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 Post subject: Half-Fey Template (repost) [3.5/PF]
PostPosted: Sun Feb 02, 2014 5:38 am 
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Joined: Tue Jan 21, 2014 2:42 pm
Posts: 105
Repost requested by Evilmonkeygod.

Half-Fey
Due to their magical natures, fey can breed with nearly anything; the offspring from these pairings are half-fey. Additionally, this template is sometimes gained by other creatures by long exposure to faerie magic.

SAMPLE HALF-FEY
Something otherworldly strikes you about this elven warrior who approaches. His stride is a bit more gliding, his face a bit smoother, more beautiful, more...pure than the elves you have seen before. He smiles as he greets you. "Ho travelers! What brings you to the lands of the Faerie?"

The example below uses a 5th-level elf fighter as the base creature. The fey parent is a nymph.

FAERIE KNIGHT (CR 5)
XP 1,600
Male or female half-fey elf fighter 5
CG Medium Fey (Augmented Humanoid)
Init +4; Senses automatically Search for hidden doors when within 10 ft., low-light vision; Perception +6
Aura awesome beauty (30 ft., DC 15)
Languages Common, Elven, Gnome, Sylvan
_____________________________________________________________

AC 22, touch 15, flat-footed 17; CMD 22 (+1 v. sunder or disarm bow)
(+7 armor, +4 Dex, +1 dodge); light fortification, Mobility
hp 32 (5d10+5)
DR 5/cold iron
Immune sleep
SR 16 (11 + HD)
Fort +5, Ref +5, Will +4 (+2 vs. enchantment, +1 vs. fear)
_____________________________________________________________

Speed 40 ft.; Shot on the Run, woodland stride
Melee mwk longsword +8 (1d8+3/19-20); or
Ranged mwk composite (+2 Str bonus) longbow +12 (1d8+3/x3); or
Ranged mwk composite (+2 Str bonus) longbow +10/+10 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; CMB +7 (+1 wielding bow)
Attack Options Point Blank Shot
Combat Gear necklace of fireballs type I, potion of cure moderate wounds (x2), potion of protection from arrows (10/magic)
_____________________________________________________________

Spell-like Abilities (CL 5th; +2 vs. spell resistance):
1/day—disguise self, entangle (DC 14), faerie fire, speak with animals, speak with plants, suggestion (DC 16)
_____________________________________________________________

SQ armor training 1, weapon training bows +1
Abilities Str 15, Dex 19, Con 12, Int 12, Wis 16, Cha 16 (14)
Half-Fey Salient Abilities Awesome Beauty
Feats Dodge, Mobility, Point Blank ShotB, Rapid ShotB, Shot on the RunB, Weapon Focus (longbow)
Skills Intimidate +7, Perception +6, Survival +7; -2 ACP; Racial +2 Perception, +2 Spellcraft to identify magic item properties
Possessions combat gear plus cloak of Charisma +2, +1 light fortification breastplate, mwk composite (+2 Str bonus) longbow, 20 arrows, mwk longsword, 8 pp, 4 gp
____________________________________________________________

Awesome Beauty (Su) The faerie knight is strikingly beautiful. Any humanoid which sees the half-fey from within 30 feet must succeed on a Will save (DC 15) or be shaken for 1 minute. A new save is required each round; successive failure resets the duration but does not cause a worse fear condition. This effect may be suppressed or resumed as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
_____________________________________________________________

STRATEGY AND TACTICS
Half-fey generally are encountered in groups similar to their base creature or as solitary creatures, depending on the level of prejudice in their base race's culture. When encountered alone or in groups, half-fey typically fall back on expected behavior of their base creature, although their spell-like abilities and resistance to physical attacks gives them additional options. An aggressive being like a half-fey ogre is likely to be even more aggressive and heedless of physical attacks due to its damage reduction, while an agile being like the half-fey elf above is likely to use its enhanced agility to evade its enemies and frustrate them through the timely use of its entangle ability. The sheer scope of options possibly possessed by half-fey prevents a comprehensive listing of their possible tactics.

SAMPLE ENCOUNTER
The faerie knight often patrols the forests alone, reflecting on the beauty of nature.

A man and his horse (EL 5): Tirian the faerie knight, accompanied by his faithful friend Jewel the unicorn (MM 250) are on a quest to prevent a wicked half-fiend ape named Shift from invading a country of awakened animals. He first mistakes the player characters for servants of Shift, using his spell-like abilities to entangle them. If convinced it is but a case of mistaken identity, Tirian may welcome the aid of the PCs in putting an end to the monkey business.

The Burning of Ettenwood (EL 11): Ashe Willowfoot, a 9th level half-fey druid, furious about the destruction of her dryad mother's tree, has brought her army of awakened animals to the logging town of Ettenwood. In addition to Ashe, the players must fend off a dire boar and her seven piglets, a pair of dire bears and their three cubs, and a wolf pack numbering ten, all awakened. (Treat the baby dire animals as regular non-dire animals of the same type)

ECOLOGY
Half-fey can be found in any part of the world in which fey reside, namely everywhere. Half-fey tend to appear in greater numbers where the Seelie hold sway, as the Seelie are most apt to procreate. Half-fey make their way in similar manners to their base creature, although more in harmony with nature than not. Sometimes half-fey are different from birth, but other times they may manifest the qualities of this template only later in life.

Creatures can become half-fey even without a fey parent, however. Mortal creatures that spend long periods of time among the fey may acquire this template from the power of Faerie. Traditionally, the length of time necessary is given as three or seven years, but in truth the process is variable and different for each subject. Many never become half-fey.

The most reliable way to become a half-fey is to be raised by fey. The fey are widely known for stealing things from mortals, and children are no exception. Many times, a slow or sickly child has been said to be a changeling, a fairy left behind when the real child was taken. Usually, these are nothing more than excuses for parents to neglect or even abuse their all-too-human children. But sometimes, it is the truth. The fey are creatures of potential and magic, and sometimes they feel that the best way to make use of mortals with great potential is to raise the mortals as fey, away from the mundane world.

Taken children are raised among the fey for many years. At the end of that time, the child usually becomes a fey, sometimes gaining the half-fey template and sometimes becoming fey of a specific race. Still other changelings are fey in spirit only, and remain standard members of their original race.
Environment: Depending on the fey parent, half-fey can be found in every environment capable of supporting life.
Typical Physical Characteristics: Half-fey usually have some distinctive aspect to their appearance which suggests their fey parentage. Often, they have a touch of the exotic about them, an air of otherworldly grace and beauty. Otherwise, they tend toward extremes, being either breathtakingly beautiful or horribly ugly. Some are obviously different from birth, while others have their nature manifest itself later in life.
Alignment: Fey blood weakens tendencies toward any moral or ethical behavior. Half-fey can be of any alignment and are often neutral. However, the alignments of the parent races remain the most common for half-fey born of those races.

HALF-FEY LORE
Characters with ranks in Knowledge (nature) can learn more about half-fey. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Code:
Knowledge (nature)
DC    Results
13+CR This creature is a half-fey, the cross of a fey creature and a mortal. The
      faerie blood often makes them stronger, faster and sharper than others of
      their kind.
18+CR A half fey can be harmed fully only by weapons of cold forged iron. They
      often resist spells cast by weaker mages.
23+CR This result reveals the fey parent and the specific benefits the creature
      gained from the template.

SOCIETY
Half-fey have no society of their own but come in as many different societies as there are creatures on the world. Elves and gnome half-fey are common, as these races already have close ties to nature and fey. Humans are another race to often carry faerie blood, due to their proliferation. Centaurs, unicorns, forest and ocean giants, even treants can all be found as half-fey.

TYPICAL TREASURE
A half-fey usually collects treasure as the base creature does.

HALF-FEY AS CHARACTERS
Racial stats and LA, if applicable.

THE HALF-FEY RACIAL CLASS


Vital Statistics


HALF-FEY IN EBERRON/FAERÛN/MIDLORR


CREATING A HALF-FEY
“Half-fey” is an inherited or acquired template that can by added to any living, corporeal creature (referred to hereafter as the base creature).

A half-fey has all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Any, but usually same as either parent's race.

Size and Type: The creature’s type changes to fey. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.

Senses: A half-fey retains the senses of the base creature and gains low-light vision if it did not already have it.

Languages: A half-fey retains the languages of the base creature and gains Sylvan as an automatic language if it didn't already.

Damage Reduction (Su): A half-fey retains the damage reduction of the base creature, and gains damage reduction 5/cold iron if it has 11 or fewer Hit Dice, or 10/cold iron, if it has 12 or more Hit Dice.

Resistances: A half-fey has all the resistances of the base creature, plus the following resistances.
—Spell resistance equal to creature’s HD + 11 (maximum 35).

Speed: A half-fey sometimes has insectile wings and can fly at the base creature’s base land speed (good maneuverability). If the base creature has a better fly speed, use that instead.

Other half-fey instead gain a swim speed equal to their base land speed, or gain a burrow or climb speed equal to half that.

If the half-fey does not gain any of those, instead increase the base creature's land speed by 10 ft., or double it, whichever is less.

Woodland Stride (Ex): Like a druid, any half-fey may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him.

Spell-Like Abilities: Each half-fey with a Wisdom or Charisma score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. Its caster level is equal to its Hit Dice. Unless otherwise noted, an ability is usable once per day. When multiple spells are separated by “-or-”, only one of the spells may be chosen. The chosen spells should reflect the nature of the fey parent.
Code:
Spell-Like Abilities
HD          Abilities
1 or more   Faerie fire; hypnotism -or- entangle
3 or more   Speak with animals; enthrall -or- sleep -or- disguise self -or- gust
            of wind
5 or more   Speak with plants; hideous laughter -or- rage -or- sleet storm -or-
            suggestion
7 or more   Call lightning -or- confusion -or- deep slumber -or- dispel magic
            -or- haste -or- slow
9 or more   Bestow curse -or- contagion -or- crushing despair -or- fear -or-
            greater invisibility -or- lesser geas -or- poison
11 or more  Call lightning storm -or- charm monster -or- commune with nature -or-
            control winds -or- dimension door -or- divination -or- hold monster
            -or- polymorph (self only) -or- tree stride
13 or more  Creeping doom -or- mass invisibility -or- mislead -or- stone tell
            -or- sunbeam
15 or more  Control weather -or- geas/quest -or- mass suggestion -or- persistent
            image -or- regenerate -or- true seeing -or- veil
17 or more  Animate plants -or- earthquake -or- horrid wilting -or- insanity -or-
            irresistible dance -or- mass charm monster -or- sunburst -or-
            whirlwind
19 or more  Bestow greater curse* -or- destruction -or- freedom -or- ghostform*
            -or- mind blank -or- polymorph any object -or- shambler -or-
            transmute rock to lava*
*From the Spell Compendium.

Abilities: +4 to three abilities and +2 to the remaining three. Most often, Str +2, Dex +4, Con +2, Int +2, Wis +4, Cha +4, but generally in proportion to the parent fey's racial ability modifiers.

Salient Abilities: A half-fey gains one salient ability as described below.

Skills: A half-fey gains skill points as a fey and has skill points equal to 6 + Int modifier for racial HD. The half-fey gains only the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Half-Fey Salient Abilities
A half-fey gains one salient ability from the following list. It may gain any special ability among those listed, no matter what its fey parent was, although each ability is often associated with specific races. Sometimes, a half-fey may gain a special ability not among those described below; such a unique ability should be no more powerful than those described here. Unless noted otherwise, the save DC for any ability described below is equal to 10 + 1/2 total Hit Dice + Charisma modifier and the caster level for any spells is equal to the half-fey's total Hit Dice.

Allure (Ex/Sp)
The half-fey has a strong sexual allure about it. It gains a +4 racial bonus on Bluff checks to seduce others, and may use charm person as a spell-like ability at will. If the base creature is not a humanoid, it charms creatures of that type rather than humanoids.
Typical parent race: Daoine sídhe, dryad, huldra, leShay, nymph, satyr.

Awesome Beauty (Su)
The half-fey is strikingly beautiful. Any creature of the base creature's type which sees the half-fey from within 30 feet must succeed on a Will save or be shaken for 1 minute. A new save is required each round; successive failure resets the duration but does not cause a worse fear condition. This effect may be suppressed or resumed as a free action. This is a mind-affecting effect.
Typical parent race: Daoine sídhe, dryad, huldra, leShay, nymph.

Fast Healing (Ex)
The half-fey gains fast healing 1.
Typical parent race: Baen sídhe, bird of paradwys, daoine sídhe, fool of the forth.

Horned Prowess
The half-fey gains a +2 racial bonus on Hide, Listen, and Spot checks. It also gains a head butt attack for 1d4 damage. Its natural armor increases by +2.
Typical parent race: Adharc sídhe, master of the hunt, satyr.

Immunity to Energy (Ex)
The half-fey is immune to one type of energy damage (acid, cold, electricity, fire, or sonic).
Typical parent race: Adharc sídhe, áed sídhe, baen sídhe, bile wrapped in beauty, cailleach bheur, caliento, cú sídhe, forestfolk, hoarfroster, master of the hunt, storm rider, taidhbhse, wendigo.

Inborn Ennui (Ex)
The half-fey gains a +5 racial bonus on Will saves against to mind-affecting effects.
Typical parent race: Daoine sidhe, jaebrin, leShay.

Invisibility (Su)
The half-fey may become invisible as per invisibility as a swift action, and may end the effect as a free action. The duration is unlimited.
Typical parent race: Baen sídhe, folletto, fylgiar, leShay, pixie, quickling.

Lesser Quickness (Sp)
The half-fey may use quickened haste as a spell-like ability, but can only affect itself. The duration is a number of rounds equal to its Charisma bonus +1 (minimum 1 round) per day, which need not be consecutive; if the ability is dismissed as a free action before it expires, the ability can be activated again later that day with the remaining duration.
Typical parent race: Adharc sídhe, áed sídhe, daoine sídhe, leShay, phooka, quickling.

Natural Grace (Su)
The half-fey is unaffected and undamaged by natural hazards of all sorts, including natural lightning, natural magma, forest fires, and naturally cold and windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Increase the Survival DC to track the half-fey in natural environments by its Hit Dice.
Typical parent race: Adharc sídhe, baen sídhe, bird of paradwys, cú sídhe, daoine sídhe, fool of the forth, folletto, joystealer, master of the hunt, spirit animal, taidhbhse, wendigo, zephyr.

Smite Unnatural (Su)
Once per day, the half-fey may attempt to smite unnatural with one normal melee attack. It adds its Charisma bonus (if any) to its attack roll and deals 1 extra point of damage per Hit Die it possesses. If the half-fey accidentally smites a creature that is not unnatural, the smite has no effect, but the ability is still used up for that day. A creature is unnatural for the purposes of this ability if it is an aberration, construct, undead, or any creature not native to the Material Plane.
Typical parent race: Any.

Spellblooded
The half-fey gains a +4 racial bonus to its caster level in all arcane and nature-based spellcasting classes it possesses.
Typical parent race: Adharc sídhe, bird of paradwys, curupira, daoine sídhe, folletto, murderjack, nymph.

Talent in the Blood
The half-fey acquires great skill in an area related to its fey parent's race's area of interest. For instance, the child of an ocean strider may be an amazing sailor. The half-fey chooses up to three skills. These skills are always treated as class skills for the half-fey. It gains a +4 racial bonus on those skills. It may take 10 on those checks even when threatened. The half-fey also gains one bonus feat it qualifies for, which must also be related to its parent fey.
Typical parent race: Any.

Variant Half-Fey
Often, a half-fey's ability score changes reflect the racial modifiers of their parent fey's race. Instead of the default ability score changes noted above, one of the following distributions of ability score changes can be applied:
  • +2 to three scores, +4 to one score, and +6 to one score.
  • +2 to five scores and +6 to one score.
  • +4 to two scores and +6 to one score.
  • +4 to four scores.
The increases should be distributed in proportion to the fey parent’s high ability scores, so the distribution should be chosen with that goal in mind.


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 Post subject: Re: Half-Fey Template (repost) [3.5/PF]
PostPosted: Mon Feb 03, 2014 12:02 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Smite Unnatural has got me thinking of a paladin variant.


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 Post subject: Re: Half-Fey Template (repost) [3.5/PF]
PostPosted: Mon Feb 10, 2014 3:01 pm 
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Joined: Tue Jan 21, 2014 2:42 pm
Posts: 105
KingCrazyGenius wrote:
Smite Unnatural has got me thinking of a paladin variant.

You mean like with a restriction on against "unnatural" methods, materials, and behavior rather than alignment restrictions? Sounds more like a druid variant than a paladin variant to me, but I'm curious what you're imagining.


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 Post subject: Re: Half-Fey Template (repost) [3.5/PF]
PostPosted: Sat Feb 15, 2014 7:00 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Well, that would be a part of it maybe, but mostly I'm thinking martial champion of nature, etc etc. might work better as a Druid or ranger archetype, but whatever.

Maybe I'll stat something up later tonight. Little else to do what with the Snow Queen having conquered the northeast corridor.


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