Tiny Female Brownie (1' 10" tall)
Druid 10th /Rake 3rd
|
|
Tiny Seelie Court Fey |
|
Hit Dice: |
3d6 + 10d8 +3d6 +16
(82 hp) |
|
Initiative: |
+10 (+6 Dex, +4 Imp.
Initiative) |
|
Speed: |
20 ft. (4 squares),
fly 60 ft. (good) |
|
Armor Class: |
18 (+2 size, +6 Dex),
touch 16, flat-footed 12 |
|
Base
Attack/Grapple: |
+10/–1 |
|
Attack: |
Tiny +4 keen exhausting scimitar +14 melee (1d3+1 plus 1d6
subdual/15–20) or +1 sleeping
composite shortbow +19 ranged (1d4–2/x3 plus sleep
(Fort DC 15)) |
|
Full Attack: |
Tiny +4 keen exhausting scimitar +14/+9 melee (1d3+1 plus 1d6
subdual/15–20) or +1 sleeping
composite shortbow +19/+14 ranged (1d4–2/x3 plus sleep (Fort DC 15)) |
|
Space/Reach: |
2 ˝ ft./0 ft. |
|
Special Attacks: |
Spell-like abilities,
spells, vernal touch, sneak attack +1d6 |
|
Special Qualities: |
Spell resistance 24,
damage resistance 10/magic and iron, animal companion, nature sense, wild
empathy, woodland stride, trackless step, resist nature's lure, wild shape
(4/day, large), venom immunity, aura of glory, iron vulnerability, sanctuary,
seduction, seductive art, charm
person 2/day |
|
Saves: |
Fort +10, Ref +15,
Will +14 |
|
Abilities: |
Str 5, Dex 22, Con 12,
Int 14, Wis 18, Cha 16 |
|
Skills: |
Bluff +15, Craft
(Seamstress) +12, Concentration +10, Diplomacy +16, Escape Artist +13,
Hide +13, Intimidate +11, Jump +8, Knowledge (nature) +9 (14 while wearing
laurel crown), Listen +7, Perform (dance) +10, Perform (sexual techniques)
+14, Search +5, Spot +4,
Survival +11, Move Silently +11 (in forest only.
+6 otherwise), Sense Motive +4 |
|
Feats: |
Improved Initiative,
Seductive (male), Kundalini, Natural Spell, Weapon Focus (scimitar), Skill
Focus (Craft) |
|
Environment: |
Temperate forests |
|
Organization: |
Gang (2–4), band
(6–11), or tribe (20–80) |
|
Challenge Rating: |
15 |
|
Treasure: |
No coins; 50% goods;
50% items |
|
Alignment: |
Neutral good |
|
Advancement: |
By character class |
|
Possessions: |
Laural Crown (+5 to
Knowledge [nature] checks], basket of delights, Tiny
+4 keen exhausting scimitar, +1
sleeping composite shortbow |
Feanlosae, a brownie, works with Nai'ivae's druids, a group of fey druids
determined to protect the tranquility of
Inzeladun. While rarely seen,
she appears to be diminutive elf (slightly under 2 feet tall) with sharp
features and a long, pointed nose. Her
favorite color is blue, which she considers to be a good thing, since she has
blue hair. She is often found
wearing little blue gowns. She is protected by her animal companion, a Megaraptor
dinosaur.
She considers herself the most lovely of the brownies, and the most charming of
them all. She tends to treat non-fey
as being beneath her notice, but if a non-fey's charisma is high enough, she
will take notice and 'adopt' the non-fey like a favored pet.
She will sneak around and conduct household chores, mend torn clothing,
and perform sexual delights while the host sleeps (she sometimes hits the host
with one of her arrows to keep the host from waking).
She works for Nai'ivae as a seductive information-gatherer.
She is a master of the art of subtle innuendo, suggestive body language,
sexual prowess, and unmistakable appeal. She
uses her talents to lure the unsuspecting to bed, then steals them blind or
picks their minds for the secrets hidden within.
She hates that which is unnatural, especially aberrations and undead.
She particularly hates mind flayers, and will hunt those horrors
unceasingly if she hears one is around. She
fought the mind flayers unceasingly during the recent invasion, albeit behind
the scenes.
She adores art, and will often perform sexual favors for artists to get
portraits and pictures made of her.
Combat
Spell-Like Abilities: 3/day—lesser confusion,
dancing lights, prestidigitation, silent image, ventriloquism. 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*, mass suggestion, Mordenkainen's magnificent mansion. These
are cast at 16th level. The save DCs are Charisma-based.
*items created by seelie court fey will vanish if touched by iron or
steel. She cannot create iron or
steel items.
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 a Megaraptor.
She has a link with this dinosaur and can share spells with it. It knows
the Attack, Down, Fetch, and Come tricks. Otherwise it is a normal Megaraptor
dinosaur.
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
14th 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 +3 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.
Seduction
(Sp): She can use suggestive comments and body language to produce an effect
similar to the bard's fascinate
ability. The creature to be seduced
must be able to see and hear the rake and must be within 30 feet.
The rake must also see the critter. The
critter must be able to pay attention to the rake. The distraction of a nearby
combat or other dangers prevents the ability from working.
The rake makes a Charisma check and the target can negate the effect with
a Will saving throw greater or equal than the rake's check.
If the save fails, the critter will approach the rake and not attack –
he or she will do everything he or she can to have sex with her.
While seduced, the target's Spot and Listen checks suffer a -4 penalty.
Any potential threat allows the seduced critter a second save against a
new Charisma check result. Any
obvious threat breaks the seduction effect.
This is a spell-like, mind-affecting charm
ability that requires concentration.
Seductive Art (Ex): The rake has an
inherent understanding of sexuality as it pertains to social situations.
She gains a +1 competency bonus
on Diplomacy and Sense Motive checks.
Charm
Person (Sp): The rake can cast charm
person 2 times per day, at a 2nd level caster level.