What have you done to my Underdark Fey thread?

German movies piss me off ( In a good way ) the most. Especially war movies. The main characters always die, and the movie ends with a bunch of dead people!
Stalingrad was a great movie, and so was Das Boot, but everybody perished!! LOL.
 

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Yeah, love those two movies. Very depressing movies actually, but they show alot of the horrors of war. Stalingrad is so bleak in the end, when everybody is in a state of chaos and panick.

My GF is from Volgograd, which is the former Stalingrad. She showed me some pictures of her city and it appears that there are no buildings there from before 1950. The entire thing was practically levelled and rebuilt. Normally, a European city, especially one as big as Stalingrad, has very many ancient buildings. Volgograd today has almost none.
 


Yeah, and they are still pretty tough people. No soft education system there, its work work work.

I didn't see that one though, who's it by?
 

This is from Amazon, where I just added it to my wish list. It's a true story. Great movie.


Starring: Marco Hofschneider, Salomon Perel, See more

Director: Agnieszka Holland

Encoding: Region 1 (U.S. and Canada only. This DVD will probably NOT be viewable in other countries. Read more about DVD formats.)
Format: Color, Widescreen

Rated: Not for sale to persons under age 18.
Studio: MGM/UA Video

DVD Release Date: March 4, 2003
DVD Features:
Theatrical trailer(s)

Widescreen letterbox format

ASIN: B00007KQ9X

Average Customer Review: Based on 35 reviews. Write a review.

Amazon.com Sales Rank (DVD): 8,058

Popular in: Wilmington, DE (#5)
 

Clay_More said:
Been working 11 hours a day for the last week to make enough money to visit that GF of mine (and to say hello to her husband while Im at it)time.

Holy mother of all that is holy! She's married?!?! :eek:

The darkness: Very funny, seen any of their music videos? They're so 1970's it's freaky.

As for good movies, find and watch In the aftermath. It is without a doubt the best post-apocalyptic movie ever.
 
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I'll check that out. There was a good Brittish Post Apoc years ago, but I can't find it. I think it was called " Threads ". Ever hear of it?
 


A creation that didn't make it into Book of Templates: Deluxe Edition; now updated to v.3.5 for World of Kulan. They had at least one maybe two templated harpy examples, plus this one is a little broken. (Harpy + Half-Humanoid + Half-Nymph.)

Faerie Harpy
Medium-Size Fey (Humanoid)
Hit Dice: 7d8 (31 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares), fly 80 ft. (average)
AC: 11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d4) or club +1 melee (1d6) or stone +3 ranged (1d3)
Full Attack: 2 claws +1 melee (1d4) or club +1 melee (1d6) or stone +3 ranged (1d3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Captivating song
Special Qualities: Charm person, effusive charm, extra skill points, immunities, mixed blood, no favored class restriction
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 10 (+0), Dex 15 (+2), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 19 (+4)
Skills: Balance +5, Bluff +7*, Concentration +3, Diplomacy +7*, Escape Artist +5, Hide +5, Intimidate +10*, Listen +4, Move Silently +5, Perform (melody) +7*, Sense Motive +4, Spot +4
Feats: Dodge, Flyby Attack, Persuasive

Continent/Region: Any except the Fallenlands and Triadora
Environment: Temperate and warm land and underground
Organization: Solitary, pair, or flight (7–12)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class

Sages scratch their heads at the existence of faerie harpies. Most believe they cannot be a naturally occurring race and were bred for some purpose in ages past. Most likely they were bred to see the results of combining a harpy’s song with the charismatic nature of nymphs. Their human heritage was most likely used to bridge the gap between the two female creatures. Regardless of their true origins, faerie harpies are a race that includes harpies, humans and nymphs amongst its ancestors but are always female.

Faerie harpies appear like strange, exotically beautiful harpies with the delicate youthful, features of nymphs and fine, reptilian wings. A faerie harpy’s lower body and legs are strong and scaled but strangely pleasing to the eye. Their eye’s pupils are always coal black and their wild, tangled hair, fine strands that look like silk, is either light blond or blood red in color. Faerie harpy’s feet and hands end in talons but are not as pronounced as a full-blooded harpy’s. Their skin range from shades of deeply tanned bronze to russet red.

Faerie harpies are torn between their multiple heritages, when it comes to interacting with other races. Because of their harpy heritage, they are strongly territorial especially when dealing with female adventurers and humanoids. And are prone to fits of violence when angered but often sulk for days afterwards, as they prefer not to be alone. However, like nymphs, faerie harpies are likely to react favorably to handsome humanoids, especially elves, humans and halflings. They never play the damsel in distress as most males are put off by their exotic heritage. They prefer the direct approach and can be quite relentless in their pursuit of a male they fancy. Faerie harpies are very unpredictable.

Faerie harpies do not wear clothing, using their strange, exotic looks to beguile and confuse male adventurers and humanoids.

Faerie harpies speak Sylvan and Common. A faerie harpy with an Intelligence score of 12 or more can also speak Draconic.

Combat
Faerie harpies only attack when angered, preferring to attempt a diplomatic solution, especially if those entering its territory are male. They often attempt to charm males if there aren’t any females present. They like riddles and jokes and will pester adventurers to remain and entertain them (especially bards).

If forced into combat they will use their captivating song to charm their foes and their Flyby Attack feat to attack opponent from the air with clubs or small, thrown rocks. What happens next depends on how mad the faerie harpy is. If still passive, the faerie harpy will simply fly away leaving its charmed foes behind to wander around in confusion trying to find the creature. If enraged, the faerie harpy will continue to attack and lead captured victims into dangerous or embarrassing situations.

Captivating Song (Su): The most beguiling ability of the faerie harpy is its captivating song. When a faerie harpy sings, all creatures (other than faerie harpies) within a 300-foot spread must succeed at a Will save (DC 15) or become utterly captivated. This is a sonic, mind-affecting charm. If the save is successful, that creature cannot be affected again by that faerie harpy’s song for one day.

A captivated victim walks toward the faerie harpy, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the faerie harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the faerie harpy sings. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Charm Person (Su): Faerie harpies can cast charm person as a free action three times per day. They use this supernatural ability as a 14th level sorcerer.

Effusive Charm (Ex): The DC of all spells from the Enchantment school of magic increase by +4 when cast by a faerie harpy. *A faerie harpy gains a +4 circumstance bonus to all Charisma-based skills. This bonus doubles when dealing with males.

Immunities (Ex): Faerie harpies are immune to the Blinding Beauty and Unearthly Beauty attacks of full-blooded nymphs.

Mixed Blood (Ex): For all special abilities and effects, faerie harpies are considered harpy, human and nymph.

Faerie Harpy Characters
Faerie harpies tend to be bards, druids or sorcerers or multiclass druid/sorcerers. A few become clerics, worshipping either Damh or an elven god.

A faerie harpy treats its highest level of character class as their favored class for the purposes of multiclassing. Faerie harpy clerics of Damh can choose any two of the following domains: Art, Charm, Fey, Luck, and Music.
 
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Another fey revised to v.3.5

Glass Spider + Verminoid Template (from the Book of Templates: Deluxe Edition) + Half-Fey Template (L&L Monster Handbook, I think).

Spider-kin, Gema
Medium-Size Fey
Hit Dice: 2d6 (7 hp)
Initiative: +4 (Dex)
Speed: 20 ft. (4 squares), climb 10 ft.
AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +4 melee (1d6-2); or shortspear -2 melee (1d6-2) or shortbow +4 ranged (1d6)
Full Attack: Bite +4 melee (1d6-2); or shortspear -2 melee (1d6-2) or shortbow +4 ranged (1d6)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Glamour magic, vitrifying poison, web
Special Qualities: Darkvision 60 ft., immunities, low-light vision, reflective carapace, stability, SR 5
Saves *: Fort +3, Ref +7, Will +0
Abilities: Str 7 (-2), Dex 19 (+4), Con 10 (+0), Int 12 (+1), Wis 10 (+0), Cha 17 (+3)
Skills: Climb +5, Hide +6 **, Jump +5, Listen +7, Move Silently +6 **, Spot +7, Survival +7
Feats: Alertness, Weapon Finesse (B)

Continent/Region: Harqual/The Crystal Cairns
Environment: Any forest, hill, and underground
Organization: Solitary or colony (2–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +7

Verminoid fey-spiders of crystalline beauty, the gema are found in the Crystal Forest of Harqual, hibernating in summers and weaving its web in spring. Their furless bodies can pass for ice and snow to the distracted traveler.

Gema speak Sylvan.

Combat
Gema are nonviolent by nature and will rarely enter melee combat. More often they will use their Glamour Magic and Web abilities to hinder opponents so they can escape. Gema forced into combat will attack either by biting or using a manufactured weapon. It is rumored that gema elders will fight with powerful magical crystalline swords of incredible beauty.

Glamour Magic (Su): Gema gain the ability to use the following arcane spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare.

Immunities (Ex): Gema are immune to sleep attacks and abilities.

Reflective Carapace (Ex): A gemas shiny carapace reflects lightning bolts, and other electrical attacks, 10% of the time back at the caster; otherwise they are merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Stability (Ex): Gema are more stable because of their multiple legs, gaining a +4 stability bonus against trip attacks.

Vitrifying Poison (Su): The victim of a successful bite must make a Fortitude save (DC 11). Failure means the victim is slowed, as per the spell cast by a 3rd-level sorcerer. Failing the second save one minute later causes the victim to start vitrifying (turning into glass).

Web (Su): Gema can attack with its web up to three times per day. This is similar to an attack with a net but has a maximum range of 35 feet, with a range increment of 5 feet, and is effective against targets of up to Large size (see the PHB for details on net attacks). The web anchors the target in place allowing no movement.

An entangled creature can escape with a successful Escape Artist check (DC 25) or break the crystalline web with a successful Strength check (DC 20). The web has a hardness of 1, 8 hit points and takes half damage from fire.

Saves: *Gema gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.

Skills: **Gema receive a +4 racial bonus to Hide and Move Silently checks when in the Crystal Cairns of Harqual.

Gema Characters
A gema’s favored class is sorcerer. Gema may also become bards, clerics, druids, rogues, psions, and wizards. Gema make poor fighters but have been known to become rangers. Gema cannot be barbarians, paladins, monks, or psychic warriors.

Gema druids worship either Daghdha or Ehlonna. Gema clerics usually choose one of the following deities as their patron: Calphas, Daghdha, Damh, Ehlonna, Immotion, Kuil, and Olidammara. They may also choose any dwarf or gnome deity as their patron but cannot take the Dwarf or Gnome Domains respectively.
 
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