is playing, the Boabhan Sith adds +2 to her Grapple checks and save DCs.

    Being Forward [Ex]: A Boabhan Sith that intends to start a grapple adds her Dexterity modifier to her initial grapple check rather than her strength.

    Bleeding Savagery [Ex]: Whenever a Boabhan Sith inflicts a wound, their innate magic causes it to bleed violently, spattering everywhere. The victim suffers Bleed 2 and like all Bleed damage, this effect is cumulative.

    Dissolve: When slain, a Boabhan Sith collapses to the ground and collapses like a bed of rose petals into a single blood-spattered bush of bracken.

    Harmless [Ex]: A Boabhan Sith doesn't seem like a threat. When unarmed, it is virtually impossible to see a Boabhan Sith as a threat and thus next to impossible to attack them. Anyone wishing to attack one of these creatures must succeed on a DC 19 Will save or be forced to pick another target or a non-hostile action. An armed [including with claws and fangs out] Boabhan Sith does not benefit from this effect.

    Tweening: Boabhan Sith are able to tween through Physical Boundaries and the Space Beneath and during dusk and dawn may also tween through Shadows.

    Vampiric Dance [Ex]: The Boabhan Sith are known for their magical dances, which draw others in to its whirling, twirling footwork and patterns. When the Boabhan Sith Shifts, either as part of a Shift action or the use of their Spring Attack feat, they bring along any victim they have grappled, automatically maintaining the grapple [no check] and adds their Dexterity bonus to their Defence [Passive Dodge bonus] and Tussle scores.

    While dancing with a bleeding partner, the Boabhan Sith gains Fast Healing 10. All those within 15ft of a dancing Boabhan Sith must make a Will save, DC 15 or become effectively blind to the presence of blood. They simply cannot detect it. This is a Phantasmal Glammer effect, lasts for as long as the Boabhan Sith continues to dance and anyone who saves is immune to this effect until the next moonrise.


    Lore:
    {table]DC:|Lore:

    6|Boabhan Sith [Baavan Shee] are beautiful fairies of the highlands.

    11|They judge all men they meet and grant wishes to those who pass their judgements and resist their charms

    16|Boabhan Sith are also known as Fairy Dancers. They have a magical form of dance that makes them very hard to confront.

    21|Boabhan Sith drink blood, though they seem to spill an awful lot of it in the process. If you join a dance with them, it is like being carried along by a current.

    26|Boabhan absorb blood through their skin and possess curses that force blood to continue flowing rather than clotting. They are empowered by music but are cursed to be unable to avoid musicians.

    31|A Boabhan is vulnerable, both to magics intended to wound unholy beasts and to binding but also to sunlight. On exposure, they suffer 1d6 Conflagration [cumulative 1d6 fire per turn] [/table]

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    I'm working on how to get this thing's ability to work in D&D. If i used conventional movement, then i'm in for a lot of very careful explaining to avoid being condemned by those who like to mix RAW and Polymorph. Anyone with any suggestions, spiffy. The Gancanagh is stalled by the difficulty in designing interesting encounters with social elements and not just overriding everything with spell-like abilities...
    Last edited by Mulletmanalive; 2011-11-09 at 06:29 PM.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    The Boabhan's got me thinking; how about a banshee? A real, honest fae banshee. I've seen two or three undead versions but those don't really fit with the mythology.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Well...it's certainly do-able, it's just that they're not really "monsters" in normal terms.

    The lore on them basically states that they're ghosts, fairies or whatever, that attach themselves to a family and sing songs [called Keening] of mourning to inform the family that one of them is going to snuff it [not even one that's able to hear the song either].

    I've done a basic piece of design for how the song could work already [in the Bard] but i'm kind of stumped on the creature it's attached to.

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

    I've heard various descriptions. One had them simple; beautiful women with red eyes and dark clothing. Another version I recall was more like a hag, wild and ugly, with a single tooth in her upper jaw. Maybe they vary from family to family?
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Not quite my issue, though i could easily do that as a template.

    I was more thinking that strictly, in the legends, they're non-aggressive and don't actually do any harm.

    Frightening but not really a monster...

    Of course, i could embellish that with bardic music typr stuff but..y'know...what?
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Gotcha'. Goal is to stick to the source material and not veer away too far.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Lion's Den Press's Classic Fey has a pretty good beansidhe.
    Last edited by Heliomance; 2010-11-28 at 08:54 PM.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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

    Quote Originally Posted by Heliomance View Post
    Lion's Den Press's Classic Fey has a pretty good beansidhe.
    Well, it's not bad but I can't figure out where the heck the lore came from...

    Bean Sidhe [Banshee]:
    Bean Sidhe, like Boahban Sith, literally just means "Fairy Woman," which is not the most descriptive name. A better name, though one rarely used is Bean Chaointe, the "weeping woman," so named for their primary role. It is the place of the banshee to attend the life and death of the old lines, those with blood stretching back into Time Unremembered; those with a touch of the unbelievable in their veins. They can be found keening [not screaming but singing a high, mournful lament] at the funerals of members of specific clans and occasionally appear to warn of a forthcoming death, though rarely directly to the deceased. The only time they are found in numbers is when proclaiming the death of someone truly significant.

    Banshees have varied appearances as they take on the continence of their family's reputation; one cannot be a true herald if one does not look the part. In many cases, this means that they look utterly hideous; twisted crones and deformed mutants if the family is ill thought of, while in other cases, they may well be beautiful in a way that mortals cannot quite understand, though in either case, their appearance is unsettling.

    The most mysterious power of the banshee is to know all that a family knows of their members. If one were to confront a banshee, one would find that it knows that your brother suspects you of betrayal and the name of your first love and what scars you might have. Because of a bleed with the myth of the Morrigan, the Banshees have gained some small ability to shapeshift and some worry that they may well be working for her, should she truly exist…

    D&D Version:
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    Medium Humanoid [Fae]
    Hit Dice: 6d8 [27 hp]
    Initiative: +3
    Speed: 30ft (6 squares)
    Armor Class: 19 (+3 Dex, +6 Deflection), touch 19, flat-footed 16
    Base Attack/Grapple: +4/+3
    Attack: Unarmed +3 melee (1d3-1)
    Space/Reach: 5ft/5ft
    Special Attacks: Keening
    Special Qualities: Alternate Form, Dissolve, DR 6/Natural, SR 16, Tweening.
    Saves: Fort +2, Ref +8, Will +4
    Abilities: Str: 8/-1 Dex:[/B] 17/+3 Con: 10 Int: 14/+2 Wis: 15/+2 Cha: 14/+2
    Skills: Bluff +10, Diplomacy +10, Perform (Singing) +10, Sense Motive +10
    Feats: Ability Focus (Keening), Improved Flight, Quick Change
    Environment: Irish or Scotish Highlands
    Organization: Solitary or one accompanying other group.
    Challenge Rating: 4 [3 when alone]
    Treasure:
    Alignment:
    Advancement: 7-12 Medium or by Character class Favoured Class Bard

    Combat:
    Bean Sidhe do not engage in combat except as an aide to another fairy. THey use their songs to slow the advance and debuff the combat abilities of enemies during the fight and flee if threatened.

    Adaptive Appearance [Ex]: A fundamental quality of the Bean Sidhe is that they adapt to the nature of the family or personage they are there to mourn. As a result, many are hideous beasts of corruption, akin to Formorians in appearance, especially with rich and proud houses, while others a beatific in appearance; either way, the effect is extreme. Because of the mildly disturbing nature of extreme appearance, a Bean Sidhe receives a +4 bonus on all Cha based skills as long as her target is not immune to Fear effects.

    Alternate Form [Ex]: As a Move action, the Bean Sidhe may adopt the form of a murder of crows. Refer to Tome of Magic, page 87 for statistics [not OGL material]. The Bean Sidhe retains her own hit points in this form and has Good manoeuvreability.

    Dissolve: A Bean Sidhe breaks up into the kinds of flowers laid on graves locally and grave dirt if slain.

    Faerie Grace: A Bean Sidhe gains a Deflection bonus to defence equal to it's Humanoid HD.

    Keening [Su]: The singing tradition known as Keening is potent and sad in a way that is truly wrenching. The primary task of a banshee is to sing the laments of those about to die within specific bloodlines but because of their potency, they can be used as an offensive weapon as well. There are three songs that a banshee can sing, each with different effects, along with the processional wail, a fourth effect that brings misfortune to those who hear it.

    Singing in this manner requires a Standard action on the part of the Banshee and the number of targets is dictated by the song used. Unlike normal yelling, Keening carries eerily and can be heard up to a mile away. All creatures who hear the song and are viable targets must make a Will save, DC 15 each turn or be affected. This ability counts as Bardic Music, has no per day limit and has Charisma based saves.
    1. Keen of Grief: This form of the song is the mildest and least specific, predicting the death of someone described in very general terms. Each listener will recognise someone they know in the words and worry because of it. This song does not require Lineal Knowledge to use and causes the Shaken and Sickened conditions in the victims. Roll once for the skill check and compare it to the nearest six [based on HD] enemies.
    2. Lament of the Nearest: This version of the song includes commonalities of the stories of those near to the Banshee and is sufficiently detailed yet sufficiently vague to make every listener wonder if it is about them. This ability requires Lineal Knowledge to affect a target, can affect up to six targets and causes the Frightened and Nauseated conditions.
    3. Personal Lament: This form of the keen is specific to a single victim and reveals the exact time and nature of their death and goes into detail about the feelings of those they leave behind and twists them into betrayal and hate. It can affect only one target of whom the Banshee has Lineal Knowledge and is truly devastating. The song causes the Cowering and Staggered conditions in the target.
    4. Defensive Wail: A final use of her voice is most comparable to the Lion's Roar martial arts technique. The banshee focuses her voice and its inherent magic on a single target, fanning their ill fortune like a gentle breeze fans a fire. This version can be used either on multiple targets or focused on a single target. With multiple targets, each of them has their Error range increased by +2 on all checks, while if it is focused on a single target, he instead suffers a +4 increase in his Error range.


    Lineal Knowledge [Su]: Gaze attack, range 30ft, Reflex DC 15/Negates. It is practically impossible to keep a secret from your family in its entirety, unless you don't actually have one, and the Bean Sidhe have such a flexible understanding of the word family. They know everything that is known to those who have claim to be responsible for you by bonds of friendship and love, simply by looking at you. The actual mechanism of this is that the Bean Sidhe must make eye contact, though few know this and thus, she can determine the entire story of a man's life [except his deepest secrets] by making eye contact with someone who knows him. Because of the way this works, she need only meet the eyes of one member of most groups to know all of them. The save is Charisma based

    Tweening: A Bean Sidhe is a lesser noble form of fæ and can tween through the Physical Boundaries between terrain types and the Space Beneath objects. At dusk and dawn, they add Shadows to their list of possible gateways.


    MV Version:
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    Medium Fæ Humanoid 6 CP 4
    Init: + 3 , Senses: Listen + , Spot +
    Languages: Gaelic or Irish
    3
    Defence: 16 Flatfooted: 10
    Hardness: DR 6/Natural + [Swarm DR10/Area or Aimed]
    HD: 6d8 + 10 Hp: 37
    Massive Damage: 10
    Thresholds: Green, [ 18 ] Yellow, [ 9 ] Orange, [ 3 ] Red
    Resist: None
    Fort: + 5 Reflex: + 3 Will: + 5 Psyche: 25 Tussle: 13
    3
    Speed: 30ft [Swarm Fly 50ft (Good)] Space: 5 ft [swarm 10ft] Reach: 5 ft [swarm 0 ft]

    Melee: +3 Unarmed (1d3-1)

    BAB: + 4 Grapple: +3
    Special Actions:
    • Alternate Form [Move; change to or from Swarm Form]
    • Keening [Standard; various effects, see below]
    • Swarm Form [Tiny Swarm, Def 18, Infiltration 2/4/immune, Damage 1d6 mounting, Blinding (Reflex, DC=dam/Neg)]

    3
    Abilities: Str: 8/-1 Dex:[/B] 10 Con: 10 Int: 14/+2 Wis: 15/+2 Cha: 14/+2
    SQ: Dissolve, Tweening

    Feats:
    Improved Flight, Quick Change, Skill Focus (Perform – Singing)

    Skills: Diplomacy +12, Manipulation +12, Perform (Singing) +15, Sense Motive +12
    3
    Special Abilities:
    Adaptive Appearance [Ex]: A fundamental quality of the Bean Sidhe is that they adapt to the nature of the family or personage they are there to mourn. As a result, many are hideous beasts of corruption, akin to Formorians in appearance, especially with rich and proud houses, while others a beatific in appearance; either way, the effect is extreme. Because of the mildly disturbing nature of extreme appearance, a Bean Sidhe receives a +4 bonus on all Cha based skills as long as her target is not immune to Fear effects.

    Alternate Form [Ex]: As a Move action, the Bean Sidhe may adopt the form of a murder of crows. The stats for this form are covered in the Special Actions section. Unlike a conventional Swarm, the Bean Sidhe retains her own hit points when she changes form. Most Bean Sidhe use this for escape, given that they are not innately aggressive beings. A Bean Sidhe cannot sing nor communicate by any means in swarm form.

    Dissolve: A Bean Sidhe breaks up into the kinds of flowers laid on graves locally and grave dirt if slain.

    Keening [Su]: The singing tradition known as Keening is potent and sad in a way that is truly wrenching. The primary task of a banshee is to sing the laments of those about to die within specific bloodlines but because of their potency, they can be used as an offensive weapon as well. There are three songs that a banshee can sing, each with different effects, along with the processional wail, a fourth effect that brings misfortune to those who hear it.

    Singing in this manner requires a Standard action on the part of the Banshee and the number of targets is dictated by the song used. Unlike normal yelling, Keening carries eerily and can be heard up to a mile away. Successfully affecting a target with a song requires a Perform (Singing) check against the target's Psyche. This check suffers a -1 penalty per 10ft separating the target from the Banshee. Banshees usually switch regularly between songs. Affected characters can save in each Endphase against a DC of 10 + ½ HD + Cha, though the effect itself allows no save.
    1. Keen of Grief: This form of the song is the mildest and least specific, predicting the death of someone described in very general terms. Each listener will recognise someone they know in the words and worry because of it. This song does not require Lineal Knowledge to use and causes the Shaken and Sickened conditions in the victims. Roll once for the skill check and compare it to the nearest six [based on HD] enemies.
    2. Lament of the Nearest: This version of the song includes commonalities of the stories of those near to the Banshee and is sufficiently detailed yet sufficiently vague to make every listener wonder if it is about them. This ability requires Lineal Knowledge to affect a target, can affect up to six targets and causes the Frightened and Nauseated conditions.
    3. Personal Lament: This form of the keen is specific to a single victim and reveals the exact time and nature of their death and goes into detail about the feelings of those they leave behind and twists them into betrayal and hate. It can affect only one target of whom the Banshee has Lineal Knowledge and is truly devastating. The song causes the Cowering and Staggered conditions in the target.
    4. Defensive Wail: A final use of her voice is most comparable to the Lion's Roar martial arts technique. The banshee focuses her voice and its inherent magic on a single target, fanning their ill fortune like a gentle breeze fans a fire. This version can be used either on multiple targets or focused on a single target. With multiple targets, each of them has their Error range increased by +2 on all checks, while if it is focused on a single target, he instead suffers a +4 increase in his Error range.


    Lineal Knowledge [Su]: It is practically impossible to keep a secret from your family in its entirety, unless you don't actually have one, and the Bean Sidhe have such a flexible understanding of the word family. They know everything that is known to those who have claim to be responsible for you by bonds of friendship and love, simply by looking at you. The actual mechanism of this is that the Bean Sidhe must make eye contact, though few know this and thus, she can determine the entire story of a man's life [except his deepest secrets] by making eye contact, Observation vs Psyche, with someone who knows him. Because of the way this works, she need only meet the eyes of one member of most groups to know all of them.

    Tweening: A Bean Sidhe is a lesser noble form of fæ and can tween through the Physical Boundaries between terrain types and the Space Beneath objects. At dusk and dawn, they add Shadows to their list of possible gateways.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    As close to the lore as I could possibly make it.
    Last edited by Mulletmanalive; 2011-11-09 at 06:21 PM.
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  23. - Top - End - #173
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Hmm... what about Skinwalkers of the Navajo?

    They're like witches that wear people's skin and run really fast, they're attract by death... if you can't find any/need any info please feel free to ask me. :)
    Quote Originally Posted by Hans
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by Lhurgyof View Post
    Hmm... what about Skinwalkers of the Navajo?

    They're like witches that wear people's skin and run really fast, they're attract by death... if you can't find any/need any info please feel free to ask me. :)
    I'm only finding the version i've met before: renegade witch that becomes animals by wearing their skins and have other evil magic skills.

    I'm not sure about even attempting that, simply because the Penumbra Studios version is so good and it's OGL too...
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I got a critter based off of the yee naaldooshii (loosely based, mind you); Skinwalkers.

    Mulletman, where exactly can the Penumbra stats be found?
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Penumbra Fantasy Bestiary by Atlas Games. ISBN 1-58978-030-2. Page 349.

    It was available by PDF from Paizo and other less reputable means, last i checked...

    Nice, simple template [you're basically just playing a different creature with your smarts while in an animal skin] and the Bad Medicine feature is really cool. I was considering making it into a class to make it playable as well.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by LOTRfan View Post
    I got a critter based off of the yee naaldooshii (loosely based, mind you); Skinwalkers.

    Mulletman, where exactly can the Penumbra stats be found?
    Thanks, man. That's exactly what I was looking for.
    Quote Originally Posted by Hans
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I would like to request King Oberron, y'know, the Fae King.
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    My Creed
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    Illic est haud affectus, illic est hunger.
    There est haud ignarus, illic est hunger.
    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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

    Gancanagh, big fairy hunk of man:

    The Gancanagh, or love-talker, is a creature found in certain places of Ireland where the Hedge is thin and the women are less than cautious. He resembles a normal, handsome and somewhat scruffy man who wanders the hills in search of idle girls to seduce and idle boys to boast and share stories with. Such is his power of seduction that those women who share the touch or embrace of the Gancanagh pine for him with such force that they waste away over a period of a few days and pass on.

    If challenged in his utter dominance of a woman, the Gancanagh is less pleasant, embodying the things women find most attractive; on the one hand, the careless lovemaking of the idle rake and on the other, the insane machismo of the bullying bad-boy. The Gancanagh, like the Leannan Sidhe, has a war-form, in this case more akin to a troll than anything else. Men are picked up and flung around, dashed on rocks and even eaten in the frenzy that comes with crossing one of these creatures.

    D&D Version:
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    Medium Humanoid [fae]
    Hit Dice: 10d8+40 (95 hp)
    Initiative: +3
    Speed: 30ft (6 squares)
    Armor Class: 30 (+3 Dex, +9 Dodge, +8 Deflection), touch 30, flat-footed 18
    Base Attack/Grapple: +7/+13 [+19 Warform]
    Attack: Normal Unarmed Strike +7 meleenon-prof (1d4+4) OR Warform Rock +6 ranged (2d6+8, Range 15ft) OR Warform Slam +14 melee (2d6+8, Crit 19/x2 plus Grab)
    Full Attack: Normal Unarmed Strike +7/+2 meleenon-prof (1d4+4) OR Warform Rock +6 ranged (2d6+8, Range 15ft) OR Warform 2 Slams +14 melee (2d6+8, Crit 19/x2 plus Grab)
    Space/Reach: 5ft/5ft [10ft/10ft]
    Special Attacks: Fling Enemy, Improved Grab, Smite Competition
    Special Qualities: Aes Sidhe's Grace, Banal, Dissolve, DR 20/Natural, Sidhe's Aegis, Tweening
    Saves: Fort +11, Ref +10, Will +8
    Abilities: Str: 18/+4 Dex: 17/+3 Con: 18/+4 Int: 10/- Wis: 20/+5 Cha: 26/+8
    Skills: Bluff +12*, Diplomacy +12*, Hide +16, Intimidate +25*, Listen +18, Spot +18
    Feats: Ability Focus (Impossibly Charming), Fling EnemyRaces of Stone, Power Attack, Rock HurlingRoS
    Environment: Irish forests and lowlands
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Chaotic, often Evil
    Advancement: by Class

    Combat:
    A Gancanagh avoids combat if at all possible, behind a shield of words, bewitched females and his ability to seem unimportant. If forced to fight, he adopts the

    Aes Sidhe's Grace [Ex]: A Gancanagh possesses the reactions of an Aes Sidhe [the people of the burial mounds] and gains a Dodge bonus to his AC equal to his Base Attack Bonus while wearing light or no armour.

    Banal [Ex]: A Gancanagh may Hide in Plain sight by appearing completely uninteresting. This is actually a pheromonal effect so does not apply to those immune to either Mind Affecting or Poison effects.

    Dissolve: When slain, the Gancanagh breaks down into a collection of sighs that is so loud that it deafens anyone within 20ft who cannot pass a DC 19 Fortitude save. Hearing returns after about 3 weeks as this is a psychological effect. After he is gone, there is a residue of mountain flower petals in place of a body.

    Gostering/Boasting [Ex]: When not trying to be charming, a Gancanagh tends to list his accomplishments, either to impress or to undermine and belittle other males. His snide words take little effort but can break down the resistances of others rather swiftly. When talking amiably, the Gancanagh gains a +4 bonus on Diplomacy and Bluff with other males. As a Swift action, he can Intimidate every male in earshot [30ft] by telling them about what he has done/will do to those they love and how those loved ones will not only let him but thank him for it and beg him for more. The Gancanagh gains a +4 bonus on these checks for every female the target knows who is under the effects of his pheromones.

    In addition, he can attack and crush a single target as a Standard action. Doing so allows him to make an Intimidate check against the target; success renders the target Fatigued for the remainder of the combat as his confidence in his ability to defend those he cares about is shaken to the core.

    Impossibly Charming [Ex]: The skin of a Gancanagh is a magical membrane that has only one purpose; to regulate the output of a specialised form of magical "potion" that they are able to secrete. When dealing with females of any race [the woman's personal preferences for gender are meaningless in this] they receive a +4 bonus on all Cha based checks as a result of the intoxicating effects of their scent.

    Any female that comes into contact with a Gancanagh must make a Fortitude save, DC 19 or become intoxicated and view the creature as the meaning of their existence from this point on. The woman becomes Charmed with the Gancanagh and her opinion of all other males worsens by one step. In addition, when not acting on the instructions of the Gancanagh, she is treated as being Nauseated, or Stunned if he is not within sight of her.

    Each day after infection, the woman may make a save to free herself from the effects of this drug. Otherwise, the vast majority of infatuees lie around, pining for the creature and rapidly begin to suffer the effects of dehydration, which they care about too little to stave off. Most die within a few days.

    As this is a biological ability, the save DC is Constitution based and gas masks provide their dice reduction as a bonus to your save.

    Improved Grab [Ex]: see SRD, Warform only.

    Sidhe Aegis [Ex]: Due to their otherworldly nature, a Gancanagh gains a Deflection bonus to his AC equal to his Charisma bonus.

    Smite Competition [Ex]: Though it might sound like an odd thing for one who is the embodiment of idle love, the Gancanagh are insanely possessive of women while they are actually around them. If the Gancanagh encounters a male who actively tries to prevent him from claiming a woman besotted by the effects of Impossibly Charming, he may Smite that target once per encounter per target. Doing so adds his Cha bonus to hit and his HD to damage.

    Tweening:
    As a lesser Noble fæ, the Gancanagh can move through Physical Boundaries, the Space Beneath and Shadows, along with Abstract Boundaries during the times of Dusk and Dawn.

    War-form [Ex]: The Gancanagh is basically an embodiment of what women find intoxicating in a man. His primary aspect is a seductive, carelessly sexual being that resembles a slightly scruffy yet impossibly handsome human. His other aspect is a domineering, abusive bad-boy creature that resembles a troll in many ways. In this form, he is large sized, gains +8 to both Strength and Constitution and suffers a -1 penalty to its Defence due to the size increase. This is all included in the stat block.

    Note that this DOES NOT limit the function of their pheromones.

    MV Version:
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    Medium Fæ Humanoid 10 CP 9
    Init: + 5 , Senses: Listen + 5 , Observation + 25
    Languages: Gaelic, English, Irish
    3
    Defence: 30 [Warform 27] Flatfooted: 10
    Hardness: DR 20/Natural
    HD: 10d8 + 40 + 18 Hp: 103 [+48 temporary in War Aspect]
    Massive Damage: 18 [26 in a rage]
    Thresholds: Green, [ 51 ] Yellow, [ 25 ] Orange, [ 10 ] Red
    Resist: Immune: Compulsions, +4 Saves/Psyche vs Charm effects
    Fort: + 11/13 Reflex: + 5 Will: + 10/12 Psyche: 40 Tussle: 21/33
    3
    Speed: 30ft Space: 5 ft [15 ft] Reach: 5 ft [15 ft]
    Normal Melee: +7 Unarmed Strike (1d3+4 Subdual)

    War Aspect, Ranged: +6 Rock (2d6+8, range 15ft)
    War Aspect, Melee: +14/+14 Slam (2d6+8, Crit 19/x2 plus Grab)

    BAB:
    + 7 Grapple: +11, +23 War Aspect
    Special Actions:
    • Banal [Standard; seem utterly unimportant and Hide in view by seeming unworthy of notice.]
    • Fling Enemy [Standard; throw grappled foe 10ft per 5 rolled over Tussle on Grapple check]
    • Gostering [Swift; Intimidate + vs all males within 30ft],
    • Grab [Reaction; on a successful melee strike, the Gancanagh may choose to start a grapple without a check instead of dealing damage.]
    • Smite Competition [Attack option; +8 to hit, +10 damage vs one male target. Once per target per encounter]

    3
    Abilities: Str: 18/+4 Dex: 10/- Con: 18/+4 Int: 10/- Wis: 20/+5 Cha: 26/+8
    SQ: Dissolve, Impossibly Charming, Tweening

    Feats: Ability Focus (Impossibly Charming), Banal, Dashing and Daring [More like Utter Domination here], Fling Enemy, Rock Hurling

    Skills: Bluff +12, Diplomacy +12, Hide +20, Intimidate +28/32, Manipulation +28/32, Observation +25
    3
    Special Abilities:
    Dissolve: When slain, the Gancanagh breaks down into a collection of sighs that is so loud that it deafens anyone within 20ft who cannot pass a DC 19 Fortitude save. Hearing returns after about 3 weeks as this is a psychological effect. After he is gone, there is a residue of mountain flower petals in place of a body.

    Gostering/Boasting [Ex]: When not trying to be charming, a Gancanagh tends to list his accomplishments, either to impress or to undermine and belittle other males. His snide words take little effort but can break down the resistances of others rather swiftly. When talking amiably, the Gancanagh gains a +4 bonus on Diplomacy and Bluff with other males. As a Swift action, he can Intimidate every male in earshot [30ft] by telling them about what he has done/will do to those they love and how those loved ones will not only let him but thank him for it and beg him for more. The Gancanagh gains a +4 bonus on these checks for every female the target knows who is under the effects of his pheromones.

    In addition, he can attack and crush a single target as a Standard action. Doing so allows him to make an Intimidate check against the target; success reduces the victim's Psyche by 1d6 for the remainder of the combat as his confidence in his ability to defend those he cares about is shaken to the core.

    Impossibly Charming [Ex]: The skin of a Gancanagh is a magical membrane that has only one purpose; to regulate the output of a specialised form of magical "potion" that they are able to secrete. When dealing with females of any race [the woman's personal preferences for gender are meaningless in this] they receive a +4 bonus on all Cha based checks as a result of the intoxicating effects of their scent.

    Any female that comes into contact with a Gancanagh must make a Fortitude save, DC 19 or become intoxicated and view the creature as the meaning of their existence from this point on. The woman becomes fanatical about the Gancanagh and her opinion of all other males worsens by one step. In addition, when not acting on the instructions of the Gancanagh, she is treated as being Nauseated or Stunned if he is not within sight of her.

    Each day after infection, the woman may make a save to free herself from the effects of this drug. Otherwise, the vast majority of infatuees lie around, pining for the creature and rapidly begin to suffer the effects of dehydration, which they care about too little to stave off. Most die within a few days.

    As this is a biological ability, the save DC is Constitution based and gas masks provide their dice reduction as a bonus to your save.

    Smite Competition [Ex]: Though it might sound like an odd thing for one who is the embodiment of idle love, the Gancanagh are insanely possessive of women while they are actually around them. If the Gancanagh encounters a male who actively tries to prevent him from claiming a woman besotted by the effects of Impossibly Charming, he may Smite that target once per encounter per target. Doing so adds his Cha bonus to hit and his HD to damage.

    Tweening: As a lesser Noble fæ, the Gancanagh can move through Physical Boundaries, the Space Beneath and Shadows, along with Abstract Boundaries during the times of Dusk and Dawn.

    War-form [Ex]: The Gancanagh is basically an embodiment of what women find intoxicating in a man. His primary aspect is a seductive, carelessly sexual being that resembles a slightly scruffy yet impossibly handsome human. His other aspect is a domineering, abusive bad-boy creature that resembles a troll in many ways. In this form, he is large sized, gains +8 to both Strength and Constitution and suffers a -1 penalty to its Defence due to the size increase. This is all included in the stat block.

    Note that this DOES NOT limit the function of their pheromones.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Lore:
    {table]DC:|Lore:

    10|Don't trust men you meet in the hills.

    15|Some women meet the perfect man in the hills but pine to death when he leaves her

    20|Gancanagh are a breed of fairy who intoxicate women with their presence

    25|Challenging a Gancanagh's superiority will bring him to his war-form, which resembles a troll in many ways; he is more than able to pull your arms off.

    30|Complete skin coverage and a gas mask is about the onlt protection from the musk of a Gancanagh

    35|Gancanagh go out of their way to make it clear that you've lost. Ignoring them is next to impossible, though their egos are weak in turn, allowing the use of mockery to incite Rage[/table]

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.
    Last edited by Mulletmanalive; 2011-11-09 at 06:35 PM.
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  30. - Top - End - #180
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Ok, honestly can't think of a way to make this actively playable in core D&D because of the way a bunch of things work. If someone actually wants it converting for play purposes [as opposed to vague interest] I'll put some time aside and have a go but until then...

    Tarasque:
    The Tarasque is one of the largest and most powerful beasts in European folklore, in this case being from the depths of French lore. The tarasque is the offspring of a powerful beast creature from Creation stories and a giant flaming bull from elsewhere in French myth.

    The beast itself resembles a gigantic six-legged turtle with a bear-like physique. The beast's broad back is capped by a pair of shells, one over the shoulder block and one over the pelvis and haunches, which overlap in the mid-back region. The creature's six legs look rather like a cross of elephant and bear limbs and it's frame ends in a massive arched tail that ends with a stinger. The heavy shell-scales continue down all of its limbs and are practically impenetrable.

    The beast's head resembles that of a lion, though it has ears more like those of a horse and possesses a distinct nasal arch that makes it look oddly human.

    The primary method of attack for the tarasque is to aim and then execute a Head Sweep attack, backed up by a Vorpal Hurricane. Foes that successfully evade the Head Sweep are subjected to brutal application of its Bite and Snatch abilities and then swallowing them.

    MV Version:
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    Colossal 3 Elite Fæ Beast 20 CP 23
    Init: -5 , Senses: Listen + 36 , Observation +0
    Languages: Latin, Hebrew, French…no-one's sure why
    3
    Defence: 21 Flatfooted: 4
    Hardness: 100 [Total/Special], DR 20/Natural
    HD: 20d10 + 600 + 60 Hp: 860
    Massive Damage: 60
    Thresholds: Green, [ 430 ] Yellow, [ 215 ] Orange, [ 86 ] Red
    Resist: Double hardness vs infantry weapons
    Fort: + 43 Reflex: - 5 Will: + 10 Psyche: 25 Tussle: 59
    3
    Speed: 40 ft, Burrow 20 ft Space: 40 ft Reach: 40 ft, 80 ft w/stinger

    Melee: +30 Bite (12d6+25 plus Snatch) or +30 Head Butt (8d6+22 plus 2d6 fire)
    AND +25/+25 Claws (8d6+12)
    AND DC 36 Barrage 10ft Stinger (6d6+25 plus 2d6 fire)

    BAB: + 20 Grapple: + 57, +61 Bull Rush
    Special Actions:
    • Aim [Move; +25 damage on next attack; +1 to hit, +26 damage on stinger.]
    • Barbed Opportunist [Reaction; when AoO is provoked, Tarasque makes a stinger attack on them rather than a melee one]
    • Cleave [Standard; Attack target, if attack hits, make additional attack against another target in reach; -2 Defence]
    • Great Cleave [Standard; Attack target, if attack hits, make additional attack against another target in reach, continue on until every target in reach has been hit or you miss; -4 defence]
    • Head Sweep [Standard; melee Barrage 40ft, DC 35 (8d6+25 plus 2d6 fire), If wound occurs, create additional attack zone [Great Cleave]; -4 Defence]
    • Knockback [Automatic; on successful Power Attack, roll Bullrush + Power Attack bonus damage against target [one roll per attack]]
    • Quills [Automatic; Huge or larger creatures that attack with non-reach melee weapons suffer 1d6* damage]
    • Snatch [Reaction; begin a grapple and deal damage automatically when Bite hits target of up to colossal size.]
    • Swallow Whole [Grapple; swallow victim of up to Colossal size held in mouth. Victim suffers 6d6 bludgeoning and 10 Acid damage per round; belly defence 9, DR 20/Natural, 20 hp]
    • Trample [Full; move 80ft over creatures of colossal or smaller, 8d6+33, Reflex DC 45/half]
    • Vorpal Hurricane [Swift; creatures that begin or end their turn in your threatened area suffer a Stinger attack +31 (6d6+25 plus 2d6 fire).]

    3
    Abilities: Str: 60/+25 Dex: 1/-5 Con: 60/+25 Int: 5/-3 Wis: 10/- Cha: 6/-2
    SQ: Fearsome 49

    Feats: Cleave, Extra Primary Natural Weapon, Great Cleave, Greater Vorpal Hurricane, Improved Bull Rush, Improved Vorpal Hurricane, Knockback, One with the Hills, Power Attack, Snatch, Vorpal Hurricane, Weapon Focus [Stinger]
    Flaw: Tarasque's Underbelly

    Skills: Hide -5, Intimidate +49, Listen +36, Survival +36, Swim +61
    3
    Special Abilities:

    Biblical Arising [Su]: There is no other word to describe the stirring of the Tarasque in his slumbers than "Biblical" [read: apocalyptic]. Given its sheer scale, it must displace whole chunks of the real world back into the unreal in order to emerge and this cannot be done in view of mortals. The solution uses a combination of burrowing and displacing whole hills and leads to…catastrophic damage when it emerges.
    • On the first round, the rising tarasque displaces the internals of a hill.
    • On the second round, a violent tremor breaks the hill into pieces and topples all structures on the hill. All beings and structures on the hill are knocked prone if their Tussle is less than 40 and all buildings collapse, dealing 30 damage [reduce as falling damage] to all within 15ft. Those knocked prone must make a Reflex save, DC 20, or be buried in sliding hill, which causes suffocation.
    • On the third round, the tarasque emerges from the ground, prompting a value 9 earthquake on the Richter scale in a mile radius. This results in widespread destruction. All within the area must make a DC 20 Reflex save or fall prone. All structures in the area with more than 2 stories are flattened, dealing 50 falling damage to those within. All prone characters have a 25% chance of falling into a rift, which deals 8d6 damage and closes, killing the victim instantly at the end of the quake. The quake lasts for a total of 5 rounds.
    • On the sixth round, a small volcanic vent opens, spewing molten lava over a 100ft radius. This is a Reflex DC 25/negates effect that deals 10d10 Fire damage, buries the target and turns the terrain to very difficult terrain that deals 4d10 fire damage per round of exposure.


    One with the Hills [Ex]: While really, really big, the Tarasque has an unnerving ability to hide by seeming to be a hill, something that is aided by the great quantity of rock and foliage that clings to its shell along with its huge razor barbs. When hiding, the Tarasque ignores its size penalties, relying on its dexterity bonus. While not great, at distances of more than 200ft, it can be next to impossible to separate it from the scenery.

    Tarasque's Shell: The double shell armour on the Tarasque's back is heavy enough to resist tectonic activity and volcanoes so it has little trouble shielding the beast from firearms. Not only does it have a ridiculously high hardness and count as mech armour, it also has enough metals in it to block all forms of teleportation and summoning magics, as well as divinations.

    Tarasque's Underbelly: The underbelly of the beast is actually not armoured…or at least it relies entirely on being attacked by mortal weapons, for whatever reason. On the rare occasion when it is possible to attack the tarasque's underbelly, the beast's hardness does not apply. This is not easy to exploit, generally requiring some plan to get beneath the beast or to make it rear up.


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    Lore:
    {table]DC: |Lore:
    20 |The Tarasque is the hideous offspring of [insert appropriate creation story monster here] and the fiery bull Onachus which looms large in Galacian lore. It haunted the region in the first century

    25 |Tamed by the prayers and kindness of a Saint, the tarasque was slain by thrown stones as it stood in the market place of the town that was to become Tarascon.

    30 |The beast can be found in the southern parts of France, specifically around Provence. It is a huge, powerful and basically immortal, though how it could possibly be alive despite having died in the past.

    35 |The beast tweens by displacing the interior of a hill and breaking free from the chamber. This produces violent earthquakes and produces quantities of toxic gas and even lava in the process.

    40 |Being born of a fundamental part of the creation of the world [according to one religion] the Tarrasque is very vulnerable to that particular religion. It suffers a -4 penalty on saves against such magic, can actually be subject to mind-affecting spells from such casters and exposure to holy water cancels the beast's fiery areas for one minute.

    45 |The sole physical vulnerability of the Tarrasque can be found just over its claws on its feet. If attacked here [an attack of opportunity unless you make it as a Rideby Attack], the attack deals no damage but causes the tarasque to rear up, losing its actions and it's Hardness for one round.[/table]

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    New Feats [OGL]:
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    Extra Primary Natural Attack [Monstrous]:
    Some monsters are handier with their attacks than others.
    Prerequisites: Two or more secondary natural attacks.
    Description: Select a secondary natural attack. This attack is treated as if it were the creature's primary natural attack for all purposes in addition to the creature's normal primary natural attack. This does not allow the creature to make additional attacks with Standard actions or anything like that.

    The following three feats are modified versions of a Mastery feat chain found in Iron Heroes by Monte Cooke. The feats in chapter 5 are clearly defined in the designation of OGC as being such and no product identity has been transfered.

    Vorpal Hurricane:
    You can create a wide sequence of overlapped attacks that require no specific targeting on your part but are incredibly difficult to avoid.
    Prerequisites: Weapon Focus (melee weapon), BAB +5
    Description: As a Full action, you establish a set of overlapped sweeps and thrusts of your blades. Any enemy that begins or ends its turn in your threatened area is subject to an immediate free attack at your highest BAB with the weapon(s) you have Weapon Focus with. You may only attack a given creature with this feat once per round.

    Improved Vorpal Hurricane:
    It takes less effort to create your impenetrable thicket of blades than it once did.
    Prerequisites: Weapon Focus (melee weapon), Vorpal Hurricane, BAB +12
    Description: You may activate your Vorpal Hurricane as a Standard action.

    Greater Vorpal Hurricane:

    Getting close to you is as good as getting cut.
    Prerequisites: Weapon Focus (melee weapon), Vorpal Hurricane, Improved Vorpal Hurricane, BAB +19
    Description: You may activate your Vorpal Hurricane as a Swift action.



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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.
    Last edited by Mulletmanalive; 2011-11-09 at 07:00 PM.
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