Special Conversion Thread: Finishing off the fey

Hmm...it looks like there's a 3.5 house brownie in Dragon #331.

Here are its stats for comparison:

Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 20 ft. (average)
Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: Tiny short sword +0 melee (1d3-2/19-20) or tiny shortbow +6 ranged (1d2/x3)
Full Attack: Tiny short sword +0 melee (1d3-2/19-20) or tiny shortbow +6 ranged (1d2/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 11
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 6, Dex 18, Con 11, Int 14, Wis 15, Cha 14
Skills: Appraise +4, Bluff +4, Escape Artist +8, Handle Animal +4, Hide +16, Knowledge (local) +6, Knowledge (nature) +4, Listen +4*, Move Silently +8*, Open Lock +6, Spot +4*, Tumble +6
Feats: Dodge
Environment: Farm house, manor, temperate forests
Organization: Solitary
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always chaotic good
Advancement: 1-5 HD (Tiny)
Level Adjustment: +4

Spell-Like Abilities: At will--alter self, calm animals, detect magic, open/close, pass without trace, prestidigitation, speak with animals; 3/day--alarm, animate rope, charm animal (DC 13), dancing lights, detect secret doors, entangle (DC 13), knock, locate object, mage hand. The save DCs are Charisma-based.

Skills: House brownies have a +6 racial bonus on Listen, Move Silently, and Spot checks within the house they've adopted as their own. These bonuses only function within one home that a brownie has resided in for more than 30 days.
 

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Hmm...it looks like there's a 3.5 house brownie in Dragon #331.

Here are its stats for comparison:

I like the racial skill bonuses when in a house they're attuned to.

It's quite a bit different from the house boggart we're working on. Damage reduction, chaotic alignment and weapons suggests a more combative creature.

So, shall we start haggling over the stats?

I'm presuming we're all fine with Tiny Fey.

Are we going for 1 Hit Dice like the AD&D original and the 3E House Brownie or 1/2 HD like the 3E Brownie?

Shall we use the 3E Brownie's ability scores with the Intelligence cut to 12 like I suggested?

Abilities: Str 5, Dex 20, Con 12, Int 12, Wis 13, Cha 13 ?

I don't much like the idea of giving it a NA bonus. We could drop its Dex to 18 and have it wear leather armour, for an AC 18 to match the 3E house brownie, or give it a Wisdom-based dodge bonus like a monk for the same total AC.

Hmm, I like the Wisdom-based dodge bonus idea...
 

I say 1/2 HD. Tiny fey is certainly good. Abilities are fine.

Wis-based AC bonus (maybe not dodge but something other type like insight) sounds fine.
 

Added to Homebrews.

I used my suggested name "bogey" since the house brownie name was alway used by a 3x creature, and "domestic boggart" implies a house-dwelling evil will-o'-wisp larva. If the majority of you prefer a different name, I'll be happy to change it.

I'd prefer to have something on the attack line, even if it's just an unarmed strike. Brownies shun melee as well, yet they were given masterwork short swords and slings.

For the telekinesis, how about using something similar to the ghost?

Telekinesis (Su): A bogey can use telekinesis as a standard action (caster level 2nd or equal to the bogey's HD, whichever is higher). When a bogey uses this power, it must wait 1d4 rounds before using it again.

For the "frightened by noise", how about requiring a Fort save vs. damage dealt by sonic attacks or become frightened for x rounds?

I like the idea of working something akin to a mark of justice into the dying curse.

Those who can communicate with boggarts find them a great source of information. Assume that any boggart is 50% likely to know any fact about the area in which they live, 80% if that knowledge involves other fairies.

Racial bonus on Knowledge (local) checks, and a slightly higher bonus on Knowledge (nature) checks?
 


Agreed to masterwork short swords and telekinesis.

For the "frightened by noise," just make it a Will save and I'm happy.

Agreed to those Knowledge bonuses.
 

+4/+8 for the Knowledge bonuses?

Suggested duration for frightened condition when confronted by noise?

Looking at mark of justice, it essentially just repeats bestow curse when broken, except remove curse works only if its caster level is equal to or higher than your mark of justice caster level. So something like this?

Dying Curse (Sp): Any creature that lands the killing blow upon a bogey is subjected to a curse (as the bestow curse spell, Will DC 15, caster level xth). The dying curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than the bogey's caster level. The save DC is Charima-based.
 

+4 for local and +8 for nature? Sure.

Frightened 1d4 rounds?

Dying curse is fine, but which effect of bestow curse happens? Or who chooses?
 

1d4 rounds sounds appealing.

Determine randomly or DM's choice for the curse? Or stick with the most plausible option (–4 penalty on attack rolls, saves, ability checks, and skill checks)?
 


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