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Savannah Knights (mild update 06-10-05)
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<blockquote data-quote="RangerWickett" data-source="post: 17047" data-attributes="member: 63"><p><strong>Balthazar Mordred:</strong> Male human Ftr9; Medium-size Humanoid (human); HD 10d10+30; hp 94; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 Defensive Cloak); Atk masterwork arcane longsword +13 melee (1d8+3/crit 19/x2), or masterwork silvered shortsword +13 (1d6+3/crit 19/x2), or stake +12 melee (1d3+3/crit x3), or stake +10 ranged (1d3+3/crit x3), or automatic pistol +10 ranged (1d10/crit x3), or throwing knives (5) +10 ranged (1d4+3/crit 19/x2); SV Fort +9, Ref +4, Will +7; Str 16, Dex 12, Con 17, Int 14, Wis 15, Cha 13.</p><p></p><p><em>Skills and Feats:</em> Climb +7, Intimidate +5, Jump +9, Knowledge (religion) +8, Listen +14, Search +8, Speak Language (Latin, German), Spot +14, Wilderness Lore +4; Deflect Mind, Dodge, Iron Will, Mobility, Point-blank Shot, Precise Shot, Ranged Disarm, Rapid Shot, Shot on the Run, Track.</p><p><span style="font-size: 9px">Note: All Knowledge skills and Speak Language are class skills for Balthazar because of his Classical Liberal Arts education. Listen and Spot are Balthazar’s floating class skills.</span></p><p> </p><p> </p><p><em>Background:</em></p><p>Balthazar Mordred was attending a private school outside London the night of a vampire attack. At a surprisingly young age, Balthazar saw a vampire for the first time, when it killed one of the headmasters of the school. No one else saw what happened to the priest, and Balthazar’s accusations were little more than laughable, so he kept his knowledge secret for years. He graduated in the middle of his class, not extrememly smart, but excellent in the outdoors activities. Several days after graduation, a Knight arrived, there to reinvestigate the case. Balthazar was among the curious who tried not to look like they were watching the man at work, but he was the only one to recognize some of the tools the Knight was carrying: holy water, a variety of holy symbols, wooden stakes, and a hammer. He knew then that he was right about that night almost five years before.</p><p></p><p>Balthazar kept his eyes on the Knight, and the Knight continued on with his business, neither of them expecting the murderer to return to the scene of the crime. However, the vampire responsible for the murder was extremely old and canny, and it knew that the Knight returning to investigate meant attention might be drawn to him. Late into the evening, as the Knight was sifting through the offices of the various professors, he was attacked. Balthazar, who had been following out of sight, recognized the vampire as his Latin professor. The knight was caught off guard, and he fell to the vampire’s attack.</p><p></p><p>Desperately, Balthazar grabbed a janitorial bucket of water and splashed it at the vampire’s feet. Momentarily over running water—one of the weaknesses of vampires—it was vulnerable, and Balthazar wrestled the beast to the ground and impaled it in the heart with a wooden stake from the knight. Then, disgusted at the deed he would have to perform, he broke into a fire alarm panel, took the axe, and beheaded the vampire.</p><p></p><p>When school officials arrived to the sounds of the fire alarm, they found two bodies and Balthazar, drenched in blood and rain from the sprinklers. He ran, not knowing how to explain the scene, and he was rescued by a team of five other Knights who had not arrived in time to save their co-worker, but in ample time to clean the scene. Impressed with the young man’s unrefined skill, the Knights offered Balthazar a place as a vampire-slayer, and though he had to give up his former life, he has been a Knight ever since.</p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Blood of the High Fey Template:</strong></span></p><p>The magical nature of the High Fey allows them to crossbreed with virtually any humanoid creature. This occasionally occurs after a mortal has been enticed or charmed into the Faerie Realms, where he or she lives in timeless pleasure until the whim of the Fey determines it is time for the outsider to go back to Terra, though most often it is simply a High Fey bedding with a Middle or Low Fey. Most half-fey children are born in the Faerie Realm to dryads, nymphs, or other feminine spirits, but sometimes women emerge from Gaia pregnant with half-Satyr children, or a nymph might remain on Terra long enough to bear the child of a handsome human lover.</p><p></p><p>Feyblood children always appear more exotic and magical than their mortal counterparts, occasionally more fragile, but charged with the enchanting power of their fey blood. Even people with a Fey ancestor retain the same otherworldly appearance. Their appearance usually betrays their nature—flawless skin for nymph blood, shaggy legs and subtle horns for the son of a satyr, leaves constantly stuck in the hair of the daughter of a dryad, and almost always very vivid, piercing eyes.</p><p></p><p><strong>Creating a Blood of the High Fey character:</strong></p><p>“Blood of the High Fey” is a template that can be added to any Humanoid or Monstrous Humanoid (referred to hereafter as the “base creature”). The creature type changes to “Fey.” It uses all the base creature’s statistics and special abilities except as noted here. </p><p></p><p><u>Special Attacks:</u> A High Feyblood character retains all the special attacks of the base creature and also gains the following.</p><p><em>Fey Influence (Sp):</em> To reflect the various heritages of High Feyblood characters, choose two of the following spells. The High Feyblood can use his or her powers in an appropriate form to use either spell once per day as a spell-like ability. Possible spells: cause fear, change self, charm person, ghost sound, sleep, speak with animals, or speak with plants. Others may be added at the GM’s approval. This spell-like ability functions as though cast by a sorcerer of the character’s level, or of 10th level, whichever is lower.</p><p><u>Special Qualities:</u> A Feyblood character retains all the special qualities of the base creature and also gains the following. </p><ul> <li data-xf-list-type="ul">Feysight. If the character is descended from a Seelie Fey, she gains Low-light vision. If she has Unseelie blood, she has Darkvision, but also suffers Light Blindness. Abrupt exposure to bright light, such as sunlight or the Daylight spell, blinds the High Feyblood for 1 round. In addition, she suffers a –1 penalty to all attack rolls, saves, and checks while operating in bright light.</li> <li data-xf-list-type="ul">Damage Reduction: The Feyblood has DR 5/cold iron or wood. The true High Fey can only be readily harmed by items native to the land of the Fey. Magic affects them normally, but any manner of heat-forged weapon is part of humanity’s world, and thus not sympathetically aligned with the Fey. Cold iron weapons, however, are forged without being fired, simply beaten into shape with pure strength or melded with magic. Cold iron and wood can harm High Feyblood’s normally.</li> <li data-xf-list-type="ul">Vulnerability to Iron: A Feyblood character takes 1 extra point of damage whenever she takes damage from a cold iron weapon.</li> </ul><p><u>Abilities:</u> Increase from the base creature as follows: Str -2, Dex +2, Con +0, Int +0, Wis +0, Cha +4. </p><p><u>Skills:</u> As the base creature, plus a +2 racial bonus to Animal Empathy, Hide, and Move Silently checks. The High Feyblood also automatically can speak Sylvan.</p><p><u>Challenge Rating:</u> Same as the base creature.</p><p><u>Equivalent Character Level:</u> Same as the base creature +1.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 17047, member: 63"] [b]Balthazar Mordred:[/b] Male human Ftr9; Medium-size Humanoid (human); HD 10d10+30; hp 94; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 Defensive Cloak); Atk masterwork arcane longsword +13 melee (1d8+3/crit 19/x2), or masterwork silvered shortsword +13 (1d6+3/crit 19/x2), or stake +12 melee (1d3+3/crit x3), or stake +10 ranged (1d3+3/crit x3), or automatic pistol +10 ranged (1d10/crit x3), or throwing knives (5) +10 ranged (1d4+3/crit 19/x2); SV Fort +9, Ref +4, Will +7; Str 16, Dex 12, Con 17, Int 14, Wis 15, Cha 13. [I]Skills and Feats:[/I] Climb +7, Intimidate +5, Jump +9, Knowledge (religion) +8, Listen +14, Search +8, Speak Language (Latin, German), Spot +14, Wilderness Lore +4; Deflect Mind, Dodge, Iron Will, Mobility, Point-blank Shot, Precise Shot, Ranged Disarm, Rapid Shot, Shot on the Run, Track. [size=1]Note: All Knowledge skills and Speak Language are class skills for Balthazar because of his Classical Liberal Arts education. Listen and Spot are Balthazar’s floating class skills.[/size] [I]Background:[/I] Balthazar Mordred was attending a private school outside London the night of a vampire attack. At a surprisingly young age, Balthazar saw a vampire for the first time, when it killed one of the headmasters of the school. No one else saw what happened to the priest, and Balthazar’s accusations were little more than laughable, so he kept his knowledge secret for years. He graduated in the middle of his class, not extrememly smart, but excellent in the outdoors activities. Several days after graduation, a Knight arrived, there to reinvestigate the case. Balthazar was among the curious who tried not to look like they were watching the man at work, but he was the only one to recognize some of the tools the Knight was carrying: holy water, a variety of holy symbols, wooden stakes, and a hammer. He knew then that he was right about that night almost five years before. Balthazar kept his eyes on the Knight, and the Knight continued on with his business, neither of them expecting the murderer to return to the scene of the crime. However, the vampire responsible for the murder was extremely old and canny, and it knew that the Knight returning to investigate meant attention might be drawn to him. Late into the evening, as the Knight was sifting through the offices of the various professors, he was attacked. Balthazar, who had been following out of sight, recognized the vampire as his Latin professor. The knight was caught off guard, and he fell to the vampire’s attack. Desperately, Balthazar grabbed a janitorial bucket of water and splashed it at the vampire’s feet. Momentarily over running water—one of the weaknesses of vampires—it was vulnerable, and Balthazar wrestled the beast to the ground and impaled it in the heart with a wooden stake from the knight. Then, disgusted at the deed he would have to perform, he broke into a fire alarm panel, took the axe, and beheaded the vampire. When school officials arrived to the sounds of the fire alarm, they found two bodies and Balthazar, drenched in blood and rain from the sprinklers. He ran, not knowing how to explain the scene, and he was rescued by a team of five other Knights who had not arrived in time to save their co-worker, but in ample time to clean the scene. Impressed with the young man’s unrefined skill, the Knights offered Balthazar a place as a vampire-slayer, and though he had to give up his former life, he has been a Knight ever since. [size=3][b]Blood of the High Fey Template:[/b][/size] The magical nature of the High Fey allows them to crossbreed with virtually any humanoid creature. This occasionally occurs after a mortal has been enticed or charmed into the Faerie Realms, where he or she lives in timeless pleasure until the whim of the Fey determines it is time for the outsider to go back to Terra, though most often it is simply a High Fey bedding with a Middle or Low Fey. Most half-fey children are born in the Faerie Realm to dryads, nymphs, or other feminine spirits, but sometimes women emerge from Gaia pregnant with half-Satyr children, or a nymph might remain on Terra long enough to bear the child of a handsome human lover. Feyblood children always appear more exotic and magical than their mortal counterparts, occasionally more fragile, but charged with the enchanting power of their fey blood. Even people with a Fey ancestor retain the same otherworldly appearance. Their appearance usually betrays their nature—flawless skin for nymph blood, shaggy legs and subtle horns for the son of a satyr, leaves constantly stuck in the hair of the daughter of a dryad, and almost always very vivid, piercing eyes. [b]Creating a Blood of the High Fey character:[/b] “Blood of the High Fey” is a template that can be added to any Humanoid or Monstrous Humanoid (referred to hereafter as the “base creature”). The creature type changes to “Fey.” It uses all the base creature’s statistics and special abilities except as noted here. [u]Special Attacks:[/u] A High Feyblood character retains all the special attacks of the base creature and also gains the following. [I]Fey Influence (Sp):[/I] To reflect the various heritages of High Feyblood characters, choose two of the following spells. The High Feyblood can use his or her powers in an appropriate form to use either spell once per day as a spell-like ability. Possible spells: cause fear, change self, charm person, ghost sound, sleep, speak with animals, or speak with plants. Others may be added at the GM’s approval. This spell-like ability functions as though cast by a sorcerer of the character’s level, or of 10th level, whichever is lower. [u]Special Qualities:[/u] A Feyblood character retains all the special qualities of the base creature and also gains the following. [list][*]Feysight. If the character is descended from a Seelie Fey, she gains Low-light vision. If she has Unseelie blood, she has Darkvision, but also suffers Light Blindness. Abrupt exposure to bright light, such as sunlight or the Daylight spell, blinds the High Feyblood for 1 round. In addition, she suffers a –1 penalty to all attack rolls, saves, and checks while operating in bright light. [*]Damage Reduction: The Feyblood has DR 5/cold iron or wood. The true High Fey can only be readily harmed by items native to the land of the Fey. Magic affects them normally, but any manner of heat-forged weapon is part of humanity’s world, and thus not sympathetically aligned with the Fey. Cold iron weapons, however, are forged without being fired, simply beaten into shape with pure strength or melded with magic. Cold iron and wood can harm High Feyblood’s normally. [*]Vulnerability to Iron: A Feyblood character takes 1 extra point of damage whenever she takes damage from a cold iron weapon.[/list] [u]Abilities:[/u] Increase from the base creature as follows: Str -2, Dex +2, Con +0, Int +0, Wis +0, Cha +4. [u]Skills:[/u] As the base creature, plus a +2 racial bonus to Animal Empathy, Hide, and Move Silently checks. The High Feyblood also automatically can speak Sylvan. [u]Challenge Rating:[/u] Same as the base creature. [u]Equivalent Character Level:[/u] Same as the base creature +1. [/QUOTE]
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