Daoine Maith

Female Pixie
9th level Druid  

 

Small Seelie Court Fey

Hit Dice:

9d8 (40 hp)

Initiative:

+4

Speed:

20 ft. (4 squares), fly 60 ft. (perfect)

Armor Class:

18 (+1 size, +6 Dex, +1 natural), touch 17, flat-footed 12

Base Attack/Grapple:

+6/–1

Attack:

Short sword +13 melee (1d4–2/19–20) or longbow +13 ranged (1d6–2/x3)

Full Attack:

Short sword +13/+8 melee (1d4–2/19–20) or longbow +13/+8 ranged (1d6–2)/x3

Space/Reach:

5 ft./5 ft.

Special Attacks:

Spell-like abilities, special arrows, spells, vernal touch

Special Qualities:

Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 23, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape (3/day, Large), venom immunity, aura of glory, iron vulnerability, sanctuary

Saves:

Fort +6, Ref +9, Will +10

Abilities:

Str 5, Dex 22, Con 11, Int 18, Wis 19, Cha 20

Skills:

Bluff +9, Concentration +12, Craft (Art) +12, Diplomacy +9, Escape Artist +12, Hide +16, Knowledge (nature) +18, Listen +14, Move Silently +12, Perform (sexual techniques) +9, Search +6, Spot +8, Survival +18

Feats:

DodgeB, Weapon Finesse, Hover, Improved Flight, Flyby Attack

Environment:

Temperate forests

Organization:

Gang (2–4), band (6–11), or tribe (20–80)

Challenge Rating:

14

Treasure:

No coins; 50% goods; 50% items

Alignment:

Neutral good

Advancement:

2–3 HD (Small)

Level Adjustment:

+6


Daoine Maith is a member of a group of fey druids determined to protect the tranquility of Inzeladun.  She is one of Nai'ivae's occasional lovers.  She wears bright clothing, often including a cap and shoes with curled and pointed toes. She stands about 2-1/2 feet tall and weighs about 30 pounds.  She is very slender and small breasted. She resembles an elf, but she has longer ears and gossamer wings. She speaks Sylvan and Ingaran, and knows how to speak the forbidden language of the Angustians.  She is also the last living being who knows how to speak the lost battle language of the ancient Chaos Lords.

For several years in her youth, she was forced to serve as a slave among the drow; she escaped and hates both the drow and those who keep slaves.  Still, she remains a merry prankster.  She likes to tease folk into sex-play, and then, in the middle of foreplay, use her wildshape ability to shift into an animal form as a prank, just to see the expression on their faces.

Still, she wishes to please her partners.  She wishes to do good in the world and making life enjoyable for those dear to her.  She is an easy-going lover, often pursuing casual relationships, but occasionally forming lasting commitments.  In either case, she has a strong desire to leave her partner happier for having been with her.

She owns a drow translation of the infamous "Anophistograph of Hell" (stolen from her former mistress), and she enjoys praying to the Ingaran gods and goddesses and she often crafts works of art (drawings or sculptures) in the images of those gods and goddesses.  She is often accompanied by her Owl animal companion.

Combat
She ferociously attacks evil creatures and unwanted intruders. She takes full advantage of their invisibility and other abilities to harass and drive away opponents.

Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities: 1/day—lesser confusion (DC 16), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 17), dispel magic, entangle (DC 16), permanent image (DC 21; visual and auditory elements only), polymorph (self only), irresistible dance. Caster level 8th.   Daoine can also use the following spell like abilities at caster level 9th 1/day: Command, disrupt undead, prestidigitation, charm person, unseen servant, enthrall, create food and water, suggestion, minor creation, charm monster, Leomund's secure shelter, emotion, major creation.  The save DCs are Charisma-based.

Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Spells:

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.  Her animal companion is an Owl: 31 hp, AC 23, Str 7.  It shares a link, shares spells, has evasion, devotion, and multiattack bonuses.   It knows ten tricks: Attack (all creatures); Come; Defend; Fetch; Seek; Heel; Guard; Perform; and Down.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself, full of life and promise.  At will, as a standard action, she can touch a creature with a vernal touch.  This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures.  For undead creatures, this touch attack acts like a cleric's turn undead ability equal to 7th level.  Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.

Aura of Glory (Su): As a seelie court fey, she radiates calm.  She is immune to fear (magical or otherwise).  Allies within 10 feet of her gain a +6 morale bonus on saving throws against fear effects.

Iron Vulnerability (Ex): The mere touch of iron causes 1 point of damage to the seelie court fey.  A hit with an iron or steel weapon deals an additional +1d6 points of damage.

Sanctuary (Sp): Once per day, a seelie court fey can cast sanctuary on herself.  Unlike a normal casting of the spell, this ability affects only the seelie court fey.  Caster level is 9, and the DC is 17.