Savage woodland elves - I need ideas

Snowy said:
theres a reason that I love enworld and things like this are it!!!!
Yeah, we're awesome. We know :D

Snowy said:
I'd already pointed the paladin towards the devoted tracker - hes planning on that and expanding upon his combat reflexes feat - hold the line and others that are about gettign between bad things and his friends and tribe - he's had less dnd experience than the others so I'm trying to make sure he sees all the feats and prestige classes that suit his concept (though loads of roleplay experience, we all play shadowrun and do various kinds of larps).
Awesome. Personally, I really like those new feats, and that's a nifty one. I am sure ther are a few PrCs he could find which would be appropriate for him. Complete Adventurer has the Bloodhound, a neat Ranger/tracker PrC; The Shadowbane Inquisitor, with a few changes for a Ranger instead of the Rogue class, would make a great PrC for this one as well - just call it
"Righteous Defender" or the like and it's pretty viable (maybe some skill changes, the rest is fine). In Complete Warrior there's the Darkwood Stalker PrC, but maybe a little too sneaky for your pally/ranger, The Justicar is a good Non-lethal PrC (so maybe a bit sub-optimal) but an interesting one; The Knight Protector is another great choice for a Tribal Champion/Defender.

Snowy said:
I had been pondering what animal suited them - i've already said that horses don't exist in the wood or anywhere near it - had been thinking of possibly a stag or a wolf if you could send me or post the stats for the Cu Sith I'd be very greatful - It'd push the "different" aspect even more.

[sblock]Cu Sith CR1 (2?)
NG Medium Fairy Animal
Initiative +2 Senses (Low-light Vision, Scent); Listen +2, Spot +3
Languages: none
-------------------------------------------------------------------
AC: 14 (+2 Natural Armour Bonus, +2 Dex), touch (12), flat-footed (12)
HP: 14 (2d8+6)
Fort +6, Ref +5, Will +4
-------------------------------------------------------------------
Speed: 40 ft. (8 squares)
Melee: Bite +3 (1d6+2) or Paw Slam (1d8+2)
Space 5ft; Reach 5ft.
Base Attack +1; Grapple (not statted)
-------------------------------------------------------------------
Abilities: Str 15, Dex 14, Con 16, Int 2, Wis 13, Cha 7
SQ: Low-Light Vision, Scent
Feats: Improved Natural Attack (Paw Slam), Weapon Focus (Paw Slam)
Skills: Hide +3*. Listen +2, Spot +3, Move Silently +2
Possessions: none

This large, shaggy dog is reminiscent of a large type of German Sheppard. It's two most distinguishing features are it's dark green fur and it's massive paws, which it bats down foes with with devastating effectiveness.

The Cu Sith is a Fairy Dog, on rare occasions called an Elven Hound. It is common in temperate lands, especially forested areas which have not yet been settled by humans or the other, disruptive, races (like orcs or hobbits). It is an elusive animal that has never, and probably could never, be domesticated - but it has been noted for bonding with elves on occasion. Once bonded, a Cu Sith is a stalwart companion and welcome ally – never needed to be fed for it will find it's own food and is always watchful.

*Cu Sith's receive a +8 bonus to hide checks in forested areas or areas of abundant greener. Their thick green hides allow them to blend well with the scenery.

[/sblock]

Snowy said:
I do like the idea of a banshee - change the description to make her more green and leaf coloured, wailing the distress of the woodland and fortelling the death of the tribe, that should go a long way to freak them out.
That sounds kinda cool! A "Greenleaf Banshee" :D
 

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Nycarius said:
Snowy said:
I do like the idea of a banshee - change the description to make her more green and leaf coloured, wailing the distress of the woodland and fortelling the death of the tribe, that should go a long way to freak them out.

That sounds kinda cool! A "Greenleaf Banshee"

I was thinking more of a "withered"-leaf Banshee, more akin to a Withered Dryad... but that's just me
 

Land Outcast said:
I was thinking more of a "withered"-leaf Banshee, more akin to a Withered Dryad... but that's just me
Tell me more; not sure where you are going with that (template reference?) but I like :)
 

No template reference at all, just that vegetation "near" this creature would be withering, lets say:

Within one mile: Leaves are lacking colour, as if exposed to darkness a long time

Within 1/2 mile: It's summer/spring, but the floor is coated with both dried leavs and in some parts with piles of decaying vegetation

Within 1/4 mile: The heat is bothersome here, lesser plants are dead and fermenting, giving of some nasty odor. Tree bark is darkened.

Within 600 ft.: Fortitude saves or be nauseated, heat is quite bothersome here, Trees without bark, which, darkened, is now covering the floor.

The Whithered Dryad: A dryad... or it was one at some earlier stage, she seems trapped from the waist down within a great leafless oak, with darkened surface (think the tree in Sleepy Hollow). Covered with gashes and supurating whitish sap, she has eye sockets, that if ever held eyes, they've been burned out...

like it?
 
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Land Outcast said:
The Whithered Dryad: A dryad... or it was one at some earlier stage, she seems trapped from the waist down within a great leafless oak, with darkened surface (think the tree in Sleepy Hollow). Covered with gashes and supurating whitish sap, she has eye sockets, that if ever held eyes, they've been burned out...

like it?

Whoa... I just got the coolest image in my head. I wish I was an artist so I could put it on paper. :confused:

Like it? Love it. :)
 

excellent.

quite excellent.

the current plan goes as follows - the tainted water from the pond is going to filter downstream, in fact has been already there is a lizardmen settlement about a day downstream in a swamp - I'm thinking Inca/aztec flavour for them, heavy on the blood sacrifice, distrst outsiders.

the elven village/camp isanother couple of days further down.

I'm expecting them to twig next session that their village uses this water to drink from.

I was going to make the water carry some disease (it detects as necromantic, magic and evil they already checked for those) or poison (weaker version of the spell probably), I have a vague tempt to make it a quasi unliving raising effect instead ghoul or vampire making chance or abomination making cross breeding animals and plants lizards and animals lizardmen and trees and animals and elves and anyhitng thats left.

I do like the idea of abominations.

in the area between the pond spillway and the main river along the tributary I think theres a lot of space for a withered dryad
or possibly a nymph.

Sweet - I think my next games session just got better!
 

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