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<blockquote data-quote="Obly99" data-source="post: 9806838" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Fae (CR +5)</span></strong></p><p></p><p>Fae are the First World’s most capricious children—creatures shaped from equal measures of wonder and wickedness. They embody an impossible blend of innocence and cruelty, carrying the laughing joy of a playful prank and the cold delight of needless suffering in the same breath. To encounter a fae is to face a being whose emotions are as volatile as a storm and whose motives shift like moonlit shadows among ancient trees.</p><p>Though they appear whimsical or enchanting, fae are anything but harmless. Their beauty masks a predatory cunning, and their chaotic nature is not merely a quirk but the defining force of their existence. Bound by ancient, fey logic, they cannot tell a direct falsehood—but this limitation only sharpens their talent for manipulation. With carefully chosen words, beguiling dances, and whispers carried by unseen winds, they twist hearts and lure travelers into danger, bargains, or delightful ruin.</p><p>Fae move as though the boundaries between worlds are thin for them alone. They slip between the Material Plane and the First World as easily as mortals step through a doorway, leaving only a shimmer of magic or the echo of distant laughter behind. Their presence warps the wilderness around them, stirring the forest to life, conjuring illusions, and unsettling the minds of those who trespass too close.</p><p>Terrible in their fury and irresistible in their charm, fae delight in reshaping fate itself. They steal shadows as bargaining chips, plant suggestions with a smile, and leave curses as their parting gifts. To earn a fae’s favor is to court danger; to earn its wrath is to invite disaster. Yet even in their cruelty, there is a strange and haunting beauty—an echo of the First World’s raw, primal wonder, unpolished and unforgiving.</p><p>Whether encountered as enigmatic wanderers, whimsical tyrants of hidden glades, or smiling monsters behind delicate masks, fae are creatures of pure, unrestrained chaos. Those who meet them rarely walk away unchanged—if they walk away at all.</p><p></p><p style="text-align: center"><strong>Creating a Fae</strong></p><p></p><p>“Fae” is an acquired or inherited template that can be added to any living creature with the fey type (referred to hereafter as the base creature).</p><p></p><p></p><p><strong>Challenge Rating:</strong> Same as base creature +5.</p><p></p><p><strong>Alignment:</strong> Always Chaotic and usually non-Good.</p><p></p><p><strong>Type:</strong> The base creature’s gains the fae subtype.</p><p></p><p><strong>Senses:</strong> A fae gains the see in darkness monster ability.</p><p></p><p><strong>Aura:</strong> A fae gains an aura of chaos as a cleric of a chaotic deity, using its HD as its cleric level for its aura strength.</p><p></p><p><strong>AC:</strong> A fae gains a deflection bonus to AC equal to its Charisma modifier (see <strong>unearthly grace</strong>).</p><p></p><p><strong>Defensive Abilities:</strong> A fae gains <strong>DR</strong> 5/cold iron or lawful (if HD 5 or less), 10/cold iron or lawful (if HD 6 to 10), or 15/cold iron and lawful (if HD 11+), fast healing 3 (if HD 5 or less), regeneration 5 (cold iron) (if HD 10 or less; this replace the fast healing of the template), regeneration 10 (cold iron) (if HD 11+), <strong>immunity</strong> to fear, <strong>resistance</strong> acid, cold, electricity, and fire 10, <strong>SR</strong> 11 + its new CR, and the following.</p><p></p><p><strong><strong>Unearthly Grace (Ex)</strong></strong></p><p>A fae adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class.</p><p></p><p><strong>Weaknesses:</strong> A fae gains the following weakness.</p><p></p><p><strong>Bound By Words (Su)</strong></p><p>A fae cannot speak a direct lie. It may, however, use implication, omission, half-truths, or misleading phrasing to deceive. Any statement made by the fae must be <em>technically true from its own perspective</em>, even if it is misleading or open to misinterpretation. This restriction does not prevent the fae from bluffing or misleading others—it simply cannot knowingly directly say something it knows to be false.</p><p>This supernatural effect functions as a continuous <em>zone of truth</em>, but it only affects the fae and cannot be dispelled. Creatures using truth-detecting magic (such as <em>discern lies</em>) automatically recognize that the fae is not speaking a direct falsehood, even when it is being deceptive through omission or implication.</p><p>If the fae intentionally crafts a misleading or deceptive statement, it must still succeed at a Bluff check to convince another of the truth of its words (see fae tongue).</p><p></p><p><strong>Easily Flattered (Ex)</strong></p><p>A fae’s capricious nature can be its downfall. A fae lose any preexisting immunity against charm the base creature might possess (and cannot apply its mind-affecting immunity, if any, against them), and the unearthly grace bonus on saves become instead a penalty against charm effects. A creature making a Bluff check that incorporates flattery toward the fae automatically treats the lie as 'believable', regardless of how implausible it actually is.</p><p>Also, as long the fae is actively flattered or is engaged in an activity that encourages its ego (like admire itself in the mirror), it suffer a penalty on Perception checks equal to its Charisma modifier.</p><p></p><p><strong>Vulnerability to Cold Iron (Ex)</strong></p><p>A fae stricken by a weapon made of cold iron suffer 2d6 additional damage.</p><p></p><p><strong>Speed:</strong> If the fae does not have a natural fly speed, it gains a supernatural fly speed of 30 ft. (perfect). It also gains feystep.</p><p></p><p><strong>Feystep (Su)</strong></p><p>A fae can step through the boundaries of the material world and vanish into the First World. A fae that is on the Material Plane can step into the First World as a swift action that provoke attack of opportunity, disappearing into the chaotic wilderness of the plane of the fey, before reappearing at the start of the next round.</p><p>While in the First World, the fae can take any of its actions. Any movement made while on the First World translates directly to the same relative position on the Material Plane upon reappearing. For example, a fae that disappears into the First World, flies 30 ft. upward, and then travels 60 feet north, will return to the Material Plane at the same height (30 ft.) and in the same direction (60 ft. north) from the original position of disappearance.</p><p>Feystep can be used for a number of rounds each day equal to 3 + the fae Charisma modifier. While using Feystep, a fae can decide to consume another round of use for extend the duration by another round (thus allowing them to travel huge distance without being spotted on the Material Plane). A fae hesitates to use this capacity because the point of arrival in the First World is random every time this feature is used, potentially making it arrive in a dangerous location. This is a conjuration (teleportation) effect that does not require the Astral Plane.</p><p></p><p><strong>Attacks:</strong> A fae gains a melee touch attack usable as a standard action. If it hit, the attack deals 1d6 damage plus its Charisma modifier. At 5 HD and every 5 thereafter, the damage increase by 1d6.</p><p></p><p><strong>Special Attacks:</strong> A fae retains all special attacks of its base form and gains the following. Save DCs are equal to 10 + ½ fae’s HD + fae’s Cha modifier unless otherwise noted.</p><p></p><p><strong><strong>Captivating Dance (Su)</strong></strong></p><p>When a fae dances, all living creatures within 60 feet that view the rhythmic swaying and movements of its body must succeed on a Will save or become utterly enthralled and captivated. A creature that succeeds this save is immune to the captivating dance of all fae for the next 24 hours. A fae can start her dance as a standard action and maintain it as a free. A fae cannot start or maintain a captivating dance when entangled, when grappled, and whenever it could not choose to take a move or standard action (such as when paralyzed, stunned, or dazed).</p><p>Creatures that cannot see the fae are immune to the effect of the dance. Creatures that are sexually attracted to the fae who view this dance suffer a –2 penalty on their saving throws. If a creature under this effect is targeted with a hostile effect (attack, non-harmless spell, etc.), it can re-roll the save with a +4 bonus. If the effect originated by the fae, it automatically make the saving throw without the need to roll.</p><p>A victim under the effects of the captivating dance moves dancing toward the fae using the most direct means available as long the fae continues to dance. A dancing creature suffer a –2 penalty to Armor Class and a –5 penalty on Reflex saves, and cannot benefit from any Armor Class bonus granted by a shield it holds. The dancing victim provokes attacks of opportunity each round on its turn. If the path leads a victim into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the fae simply dance and offers no resistance to the fae’s attacks. This effect continues for as long as the fae dance and for 1 round thereafter. This is a charm, compulsion, mind-affecting effect based on sight.</p><p></p><p><strong><strong>Dying Words (Sp)</strong></strong></p><p>When a fae is slain, it can utters a curse as a free action (whether it’s its turn or not) that affects its killer as if it were a <em>bestow curse</em> spell (caster level equal to fae HD). If its killer is a creature controlled (like a summoner creature or a creature under a <em>charm monster</em>, <em>dominate monster</em>, or <em>possession</em> spells), the curse affect instead the controlling creature. The target can resist the curse with a successful Will save. If the save fails, the target is afflicted by the lesser curse of the ages (<em>frequency</em> 1/week, <em>effect</em> age 6 months; or suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks if ageless). If the fae has 15 or more HD, this work instead as <em>greater bestow curse</em> and give the curse of the ages (or suffers a –8 penalty on attack rolls, saves, ability checks, and skill checks if ageless).</p><p></p><p><strong><strong>False Seducer (Su)</strong></strong></p><p>When a fae attempts a Bluff check to convince another of the truth of its words, and the creature believes the deceptive statement and it would tend to make them perceive the fae more favorably, its attitude toward the fae improved by one step for a limited time. This is a mind-affecting, language-dependant effect and lasts for 1 minute per HD of the fae. Once a creature has been exposed to this ability, it is immune to further uses by the same fae for 24 hours.</p><p>The fae may dismiss the effect on any one creature as an immediate action to plant a <em>suggestion</em> in a victim’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be a simple request and makes sense to the person in question (eg. to a paladin she can ask to protect the innocent from danger or hunt a monster in the area; to an evil-aligned professional thief to share non-compromising information or teach someone thieving skills). The creature performs the suggested action until it finishes, or for 1 hour per HD of the fae, whichever comes first. If the fae choose, it can instead specify conditions the creature should look for, (eg. you should search the next person who enters this room, looking for weapons.) If the condition is not met before this duration expires, the activity is not performed. The target cannot be asked to do anything it would not normally do. This is a charm, compulsion, mind-affecting effect.</p><p></p><p><strong><strong>Luring Whispers (Su)</strong></strong></p><p>A fae can make the whispers of the First World call to those nearby. As a standard action, the fae can compel a creature within 60 feet that is not aware of the fae to move toward a location of the fae's choosing. The creature must succeed on a Will save or be forced to move toward the designated area on its next turn, provoking attacks of opportunity if necessary. If the movement would place him in danger (like off a cliff, into fire, or toward a threat), the creature gain another saving throw for negate it immediately before the movement would place it into that position. This is a compulsion, mind-affecting effect. The fae can use this ability once per day per 5 HD it has (minimum 1).</p><p></p><p><strong><strong>Steal Shadow (Su)</strong></strong></p><p>A fae can steals the shadow of any living sentient creature with the permission of the creature (usually as a part of a bargain). Until the shadow is returned, the victim has no shadow or reflection. A fae can release, or trade to another fae, a stolen shadow as a standard action. If traded, the fae that receives the shadow is the new owner. A creature can touch the fae that actually own its shadow to regain its own, as long as the fae is helpless. If the fae is slay, all the stolen shadows are free and can return to their original owner. A <em>limited wish</em> spell return the shadow to its original owner, unless the fae that actually own its shadow has 17 or more HD, in this case only <em>wish</em> or <em>miracle</em> (very powerful request) can free it. As long the fae is in possess of a shadow, it can assume the appearance of the original owner with its change shape ability (even if a type or size not compatible with <em>alter self</em> or <em>beast shape I</em>) and can cast on him its spell-like abilities as if it was in front of it. As long it remain polymorphed into the original owner, all effects that gather information about the fae through divination magic (such as <em>locate creature</em> and <em>scry</em>) are automatically redirected on the original owner and also all the effects that interact with alignment see the fae as the original owner (eg. a CE fae polymorphed into a LG stag archon will be see as a LG with <em>see alignment</em>, with a strong good and lawful aura instead of chaotic with <em>detect chaos/evil/law/good</em>, and count as LG for effects like <em>forbiddance</em>).</p><p></p><p><strong><strong>Woodland Lord</strong></strong></p><p>Fae use first world magic to confuse, terrify, and weaken their prey. A fae can use this ability a number of times per day equal to 3 + its Charisma modifier. It gains the following abilities below at the indicated HDs.</p><ul> <li data-xf-list-type="ul"><em>Distant Voices (Sp):</em> A fae can cause its voice to seem to emanate from somewhere else, as per <em>ventriloquism</em>. This ability doesn’t take any other action to activate and can be used as part of speaking (as a free action); it costs one use of woodland lord to affect its speech for 1 round.</li> <li data-xf-list-type="ul"><em>Lose Your Way (Su):</em> At 4 HD, as a standard action while in a wilderness area, a fae can spend one use of woodland lord to cause a creature that is within 60 ft. to become disoriented, taking a penalty on Survival checks equal to the fae’s HD and a –2 penalty on saving throws against fear and illusions. This effect lasts for 1 hour per fae HD or for as long as the affected creature remains within the wilderness area, whichever is shorter. A Will save negate this effect and for 24 hours the creature is immune to the lose your way ability from the same fae. A creature that attempts a save against this ability is unaware that he has done so unless obvious evidence is present. Under such circumstances, the GM should roll saving throws for player characters in secret.</li> <li data-xf-list-type="ul"><em>Something’s Not Right (Su):</em> At 8 HD, as a move action, a fae can spend one use of woodland lord to cause all foes within 30 ft. to become shaken for 1 round. This is a fear effect that doesn’t increase in strength by applying other effects that cause creatures to become shaken. At 12 HD, it can use this ability as a swift action. At 16 HD, a fae can make any number of the affected foes frightened for 1 round, though such foes receive a Will save to negate the frightened condition; even so, such a foe is still shaken.</li> <li data-xf-list-type="ul"><p style="text-align: left"><em>The Woods Have Eyes (Ex):</em> At 12th level, a fae in a wilderness area can spend 2 uses of woodland lord as a swift action to gain blindsense in a 30-foot radius for 1 minute; this blindsense is sound-based.</p> </li> </ul><p></p><p><strong>Spell-like Abilities:</strong> A fae possesses abilities as noted on the table below. Unless otherwise indicated, the ability is usable 1/day. The caster level for this spell-like abilities is equal to the base creature caster level for spell-like abilities (or the base creature HD if no preexisting caster level for spell-like abilities is present).</p><p></p><table style='width: 59%'><tr><td style='width: 13.634%'><p style="text-align: center"><strong>Hit Dice</strong></p> </td><td style='width: 86.2478%'><p style="text-align: center"><strong>Spell-Like Ability</strong></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">1–2</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Charm person</em> 3/day, <em>dancing lights</em> at will, <em>entangle</em></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">3–4</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Hideous laughter</em>, <em>lesser confusion</em>, <em>silent image</em></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">5–6</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Confusion</em>, <em>invisibility</em> (self only), <em>nondetection</em> constant</p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">7–8</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Charm monster</em> 3/day, <em>wall of thorns</em></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">9–10</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Dominate person</em>, <em>mind fog</em>, <em>tree stride</em> 3/day</p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">11–12</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Mirage arcana</em>, <em>mislead</em>, <em>transport via plants</em></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">13–14</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Fey gate</em>, <em>insanity</em></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">15–16</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Control plants</em>,<em> euphoric tranquility</em>, <em>siege of threes</em></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">17–18</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Dominate monster</em>,<em> irresistible dance</em></p> </td></tr><tr><td style='width: 13.634%'><p style="text-align: center">19–20</p> </td><td style='width: 86.2478%'><p style="text-align: center"><em>Wish</em> 1/month</p> </td></tr></table><p></p><p></p><p><strong>Special Qualities:</strong> A fae retains all the base creature’s special qualities and gains sound mimicry and those described here.</p><p></p><p><strong>Change Shape (Su)</strong></p><p>A fae can use this ability to assume the form of any Small or Medium humanoid creature or Small or Medium animal, as if using <em>alter self</em> or <em>beast shape I</em>, except that it does not adjust its ability scores.</p><p></p><p><strong>Concealed Thoughts (Su)</strong></p><p>A fae can conceal its schemes from mind-reading magic. When a creature is using <em>detect thoughts</em> or similar magic to read its mind, a fae decides what surface thoughts its opponent detects, and its true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.</p><p></p><p><strong>Fae Tongue (Ex)</strong></p><p>A fae gains a bonus to Bluff checks made to convince another of the truth of its words equal to its HD. This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo. This bonus does not stack with that granted by a <em>glibness</em> spell.</p><p></p><p><strong>Perfect Woodland Stride (Ex)</strong></p><p>A fae may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion are also ignored.</p><p></p><p><strong>Telepathy (Su)</strong></p><p>A fae gains telepathy with a range of 30 ft.</p><p></p><p><strong>Abilities:</strong> A fae gains Str +2, Dex +4, Con +2, Int +2, and Cha +6.</p><p></p><p><strong>Skills</strong>: A fae gains a +8 racial bonus to Bluff and Diplomacy checks</p></blockquote><p></p>
[QUOTE="Obly99, post: 9806838, member: 7035194"] [CENTER][B][SIZE=7]Fae (CR +5)[/SIZE][/B][/CENTER] Fae are the First World’s most capricious children—creatures shaped from equal measures of wonder and wickedness. They embody an impossible blend of innocence and cruelty, carrying the laughing joy of a playful prank and the cold delight of needless suffering in the same breath. To encounter a fae is to face a being whose emotions are as volatile as a storm and whose motives shift like moonlit shadows among ancient trees. Though they appear whimsical or enchanting, fae are anything but harmless. Their beauty masks a predatory cunning, and their chaotic nature is not merely a quirk but the defining force of their existence. Bound by ancient, fey logic, they cannot tell a direct falsehood—but this limitation only sharpens their talent for manipulation. With carefully chosen words, beguiling dances, and whispers carried by unseen winds, they twist hearts and lure travelers into danger, bargains, or delightful ruin. Fae move as though the boundaries between worlds are thin for them alone. They slip between the Material Plane and the First World as easily as mortals step through a doorway, leaving only a shimmer of magic or the echo of distant laughter behind. Their presence warps the wilderness around them, stirring the forest to life, conjuring illusions, and unsettling the minds of those who trespass too close. Terrible in their fury and irresistible in their charm, fae delight in reshaping fate itself. They steal shadows as bargaining chips, plant suggestions with a smile, and leave curses as their parting gifts. To earn a fae’s favor is to court danger; to earn its wrath is to invite disaster. Yet even in their cruelty, there is a strange and haunting beauty—an echo of the First World’s raw, primal wonder, unpolished and unforgiving. Whether encountered as enigmatic wanderers, whimsical tyrants of hidden glades, or smiling monsters behind delicate masks, fae are creatures of pure, unrestrained chaos. Those who meet them rarely walk away unchanged—if they walk away at all. [CENTER][B]Creating a Fae[/B][/CENTER] “Fae” is an acquired or inherited template that can be added to any living creature with the fey type (referred to hereafter as the base creature). [B]Challenge Rating:[/B] Same as base creature +5. [B]Alignment:[/B] Always Chaotic and usually non-Good. [B]Type:[/B] The base creature’s gains the fae subtype. [B]Senses:[/B] A fae gains the see in darkness monster ability. [B]Aura:[/B] A fae gains an aura of chaos as a cleric of a chaotic deity, using its HD as its cleric level for its aura strength. [B]AC:[/B] A fae gains a deflection bonus to AC equal to its Charisma modifier (see [B]unearthly grace[/B]). [B]Defensive Abilities:[/B] A fae gains [B]DR[/B] 5/cold iron or lawful (if HD 5 or less), 10/cold iron or lawful (if HD 6 to 10), or 15/cold iron and lawful (if HD 11+), fast healing 3 (if HD 5 or less), regeneration 5 (cold iron) (if HD 10 or less; this replace the fast healing of the template), regeneration 10 (cold iron) (if HD 11+), [B]immunity[/B] to fear, [B]resistance[/B] acid, cold, electricity, and fire 10, [B]SR[/B] 11 + its new CR, and the following. [B][B]Unearthly Grace (Ex)[/B][/B] A fae adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class. [B]Weaknesses:[/B] A fae gains the following weakness. [B]Bound By Words (Su)[/B] A fae cannot speak a direct lie. It may, however, use implication, omission, half-truths, or misleading phrasing to deceive. Any statement made by the fae must be [I]technically true from its own perspective[/I], even if it is misleading or open to misinterpretation. This restriction does not prevent the fae from bluffing or misleading others—it simply cannot knowingly directly say something it knows to be false. This supernatural effect functions as a continuous [I]zone of truth[/I], but it only affects the fae and cannot be dispelled. Creatures using truth-detecting magic (such as [I]discern lies[/I]) automatically recognize that the fae is not speaking a direct falsehood, even when it is being deceptive through omission or implication. If the fae intentionally crafts a misleading or deceptive statement, it must still succeed at a Bluff check to convince another of the truth of its words (see fae tongue). [B]Easily Flattered (Ex)[/B] A fae’s capricious nature can be its downfall. A fae lose any preexisting immunity against charm the base creature might possess (and cannot apply its mind-affecting immunity, if any, against them), and the unearthly grace bonus on saves become instead a penalty against charm effects. A creature making a Bluff check that incorporates flattery toward the fae automatically treats the lie as 'believable', regardless of how implausible it actually is. Also, as long the fae is actively flattered or is engaged in an activity that encourages its ego (like admire itself in the mirror), it suffer a penalty on Perception checks equal to its Charisma modifier. [B]Vulnerability to Cold Iron (Ex)[/B] A fae stricken by a weapon made of cold iron suffer 2d6 additional damage. [B]Speed:[/B] If the fae does not have a natural fly speed, it gains a supernatural fly speed of 30 ft. (perfect). It also gains feystep. [B]Feystep (Su)[/B] A fae can step through the boundaries of the material world and vanish into the First World. A fae that is on the Material Plane can step into the First World as a swift action that provoke attack of opportunity, disappearing into the chaotic wilderness of the plane of the fey, before reappearing at the start of the next round. While in the First World, the fae can take any of its actions. Any movement made while on the First World translates directly to the same relative position on the Material Plane upon reappearing. For example, a fae that disappears into the First World, flies 30 ft. upward, and then travels 60 feet north, will return to the Material Plane at the same height (30 ft.) and in the same direction (60 ft. north) from the original position of disappearance. Feystep can be used for a number of rounds each day equal to 3 + the fae Charisma modifier. While using Feystep, a fae can decide to consume another round of use for extend the duration by another round (thus allowing them to travel huge distance without being spotted on the Material Plane). A fae hesitates to use this capacity because the point of arrival in the First World is random every time this feature is used, potentially making it arrive in a dangerous location. This is a conjuration (teleportation) effect that does not require the Astral Plane. [B]Attacks:[/B] A fae gains a melee touch attack usable as a standard action. If it hit, the attack deals 1d6 damage plus its Charisma modifier. At 5 HD and every 5 thereafter, the damage increase by 1d6. [B]Special Attacks:[/B] A fae retains all special attacks of its base form and gains the following. Save DCs are equal to 10 + ½ fae’s HD + fae’s Cha modifier unless otherwise noted. [B][B]Captivating Dance (Su)[/B][/B] When a fae dances, all living creatures within 60 feet that view the rhythmic swaying and movements of its body must succeed on a Will save or become utterly enthralled and captivated. A creature that succeeds this save is immune to the captivating dance of all fae for the next 24 hours. A fae can start her dance as a standard action and maintain it as a free. A fae cannot start or maintain a captivating dance when entangled, when grappled, and whenever it could not choose to take a move or standard action (such as when paralyzed, stunned, or dazed). Creatures that cannot see the fae are immune to the effect of the dance. Creatures that are sexually attracted to the fae who view this dance suffer a –2 penalty on their saving throws. If a creature under this effect is targeted with a hostile effect (attack, non-harmless spell, etc.), it can re-roll the save with a +4 bonus. If the effect originated by the fae, it automatically make the saving throw without the need to roll. A victim under the effects of the captivating dance moves dancing toward the fae using the most direct means available as long the fae continues to dance. A dancing creature suffer a –2 penalty to Armor Class and a –5 penalty on Reflex saves, and cannot benefit from any Armor Class bonus granted by a shield it holds. The dancing victim provokes attacks of opportunity each round on its turn. If the path leads a victim into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the fae simply dance and offers no resistance to the fae’s attacks. This effect continues for as long as the fae dance and for 1 round thereafter. This is a charm, compulsion, mind-affecting effect based on sight. [B][B]Dying Words (Sp)[/B][/B] When a fae is slain, it can utters a curse as a free action (whether it’s its turn or not) that affects its killer as if it were a [I]bestow curse[/I] spell (caster level equal to fae HD). If its killer is a creature controlled (like a summoner creature or a creature under a [I]charm monster[/I], [I]dominate monster[/I], or [I]possession[/I] spells), the curse affect instead the controlling creature. The target can resist the curse with a successful Will save. If the save fails, the target is afflicted by the lesser curse of the ages ([I]frequency[/I] 1/week, [I]effect[/I] age 6 months; or suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks if ageless). If the fae has 15 or more HD, this work instead as [I]greater bestow curse[/I] and give the curse of the ages (or suffers a –8 penalty on attack rolls, saves, ability checks, and skill checks if ageless). [B][B]False Seducer (Su)[/B][/B] When a fae attempts a Bluff check to convince another of the truth of its words, and the creature believes the deceptive statement and it would tend to make them perceive the fae more favorably, its attitude toward the fae improved by one step for a limited time. This is a mind-affecting, language-dependant effect and lasts for 1 minute per HD of the fae. Once a creature has been exposed to this ability, it is immune to further uses by the same fae for 24 hours. The fae may dismiss the effect on any one creature as an immediate action to plant a [I]suggestion[/I] in a victim’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be a simple request and makes sense to the person in question (eg. to a paladin she can ask to protect the innocent from danger or hunt a monster in the area; to an evil-aligned professional thief to share non-compromising information or teach someone thieving skills). The creature performs the suggested action until it finishes, or for 1 hour per HD of the fae, whichever comes first. If the fae choose, it can instead specify conditions the creature should look for, (eg. you should search the next person who enters this room, looking for weapons.) If the condition is not met before this duration expires, the activity is not performed. The target cannot be asked to do anything it would not normally do. This is a charm, compulsion, mind-affecting effect. [B][B]Luring Whispers (Su)[/B][/B] A fae can make the whispers of the First World call to those nearby. As a standard action, the fae can compel a creature within 60 feet that is not aware of the fae to move toward a location of the fae's choosing. The creature must succeed on a Will save or be forced to move toward the designated area on its next turn, provoking attacks of opportunity if necessary. If the movement would place him in danger (like off a cliff, into fire, or toward a threat), the creature gain another saving throw for negate it immediately before the movement would place it into that position. This is a compulsion, mind-affecting effect. The fae can use this ability once per day per 5 HD it has (minimum 1). [B][B]Steal Shadow (Su)[/B][/B] A fae can steals the shadow of any living sentient creature with the permission of the creature (usually as a part of a bargain). Until the shadow is returned, the victim has no shadow or reflection. A fae can release, or trade to another fae, a stolen shadow as a standard action. If traded, the fae that receives the shadow is the new owner. A creature can touch the fae that actually own its shadow to regain its own, as long as the fae is helpless. If the fae is slay, all the stolen shadows are free and can return to their original owner. A [I]limited wish[/I] spell return the shadow to its original owner, unless the fae that actually own its shadow has 17 or more HD, in this case only [I]wish[/I] or [I]miracle[/I] (very powerful request) can free it. As long the fae is in possess of a shadow, it can assume the appearance of the original owner with its change shape ability (even if a type or size not compatible with [I]alter self[/I] or [I]beast shape I[/I]) and can cast on him its spell-like abilities as if it was in front of it. As long it remain polymorphed into the original owner, all effects that gather information about the fae through divination magic (such as [I]locate creature[/I] and [I]scry[/I]) are automatically redirected on the original owner and also all the effects that interact with alignment see the fae as the original owner (eg. a CE fae polymorphed into a LG stag archon will be see as a LG with [I]see alignment[/I], with a strong good and lawful aura instead of chaotic with [I]detect chaos/evil/law/good[/I], and count as LG for effects like [I]forbiddance[/I]). [B][B]Woodland Lord[/B][/B] Fae use first world magic to confuse, terrify, and weaken their prey. A fae can use this ability a number of times per day equal to 3 + its Charisma modifier. It gains the following abilities below at the indicated HDs. [LIST] [*][I]Distant Voices (Sp):[/I] A fae can cause its voice to seem to emanate from somewhere else, as per [I]ventriloquism[/I]. This ability doesn’t take any other action to activate and can be used as part of speaking (as a free action); it costs one use of woodland lord to affect its speech for 1 round. [*][I]Lose Your Way (Su):[/I] At 4 HD, as a standard action while in a wilderness area, a fae can spend one use of woodland lord to cause a creature that is within 60 ft. to become disoriented, taking a penalty on Survival checks equal to the fae’s HD and a –2 penalty on saving throws against fear and illusions. This effect lasts for 1 hour per fae HD or for as long as the affected creature remains within the wilderness area, whichever is shorter. A Will save negate this effect and for 24 hours the creature is immune to the lose your way ability from the same fae. A creature that attempts a save against this ability is unaware that he has done so unless obvious evidence is present. Under such circumstances, the GM should roll saving throws for player characters in secret. [*][I]Something’s Not Right (Su):[/I] At 8 HD, as a move action, a fae can spend one use of woodland lord to cause all foes within 30 ft. to become shaken for 1 round. This is a fear effect that doesn’t increase in strength by applying other effects that cause creatures to become shaken. At 12 HD, it can use this ability as a swift action. At 16 HD, a fae can make any number of the affected foes frightened for 1 round, though such foes receive a Will save to negate the frightened condition; even so, such a foe is still shaken. [*][LEFT][I]The Woods Have Eyes (Ex):[/I] At 12th level, a fae in a wilderness area can spend 2 uses of woodland lord as a swift action to gain blindsense in a 30-foot radius for 1 minute; this blindsense is sound-based.[/LEFT] [/LIST] [B]Spell-like Abilities:[/B] A fae possesses abilities as noted on the table below. Unless otherwise indicated, the ability is usable 1/day. The caster level for this spell-like abilities is equal to the base creature caster level for spell-like abilities (or the base creature HD if no preexisting caster level for spell-like abilities is present). [TABLE width="59%"] [TR] [td width="13.634%"][CENTER][B]Hit Dice[/B][/CENTER][/td] [td width="86.2478%"][CENTER][B]Spell-Like Ability[/B][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]1–2[/CENTER][/td] [td width="86.2478%"][CENTER][I]Charm person[/I] 3/day, [I]dancing lights[/I] at will, [I]entangle[/I][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]3–4[/CENTER][/td] [td width="86.2478%"][CENTER][I]Hideous laughter[/I], [I]lesser confusion[/I], [I]silent image[/I][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]5–6[/CENTER][/td] [td width="86.2478%"][CENTER][I]Confusion[/I], [I]invisibility[/I] (self only), [I]nondetection[/I] constant[/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]7–8[/CENTER][/td] [td width="86.2478%"][CENTER][I]Charm monster[/I] 3/day, [I]wall of thorns[/I][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]9–10[/CENTER][/td] [td width="86.2478%"][CENTER][I]Dominate person[/I], [I]mind fog[/I], [I]tree stride[/I] 3/day[/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]11–12[/CENTER][/td] [td width="86.2478%"][CENTER][I]Mirage arcana[/I], [I]mislead[/I], [I]transport via plants[/I][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]13–14[/CENTER][/td] [td width="86.2478%"][CENTER][I]Fey gate[/I], [I]insanity[/I][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]15–16[/CENTER][/td] [td width="86.2478%"][CENTER][I]Control plants[/I],[I] euphoric tranquility[/I], [I]siege of threes[/I][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]17–18[/CENTER][/td] [td width="86.2478%"][CENTER][I]Dominate monster[/I],[I] irresistible dance[/I][/CENTER][/td] [/TR] [TR] [td width="13.634%"][CENTER]19–20[/CENTER][/td] [td width="86.2478%"][CENTER][I]Wish[/I] 1/month[/CENTER][/td] [/TR] [/TABLE] [B]Special Qualities:[/B] A fae retains all the base creature’s special qualities and gains sound mimicry and those described here. [B]Change Shape (Su)[/B] A fae can use this ability to assume the form of any Small or Medium humanoid creature or Small or Medium animal, as if using [I]alter self[/I] or [I]beast shape I[/I], except that it does not adjust its ability scores. [B]Concealed Thoughts (Su)[/B] A fae can conceal its schemes from mind-reading magic. When a creature is using [I]detect thoughts[/I] or similar magic to read its mind, a fae decides what surface thoughts its opponent detects, and its true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts. [B]Fae Tongue (Ex)[/B] A fae gains a bonus to Bluff checks made to convince another of the truth of its words equal to its HD. This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo. This bonus does not stack with that granted by a [I]glibness[/I] spell. [B]Perfect Woodland Stride (Ex)[/B] A fae may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion are also ignored. [B]Telepathy (Su)[/B] A fae gains telepathy with a range of 30 ft. [B]Abilities:[/B] A fae gains Str +2, Dex +4, Con +2, Int +2, and Cha +6. [B]Skills[/B]: A fae gains a +8 racial bonus to Bluff and Diplomacy checks [/QUOTE]
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