| Post/Author/DateTime | Post |
|---|---|
| Talisman03-20-07, 01:51 PM | Corvuth Medium Fey (Shapechanger) Hit Dice 6d6+6 (27 hp) Initiative +4 Speed 30' AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 16 Base Attack/Grapple +3/+4 Attack/Full Attack Dagger +7 melee or ranged Damage Dagger 1d4+1/19-20 Space/Reach 5'/5' Special Attacks Eye strike, spell-like abilities Special Qualities Alternate form, DR 5/cold iron, evasion, mercurial nature, SR 16, uncanny dodge Saves Fort +3, Ref +9, Will +5 Abilities Str 12, Dex 18, Con 13, Int 14, Wis 11, Cha 17 Skills Appraise +8, Bluff +11, Disguise, +8, Gather Information +9, Hide +10, Intimidate +5, Knowledge (any 1) +8, Listen +8, Move Silently +10, Open Lock +10, Search +8, Spot +10, Tumble +10 Feats Alertness, Persuasive, Weapon Finesse Environment Any non-arctic land Organization Solitary, pair or murder (5-20) Challenge Rating 5? Treasure Standard Alignment Always chaotic; usually neutral Advancement By character class Level Adjustment +5? A handsome human man approaches. He has jet-black hair and dark eyes above a sharp nose, and his skin is weathered by wind and sun. he is clad in dark colors, with an impressive black cloak. Corvuth (singular and plural) are fey tricksters associated with crows and ravens. Known as crowkin and blackfeathered bandits, they are among the most whimsical of all the fey, considered untrustworthy even by other fey. They flit from Seelie to Unseelie Court as the mood takes them, and may help or hinder mortals, whatever seems the most entertaining at the time. On rare occasions a corvuth will plot some grandiose scheme, but few have the patience or concentration to maintain this for very long. They often walk among mortals, whom they consider fascinating and entertaining. A typical corvuth resembles a slender human, and is of roughly equal height and weight. In crow-form, a corvuth is indistinguishable from a normal crow except through magic. Corvuth speak Common, Elven and Sylvan, and can communicate with normal crows. Combat: Corvuth approach combat like they do everything else--as entertainment, and they rarely fight the same way twice. They may hurl themselves into the fray like berserkers, wield their spell-like abilities, dodge here and there seeking an opening, or flee in terror. This can be an extremely frustrating experience on the (admittedly rare) occasions when a corvuth has allies in the fight. If hard-pressed, a corvuth will usually assume crow-form and fly away, cawing racously the whole time. Alternate Form (Su): A corvuth can assume a form identical to a normal crow. Evasion (Ex): Whenever a corvuth is subject to an effect that allows a Reflex save for half damage, the corvuth takes no damage on a successful save. Eye-Strike (Ex): Whenever a corvuth succeeds at a critical hit with any melee attack, the victim must make a Fortitude save (DC 17) or be blinded permanently. The save DC is Dexterity-based. Mercurial Nature (Su): Corvuth are so changeable that they can sometimes evade alignment-based magical attacks. When a corvuth is affected by an aligment-based spell (such as holy smite), the corvuth may immediately make a Bluff check as a free action, opposed by the spellcaster's caster level check. If the corvuth wins, his alignment is considered identical to the descriptor of the spell; if the spellcaster wins, the corvuth's aligment is considered opposite. If the corvuth does not use this power, he is affected as per his actual alignment. For example, a chaotic neutral corvuth struck by holy smite would normally take half damage (save for one-quarter). The corvuth activates his mercurial nature and makes a Bluff check. If the corvuth wins, he is considered chaotic good for purposes of this spell only (and takes no damage). If he loses, he is considered chaotic evil (and takes full damage). Spell-like Abilities: At will--dancing lights, ghost sound, mage hand, prestidigitation; 3/day--color spray, grease, lesser confusion, minor image, shatter. Save DC 13 + spell level; the save DCs are Charisma-based. Uncanny Dodge (Ex): A corvuth never loses its Dexterity bonus to AC as a result of being caught flat-footed or when attacked by an invisible foe. |
| Domriso03-20-07, 04:38 PM | Very nice. I like its Mercurial Nature ability. These things would be incredibly dangerous rogues. |
| Knute03-20-07, 09:06 PM | I like it. Is it inspired by the crow creatures from the Dresden Files? What are the ability adjustments etc... for a player character? K |
| Dead_Weasel03-20-07, 09:36 PM | I'd change the Eye-Strike feature to apply only to attacks made with a weapon that can be used with Weapon Finesse, or a bite or claw attack; however that's personal taste. |
| Olly03-21-07, 09:19 AM | A handsome human man approaches. He has jet-black hair and dark eyes above a sharp nose, and his skin is weathered by wind and sun... Aw, sweet. Somebody statted Noel Fielding from The Mighty Boosh! :D http://img462.imageshack.us/img462/7821/nfielding23ue.jpg |
| Talisman03-21-07, 01:50 PM | I like it. Is it inspired by the crow creatures from the Dresden Files? Nope. Haven't read Dresden Files yet, but I'm about to. What are the ability adjustments etc... for a player character? Str +2, Dex +8, Con +2, Int +4, Cha +6. Basically, subtract 10 or 11 from the default stats to get racial ability mods. Aw, sweet. Somebody statted Noel Fielding from The Mighty Boosh! Perfect! |
| obrysii03-21-07, 04:46 PM | Nope. Haven't read Dresden Files yet, but I'm about to. I don't think it's in the Dresden Files books (excellent, by the way) but rather from the otherwise-poor television version (although the Crowmen are awesome in that, too). |