Svevenka

Smite's page

12 posts. Alias of Apocalypso.


Full Name

Smite! (Buttercup)

Race

Atomie

Classes/Levels

Ninja 1

Gender

Female

About Smite

Here is her Background. I was inspired by the first line about Atomies-- "Atomies perceive themselves as larger than they actually are."

Background:

Buttercup was born to a long line of valiant defenders of the noble fey, the Pixie and Nixie and Dryad Queens. For centuries they have served as scouts, border patrol, and personal guards to royalty.

But as the centuries advance, so does the unrestrained propagation of humans. "Humans, bah!" she often heard her father say, "what do they offer the world? Not beauty, certainly. Not magical talents. Just an unending ability to make more of themselves and their dull normalness." Every year the humans advanced, past the sacred trees of the dryads and the blessed rivers of the nixies. And every year the magic of the Twilight Grove was forced further back.

Buttercup's father would go the Solstice Toadstool Council and plead every year to be allowed to bring a troop of his finest Atomie warriors to defeat the Evil (Ruler of X). The council would pretend to consider his advice. But every year the festivities went on, and no plan was ever enacted.

One year Buttercup went to eavesdrop on the council meeting. What she heard there made the tips of her pointed ears burn. Once her noble father had left the Circle, she heard the noble fey laughing at him! Laughing at her valiant father! Belittling his size, and joking about how amusing it was to keep such earnest little play-warriors. They chortled heartily before returning to their games and fermented nectar.

Buttercup burned. She knew her father was right! Something had to be done about Evil X and her usurping of magic everywhere she went. But she couldn't bear to break her fathers heart, with the words the Council had shared after he was out of earshot. But what to do? If they wouldn't listen to him, they surely wouldn't listen to her.

Quickly she dashed off a note to her father, that she was off to seek battle experience, and hopefully allies against the Queen.

With her few possessions she set off in a random direction, hoping for a chance to prove herself in battle, and maybe find some help from some of the elves or gnomes that might remember their ties to the fey.

~~

Buttercup is extremely earnest for a fey. She thinks of herself as a mighty warrior, and will be insulted if you refer to her as a rogue. She calls her abilities "scouting." Smite, as she now calls herself, will never back down from a fight. She is a many time champion of fey tournaments in her age/size division. She will challenge anyone to a duel for any slight to her honor. (After the challenge is issued, she will frequently "reduce person" on them so the fight is more fair.)

She is extremely devoted to Desna and Freedom and dedicated to defending all fey. She will probably take ranks in Inquisitor. (That was my initial concept-- a tiny Inquisitor, full of bravado)

Initially, she is highly suspicious of humans, but if the party has some, she will probably soften to them once she learns humans are not all evil. She will be very well inclined towards gnomes and elves. She knows she has to get battle experience and allies before returning to defend her homeland, so she doesn't expect to go back anytime soon.

She is weak in the area of direct melee combat(although she would challenge anyone to a duel if they said that out loud), but very quick and stealthy and should compensate somewhat with sneak attack bonuses, and ability to hit with ranged weapons.

She will be an excellent scout and trapper. And potentially a face for the party.

I hope you like Buttercup's concept.

Here is the revised draft:

Revised Character Sheet:

Buttercup
Female Atom Ninja 1
CG Tiny Fey
Hero Points 1
Init +4; Senses Low-Light Vision; Perception +5
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Defense
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Defense 14, flat-footed 10. . (+4 Dex)
Armor DR: 0
Critical Defense: +4. . (+4 Dex)
Vig 8 (1d8) Wnd 20 (Threshold 10)
Fort +0, Ref +6, Will +1
DR 5/cold iron
--------------------
Offense
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Speed 20 ft., Flight (30 feet, Clumsy)
Melee Unarmed strike +1 (1-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Sneak Attack +1d6
Spell-Like Abilities Spell-Like Ability, Lesser (Invisibility) (1/day), Spell-Like Ability, Lesser (Reduce Person) (1/day), Spell-Like Ability, Lesser (Speak with Animals) (1
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Statistics
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Str 11, Dex 18, Con 10, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD 11
Feats Large Target
Traits Missionary (Sense Motive), Wealthy Dabbler (Dancing Lights, Detect Magic) (2/day)
Skills Acrobatics +8, Disable Device +10, Fly +4, Intimidate +8, Linguistics +4, Perception +5, Sense Motive +6, Sleight of Hand +8, Stealth +16
Languages Common, Sylvan
SQ Hero Points (1), Poison Use
Other Gear Thieves' tools, masterwork
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TRACKED RESOURCES
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Spell-Like Ability, Lesser (Invisibility) (1/day) (Sp) - 0/1
Spell-Like Ability, Lesser (Reduce Person) (1/day) (Sp) - 0/1
Spell-Like Ability, Lesser (Speak with Animals) (1/day) (Sp) - 0/1
Wealthy Dabbler (Dancing Lights, Detect Magic) (2/day) - 0/2
--------------------
Special Abilities
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Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Flight (30 feet, Clumsy) You can fly!
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Large Target +1 precision damage with sling for every size category foe is larger than you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Wealthy Dabbler (Dancing Lights, Detect Magic) (2/day) Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

Here is the Advanced Race Build that I used, attempting to stay as close to the original as possible. I came out with 12 RP-- slightly more than average, but still less than aasimar or regular drow.

Atomie Modified Build:

Fey (2 RP): A fey is a creature with supernatural abilities and connections to nature or to some other force or place. A fey race has the following features.
• Fey have the low-light vision racial trait.
• Fey breathe, eat, and sleep. Same As Written: 2 RP

Standard Skills (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score. As Written Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18 ?/ Adjusted:(+2 Dex, +2 Cha, -2 Str) 0 RP

Tiny (4 RP): Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type; Benefit: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy. Same As Written: 4 RP

Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members’ speed is never modified by armor or encumbrance.
Same As Written: -1 RP

Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a f ly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race’s f ly speed increases by +10 feet, and the maneuverability improves by one step. As Written(50’) 8RP / Adjusted 30’ 4 RP

Fey Damage Resistance (1.2 RP): Prerequisite: Fey type; Benefit: Members of this race gain DR 5/cold iron. ARG gives DR5 for 3RP
As Written (DR 2): 1.2 RP

Xenophobic (-1 RP) Originally spoke Sylvan only. Spent a point in linguistics to gain Common -1 RP

Spell-Like Ability, Lesser (Variable, see Special)(3 RP): Prerequisites: None; Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Speak with animals: As Written Constant ?RP, Modified to 1/day 1 RP
Dancing Lights: As Written- At Will, took with trait 0 RP
Reduce Person (DC 15): As Written- At Will, Modified to 1/day 1 RP
invisibility: As Written self only 3x/day, Modified to 1/day (and I took off 1 RP for self only restriction)1 RP
Shrink Item: As Written 1x day. Did not take now, feat later perhaps?

Character Sheet 1st Draft:

Her stats are at the original Hero Lab settings.
Str 6,
Dex 17,
Con 13,
Int 11,
Wis 14,
Cha 18

CG Diminutive Fey
Hero Points 1
Init +7; Senses Low-Light Vision; Perception +7
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Defense
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AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 7 (1d8+2d6+3)
Fort +1, Ref +8, Will +5
DR 2/cold iron
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Offense
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Speed 20 ft., Flight (50 feet, Good)
Melee Unarmed Strike +8 (--2/x2)
Space 1 ft.; Reach 0 ft.
Special Attacks Sneak Attack +1d6
Spell-Like Abilities Dancing Lights (At will), Invisibility (self only) (3/day), Reduce Person (At will), Shrink Item (1/day), Speak with Animals (Constant)
--------------------
Statistics
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Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18
Base Atk +1; CMB +0; CMD 8
Feats Improved Initiative, Large Target, Rogue Weapon Proficiencies, Weapon Finesse
Traits
Missionary Zealous in devotion to Desna and Freedom. +1 Sense Motive, becomes class skill.
Wealthy Dabbler (Disrupt Undead, Detect Magic) (2/day)
Skills Acrobatics +8, Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20 Modifiers Acrobatics (Jump) -4
Languages Common, Sylvan
SQ Hero Points (1), Trapfinding +1

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TRACKED RESOURCES
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Dancing Lights (At will) (Sp) - 0/0
Invisibility (self only) (3/day) (Sp) - 0/3
Reduce Person (At will) (Sp) - 0/0
Shrink Item (1/day) (Sp) - 0/1
Speak with Animals (Constant) (Sp) - 0/0
Wealthy Dabbler (Disrupt Undead, Detect Magic) (2/day) - 0/2
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Special Abilities
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Acrobatics (Jump) -4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Flight (50 feet, Good) You can fly!
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Large Target +1 precision dam with sling for every size category foe is larger than you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Missionary Zealous in devotion to Desna and Freedom. +1 Sense Motive, becomes class skill.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
Wealthy Dabbler (Disrupt Undead, Detect Magic) (2/day) Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

Original Atomie from the Bestiary:

This miniscule, green-skinned humanoid wields a needle-thin rapier. A pair of dragonfly wings holds the wee creature aloft.
ATOMIE CR 1
XP 400
CN Diminutive fey
Init +7; Senses low-light vision; Perception +7
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 9 (2d6+2)
Fort +1, Ref +6, Will +5
DR 2/cold iron
OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee rapier +8 (1d2-2/18-20)
Space 1 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +10)
Constant—speak with animals
At will—dancing lights, reduce person (DC 15)
3/day—invisibility (self only)
1/day—shrink item
STATISTICS
Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18
Base Atk +1; CMB +0; CMD 8
Feats Improved InitiativeB, Weapon Finesse
Skills Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20
Languages Common, Sylvan; speak with animals

ECOLOGY
Environment any temperate
Organization solitary, pair, gang (3-6), or band (7-14)
Treasure standard (rapier, other treasure)
Atomies perceive themselves as larger than they actually are. Like pups standing up to a full-grown cur, atomies never back down from aggression, and take tremendous pride in defeating and humiliating foes larger than themselves. Atomies find great pleasure in shoring up the odds in a fight against larger foes. They make use of their reduce person spell-like ability as an offensive measure, hoping to shock and humiliate humanoid opponents, giving them a chance to make a killing jab. Atomies employ their invisibility spell-like ability to get in close and make sneak attacks before darting back out of reach.
In lands thick with fey, atomies often serve as border sentries or bodyguards to nymphs, dryads, or other more powerful fey creatures. While atomies prove only passable in their ability to defend such creatures, other fey accept their fealty out of respect and perhaps with a bit of mirth as well. Atomies enjoy their time as honor guards, but often grow bored and leave their posts in search of adventure.
These nimble creatures adore swordplay and practice with their blades endlessly. Atomies often travel their lands seeking adventure tinged with mischief. Sensitive to bullying and oppression, atomies revel in turning the tables on a cruel mayor or tormenting dishonorable mercenary bands. Atomies, enamored with tales of epic duels and the defeat of great evils, sometimes follow adventuring parties and eavesdrop on their nightly tales by the campfire. If a warrior in the group tends to boast of his swordplay, an atomie rarely resists the urge to humble him by sabotaging his equipment or invisibly reducing him and challenging him to a duel.
Atomies get along well with grigs, and it is not uncommon to see the two types of creatures banding together for defense or companionship. Some sages claim the two creatures share a past link, pointing out their similar insectile wings. Anyone questioning an atomie or grig about this theory is greeted with bouts of shrill tiny laughter. An atomie stands just under a foot tall and weighs 2 pounds.

Thanks for your consideration. And please let me know of any adjustments you feel would make her a better fit for your campaign.