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Faierie

 (Fae)

 

"We take opportunities as they arise, take our joy with
the tears. Love today as though you will die tomorrow.
 Regret nothing, embrace your dreams and never look back."

Racial Character Modifications

 

Racial traits as following: -4 Constitution, -4 Strength, +4 Dex, +4 Wisdom, +6 Charisma

Medium: As Medium creatures, Fae have no special bonuses or penalties due to their size.

Base land speed is 35 feet

+2 racial bonus to Diplomacy and Bluff.

Racial Feats: A Fae has Combat Reflexes as a bonus feat. In addition, a Fae's natural curiosity and long life span gives an additional feat at first level.

Unearthly Grace: A Fae adds her Charisma modifier as a bonus to all saving throws and as a deflection bonus to her Armour Class.

Weaknesses: All Fae suffer from a weakness to metal, to touch a metallic item will burn them, from coinage (Coin has a hole in the middle to insert string for this reason) to weapons. Fae take an additional 50% extra damage from any weapon made of metal (Arrows included.) And as all Fae are elementally aligned to one particular element, they take 50% additional damage from their opposite element. (More information below.)

Death/Resurrection: As Faieries are Outsiders having originated on another world spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an Faierie. It takes a different magical effect, such as limited wish, wish or miracle to restore it to life.

Automatic Languages:  Ifa’umal (Fae Language), Common

Favoured Class: Sorcerer

Level Adjustment: +5

Faierie Types

Fire Fae -

Weaknesses: Take 50% additional damage from water and ice effects/spells.

Healing: Fire Fae heal when they are hit with fire effects/spells.

Fire Devotion: Once per day as a swift action, you can sheathe your body in flames. The fire will heal you, granting you regeneration 2 and you illuminate the nearby area as a torch would. While you are thus alight, each of your melee or ranged attacks deals 1 extra point of fire damage + 1 point for every three character levels you possess (maximum +7 at 18th level). This effect lasts for 1 minute. Any foe injured by this fire ignites and burns for an additional ld4 points of fire damage per round unless it succeeds on a Reflex save (DC 10 + 1/2 your character level + your Cha modifier). A burning creature can take a move action to automatically douse the flames.


Air Fae -

Weaknesses: Take 50% additional damage from Earth effects/spells.

Healing: Air Fae heal when they are hit with air/wind effects/spells.

Air Devotion: Once per day as a swift action, you can sheathe your body in wind. The mantle of air will heal you, granting regeneration 2 and a +1 natural bonus to AC. This bonus increases by 1 for every four character levels you possess (maximum +6 at 20th level). In addition, thrown and projectile weapons have an automatic 50% miss chance against you while the air mantle is active. This protection lasts for 1 minute.


Lightning Fae -

Weaknesses: Take 50% additional damage from Earth effects/spells.

Healing: Lightning Fae heal when they are hit with lightning or storm effect/spells.

Lightning Devotion: Once per day as a swift action, you can sheathe your body in lightning. The lightning will heal you, granting you regeneration 2 and while you are crackling with energy each of your melee or ranged attacks deals 1 extra point of shock damage + 1 point for every three character levels you possess (maximum +7 at 18th level) and has a 25% to stun on impact. This effect lasts for 1 minute.


Ice Fae -

Weaknesses: Take 50% additional damage from Fire effects/spells.

Healing: Ice Fae heal when they are hit with ice and cold effects/spells.

Cold Devotion: Once per day as a swift action, you can sheathe your body in ice The cold will heal you, granting regeneration 2 and any weapon that is not magical (At least +1) has a 25% chance of becoming brittle and shattering on impact. This chance increases to 50% when you attain 10th level and to 75% when you attain 15th level. At 20th level, any non magical weapon will shatter on impact while in this form. This form lasts 1 minute.

Water Fae -

Weaknesses: Take 50% additional damage from Fire effects/spells.

Healing: Water Fae heal when they are hit with ice and cold effects/spells.

Water Devotion: Once per day as a swift action, you can sheathe your body in water The water will heal you, granting regeneration 2 and will give you a slight distoration effect (25% miss chance because of concealment). The miss chance granted by this distoration effect increases to 50% when you attain 10th level and to 75% when you attain 15th level. At 20th level, you gain heavy fortification (immune to critical hits and sneak attack damage) while in this form.


Earth Fae -

Weaknesses: Take 50% additional damage from Air and wind effects/spells.

Healing: Earth Fae heal when they are hit with Earth and wood/stone effects/spells.

Earth Devotion: Once per day as a swift action, you can force your body to take on plant characteristics. Your skin becomes brown and barklike, your hair becomes leafy, and your blood oozes like sap. This effect lasts for 1 minute. While in this form, you heal, granting you regeneration 2 and your natural armor bonus increases by 2. In addition, you gain light fortification (25% chance to ignore extra damage from critical hits and sneak attacks). The resistance chance granted by this fortification effect increases to 50% when you attain 10th level and to 75% when you attain 15th level. At 20th level, you gain heavy fortification (im
mune to critical hits and sneak attack damage) while in this form.

Light Fae -

Weaknesses: Take 50% additional damage from negative energy effects/spells (Such as Harm).

Healing: Light Fae will heal an additional 25% from positive effects/spells (Such as Cure)
.

Light Devotion: Once per day as a swift action, you can surround yourself with an aura of Light that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies' natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. And while wrapped in light you have regeneration 2. These effect lasts for 1 minute.

Dark Fae -

Weaknesses: Take 50% additional damage from positive energy effects/spells (Such as Cure).

Healing: Light Fae will heal an additional from negative effects/spells (Such as Harm)
.

Dark Devotion: Once per day as a swift action, you can surround yourself with an aura of Darkness which allows you to heal, giving you regeneration 2 and allies within 30 feet damage reduction that can be overcome only by good-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies' natural and weapon attacks are evil-aligned for the purpose of overcoming damage reduction.

 

 

History, Personality

Practises and Basic Appearance

 

W.I.P

 

 

 

All Original names and references to the story they are from are Copyright of Nathanial Davidson.

  Picture is not my own, copyright Enayla.