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Tuesday, May 20, 2008

lladrones-RPG prestige class

Lladrones are rogues who have discovered the wealth that can be obtained from robbing the fey and capturing them to demand wishes to be granted. They are clever and tricky as those who's treasure they hunt for when one steals from beings as ancient as the fey one learns to bluff their way out of and into anything.
Most of the Lladrones are lone rogues, though the call of adventure is strong in their blood and so they will often work with others, or for the good of some great cause. Many Lladrones find however that their only true friends come from the fey, for these creatures love their roguish nature so as long as the Lladrones has not robbed them a fey will often enjoy the rogues company.

Alignment-Any
Hit dice-d6
Skill Points-8
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex), knowledge fey (int).

Requirements to become a Lladrones
Hide in Shadows +10, Move Silently +10, Knowledge Fey 4, must have stolen from a fey
Advance Attacks, Saving Throws as a rouge

Abilities
1 Sense Fey Door, +3 Knowledge Fey
2 Trap Sense +1
3 Sneak Attack +1d6, +3 to Bluff Sense Motive
4 Improved Uncanny dodge
5 Sneak Attack +2d6, Trap Sense +2
6 Rough Special ability
7 Sneak Attack +3d6, +3 Saving Throw to Charms and Illustions
8 Trap Sense +4
9 Sneak Attack +4d6, Special Ability
10 Detect Fey

Sense Fey Door
The Lladrones can use their knowledge fey ability to sense where a fey door is and what they need to do to open it. For example a Pisgies Fairy Mound might be magically sealed by an immovable rock. To move it one needs to place a hawthorn stick on it. The Lladrones could discover both these things on a DC 15 roll. To break into the court of a faery noble however might require DC 35 making this impossible for all but the greatest Lladrones.

Monday, May 19, 2008

Ameonna-Rain Fey for Fantasy Role Playing Games

The Ameonna is a female rain fey (spirit)that can be seen dancing within the rain. Beatiful and poetic in nature they are serine fey that appear as a very beautiful women, dressed in whispy cloths that don't seem to be effected by being wet, her hair on the other hand always appears rain soaked.
An Ameonna has some magic however, able to shape the rain into illusions, however they tend to simply enjoy the natural flow of the rain from the sky and the views of it as it touches the landscape. These gental creatures are not an opponent nor an ally for your fantasy RPG, rather they are something to use to add intrest to the game as they tell the PCs poems and the like.

Friday, May 16, 2008

Geancanach-Fairy for RPG

Geancanach

Known as the fireside fairy the geancanach are a form of wilderness sprit, loving the open grasslands and the rolling hills and the wild freedom of spring and summer days. And while they enjoy playing in the snow they do not like to be cold and so well adopt a house and a fireside in the winter time. During the summer months they are typically so far from the villages that on cold nights they opt to rest by campfires. Cattlemen and shepheards who tend their flocks on the plains well often see the Geancanach hiding near their fires.
Geancanach appear almost elven except their eyes are much to large for their small bodies as are their pointed ears. Their large wings act as parachutes slowing their fall and allowing them to hover in the air. Rather then actually flying or walking however the Geancanach blinks from place to place, rapidly moving and flashing along.

Size/Type: Tiny Fey
Hit Dice: 2d6
Initiative:+7
Speed: 48 ft
Armor class: 29 (+8 dex, +6 Blink, +5 Size)
Base Attack/Grapple: +15 (+8 Dex +6 blink)
Attack: Tiny Sword Rapid Strike 1d4
Full Attack: +15, +11, +8, +4, +0 (1d4)
Space Reach: nil
Special Attacks: Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision, Blink, Invisibility,
Saves:
Abilities: Str 2, Dex 26, Con 10, Int 11, Wis 12, Char 13
Skills: Hide+10 Move Silently+10 knowledge games 10 Handle Animal+5 Wilderness Lore+10 Music +10
Feats: (2 total)
Environment: Plains and rolling hills
Organization: Family Units of 3-5 adult couples and 1-3 children per adult couple.
Challenge Rating: 4
Treasure: Double Standard (hidden, never with them)
Alignment: Neutral Good
Advancement: As Level


Geancanach’s rarely engage in combat, preferring to flee rather then confront anyone and with their rapid ability to teleport they are practically impossible to force into a corner. However they have been known to engage in combat to protect their adopted winter homes and when they do this they are fearsome foes indeed. For although they are small their ability to teleport rapidly allows them to teleport with their sword already in their target, in this way they strike an opponent dozens of times a round with their sword before falling back to strike and weaken more with spells.
The Geancanach always enters combat by destroying the eyes of their opponent, they have to gauge where their opponent well be so they gain a reflex check to avoid for each eye to avoid being blinded (dc 15) Each failure causes them to be blind in one eye.
The Geancanach’s then strike rapidly with their swords across the targets body, armor and dexterity are little protection against their rapid movements. Once the opponent appears to be building enough understanding of the attack to fight the Geancanach simply teleports a distance away and Strikes its opponent with spells to annoy and hinder them enough to allow further strikes.

The Geancanach is able to blink as rapidly as a human might step, each blink can take them up to 5 feet, or in can transport them a very short distance.
This is how the make their attacks they blink rapidly around a target so that their sword appears in side the target repeatedly, although tiny the dozens of little stab wounds cause serious damage.
In addition to blinking the Geancanach is able to cast the following spells; at will-light, flare, invisibility, 3 times per day-Cure minor wound, calm animal, speak with animals, once per day they may also cast, entangle, chill metal.

Geancanach’s live in small family units with some 3 to 5 adult couples and another dozen or so children. They are in no way territorial, they however prefer not to be in crowded area’s so well nomadically move around to avoid having too many groups exist in an area.
In the winters when they live in peoples homes they remain hidden most of the time, however the children will often reveal themselves as a joke or simply out of clumsiness and so the stories about them often depict them as much more childlike then they really are.

Grants-Divination fairies for Fantasy Worlds

Grants
Appearing as small horses that walk on two legs rather then one Grants are friendly creatures that connect themselves to a village and take responsibility for the well being of the people who live their. Indeed it is unlikely that many of the villages could survive the dark creatures of the fantasy world without the aid of their grant. The exact way in which the grant lives is not well known, for they remain well hidden throughout the day.
Grants have the most increadable sense for approaching danger and are never surprised by it, indeed a few hours before any danger comes to the village they will run whip the animals into a frenzy causing the dogs to bark madly. This is their way of letting the villagers know that danger is coming, if the danger is very serious the grant may become visible or on very rare occasion write a message in the street.
There is no real way to attack a grant they are fast and able to teleport, and they can sense danger hours before it occurs so if someone would attack them the grant simply avoids that person so no attack ever occurs for this reason no one knows how powerful a grant actually is physically.
The grants are however one of the most powerful allies in the faeries war with the Divine for the grant provides people with direct assistance, causing them to be more likely to acknowledge the power of the fey.

Wednesday, May 14, 2008

Dundes Haunting Fairy for your RPG Game

Duendes

Hateful fairies that haunt the houses of mortals, they enjoy watching the destruction of a family and so well attach themselves to one and stalk it attacking it emotionally as much as physically. Although the Duendes could kill many people outright they prefer to feast on the building fear of a family and watch it begin to suffer mentally.
Unlike most fey the Duendes cannot change shape or form, they always appear as small women with almost fox like features and long cruel fingers. Unable to turn invisible they are never the less able to fade from site so that people can see right through them, and their ability to pass through walls and other solid objects allows them to stalk quickly around a house unseen to torment those within.
For those mortals who are cruel enough the Duendes can be a dark ally in the destruction of a particular family, but only if the mortal is willing to help commit horrid acts that well torment the family greatly.

Dundes

Size/Type: Small Fey
Hit Dice: 5d6
Initiative:+4
Speed: 12 ft
Armor class: 20 (+7 dex, +5 magical, +5 Concealment)
Base Attack/Grapple: +2
Attack: Claws
Full Attack: 1d4+5 +1d8 negative energy damage
Space Reach: nil
Special Attacks: Magic
Special Qualities: Damage Reduction 15/cold iron, low light vision,
Saves:
Abilities: Str 8, Dex 24, Con 9, Int 14, Wis 10, Char 11
Skills: Hide+14 Move Silently+14 Gather Info+10 Handle Animal+5 Wilderness Lore+10 Poetry +12
Feats: (2 total)
Environment: Human Houses
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Evil
Advancement: As Level

Dinnshenchas-Fairy defender for RPGs

Dinnshenchas

Originally cattle herders for the fairy courts the Dinnshenhas where also appointed by a kindly seelie fairy king as the guardians of women who have been greatly wronged or endangered.
Appearing as short rustic looking men wearing dirty flannel wool and leather suits they are sneaky little creatures, capable of hiding within the smallest shadows and stalking those who have wronged women for weeks at a time.
When not exacting revenge they sit in the highest mountains watching the magical cattle herds of the fairy lords. However they do this while hidden so all most well see are lone cattle, this way they can strike those who would steal from the shadows.
Natural poets they spend their time watching cattle breathing the mountain air and taking in the splendid views of the mountains. At times they may take a liking to those who are honest, who try to find the owners of the cattle or come to their defense, or who are also natural poets. Those who they like will receive aid, gifts, and the wonderful company of these fairies.

Dinnshenchas

Size/Type: Small Fey
Hit Dice: 6d6
Initiative:+6
Speed: 12 ft
Armor class: 20 (+6 dex, +4 magical)
Base Attack/Grapple: +4
Attack: Short Sword +4
Full Attack: +4 (1d6+4)
Space Reach: nil
Special Attacks: Druid Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision,
Saves:
Abilities: Str 10, Dex 23, Con 10, Int 14, Wis 14, Char 12
Skills: Hide+14 Move Silently+14 Gather Info+10 Handle Animal+5 Wilderness Lore+10 Poetry +12
Feats: (2 total)
Environment: High Mountains
Organization: Solitary, troops 3-12
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Good
Advancement: As Level

Dinnshenchas prefer to enter stalk and sneak up on opponents, they are able to hide in plain site so long as there are any shadows, and they sneak attack as a level 6 rouge. Dinnshenchas can also cast spells as a level 6 druid.

Using The Dinnshenchas in your Fantasy Role Playing Game.
It is all too rare that there are creatures like the Dinnshenchas in your Quests, a creature that is friendly, which helps defend the innocent. Why is it that demons and tyrents seem to have free reign in RPGs? I personally have found that having a conspericy of good creatures such as angles and fairies working with good mortals to counter act evil beings has helped to make the games all the more fun. The Dinnshenchas could be used in one of these or they could be working to build their own order to protect the innocent, or even the fairies cattle.
For lower level characters or those being introduced to the world of fairy it is advantagous to have them do something that well gain them allies and the good opinon of the fey, but won't make them lords right away, having them part of a society to protect cattle for the fey is one way to do this.

Tuesday, May 13, 2008

Neck-Fairy for d20 Fantasy Role Playing Games

The Neck

A powerful and dangerous fey, one of the greatest harpers in the universe they love music but consider most humans who play far beneath them. Despite the fact that they seem to always be in flux like the water falls and pools in which they live they are strangely seductive with their presence acting as a hypnotic trance because of the strange way in which they move.
Necks are normally solitary however they will occasionally meet to play music, or will on demand of powerful fairies play for a court, but only on very special occasions. For necks are not willing to play at just any occasion.
Mortals who approach necks are likely to be drowned or ignored depending on the mood of the neck. However at times the neck may be willing to teach a human to play harps much more quickly then any mortal could learn on their own. What the neck demands in return for such a lesson involves a long arduous quest, typically to raise the neck in the eyes of the local fairy court.
The lesson the neck teaches is very harsh, for the neck well grab hold of the humans hands and force them to play for 48 hours, none stop, faster and faster, at the end of this lesson the humans hands will be so bloody and raw that they will not be able to hold anything for a month.
However the Mortal will gain a +3 on all performance checks for using the harp.

Neck

Size/Type: Tiny Fey
Hit Dice: 11d6
Initiative:+2
Speed: 12 ft
Armor class: 24 (+6 dex, +4 magical, +4 hard to sense)
Base Attack/Grapple: +6
Attack: punch +6 1d3+2
Full Attack: +8, +3 1d3+2
Space Reach: nil
Special Attacks: Hypnotic Pattern, Bardic Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision, hypnotic pattern
Saves:
Abilities: Str 14, Dex 22, Con 10, Int 15, Wis 12, Char 20
Skills: Hide+11 Move Silently+21 Listen+10 Handle Animal+5 Swim+21 Knowledge Fey +14 Perform Harp +34
Feats: (2 total)
Environment: Water falls and pools of clean water.
Organization: Solitary
Challenge Rating: 5
Treasure: Standard (double magical)
Alignment: Neutral
Advancement: As Level
Level Adjustment:+10

Necks all come into being as level 11 bards, with a +10 to performance checks. For this reason they have all the abilities bards normally have.
Necks are also able to use quickened dimension door at will and will normally use this ability rather then engage in direct combat, they prefer to lure people to their deaths or drawn them while the mortals are helpless.
The necks ever moving body which warbles like the water in which they live acts as a hypnotic patter as if cast by a level 15 spell caster.