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Creating A Half-Fey. Half-Fey Characters. Sample Half-Fey. Half-Fey/Half-Human. Medium-Size Fey. Combat. Recondite Pawns




Creating A Half-Fey

" Half-fey" is a template that can be added to any humanoid creature (referred to hereafter at the " character" ). The character's type changes to " fey, " and they are accepted by other fey as such. The half-fey uses the character's statistics and special abilities except as noted here.

 

Hit Dice: Same as the character

Speed: Same as the character

AC: Same as the character

Damage: Same as the character

Special Qualities: A half-fey retains all the character's special qualities and those listed below, and also gain the fey type (see page 5 of Core Rulebook III)

Age Resistance (Ex): Each age category of the character's base race is doubled after the character reaches adulthood.

 

Charm Immunity (Ex): Half-fey are immune to magical charm spells and effects.

 

Nature Sense (Ex): A half-fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

 

Saves: Half-fey receive a +2 racial bonus to Reflex and Will saves.

 

Abilities: A half-fey gains +2 to Charisma

Skills: Half-fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks. Otherwise same as character.

Feats: Same as character

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Climate/Terrain: Temperate and warm forest

Organization: Solitary or band (2-5)

Challenge Rating: Same as character +1

Treasure: Standard

Alignment: Usually chaotic good

Advancement: By character class

 

Half-Fey Characters

 

All half-fey gain bard as a preferred class in addition to the preferred class of their " base" race. Their ECL is +1.

 

Sample Half-Fey

 

Here is an example of a 1st-level human commoner as the character.

 

Half-Fey/Half-Human

Medium-Size Fey

Hit Dice: 1d6+2 (6 hp)

Initiative: +4 (Improved Initiative)

Speed: 30 ft.

AC: 12 (+2 leather armor)

Attacks: Short sword +1 melee

Damage: Short sword 1d6+1

Face/Reach: 5 ft. by 5 ft. /5 ft.

Special Qualities: Nature sense, charm immunity

Saves: Fort +2, Ref +2, Will +3

Abilities: Str 13, Dex 10, Con 14, Int 8, Wis 12, Cha 17

Skills: Climb +2, Handle Animal +4, Perform +7, Spot +6, Swim +2, Wilderness Lore +5

Feats: Improved Initiative, Track

 

Climate/Terrain: Temperate and warm forest

Organization: Solitary

Challenge Rating: 1

Treasure: Standard

Alignment: Chaotic good

Advancement: By character class

 

Past puberty, a half-fey is easily differentiated from their human brethren, as males have very hairy legs that bend backwards at the knee, and females have bright green hair (that in some cases changes with the seasons to red and then white, before returning to green). Other humans do not necessarily reject half-fey, though they do look on them with awe or suspicion most of the time.

 

Combat

 

Half-fey commoners will usually try to talk their way out of a fight.

Immunities (Ex): Half-fey are immune to magical charm spells and effects.

 

Recondite Pawns

Flavor Text (Type changes to Outsider)

 

Special Attacks: A fiendish creature retains all the special attacks of the base creature and also gains the following:

Coital Energy Drain: By engaging in an act of passion with their target, a recondite pawn may inflict a negative level.

Domination (Su): A recondite pawn can gain a creature’s trust just by looking onto his or her eyes. This is similar to a gaze attack, except that the recondite pawn must take a standard action, and those merely looking at it are not affected. Anyone the recondite targets must succeed at a Will save (DC 10 + half the recondite pawns HD + their Cha modifier) or become Friendly towards them. This ability has a range of 30 feet.

Coital Charm (Su): By engaging in an act of passion with their target, a recondite pawn may affect their target as though by a Charm Monster spell cast by a 1st level Sorcerer.

Variable Anatomy (Su): At will as a standard action, a recondite pawn may alter their gender, appearance, or sexual physiology or endowment as by Shapechange cast by a 17th level Sorcerer, but not their species. For example, a female recondite pawn could sprout a penis, or change form completely in to a male, or something in between. However, they always retain enough resemblance to their original form as to be recognizable.

 

Special Qualities: A Recondite Pawn retains all the special qualities of the base creatures and also gains the following:

Darkvision with a range of 60 feet.

Acid, sonic, and cold resistance (see the table below)

Damage Reduction (see the table below)

SR equal to double the creature’s HD (maximum 25)

Acid, Sonic,

Cold Resistance Damage

Hit Dice           Resistance       Reduction

1-3                     5       -

2-7                    10      5/Flesh

8-11                  15     5/+1

12+                   20      10/+2

 

Note: 5/Flesh means that the DR is bypassed by a +1 weapon or any attack made by flesh of some sort – A bite, a punch, or even a bone club, but not wood.

Dominated: A Recondite Pawn is under the complete control of the Recondite that fathered it or transformed it. It is powerless to resist its commands. However, if they were formerly NOT recondite pawns and were transformed, and are ordered to do something utterly against their former nature, they may make a Will save (DC 20) to resist that particular command.

Saves: Same as the base creature

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +4, Int +2, Wis +2, Cha +4.

Skills: A recondite pawn has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.

Feats: Half-fiends have one feat for every four levels or the base creature’s total of feats, whichever is greater. In addition, they gain Skill Focus (Sexual Technique) as a bonus feat.

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Climate/Terrain: Same as the base creature

Organization: Same as the base creature

Challenge Rating: We'll work it out later

Treasure: Same as the base creature

Alignment: Always Chaotic (Any)

Advancement: Same as the base creature

 

A creature gains the Recondite Pawn template one of two ways - One, it was fathered by a Recondite. Two, it was the victim of the Recondite's Coital Assimilation ability. Either way, the differences between them are minimal, but significant. Look at their Dominated special quality.

As for how you get rid of it - Kill the Recondite, then cast Remove Curse, Restoration, and Heal on the victim. That only works if they were assimilated. Children of the recondite get snatched away, and are never seen again, once their " parent" is destroyed...

 

 


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