| Post/Author/DateTime | Post |
|---|---|
| Ghost006-25-07, 01:52 PM | I am looking for a way to "corrupt" or alter a fey creature, probably a nymph, so that I can finally use them against a good-aligned group. THere may be an option for the party to "turn" the fey back to good or something, but so many of the creatures in the fey type are chaotic good, or neutral, and they rarely get used as enemies——thought it might be fun to try. I realize there are evil fey out there, i'm not looking at them right now. Has anyone heard of rules for, or anything concerning a "corrupted" nymph, corrupted dryads, satyrs, things like that? thanks! |
| Mad Mage06-25-07, 01:59 PM | I am looking for a way to "corrupt" or alter a fey creature, probably a nymph, so that I can finally use them against a good-aligned group. THere may be an option for the party to "turn" the fey back to good or something, but so many of the creatures in the fey type are chaotic good, or neutral, and they rarely get used as enemies——thought it might be fun to try. I realize there are evil fey out there, i'm not looking at them right now. Has anyone heard of rules for, or anything concerning a "corrupted" nymph, corrupted dryads, satyrs, things like that? thanks! Well, there is the Corrupted template from the Book of Vile Darkness. Still, that turns any such creature (a corporeal non-outsider can only apply, FYI) into the Aberration type. |
| Lord Karsus06-25-07, 02:26 PM | -A corrupted Fey creature? Sounds like the work of the Unseelie Court (http://en.wikipedia.org/wiki/Unseelie_Court#Seelie_and_Unseelie_court s) to me! |
| Mad Mage06-25-07, 03:56 PM | -A corrupted Fey creature? Sounds like the work of the Unseelie Court (http://en.wikipedia.org/wiki/Unseelie_Court#Seelie_and_Unseelie_court s) to me! Hmmm, you might have a point there, Lord Karsus. :lightbulb However, I was thinking deities like Shar or Malar, or perhaps some fiend (Archfiend or not, I don't know and almost don't care) would be responsible for corrupting some rather whimsy fey and turning them into dark, vile servants. :evillaugh |
| Alac Luin06-25-07, 11:04 PM | I'd be partial to it being a product of Talona myself. Lurue as a possible way to turn them back. |
| Zevox06-26-07, 12:13 AM | I'd be partial to it being a product of Talona myself. As would I. Sounds like just the type of thing she might have the Rotting Man doing, actually. Zevox |
| Mad Mage06-26-07, 12:25 AM | Oh yes, Talona, how could I have forgotten her? :doh: Overall, these deities, to my current recollection, would fit the bill: - Shar - Talona - Malar - Gargauth - Moander (if said deity was alive in said campaign, or acting through a powerful current worshipper w/ the Servant of the Fallen feat) - Yurtrus (Even lesser orc deities need some respect, no?) |
| Lord Karsus06-26-07, 12:32 AM | Hmmm, you might have a point there, Lord Karsus. :lightbulb However, I was thinking deities like Shar or Malar, or perhaps some fiend (Archfiend or not, I don't know and almost don't care) would be responsible for corrupting some rather whimsy fey and turning them into dark, vile servants. :evillaugh -That's pretty much is what's on the Queen of Air and Darkness' resume. Monster Mythology, pg. 117, 125. -She doesn't make them vile, however. She just makes them...Unseelie. |
| Mad Mage06-26-07, 12:51 AM | -That's pretty much is what's on the Queen of Air and Darkness' resume. Monster Mythology, pg. 117, 125. -She doesn't make them vile, however. She just makes them...Unseelie. Not to worry, I got what you were saying & all. ;) Was mostly trying to provide another option w/ the whole vile stuff. |
| Lord Karsus06-26-07, 01:09 AM | Was mostly trying to provide another option w/ the whole vile stuff. -Yeah, that's why I added that "addendum". Vile isn't exactly Unseelie. Unseelie is, like, malicious and cruel, but in a jovial kind of way. Vile is just, well, evil. |
| Ghost006-26-07, 01:22 AM | hm, well, I don't have Monster Mythology. But I do get the point about the Unseelie court and all the deity suggestions, all good ideas. I'm actually kind of surprised after looking for something like this all day, that there isn't something more tangible out there. Although there are certainly evil fey out there, I'm surprised they haven't been more tapped into...being a type that are very versed in both magic and unique protective devices. They should still be, however, as you have all pointed out, considered in the world of "capricious" rather than "vile" types of evil, but i'm okay with that actually, even a "nymph gone crazy because there was a human who deigned to be unattracted to her" is something I am looking for. I suppose what I'm really looking for is a way to justify turning a fey from good (or neutral) into evil. Evil so that the characters don't feel bad giving in to one or two rounds of fighting (if they don't go permanently blind or struck down by lightning first :) |
| dfarnsworth06-26-07, 11:46 AM | Humans have dammed her river. |
| Alac Luin06-26-07, 03:24 PM | I suppose what I'm really looking for is a way to justify turning a fey from good (or neutral) into evil. Evil so that the characters don't feel bad giving in to one or two rounds of fighting (if they don't go permanently blind or struck down by lightning first :) Will of the gods would be the easiest explanation on why they turned evil. It really depends on if you want to use them as an entire campaign one adventure as a single encounter. For a single encounter, or a small portion of an adventure you really have no need to change their alignment. Adventuring parties tend to traverse some odd landscapes, and Fay have every right to defend their land from intruders. Another thing to remember, Fay are tied to magic and nature in ways beyond most normal creatures. Something corrupting either can warp a fey. Hence the suggestion of Talona corrupting an area affecting the Fey. In theory, a corrupt magic area may also affect Fey after a time. Just for inspiration/reference, here is a Fey I did for a different setting. It is based on a Pixie that has become warped by magical force. I know it's not perfect and there are a few typos, but I believe you can figure it out. Blackhead Small Fey Hit Dice: 1d6 (3 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 40 ft. (poor) Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12 Base Attack/Grapple: +0/–6 Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/x×3) Full Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3 Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, special arrows Special Qualities: Damage reduction 10/cold iron, permanent Deathwatch, low-light vision, spell resistance 15 Saves: Fort +0, Ref +6, Will +4 Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 Skills: Fort + , Ref + , Will + Feats: Dodge(B), Weapon Finesse Environment: Organization: Gang (2–4), band (6–11), or tribe (20–80) Challenge Rating: 4 Treasure: No coins; 50% goods; 50% items Alignment: Always Neutral Evil Advancement: 2–3 HD (Small)or by character class (typically sorcerer) Level Adjustment: +4 (+5 with Repulsion) Blackheads were once normal pixies that lived a peaceful life in their mountain field. A natural portal to the realm of the dead opened on the ley line that ran through their home. The energy from the gate changed these fay into something much different. Called Blackheads because of their penchant for wearing blackened skulls from owls or other small animals. Blackheads lost their permanent invisibility and their spell like abilities have changed. Blackhead sorcerers tend to pick spell from the Necromancy school. Deathwatch (Su): A blackhead can determine the condition of creatures near death within the 30 feet. As if under the effects of the Deathwatch spell. Spell-Like Abilities: 1/day- Alter Self, Black Tentacles, Cause Fear (DC 14), lesser confusion (DC 14), Death Knell (DC 15), Detect Thoughts (DC 15), Ray of Frost (DC 14). Caster level 8th. The save DCs are Charisma-based. One blackhead in ten can use Repulsion (caster level 8th) once per day. permanent Deathwatch Special Arrows (Ex): Blackheads sometimes employ arrows that deal no hit point damage but deal constitution damage. An opponent struck by this arrow must succeed on a DC 15 Fort save or suffer from 2 points of constitution damage. The save DC is Charisma-based and includes a +2 racial bonus. A blackhead character exchanges its 1 HD of fey for its first class level. Blackhead characters possess the following racial traits. — –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma. —Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. —A blackhead’s base land speed is 20 feet. It also has a fly speed of 60 feet (good). —Low-light vision. —Skills: Blackheads have a +2 racial bonus on Listen, Search, and Spot checks. —Racial Feats: A blackhead receives Dodge as a bonus feat. — +1 natural armor bonus. —Special Attacks (see above): Spell-like abilities. —Special Qualities (see above): Damage reduction 10/cold iron, deathwatch, spell resistance equal to 15 + class levels. —Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. —Favored Class: Sorcerer. —Level adjustment +4. |
| Ghost006-26-07, 05:06 PM | very cool Alac. I will consider all these :) |