Darque Folk [Archive] - Wizards Community

Post/Author/DateTimePost
Vito del Valle

08-22-05, 02:05 PM
Darque Folk: CR 10; Type Medium-Size Fey; HD 7d6+7; hp 32; Init +7; Spd 40 ft.; AC 17 (+4 natural, +3 Dex), touch 17, flat-footed 13; Base Atk +3; Grap +5; Atk +8 melee darque saber (2d8+2); Full Atk; SA darque touch, spell-like abilities; SQ DR 10/magic, SR 10, dark vision 60ft., low-light vision, turn to shadow, shadow transport; AL N; SV Fort +3, Ref +8, Will +6; Str 14, Dex 17, Con 12, Int 15, Wis 13, Cha 17.
Skills: Concentration +11, Hide +15, Listen +13, Move Silently +15, Search +12, Spellcraft +12, Spot +13, Use Magic Device +13. *While in shadow form darque folk get +4 racial bonus to Hide while hiding in shadows and +4 to Move Silently.
Feats: Alertness, Improved Initiative, Stealthy.
Darque Touch (Su): On a successful touch attack, a darque folk’s touch causes it’s victim to become blinded in darkness for the number of rounds equal to the darque folk total HD. The victim takes –2 to AC, losses Dex bonus to AC, moves at half speed, -4 o on Search checks and Dex and Str skill checks. All actions involving sight automatically fail. All opponents are considered to have total concealment with 50% miss chance. Save DC is 10 + Cha mod.
Turn To Shadow (Su): At will, darque folk can turn into a shadow of themselves. While in shadow form, the folk become immune to melee and ranged attacks, although they can be the targets of spells. Spells that act through touch attacks are not effective on darque folk. Darque folk cannot make physical attacks while in shadow form but they can cast spells except those needing a touch attack. Darque folk can stay in shadow form as long as they will it.
Shadow Transport (Su): While in shadow form, darque folk have the supernatural ability to travel through shadows. Darque folk can enter any shadow and pass any distance to another shadow in a single round, regardless of the distance separating the two. The destination need not be familiar, if the location is uncertain one only needs to designate direction and distance and they appear as close as possible to the desired location.
Spell-like abilities: At will- detect magic, scrying, telekinesis, true seeing. Caster level 7th.
Clothing & Equipment: black leather outfit, backpack (three potions of cure serious wounds, wand of magic missile with 10 charges, 2 meals of bread and cheese, wineskin, tindertwig, empty sack).
Weapons & Ammunition: +3 darque saber (2d8, 19-20/x2, 1 lbs., magical energy).

Darque folk inhabit The Darque Forest in the land of Ru. They are fey that were created by the ancient magic of The Darque Forest. In their natural appearance, they are beautiful but frail looking creatures that reach up to five feet in height. Their waif look does not portray their strength and dexterity. They have a black mane of hair that flows from their heads in swirls of shadow. Their sparkling skin is a dark lavender and at times decorated with finely detailed tattoos. Darque folk have big wide eyes that are usually blue or green and large pointy ears that they like to decorate with rings and feathers.
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This is a fey that I created specifically for my campaign...
any suggestions or comments would be appreciated.

And yeah the darque saber is really a beam sword from d20 future...