| Post/Author/DateTime | Post |
|---|---|
| Talisman04-14-06, 03:27 PM | Oaklyn Small Fey Hit Dice 8d6+32 (60 hp) Initiative +1 Speed 20' AC 18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17 Base Attack/Grapple +4/+7 Attack Slam +9 melee Full Attack 2 slams +9 melee Damage Slam 1d8+3 Space/Reach 5'/5' Special Attacks Spell-like abilities Special Qualities DR 5/cold iron and slashing, plant traits, powerful build, stability Saves Fort +8, Ref +7, Will +9 Abilities Str 16, Dex 12, Con 18, Int 11, Wis 17, Cha 13 Skills Concentration +10, Hide +12, Intimidate +12, Listen +13, Knowledge (nature) +8, Move Silently +9, Sense Motive +13, Spot +13 Feats Alertness, Great Fortitude, Stunning Fist (B), Weapon Focus (slam) Environment Oak forests Organization Solitary, pair or grove (3-10) Challenge Rating 5 Treasure Half standard Alignment Usually neutral good Advancement 9-13 HD (Small), 14-19 HD (Medium), 20-24 HD (Large) Level Adjustment +4 Something moves at the base of the oak tree, resolving itself into a gnome-sized creature apparently composed of gnarled wood. Tiny twigs form its hair, and its arms and legs resemble knotted oak branches. It regards you suspiciously with glittering black eyes. Oaklyn are fey guardians of oak trees. Unlike dryads, they are not bound to their trees, and suffer no penalties if their oak trees are destroyed (although this will send them into a towering rage). Rather, they are independant creatures that choose to protect trees that are especially well-regarded by the fey. Oaklyn are by turns suspicious and belligerant, and boisterous and happy. They regard axe-wielders and known woodcutters harshly, often threatening them away rather than risk harm to their precious oaks. Among themselves, other fey, and those few mortals they trust, oaklyn are as cheerful as can be, enjoying jokes, tales, physical competitions and much drinking of fey brews. Oaklyn stand about 4' tall and weigh 150 pounds. They speak Sylvan and Treant, and some exceptional individuals learn Common in order to better threaten passers-by. Combat: Unlike most fey, oaklyn relish physical combat, often verbally goading their opponents to provoke a fight. They fight with their tough, knotted fists, although one oaklyn in a thousand will find a magical weapon and decide to use it (oaklyn are proficient with all simple weapons). Against especially dangerous foes, such as spellcasters or individuals armed with cold iron weapons, they make liberal use of their Stunning Fist feat. When badly outnumbered, oaklyn prefer to make use of their spell-like abilities to even the playing field. Plant Traits (Ex): Although they are fey, the hard, knotted, woodlike bodies of oaklyn allow them to resist many effects they would otherwise be vulnerable to. They are immune to critical hits, sneak attacks, and stunning. Powerful Build (Ex): The surprising strength of oaklyn lets them function in many ways as if they were one size category larger. Whenever an oaklyn is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the oaklyn is treated as one size larger if doing so is advantageous to him. An oaklyn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An oaklyn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Spell-like Abilities: At will: magic stone (affects acorns); 1/day--entangle, spike growth, warp wood. Caster level 6th; save DC 11+spell level. The save DCs are Charisma-based. Stability (Ex): Oaklyn are exceptionally stable on their feet. An oaklyn receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground). So it turns out you can make fey that are decent melee combatants. All it takes is excellent stats, HD, natural armor and special abilities. PEACHes (and acorns) ho! |
| pileobone04-14-06, 03:51 PM | Exceptional Fey! Well balanced and well written, good stats good fluff....bravo! |
| Talisman04-14-06, 03:55 PM | :embarrass Thanks much! |
| Talisman04-19-06, 03:54 PM | Bump :confused: |
| CryoSilver04-19-06, 06:00 PM | Considered the Goad feat from Complete Adventurer? |
| Ryogo_Wilder04-19-06, 07:33 PM | Dang. That's a pretty neat little creature you got there. Balanced and spot-on for the CR. Maybe switch the skills around a little, and give some ranks in Bluff (or maybe Diplomacy), to make the goading even more effective. Or maybe I'm just silly. Either way, excellent work. |
| Gothenem04-19-06, 08:28 PM | I have to agree. Well Done! The only thing is the LA is a bit too high. I'd say a +4 is more accurate for LA. Possibly change the Alignment to Often Neutral Good instead of Usually. I can see quite a few becoming Neutral or Chaotic Neutral. |
| Lady Maedhros04-19-06, 11:41 PM | How many stuns per day? I assume two from the Hit Dice, but it might be better to give them more. It's kind of a useless ability as-is, JMO. Otherwise i really like them. They've got that perfect mix of comical and dangerous. "Look at the little ******-off tree gnomes! Hee hee, they're so cute - OW! MY SPINE!" |
| Talisman04-20-06, 04:36 PM | Considered the Goad feat from Complete Adventurer? No, since I don't have CA. Dang. That's a pretty neat little creature you got there. Balanced and spot-on for the CR. Maybe switch the skills around a little, and give some ranks in Bluff (or maybe Diplomacy), to make the goading even more effective. Or maybe I'm just silly. Either way, excellent work. Thanks much! I gave 'em 11 ranks in Intimidate to represent the "insulting and belligerant" aspect of their personalities. I can't see these guys as diplomats ("Hey! Get away from my tree 'fore I break your head!"), but maybe Bluff... I have to agree. Well Done! Thanks! The only thing is the LA is a bit too high. I'd say a +4 is more accurate for LA. Oops. You're right; I gave them +1 LA for powerful build and stability, which I shouldn't have. Edited. Possibly change the Alignment to Often Neutral Good instead of Usually. I can see quite a few becoming Neutral or Chaotic Neutral. Well, alignments are subject to house rules. Personally I see them as too much of guardians for more than a few to "go rogue" and become CN. Of course, as intelligent individuals, they can be whatever alignment they want. How many stuns per day? I assume two from the Hit Dice, but it might be better to give them more. It's kind of a useless ability as-is, JMO. Two is correct; should I give them a racial bump for more? I'm not sure I follow you; two stuns with a DC 17 Fort save is useless? I admit, this bonus feat was kind of an afterthought. |
| pileobone04-20-06, 05:22 PM | Nah, the stunning fist is fine. At 5'th level it's quite a nuisance I'm sure. |
| Gothenem04-20-06, 10:35 PM | To be honest, they would probably not get more than 2 off if they were a villian. As a character, 2 is fine. Leave the Stunning fist alone. |
| Talisman04-21-06, 10:29 AM | Thanks! I shall leave stunning fist... :rimshot: ...as it is. |