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| Khallhadras701-30-08, 06:30 PM | Alright, to start this off I will give the premise; I am attempting to create a world widely influenced by fey and the like, spiritual belief, temporal fey from Fey Realms, etc. I am a bit uneased by the multitude of Fey Settings, campaigns, books, etc. featuring the cliche, such as fey courts and all of that jazz. So, what would everyone else like to see in a fey setting, something new and unique but with enough potential to pass as a mythologically inspired and functioning system? |
| Eldritch_Lord01-30-08, 10:00 PM | Alright, to start this off I will give the premise; I am attempting to create a world widely influenced by fey and the like, spiritual belief, temporal fey from Fey Realms, etc. I am a bit uneased by the multitude of Fey Settings, campaigns, books, etc. featuring the cliche, such as fey courts and all of that jazz. So, what would everyone else like to see in a fey setting, something new and unique but with enough potential to pass as a mythologically inspired and functioning system? Well, fey courts are cliche because that's the way they worked in real-world Celtic mythology. If you want to get away from that, get away from the Celtic fey and look into the Norse fey. Their svartalfar and dokkalfar inspired drow and dwarves, and their gnomes and other mythical creatures are much different from the Celts' versions. |
| Space_Dragon01-31-08, 01:36 AM | Huh. It just so happens I've been designing an army of evil, jungle-dwelling fey on another thread. These guys are inspired by South American mythology, so you don't have to worry about courts. These fey have "queens," but this is in a eusocial sense (like an ant queen or termite queen), not in a "faerie princess" sense. The queen gives birth to all the other types. Her stats will be posted as soon as I've made them up. The Devouring Legion Fey are the spirits of the natural world, serving an administrative role over the pristine lands of the Prime Material. Just as celestials are the living manifestations of goodness, and fiends are the sentient expression of evil, the fey are the emergent intelligence of the natural world. In keeping with the varied aspects of nature, fey run the gamut in terms of benevolence and malevolence. Some fey represent the nurturing, envigoring elements of nature. Others embody its brutality and unforgivingness. Among the most terrifying of these spirits are those who stand for the chaos and insanity inherent in the natural world; the mad, unending fear of rodents as they scamper through their filth-ridden lives, constantly on the run from predators; the nonsensical, upside down lives of huge, hairy spiders that climb the undersides of jungle tree branches to suck the life from young and helpless things; the hatred of the poisonous, parasitic vines as they suck the juices from living trees and use them to grow terrible, deadly thorns, making the jungle uninhabitable. The devouring legion, as some have come to call it, is a horde of eusocial fey entities that encompass the sadism, greed, and entropy of the tropical rainforest. These bestial horrors hide beneath every tree root, inside every hole; they whisper dread secrets from the strangled brambles in the darkest and most forsaken of forests, and snatch the blood and souls of any who dare make themselves known to the legion. Jungles dominated by these fey are biological hells, filled with masses of tangled, parasitized trees that blot out the sun, where predation and bloodlust are the only reliable facts of life. This leads some scholars to believe that the legion originated on the lower planes, the descendents of fey who adapted to the twisted ecologies of Malbolge or the Abyss. The devouring legion seeks ever to expand its nightmarish dominion, bringing healthy jungles into its sway, and causing the forest to expand beyond its natural boundaries to provide them with even more living space. The legion is violently antagonistic toward humanoid settlements that get in the way of its expansion; those humanoids who are killed outright to make room for the jungle are the lucky ones. Note: I will be ignoring creature type when assigning skill points, attack bonus, saving throws, and hit die size to each creature. A more combat-oriented fey will have d10 hd and full BAB. A caster will not. Just an FYI. Pumling Small Fey Hit Dice: 2d8 (9) Initiative: +3 Speed: 20 ft./climb 30 ft. Armor Class: 15 (+1 size, +3 dex, +1 natural) touch 14, flat footed 12 Base Attack/Grapple: +1/-4 Attack: savage +5 melee (1d8-1) or rock +5 ranged (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Gang Tactics Special Qualities: half damage from piercing, double damage from fire, insane Saves: Fort +0, Ref +6, Will +3 Abilities: Str 8, Con 10, Dex 16, Int 6, Wis 8, Cha 10 Skills: Spot +4, Listen +4, Hide +12, Move Silently +8, Climb +8, Jump +4, Tumble +8 Feats: Weapon Finesse Challenge Rating: 1 Treasure: Half standard Alignment: Usually chaotic evil Advancement: 3-4 HD (Small) The tree branches overhead fill up with dozens of slick, mange-infested, mammals. Loking like a cross between monkeys, rodents, and humans, the creatures glare at you with cold hatred, bearing their many, sharp teeth. Pumlings are small, simian fey that live to cause havoc. According to legend, they were once human creations who rebelled and joined the Devouring Legion. Whatever the case, they have a singular hatred of humanoids, and delight in harming them. They are as common as vermin in Legion-controlled jungles, building huge, filthy nests of mud and rotting wood high in the tree branches. Dozens of the disgusting creatures can inhabit one of these hives. Larger Legionaires prey on the pumlings, and consider them disposable (as well as slightly annoying). However, the growth of their hives continues exponentially in Legion territory, and great mobs of them are used as infantry and raiders by the superiors, who intimidate them into doing their bidding when needed. Pumlings are insatiable creatures, killing for food and pleasure alike. They are known for their bizarre, destructive behavior, defacing trees, tearing up plants, and raping and torturing humanoids and animals that they catch. Pumlings speak broken Sylvan, and some can babble a few words in Common. Combat A pumling combines its claws and bite into a single "savage" attack. Their bodies have an almost woodlike consistency (reinforcing the "renegade construct" theory), giving them the ability to shed arrows. Fire is very dangerous to them, and they fear it. Pumlings prefer to surround their prey in the treetops, pummel it with rocks and coconuts, and then drop down to ground level and zerg it. Gang Tactics (Ex): Pumlings are adept at working in concert to bring down much larger creatures. If two pumlings attack the same target, they both receive a +1 competance bonus to melee attock rolls and grapple checks (does not affect ranged attacks). The bonus increases by 1 for each additional pumling (three pumlings ganging up on one victim would receive a +2 bonus, four would receive +3, etc) to a maximum of +5. Nighthaunt Tiny Fey Hit Dice: 5d8 (22) Initiative: +2 Speed: 20 ft./fly 60 ft. (good) Armor Class: 14 (+2 size, +2 dex) touch 14, flat footed 12 Base Attack/Grapple: +3/-7 Attack: claws +7 melee (1d4+2), or incorporeal touch +7 touch (Soulreaving) Space/Reach: 4 ft./0 ft. Special Attacks: Phase Shift, Soulreaver, Unholy Scream Special Qualities: Ki Strike, DR 5/cold iron Saves: Fort +1, Ref +6, Will +6 Abilities: Str 6, Dex 14, Con 10, Int 12, Wis 14, Cha 12 Skills: Spot +7, Listen +7, Search +6, Intimidate +2 Feats: Weapon Finesse, Flyby Attack Challenge Rating: 4 Treasure: Standard Alignment: Always neutral evil Advancement: 6-10 HD (Tiny), 11-15 HD (Small) This creature resembles a slightly larger than average screech owl, with sickly gray down and lamplike, yellow eyes. Its claws and beak have a vaguely metallic quality to them. Scouts and assassins of the Devouring Legion, these owl spirits are fearsome little creatures. In addition to gathering intelligence and spying for their fey masters, nighthaunts have the power to steal the mortal souls of those they kill; these souls are then brought to their superiors, who use them to create additional minions. Nighthaunts obey the more powerful legion entities out of intimidation and obsequiousness, but they are not lawful creatures. If a nighthaunt thinks it has something to gain by disobeying orders or striking out on its own, it will do so without hesitation. The only act that gives them pleasure is the hunt; whether gathering reconnasaince for an invasion or killing a lost mortal singlehandedly, nighthaunts are butchers first and foremost. A nighthaunt stands about two feet tall, weighs about forty pounds, and has a wingspan of just over four feet. Nighthaunts speak Common and Sylvan, and may learn the languages of other sentients in the area. Combat Nighthaunts are effective hit-and-run combatants, prefering to fight in unison with other evil fey when possible. These flying skirmishers swoop in and out of the battle, targeting injured or flat-footed opponents in hopes of making off with their souls. Phase Shift (Su): A nighthaunt can slip onto the ethereal plane as an immediate action, or return to the material as a standard action. They can retreat to the ethereal in time to avoid an opponent's attacks if they succeed at an opposed initiative roll against the attacker; if the owl wins, it can phase out during its opponent's turn to avoid damage. While on the ethereal plane, a nighthaunt uses its fly speed as normal, and replaces its claw attacks with Soulreaving (see below). While ethereal, the nighthaunt is invisible and incorporeal, but still vulnerable to spells, magic weapons (fifty percent miss chance), and ghost touch weapons. See invisibility reveals a blurry outline of where the creature is (+4 cover bonus to AC), but true seeing exposes the creature in its entirety. Soulreaver (Su): While on the ethereal plane, a nighthaunt makes incorporeal touch attacks instead of using its claws. Anyone touched by the evil spirit must succeed at a fortitude save (DC 13) or take 2 points of constitution damage. Anyone killed by this attack has his soul stolen away by the nighthaunt. While the soul is missing, nothing short of true ressurection can restore the victim to life; killing the nighthaunt releases the spirit, making revival easier. The save DC is charisma based. A nighthaunt can only carry one soul at a time. In order to hunt another one, it must deliver its current victim to a Devouring Legion Queen (queens will be statted soon enough, don't worry). Unholy Scream (Su): Once per encounter, a nighthaunt can utter a terrible, gutwrenching shriek. All besides fey within thirty feet must succeed at a will save (DC 13) or be shaken for the rest of the encounter. The save DC is charisma based. Ki Strike (Ex): A nighthaunt adds its wisdom modifier (instead of strength) to melee damage rolls. Blisterer Size/Type: Large Fey Hit Dice: 6d6+18 (39) Initiative: +1 Speed: 20 ft./fly 30 ft. (perfect) Armor Class: 13 (-1 size, +1 dex, +3 natural) Base Attack/Grapple: +4/+11 Attack: sting +6 melee (1d8+4 and Implant) Space/Reach: 10 ft./5 ft. Special Attacks: Breath Weapon, Disease, Implant Special Qualities: immune to poison and disease Saves: Fort +4, Ref +2, Will +3 Abilities: Str 16, Con 16, Dex 12, Int 10, Wis 14, Cha 12 Skills: Knowledge (nature) +7, Knowledge (geography) +5, Survival +9, Hide +5, Move Silently +9, Spot +10, Listen +7 Feats: Ability Focus (Implant, Disease), Flyby Attack Environment: tropical rainforests Organization: solitary Challenge Rating: 5 Alignment: always chaotic evil Advancement: 7-12 (Large) Level Adjustment: - A bloated, disgustingly obese creature flies heavily out of the canopy. Vaguely humanoid in appearance, this green, fluid-filled beast is at least eight feet tall, with undersized, thin legs hanging below it. The creature lacks arms, instead having four, flylike wings. Its head is a mixture of a human's and a mosquito's, and it has a short, wormy tail with a stinger on the end. As it approaches, you hear an agravating buzz, as if from a swarm of biting flies. Rumored to be gifts to the Devouring Legion from the demon prince Pazuzu, blisterers are disgusting, blood-drinking fey that delight in parasites, rot, and disease. Their corpulent bodies are infested with dozens of species of viscious little organisms, both microscoping and visible, which the blisterer is eager to pump into anyone it encounters. Blisterers are sadistic and chaotic by nature, but suddenly become rather obsequious whenever a superior is around. They are happiest, though, when they are allowed to roam free. The Legion heards them toward enemy targets when they wish to use biological warfare. Blisterers feed on the blood of dead creatures, and perfer the blood of those who were killed by disease. A blisterer speaks Abyssal and Sylvan, but rarely chooses to talk. Combat Blisterers pack a large arsenal of harmful biological agents. A blisterer will begin the fight by spewing its breath weapon, and then use the resulting cover to protect it in melee. After infecting as many people as it feels it can with diseases and/or parasites, the blisterer takes off. Dispelling its cover or bringing it below half its hit points will cause it to retreat prematurely. Breath Weapon (Ex): Once per hour, a blisterer can spray a thirty foot cone of biting, bloodsucking flies. Unlike most breath weapons, this is an extraordinary ability. The flies deal 2d6 damage. A reflex save (DC 16) halves the damage. Starting at the beginning of the next round, the flies spread out to form a cloud thirty feet in radius, centered on the blisterer. Entering or moving within the cloud costs two squares of movement, and vision is reduced to five feet. Casting a spell within the cloud requires a Concentration check (DC 10+spell level). The cloud lasts for three rounds, although parts of it can be cleared away by Area of Effect spells. The save DC is constitution based. Disease (Ex): Anyone who was exposed to a blisterer's breath weapon or the resulting swarm must succeed at a fortitude save (DC 18) or come down with Pazuzu's Little Joke. This supernatural disease cannot heal naturally or be cured by herbs; in order to be rid of it, a cure disease or heal spell is required, and the caster must succeed at a Spellcraft check (DC 12) for it to work. The disease has an incubation period of twenty-four hours, and deals 1d6 strength, constitution, and wisdom damage each day. A fortitude save (DC 18) can stave it off for a day like a normal disease, but natural recovery is impossible. Furthermore, the disease is highly communicable; physical contact with an infected person requires a fortitude save to avoid infection. Identifying the disease as Pazuzu's Little Joke requires a Heal or Knowledge (the planes) check (DC 16). The save DC's are constitution based. Implant (Ex): A blisterer's stinger does not carry venom, but rather injects numerous, tiny larvae. Every time it hits with a sting attack, the blisterer's victim must succeed at a fortitude save (DC 18) or become infested. Infestation becomes apparent one minute after the sting, as the wound mysteriously closes up, but then begins to blister. A Heal check (DC 12) reveals that this infection is being caused by insect larvae of some kind. One hour later, the victim takes 1d6 damage, no save. An hour later, he takes 2d6. An hour after that, the worms reach the victim's vital organs, killing him. The victim is sickened from the moment the blistering begins. If the victim dies while infested, a group of mundane botflies emerge from the corpse within twenty four hours; these flies have normal larvae, who cause pain and disease, but are rarely deadly. The foul magic of the Legion prevents the removal of the larvae by any magic short of a heal spell. Unless there is a high level caster around, the only way to be rid of them is surgically. Using a small knife or other tool, a character can dig around in the infected tissues to try and remove the maggots. This requires a Heal check (DC 13), and deals 1d6 damage to the victim regardless of success or failure. For every hour that goes by, the DC increases by 2. The save DC's are constitution based.[/QUOTE] Enano Medium Fey Hit Dice: 8d8+8 (44) Initiative: +5 Speed: 40 ft./climb 20 ft. Armor Class: 18 (+5 dex, +3 natural) touch 15, flat footed 13 Base Attack/Grapple: +6/+12 Attack: 2 claws +11 melee (1d6+2), bite +8 melee (1d8+1), and 2 rakes (pounce only) +8 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, Pounce, Rend, Spell Like Abilities Special Qualities: Scent, Skills, DR 5/cold iron, SR 13, blindsight 120 Saves: Fort +3, Ref +11, Will +2 Abilities: Str 14, Dex 20, Con 12, Int 8, Wis 10, Cha 14 Skills: Spot +11, Listen +11, Search +10, Survival +11, Bluff +12, Hide +16, Move Silently +16, Climb +22*, Tumble +25*, Jump +22*, Balance +25* Feats: Multiattack, Weapon Finesse, Improved Grapple Challenge Rating: 5 Treasure: standard Alignment: Always evil (usually chaotic) Advancement: by character class A disgusting, mangy, fur-covered humanoid scampers on all fours across the ground. It stands on two legs briefly to get a better look at you, allowing you to see the long, tangled whiskers that cloud its face. Its eyes resemble pools of kerosene, and its nose and mouth are like those of a wild boar, complete with tusks. Despite its porcine features, it moves with unbelievabe speed and agility, shooting across the jungle floor without making a sound. Enano changelings are stupid, greedy, obscene fey that live only to eat and entertain themselves. Completely insatiable, a single enano can deplete the food supply of a small village in just two or three weeks; a large group of them can starve a city into submission, if its supply lines are cut off. Although they are best known for their gluttony and theft, enano are also powerful warriors, and are often deployed as shock troops when the legion goes to war. Although an enano in its natural form cannot be mistaken for anything else, they have the power to disguise themselves as other humanoids, prefering the forms of children. The enano will either allow itself to be adopted by a villager, or kill a local child and take its place. Once entrenched, the fiend will begin to devour the food stores at an unacceptable rate, playing on the emotions of its "parents" to prolong its stay. Aside from eating everything, enanos enjoy breaking things, scaring animals, and generally making a nuisance of themselves. If its nature is exposed, an enano changeling will go on a violent rampage; make sure you have cold iron weapons on hand before confronting the imposter. Enanos speak Sylvan, but use their tongues ability to infiltrate communities of all kinds. Combat Enanos are very mobile creatures, that use their speed and dexterity to evade their opponents' attacks and pounce from unexpected angles. After pouncing, an eneno may try to grapple its opponents. Poison (Ex): Bite. Fortitude save DC 15. Those who fail their saves become sluggish and tired, and can only take partial actions for the rest of the encounter. The save DC is constitution based. Pounce (Ex): An enano can make a full attack at the end of a move action provided it moves straight toward its opponent. While pouncing, it can also make rake attacks in addition to the claws and bite. Rend (Ex): If it hits the same target with both claw attacks, an enano latches on and tears flesh, dealing an extra 2d6+2 damage. Spell Like Abilities (Sp): 3/day-tongues, alter self, animal messenger. These are as cast by an eighth level sorcerer. Charisma based. Skills: An enano receives a +20 racial bonus to Jump, Climb, Tumble, and Balance checks. Hork-Chaneque Size/Type: Medium Fey Hit Dice: 8d6+8 (36) Initiative: +2 Speed: fly 30 ft. (perfect) Armor Class: 16 (+2 dex, +4 natural) Base Attack/Grapple: +4/+4 Attack: rotting touch +6 melee touch (2d6) or tentacle +6 melee (1d6 and trip) Space/Reach: 5 ft./5 ft. (10 ft. with tentacle) Special Attacks: Trip, Slimeball, Degrading Hunger, Summon Vermin, Summon Ooze Special Qualities: spell resistance 17, damage reduction 5/cold iron, immune to critical hits Saves: Fort +3, Ref +8, Will +8 Abilities: Str 10, Con 12, Dex 14, Int 16, Wis 14, Cha 16 Skills: Concentrate +12, Knowledge (nature) +14, Diplomacy +6, Bluff +10, Intimidate +14, Sense Motive +12, Hide +13, Move Silently +10, Spot +7, Listen +7, Search +13, Survival +4, Tumble +7 Feats: Weapon Finesse, Ability Focus (Degrading Hunger), Combat Reflexes Environment: tropical rainforests Organization: solitary, pair, or squad (one rot lord with 2d6 pumlings and one nightwing or enano) Challenge Rating: 7 Alignment: usually lawful evil Advancement: 9-16 HD (Medium) Level Adjustment: - The upper torso of a rotten, mold-infested humanoid hovers above the forest floor. It has no waist or legs, its body ending in an exposed, empty rib cage, with a moss covered spinal column hanging down. Beetles and cockroaches wriggle in and out of its empty eye sockets and mouth. Sometimes confused for undead, hork-chaneque are powerful fey who exemplify the forces of decay, decomposition, and death. Rot lords are known for their deadly touch, which causes living flesh to decompose and slough off on contact, and for commanding hordes of the lowest and filthiest creatures of the jungle. Hork-chaneque serve as sergeants among the Devouring Legion; being more lawful than most legionaires, they are good at organizing and intimidating their lesser kin. Advanced hork-chaneque are often vassals or personal advisors to a Queen. They are extremely intelligent and cunning, and have mastered the art of politics among the Legion. A hork-chaneque (or, in some cases, a small group of rot lords) serves as the overseer of other evil fey. In forests that do not yet have a Queen, an advanced hork-chaneque is likely to be in charge. In ones that do, they act as her intermediaries. A hork-chaneque speaks Common, Sylvan, Druidic, Abyssal, and Draconic. They enjoy taunting their foes in battle, their voices sounding like dry, harsh croaks and hisses. Combat Hork-chaneque are competent tacticians, and use the terrain to their advantage whenever possible. Relying on its underlings and/or summoned minions to keep the enemy from getting too close, the hork-chaneque will use its ranged attacks, occasionally tripping a nearby enemy and passing by to use Rotting Touch on the prone victim. Trip (Ex): Instead of its touch attack, a hork-chaneque can unfold a thin, slimy, ten foot long tentacles from inside its rib cage and try to trip a nearby enemy. If it hits with a tentacle attack, the hork-chaneque can attempt to trip the opponent as a free action without provoking attacks of opportunity. Since it hovers above the ground, a hork-chaneque is never in danger of being tripped itself, hork-chaneque receive a +4 racial bonus to trip checks. Slimeball (Su): Every other round, a hork-chaneque can throw a handful of green slime with a range increment of ten feet. If it hits, the slime lands on the target and begins to eat, dealing 1 point of constitution damage immediately, and another 1 point at the beginning of every subsequent round. On the first round of contact, the slime can be scraped off as a standard action, but after that it must be frozen, burned, or cut away with an attack that does at least 1 point of damage, dealing damage to the victim as well. Degrading Hunger (Su): Twice per day, a hork-chaneque can try to rot the life out of a target within thirty feet. The target must succeed at a fortitude save (DC 19) or take 4d6 damage and be nauseated for one round as a wave of beetles, spider, worms, and roaches cover his body, devouring his flesh. If the hork-chaneque is injured, it heals back a number of hit points equal to the damage inflicted by this attack. It cannot go above maximum hit points. The save DC is charisma based. Summon Vermin (Su): Twice per day, a hork-chaneque can summon a pair of huge monstrous centipedes or giant wasps. The vermin arrive at the beginning of the next round, and obey the hork-chaneque unquestioningly. The vermin die and decompose after one hour. The hork-chaneque cannot use this ability again until both beasts have died one way or another. Summon Ooze (Su): Once per day, a hork-chaneque can summon a gray ooze. The ooze lasts for one hour, and obeys the hork-chaneque telepathic commands. When the duration ends, the ooze evaporates. |
| james_gaines01-31-08, 02:18 AM | I like the really creepy fey you got here. |
| Orchomenos01-31-08, 12:09 PM | I happen to have my own semi-creepy fey. Here it is, take it or leave it... Note: the name was coined from a Germanic siren-like creature, with no connexion with the creature presented here... Loraley Medium Fey Hit Dice: 4d6+8 (24 hp) Initiative: +4 Speed: 30 ft. (6 squares), fly 20 ft. (average) Armor Class: 16 (+4 Dex, +2 deflection), touch 14, flat-footed 11 Base Attack/Grapple: +2/+3 Attack: Hair Lash +6 melee (1d4+1) or Shuriken +6 Range (1d2+1) Full Attack: Hair Lash +6 melee (1d4+1) or 2 Shurikens +4 Range (1d2+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, Impregnating kiss, Oboe. Special Qualities: Blurring Hair, Damage reduction 5/cold iron, low-light vision, unearthly grace. Saves: Fort +5, Ref +10, Will +7 Abilities: Str 13, Dex 19, Con 14, Int 16, Wis 12, Cha 14 Skills: Balance +4, Bluff +9, Climb +8, Concentration +9, Handle Animal +9, Hide +8, Listen +8, Move Silently +7, Perform (Wind Instruments) +9, Sense Motive +8, Spot +12*. Feats: Weapon Finesse, Two-Weapon Fighting Environment: Temperate forests Organization: Solitary, Gang (2-6) or Sisterhood (7, plus one nymph or dryad, or 1-6 pixie or nixie) Challenge Rating: 4 Treasure: Standard, plus 2d10 daisy-shaped shurikens Alignment: Usually chaotic good Advancement: By character class (Favored Class: Bard) Level Adjustment: +3 I Before you stand a stunningly beautiful female humanoid. A mass of long and curled hair cover her entire body, barely revealing her gracile arms and legs, as well as a pair of dragonfly wings. A dozen of daisies are growing in her massive hairs. Her high forehead sports a pair of small rounded horns, a bit like those of a girafe, that keeps her long hair away from her ovale face. She watching you with her large eyes, and you notice a small daisy-shaped metallic object in each of her delicate hands... /I Loraleys are benevolent feys creatures found in forested areas, usually not so far from roads or other passing areas. They are well known for their impressive hair, and the way they use it in combat. However, experienced adventurers also know them for their rather unusual reproducing methods. Like most feys, Loraleys are shy, but they are much less reclusive, commonly inviting travellers to their feasts. Unlike some other fey creatures who are born in flowers, or out of a mature oak tree, these fey creatures need the contact of a male humanoid to reproduce. But instead of bearring themselve the children, it is this male humanoid who bear the inborn child. Combat Loraleys usually disdain violence. But they are short-tempered, and whenever something threaten them, their territory, the ones they love, or some innocent beings, they are quick to intervene and organize some defense. A full sisterhood usually prepare an Heroe's Feast each evening, so they would have the associated bonus before the fight begin. These feys prefer to fight from a distance. They usually take off, take refuge high in the trees, and send volleys of their daisy-shaped shurikens at their foes. One of them uses her oboe to give the boon effect on her sisters, while a brave one remains near the foes to disturb them with her oboe's malignant effect. If they wish to seduce mortals, and impregnate them, they have far more subtle methods. Hidden in tree's canopy, they observe traveler, waiting for at least one that seem worth. They usually seek a good-hearted, proud and honorable man, who will take care of the inborn child, or at least, will not willingly end the pregnancy. When they find one, they arrange a chance encounter. If they know some nasty beast ahead, they can wait them, and help the travelers in their fight. Some other can stand at an intersection to help direct travelers, or at a fallen bridge to help cross a river. After some chatter, they can invite them to share a meal (a Heroe's Feast, if possible), and one thing leading to another, can beg (or allow) for a kiss. Alternatively, they can trade a daisy-shaped shuriken or Goodberry for a kiss. They never tell their victim about the consequences of this kiss, they are panicked at the idea the victim might reject them. They simply contact them one week later, via a Dream spell, where they explain what's happening, and beg to be forgiven... Blurring Hair (Ex): A Loraley's long hair are continually floating around her body, making it harder to target her, and giving her concealment (20% miss chance). No divination spell can prevent this, though Blindsight and Tremorsense negates this effect. Unearthly Grace (Su): A Loraley adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). Trip (Ex): A Loraley that hits with her hair lash attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip her. A Loraley uses her Dexterity bonus and has a +4 racial bonus on trip checks with her hair lash. Oboe (Su): Each Loraley carry a wooden oboe, which they can use to produce two effects. Starting one of the effects is a standard action, and the effect applies as long as the Loraley is playing. The first effect is a boon, and gives all the Loraley's allies within 30' a +2 Luck bonus on Attack and Weapon Damage rolls and on all saves. The second effect is malignant, and gives a -2 malus on all Attack and Weapon Damage rolls, and on all saves; a will save DC 16 negates the malignant effect. A creature that successfully saves against the malignant effect cannot be affected by the same Loraley for 24 hours. The save DC is Charisma-based and include a +2 racial bonus. Impregnating Kiss (Ex): When a Loraley shares some act of passion with a male humanoid, or at least kiss him on the mouth for at least one full-round, she sends some fluid in the humanoid's body. These fluids mix with the humanoid's blood, and create a simili-placenta in his abdomen, with a foetus that will eventually mature, and give birth to a young Loraley 9 weeks later. The effects are not immediate. About one week later, the subject takes 1-2 pounds, feels strange and suffers -1 Constitution penalty. On each other week thereafter (3rd, 5th, 7th & 9th), the subject takes the same weight and suffers the same penalty. In addition, on each even weeks (2nd, 4th, 6th & 8th), the subject takes a -1 penalty to Dexterity, as the additional weight unbalance him, and on each third week (3rd, 6th & 9th), he suffers a -1 penalty to Wisdom, as the new life in him disturbs his mood. These penalties cannot be removed in any way, but completely disappear 1d4 days after the childbirth. Exactly 9 weeks later, the young Loraley is ready to get out. In a quick but painful process, the inborn fey sends a waves of magic that cuts the abdomen open, dealing 3d6 damages to the subjects. Though retrieving the placenta and applying it on the wound heals 2d8 damages. The newborn Loraley must be fed milk and honey each day, or she dies. She has a wonderful appetite, and grows up very fast. After one week, she is the equivalent of a 2 years old human child and can feed herself; after one month, she is the equivalent of a 12 years old child. After one year, she is fully mature, and can use all her special abilities. Though usually, the loraley mother feels when her daughter is ready to be born, and joins the bearer either mundanely or via Shadow Walk, before leaving with the newborn. Casting Remove Disease on the subject anytime during the first two weeks ends the pregnancy painlessly. Thereafter, the spellcaster has to succeed on a Caster Level check vs DC 15 + the number of pregnancy weeks. In addition, if this is attempted in the last three weeks, the subjects take 1d4 damages per week of pregnancy. Spell-like abilities: Caster level 4th. At will - Know Direction, Create Water. 1/day - Alarm, Goodberries, Bless Water, Locate Creature. Skills: A Loraley has a +4 racial bonus on spot checks. Sisterhood When seven loraleys gather together, they can form a sisterhood, and work together to cast more powerful spells. The sisterhood often shares the same territory of other fey creatures, like nymphs, dryads, pixies or nixies, but usually disdains satyrs. When a sisterhood is established near a humanoid settlement, they manage to have a good relationship with their neighbors. Each spring, they use their Plant Growth spell to bless the fields, gardens and orchads to get a better crop. The loraleys avoid using neighboring inhabitants as children bearers, to keep them ignorant of this secret. The few of them who are aware, usually elders citizen, keep the secret to maintain the good relationship. Spell-like abilities: Caster level 11th. 1/day - Commune with Nature, Dream, Heroe's Feast, Hallucinatory Terrain, Legend Lore, Magic Circle against Evil, Magic Circle against Law, Plant Growth, Stone Tell, Shadow Walk. LORALEY LORE Characters with ranks in Knowledge (Nature), Knowlege (Local*) or Gather Information* can learn more about loraleys. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. *These are useful only in areas where a loraley sisterhood is present. Knowledge (Nature) DC Result 14 This hairy feminine human-like creature is a loraley. This result reveals all fey traits. 19 Loraleys have long hairs falling over their whole body, hairs they can use in combat situation. The hairs give them a non-magical concealment. They can use them as natural weapons, and can trip their foes with these hairs. In addition, daisies grow in their hair, which they can throw as shurikens. 24 Loraleys carry an oboe which they can play for a boon effect or a malignant effect, which apply as long as they are playing. 29 Loraleys can use the following as spell-like abilities: Know Direction, Create Water, Alarm, Goodberries, Bless Water, Locate Creature. In addition, when seven loraleys gather together, they can form a sisterhood, and use these additional spells as spell-like abilities: Commune with Nature, Dream, Heroe's Feast, Hallucinatory Terrain, Legend Lore, Magic Circle against Evil, Magic Circle against Law, Plant Growth, Stone Tell, Shadow Walk. 34 Loraleys have a very strange reproduction mechanism. A mere kiss to a male humanoid can make him pregnant. The pregnancy last 9 weeks; in each of these weeks, the humanoid suffer some cumulative penalties. The childbirth is painful and damaging, but using the placenta can quickly heal these damages. The loraley mother usually know when her child is born, and travel up to her location as fast as possible; she usually leaves with her child to raise her. Knowledge (Local) or Gather Information 14 This hairy feminine human-like creature is a loraley. This result reveals all fey traits. 18 When several loraleys gather together, they can form a sisterhood. A sisterhood usually have good relationship with non-evil communities, blessing fields, gardens and orchads, or inviting passer-by to magical feasts. 22 Loraleys have long hairs falling over their whole body, hairs they can use in combat situation. The hairs give them a non-magical concealment. They can use them as natural weapons, and can trip their foes with these hairs. In addition, daisies grow in their hair, which they can throw as shurikens. 26 Loraleys carry an oboe which they can play for a boon effect or a malignant effect, which apply as long as they are playing. 34 Loraleys have a very strange reproduction mechanism. A mere kiss to a male humanoid can make him pregnant. The pregnancy last 9 weeks; in each of these weeks, the humanoid suffer some cumulative penalties. The childbirth is painful and damaging, but using the placenta can quickly heal these damages. The loraley mother usually know when her child is born, and travel up to her location as fast as possible; she usually leaves with her child to raise her. |