Epic Fey...for People Who Love Fey!!!

dante58701

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Banned
This is the begging of a thread for EPIC FEY (or even lesser fey if you have them, though EPIC is the primary purpose of this thread).

I am starting this thread as a response to the complete lack of interest in fey in general. They are sorely in need of representation.

I would like to clarify a few points before we begin.

1. This thread is not for people who feel that their masculinity is threatened by fey. This is for people who accept fey for what they are...nature spirits.

2. This thread is not for people who are just going to be negative...so...if you aren't going to offer CONSTRUCTIVE criticism...stop right there an go back out the way you came in.

3. Please try to keep it civil, I know a lot of people HATE fey, but...they will just have to get over their egos because this is for fun and for people who love fey.

In summary...NO FLAME WARS ALLOWED, NOR NEGATIVE INSINUATIONS!!!! :)

So...with that out of the way (negative responses to the above will be ignored)...let's have some fun and go all fey happy. Because were crazy fey lovers and thats what we do.
 

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dante58701

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dante58701 said:
Here's the post for those who dont have access.

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These are meant to be more powerful than LeShay or Hoary Hunters, though distantly related to both. Their abilities are more or less set as is. Their spell-like abilities I'm questioning. I need something more Autumny. The same power level but more...Autumny. In case anyone is wondering about my inspiration...Ill post a link in my next post.

I will also be tweaking abilities from time to time so go ahead and pop in suggestions.

Autumn Hunter
Medium Fey (Extraplanar)
Hit Dice: 50d6+650 (850 hp)
Initiative: +18 (+10 Dexterity, +8 Superior Initiative)
Speed: 40 ft.
Armor Class: 56 (+11 deflection, +10 Dexterity, +11 insight, +14 natural), touch 42, flat-footed 35
Base Attack/Grapple: +25/+36
Attack: +9 brilliant energy ghost touch bastard sword of sharpness +45 melee (1d10+20 plus sharpness/19-20/x2)
Full Attack: 2 +9 brilliant energy ghost touch bastard swords of sharpness +45/+40/+35/+30 melee (1d10+20 plus sharpness/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Autumn hunter weapons, blinding beauty, gaze, spell-like abilities, stunning glance
Special Qualities: Damage reduction 25/cold iron and epic, elf traits, immunities, spell resistance 60, two-weapon mastery, unearthly grace, virtual size categories 1
Saves: Fort +34, Ref +37, Will +38
Abilities: Str 32, Dex 30, Con 36, Int 32, Wis 32, Cha 32
Skills: Appraise +33, Balance +33, Bluff +33, Climb +33, Concentration +35, Craft (any two) +33, Decipher Script +33, Diplomacy +33, Disable Device +33, Disguise +33, Escape Artist +33, Forgery +33, Gather Information +33, Handle Animal +33, Heal +33, Hide +35, Intimidate +35, Jump +35, Knowledge (dungeoneering, geography, local-Faerie Realm, nature plus any one) +33, Listen +35, Move Silently +35, Open Lock +33, Perform (any one) +33, Profession (any one) +33, Ride +33, Search +33, Sense Motive +33, Sleight of Hand +33, Speak Language (any five), Spellcraft +33, Spot +33, Survival +33, Swim +33, Tumble +35, Use Magic Device +33, Use Rope +33
Feats: Alertness, Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Initiative, Mobility, Power Attack, Quick Draw, Spring Attack, Track, Weapon Finesse, Whirlwind Attack
Epic Feats: Blinding Speed, Polyglot, Sixth Sense, Spell Stowaway (heal)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Always neutral
Advancement: 50+ HD (Medium)

Combat

An autumn hunter's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Autumn Hunter Weapons (Su): Each autumn hunter carries two personal melee weapons that he or she manifests from it's own life essence. Each weapon can change form as it desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but the autumn hunter can “draw” their weapons from nowhere as a free action. Autumn hunter weapons are considered light weapons for an autumn hunter, regardless of their size. Autumn hunter weapons manifested are always one or more of the colors of autumn, typically varying from autumn hunter to autumn hunter, depending upon their moods, personalities, and whims. Advanced autumn hunter weapons are commensurately more powerful than those detailed here.

Aura of Autumn (Su): All plants within 15 ft. of an autumn hunter become affected as if by blight, as per the spell of the same name. Plants so damage always turn one or more of the colors of autumn, typically varying from plant to plant or even varying from autumn hunter to autumn hunter, depending upon their moods, personalities, and whims. A Fortitude save (DC 46) halves the damage. Each plant within range must attempt a saving throw each round at the beginning of it's turn in the initiative order. This aura can be dispelled, but the autumn hunter can create it again as a free action on its next turn. An autumn hunter can indefinitely negate and resume this ability as a free action. An autumn hunter can lessen the effect as a free action. Autumn hunters are immune to their own aura. The save DC is Charisma-based.

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a autumn hunter. Those who look directly at a autumn hunter must succeed on a DC 46 Fortitude save or be blinded permanently as though by the blindness spell. An autumn hunter can suppress or resume this ability as a free action. The save DC is Charisma-based.

Druid Abilities: An autumn hunter is one with nature, having abilities of a druid of a level equal to one-half it's Hit Dice (rounded down).

- Animal Companion (Ex): An autumn hunter typically has Dire Tiger as an animal companion. Their preference is simply a matter of personal taste and tradition.

- Special Abilities (Var.): An autumn hunter has the special abilities of a druid of a level equal to one-half it's Hit Dice (rounded down). The Caster Level is equal to it's Hit Dice.

- Spells:An autumn hunter cast divine spells as a druid of a level equal to one-half it's Hit Dice (rounded down). The Caster Level is equal to it's Hit Dice. The save DC's are Wisdom-based.

Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Immunities (Ex): An autumn hunter is immune to aging, aging attacks and effects, cold, disease, and poison.

Spell-Like Abilities: At will—diminish plants, discern location, gust of wind, greater dispelling, greater invisibility, greater teleport, heal, hold monster, plane shift, speak with plants, spell turning, time stop, tree shape, true strike, warp wood, water breathing, wood shape; 3/day—dimensional anchor, dominate monster; 1/day— 1 contingent recall and resurrection, Mordenkainen's disjunction. Caster level 50th. The save DC's are Charisma-based.

1 Contingent recall and resurrection is a variation on an epic spell. When slain, the autumn hunter is actually transported, with its animal companion, back to the fey realm, where it is resurrected. The only way to truly slay the autumn hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.

Stunning Glance (Su): As a standard action, a wrathful autumn hunter can stun a creature within 30 feet with a look. The target creature must succeed on a DC 46 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Two-Weapon Mastery (Ex): An autumn hunter fights with an autumn hunter weapon in each hand. Because these weapons are extensions of it's own body, the autumn hunter does not take an attack or damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to autumn hunter weapons.

Unearthly Grace (Su): An autumn hunter adds it's Charisma modifier as a bonus on all it's saving throws, and as a deflection bonus to it's Armor Class. (The statistics block already reflects these bonuses).

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I love the Elder Sidhe at Dice Freaks, but I cant use it, it need too much converting to make it Epic Bestiary compatible. If someone would do a version of it in the old monster format (earlier 3.5 setup as opposed to the much despised new sloppy one) I would kiss their butt for many a year to come. Although I mean that figuratively rather than literally.


Here's the other part of the post.

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WARNING if you are not 18...you are definitely not allowed to view these naughty porn pics. So...go away kiddies.


Here we go...one of the worlds most beautiful women.
My inspiration. http://apneatic.fotki.com/prints/8x10_naturalhistory.html
The Main site. http://apneatic.com/

Keeping in mind that she was just a rough basis...obviously Autumn Hunters are meant to be far stronger than her. But the beauty and coloration got me started on an idea.
 

Hey dante mate! :)

Personally I see Fey as the 'spirits' of the prime material world.

So if I was designing D&D, Fey would be a sub-class of Outsider...although I would actually call the Outsider Class "Spirit".

Case in point that blurs the lines would be the Eladrin.

As such I don't really see the massive need for "Fey" beyond what there already is.

That said, I will have one epic Fey in any monster book I do from now on. So expect one in Gods & Monsters, and one in both the second and third volumes of the Epic Bestiary.

One interesting possibility I like is that of my own thoughts on the origins of the Fey.

Eladrin could be analagous to the Eldren race who propitiated Fey on the material plane, and were the forefathers of the Leshay and in time the Elves.
 


Pssthpok

First Post
Upper_Krust said:
So if I was designing D&D, Fey would be a sub-class of Outsider...

My thoughts exactly.

Or is it heretical to say that in this thread? :p

But seriously. The way I look at it, fey as a type seems to cap out once it blurs into outsiders or elementals. At a glance, it seems like they are sorta like watered down elemental spirits with a touch of thematic elementalism to them (forest spirits, river spirits, etc.). They don't hold true to either the moral/ethical castes that the true outsiders have, nor do they stick to pure Pre-socratic elementalism like the Primary Four.

Look, dante, don't get mad; I like fey, I just don't see a lot of epic use for them. By the time a fey hits that level of power I can't see them doing the things that weaker fey do without changing type. To be an Epic spirit of the Forest; one would have to be the spirit of the entire planet's forest biome, and that smells more like a god of forests to me. To be an Epic fey of the rivers one would have to be a powerful water elemental or a god. Fey are like the sparks that come off the fires of the gods, or the leavings of greater elemental spirits.

Do what you want, but don't go ranting and screaming on me because I chimed in, inoffensively. I'd like to see what anyone could do with the type, but I tend to agree with UK on it (or he agrees with me, since I said it first :p ), that fey have all the indications of an Outsider subtype, and IMO they should be treated as such. That doesn't mean that you can't work on the themes that the fey present, but it does mean that I don't think there's a lot of room for the Type as a whole before you're forced to go to either Outsider or Elemental.
 

dante58701

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Banned
I prefer the Fey type, in part, because Fey are supposed to be extremely magical, insanely so...but physically very frail and not so good at melee. The outsider type devastates this generalization. It makes them far too physically oriented. Which is perhaps my second biggest pet peeve about the outsider type.

I also see the Fey as being older than any race, except perhaps dragons. You slap the outsider rif on them and they cease being a race, they become "GODS", something they most definitely are not. Except, maybe the faerie queen and her consorts.

I had a similar problem with guardinals. I always saw them as being beastly fey, perhaps feyish monstrous humanoids.
 

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