Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Way of the Samurai (PFRPG) PDF
***** by Endzeitgeist

Scions of Evil (PFRPG) PDF
***** by Endzeitgeist

Book of Friends and Foes: Assassins in the River Nations (PFRPG) PDF
***( )( ) by Endzeitgeist

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

   RSS Posts    RSS Reviews    RSS Wishlists
Hooded Man

Tio's page

Pathfinder Tales Subscriber. Pathfinder Society Member. 286 posts (529 including aliases). 1 review. No lists. 1 wishlist. 1 Pathfinder Society character. 2 aliases.


Search Posts
Search Tio's posts:
RSS Recent Posts
251 to 286 of 286 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge (Pathfinder Tales Subscriber)

Well I do hope I get to read it for the weekend :-D

Grand Lodge (Pathfinder Tales Subscriber)

Dragonmann wrote:

Glad to help...

toss out another concept, this was fun

we can do Manuals of Monsters and start our own company

I'll keep that in mind. Since I'm creating the adventure as I go, I'll likely need more monsters that suit my needs. And it is a lot of fun creating something specific.

Grand Lodge (Pathfinder Tales Subscriber)

sanwah68 wrote:

Tio said "Anyone speaking Fey can listen deliberately to the chatter to learn a bit of their story (Listen check, handle as Knowledge [religion]). This automatically makes them fail their saving throw of the round."

Just a little tweak, in the player's handbook list of languages there is no Fey language, so the language should probably be Sylvan.

Otherwise, I really love these little guys, I have been watching this thread and am really impressed as to how it all came together.

Thanks sanwah68, the language should be Sylvan. I'm not going to post the Black Faerie another time though just to change that little part of the entry. I'll update it if there are any other improvements I can make.

I really like how they turned out too, special thanks to Dragonmann for coming up with the cool special abilities and to Jeremy for the additional pointers.

Grand Lodge (Pathfinder Tales Subscriber)

Dragonmann wrote:

Well, that looks like a real solid CR 1 now, and I think it will be easier to run.

Might want to give them at least slings or tiny javelins or something

Small javellins sound pretty good. They start off by launching their javelins and follow up with fly-by attacks. I'll give it some consideration and update them.

If there are other suggestions for the LORE section, please don't hesitate.

Grand Lodge (Pathfinder Tales Subscriber)

Black Faerie CR 1
CE Small Undead [Augmented Fey]
Init +5; Senses darkvision 60 ft., undead traits, +1 turn resistance; Listen +1; Spot +5
Defence
AC
18, touch 15, flat-footed 13
(+5 dex, +2 natural, +1 size)
hp 13 (2d12)
Fort +1, Ref +8, Will +4
Offense
Spd
30 ft.; Fly 40 ft. (Good)
Melee bite +0 (1d4-2 plus poison)
Full Attack bite +0 (1d4-2 plus poison) and 2 claws -2 (1d3-2 plus poison)
Special Attacks rattling chatter; poison; miasma of the Black Faerie; flyby attack
Statistics
Abilities
Str 6 (12-6), Dex 20 (13+7), Con 0, Int 13 (11+2), Wis 12 (9+3), Cha 10 (8+2)
Base Atk +2; Grp -8
Feats Flyby Attack, Hover, Multi-attack
Skills Hide +5, Listen +1, Move Silently +5, Spot +5 (16 skill points)
Special Abilities
Poison
DC 12 Fortitude save or take 1d4-2 points of Wisdom damage (initial and secondary damage). 24 hours after being poisoned the character must make a Wisdom save DC 12 or hear the constant Rattling Chatter of the Black Faerie (see below) for 24 hours.

Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect.
1,2 - Stand still, covering ears
3,4 - Stand Still, screaming
5 - Stagger randomly, screaming and covering ears
6 - Attack self, clawing at ears - unarmed attack hits automatically

Anyone speaking Fey can listen deliberately to the chatter to learn a bit of their story (Listen check, handle as Knowledge [religion]). This automatically makes them fail their saving throw of the round.

Flyby Attack When flying, the Black Faerie can take a move action (including a dive) and another standard action at any point during the move. The Black Faerie cannot take a second move action during a round when it makes a flyby attack. A Fly-by attack by the Black Faerie also triggers the Miasma of the Black Faerie.

Miasma of the Black Faerie After a Fly-by attack from the Black Faerie the creature attacked is exposed to the cloud of blood it leaves in its wake. Where the blood touches the creature, it burns like acid. The creature must make a Reflex save DC 15 or be splashed with 1d4 Acid Damage and if splashed with the blood he must make a Fortitude save DC 14 or take 1 point of Constitution damage.

Hover When flying, the Black Faerie can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed.
If a Black Faerie begins its turn hovering, it can hover in place for the turn and take a full-round action.

Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty.

About the room, hither and yon, fly small little creatures, almost like diminutive humans. Their small wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Suddenly one takes wing towards you, in its wake glistens a trail of shining motes. You recoil as you realize they are small drops of blood reflecting the torch light.

Dark Faeries are Fey that were tricked or forced by their brethren to drink the blood of the Queen of Air and Darkness. Specially prepared by a high priest of the Queen, her blood causes a foul and painful transformation. Killing a Dark Faerie causes the consumed blood to gorge from the mouth and the transformation to be undone. Of course, the Fey will still be dead...

Knowledge (Religion)
DC 13
This creature is a Black Faerie, a creature who drank the blood of the Queen of Air and Darkness. This reveals all undead traits.

DC 18 The Black Faerie flies and can launch itself on a fly-by attack which also activates its miasma of blood trailing its flight. Besides the miasma which causes acid damage and affects the constitution of anyone hit, the bite and claws of the Black Faerie have a poison that pushes those affected a bit closer to madness.

The Black Faerie can communicate, but it chooses to attack anything that lives.

DC 23 The Black Faerie has a dangerous rattling chatter which is the continuous noise and song. The rattling chatter causes those affected to act as if maddened. The Black Faerie is also harder to turn then other undead.

DC 28 Black Faeries are creatures of the Queen of Air and Darkness. The Fey who drank her blood have succumbed to this foul existence. Their service to her last until true death leads them to their final resting place.

-----------------------------------------------------------------------

I've added the knowledge check results to it. I'm pretty satisfied by the result. A big thank you to ALL that have contributed to the Black Faerie. If I ever put out the Adventure Path I'm working on in PDF (freely available) I'll be sure to put each of you in the credits.

Grand Lodge (Pathfinder Tales Subscriber)

So perhaps we should just combine the Miasma effect with the Fly-by attack. That would definately simplify things in a tracking sense. Besides the normal attack the Black Faerie gets on the Fly-by the PC attacked would also have to save against the Miasma. I would say a Reflex save DC 15 or be splashed with 1d4 Acid Damage and 1 point of Constitution damage (with a Fort save DC 14 to not take the Con damage?).

How does that sound?

Grand Lodge (Pathfinder Tales Subscriber)

Dragonmann wrote:

Don't forget the Miasma ability lingers in the air for a round, cutting off mobility, and it also effects anyone they make a flyby attack on.

If you think they are a weak CR 2, and DR X/Cold Iron (lingering benefits of being a soul tortured fey)

Dragonmann, can you explain the Miasma ability a bit further? It is probably the only part of the Black Faerie that I don't quite understand completely. I definately like the idea behind it, but execution and the result is still a bit vague for me.

Wouldn't it be easier to have the Miasma effect be something of a area effect special ability with a Reflex save for half or no damage? This would take out the weeds growing thing and perhaps be a way for PCs to take acid damage and on failed save take the damage to either strength, dexterity or constitution (all three seems a bit odd to me). Cleaning it would be like neutralizing poison (to avoid secondary damage).

Grand Lodge (Pathfinder Tales Subscriber)

Jeremy Mac Donald wrote:

Also in the 'monster philosophy' department. Make sure to use these guys early on in your players career. Its abilities, strengths and weakness are such that it actually is not a significant danger, even in numbers, to a higher level party.

Essentially a 3rd level party is pretty likely to make thier DC 12 save. By this point even the mage has a high enough AC that a monster with actual penalties to hit and damage has really no chance of even phasing the players and the creatures benifit of high AC will no longer really be true. At 1st level hitting AC 18 is hard. By 3rd its probably fairly common.

Now there is nothing actually wrong with a monster that is an interesting challenge at 1st but not really a good challenge in numbers later but its worth keeping in mind when considering the monsters theme and place in the campaign because this creatures only purpose against a slightly higher level party is to show the players how totally cool they really are (watch us whack these undead bugs out of the sky!). That sort of thing can make the players happy if its done occasionally but the monster should generally be thought of as something they are really likely only to meet maybe once or twice at 1st and then not again.

Hence this nasty should be regulated to undead swamp locals or some other localized area where its easy to explain why the creature just showed up a couple of times when the players where low levels but were not prevalent later on.

Thanks for your comments Jeremy. I'll make them CR 1, better anyway since I wanted to use 5 of them against a 3rd level party. Also, this will be the only time the players will meet the critters as they are location specific monsters.

Grand Lodge (Pathfinder Tales Subscriber)

Jeremy Mac Donald wrote:
Hmm. There must be a Goul template in one of the books. Its not in the SRD. Can anyone point me to a Goul template? My gut feeling is that the template will say something to the effect that Fey can't be undead but I'd like to blatantly ignore that rule and see what I come up with if I make a Goul Brownie.

Gravetouched Ghoul (Template) can be found in Libris Mortis: The Book of the Dead page

Grand Lodge (Pathfinder Tales Subscriber)

Black Faery CR 2
CE Small Undead [Augmented Fey]
Init +5; Senses darkvision 60 ft., undead traits, +1 turn resistance; Listen +1; Spot +5
Defence
AC 18, touch 15, flat-footed 13
(+5 dex, +2 natural, +1 size)
hp 13 (2d12)
Fort +1, Ref +8, Will +4
Offense
Spd 30 ft.; Fly 40 ft. (Good)
Melee bite +0 (1d4-2 plus poison)
Full Attack bite +0 (1d4-2 plus poison) and 2 claws -2 (1d3-2 plus poison)
Special Attacks rattling chatter; poison; miasma of the Black Faerie; flyby attack
Statistics
Abilities Str 6 (12-6), Dex 20 (13+7), Con 0, Int 13 (11+2), Wis 12 (9+3), Cha 10 (8+2)
Base Atk +2; Grp -8
Feats Flyby Attack, Multi-attack
Skills Hide +5, Listen +1, Move Silently +5, Spot +5 (16 skill points)
Special Abilities
Poison DC 12 Fortitude save or take 1d4-2 points of Wisdom damage (initial and secondary damage). 24 hours after being poisoned the character must make a Wisdom save DC 12 or hear the constant Rattling Chatter of the Black Faery (see below) for 24 hours.

Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect. Any character within 50 ft must make a Will save each round until successfull. Once successfull, the character is immune to the rattling chatter for 24 hours.
1,2 - Stand still, covering ears
3,4 - Stand Still, screaming
5 - Stagger randomly, screaming and covering ears
6 - Attack self, clawing at ears - unarmed attack hits automatically

Anyone speaking Fey can listen deliberately to the chatter to learn a bit of their story (Listen check, handle as Knowledge [religion]). This automatically makes them fail their saving throw of the round.

Miasma of the Black Faerie Occupying the same square as the creature or entering a square it occupied in the previous turn exposes you to the cloud of blood it leaves in its wake. Where the blood touches the skin, it burns like acid, and odd thorny weed like growths immediately take root. On exposure 1d4 damage, and weeds start to grow, inflicting 1 point of damage to strength, dexterity, and constitution (avoid on Fort 12)
Removing the weeds is difficult; pulling them out is effective, but painful, inflicting 1 point of damage to the host, and one point to the person pulling (unless precautions are taken)

Flyby Attack When flying, the Black Faery can take a move action (including a dive) and another standard action at any point during the move. The Black Faery cannot take a second move action during a round when it makes a flyby attack.

Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty.

About the room, hither and yon, fly small creatures, almost like diminutive humans. Their small wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Suddenly one takes wing towards you, in its wake glistens a trail of shining motes. You recoil as you realize they are small drops of blood reflecting the torch light.

Dark Faeries are Fey that were tricked or forced by their brethen to drink the blood of the Queen of Air and Darkness. Specially prepared by a high priest of the Queen, her blood causes a foul and painful transformation. Killing a Dark Faerie causes the consumed blood to gorge from the mouth and the transformation to be undone. Of course, the Fey will still be dead...

Grand Lodge (Pathfinder Tales Subscriber)

Jeremy Mac Donald wrote:
Tio wrote:
Ungoded wrote:

At the risk of actually contributing to the thread...

Right now the creature has two types: Undead and Fey. It should just be Undead, or Undead (Augmented Fey)if you plan on making this into a template.

With the history of the Fey, I'm thinking it might be Undead (Augmented Fey), but I'm very open to suggestions regarding this. The Fey were already dead when they were raised, is the story so far. Anyone have a better suggestion?
I think what Ungoded is gently trying to tell you is that your monster does not conform to its type. First thing I noted was that it had a con score - undead don't have con scores.

Ah, now that is comments I can do something with. Like I said, this is the first time I'm trying to make a monster. Any pointers or errors you can give me are welcome.

Grand Lodge (Pathfinder Tales Subscriber)

Another question. Is the CR for the Black Faerie set rigth?

Grand Lodge (Pathfinder Tales Subscriber)

SRD wrote:

Hover [General]

Prerequisite
Fly speed.

Benefit
When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.

If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.

If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Those caught in the cloud must succeed on a Concentration check (DC 10 + ½ creature’s HD) to cast a spell.

Normal
Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

I'm guessing we may need the Hover feat anyway.

Grand Lodge (Pathfinder Tales Subscriber)

Black Faery CR 2
CE Tiny Undead [Augmented Fey]
Init +5; Senses darkvision 60 ft., undead traits, +1 turn resistance; Listen +1; Spot +5

Defence
AC 19, touch 15, flat-footed 14
(+5 dex, +2 natural, +2 size)
hp 13 (2d12)
Fort +1, Ref +8, Will +4

Offense
Spd 30 ft.; Fly 40 ft. (Good)
Melee bite +0 (1d4-2 plus poison)
Full Attack bite +0 (1d4-2 plus poison) and 2 claws -2 (1d3-2 plus poison)
Special Attacks rattling chatter; poison; miasma of the Black Faerie; flyby attack

Statistics
Abilities Str 6 (12-6), Dex 20 (13+7), Con 12 (10+2), Int 13 (11+2), Wis 12 (9+3), Cha 10 (8+2)
Base Atk +2; Grp -8
Feats Flyby Attack, Multi-attack
Skills Hide +5, Listen +1, Move Silently +5, Spot +5 (16 skill points)

Special Abilities
Poison DC 12 Fortitude save or take 1d4-2 points of Wisdom damage (initial and secondary damage). 24 hours after being poisoned the character must make a Wisdom save DC 12 or hear the constant Rattling Chatter of the Black Faery (see below) for 24 hours.

Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect. Any character within 50 ft must make a Will save each round until successfull. Once successfull, the character is immune to the rattling chatter for 24 hours.
1,2 - Stand still, covering ears
3,4 - Stand Still, screaming
5 - Stagger randomly, screaming and covering ears
6 - Attack self, clawing at ears - unarmed attack hits automatically

Anyone speaking Fey can listen deliberately to the chatter to learn a bit of their story (Listen check, handle as Knowledge [religion]). This automatically makes them fail their saving throw of the round.

Miasma of the Black Faerie Occupying the same square as the creature or entering a square it occupied in the previous turn exposes you to the cloud of blood it leaves in its wake. Where the blood touches the skin, it burns like acid, and odd thorny weed like growths immediately take root. On exposure 1d4 damage, and weeds start to grow, inflicting 1 point of damage to strength, dexterity, and constitution (avoid on Fort 12)
Removing the weeds is difficult; pulling them out is effective, but painful, inflicting 1 point of damage to the host, and one point to the person pulling (unless precautions are taken)

Flyby Attack When flying, the Black Faery can take a move action (including a dive) and another standard action at any point during the move. The Black Faery cannot take a second move action during a round when it makes a flyby attack.

Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty.

About the room, hither and yon, fly tiny little creatures, almost like diminutive humans. Their tiny wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Suddenly one takes wing towards you, in its wake glistens a trail of shining motes. You recoil as you realize they are tiny drops of blood reflecting the torch light.

Dark Faeries are Fey that were tricked or forced by their brethen to drink the blood of the Queen of Air and Darkness. Specially prepared by a high priest of the Queen, her blood causes a foul and painful transformation. Killing a Dark Faerie causes the consumed blood to gorge from the mouth and the transformation to be undone. Of course, the Fey will still be dead...

-------------------------------------

Can someone check if they are short a Feat now? Then I can adjust that also.

Grand Lodge (Pathfinder Tales Subscriber)

Ungoded wrote:

At the risk of actually contributing to the thread...

Right now the creature has two types: Undead and Fey. It should just be Undead, or Undead (Augmented Fey)if you plan on making this into a template.

With the history of the Fey, I'm thinking it might be Undead (Augmented Fey), but I'm very open to suggestions regarding this. The Fey were already dead when they were raised, is the story so far. Anyone have a better suggestion?

Grand Lodge (Pathfinder Tales Subscriber)

Dragonmann wrote:

E gads, did i do that...

Creepy

Yep you're to blame for this ugly critter. Please look at it for balance and correct use of rules etc. Is the CR 2 a good one for the Black Faerie?

Grand Lodge (Pathfinder Tales Subscriber)

Please start shooting it down so I can improve it.

Grand Lodge (Pathfinder Tales Subscriber)

Black Faery CR 2
CE Tiny Undead Fey
Init +5; Senses darkvision 60 ft., undead traits, +1 turn resistance; Listen +1; Spot +5
Defence
AC
19, touch 15, flat-footed 14
(+5 dex, +2 natural, +2 size)
hp 13 (2d12)
Fort +1, Ref +8, Will +4
Offense
Spd
30 ft.; Fly 60 ft. (Good)
Melee bite +0 (1d4-2 plus poison)
Full Attack bite +0 (1d4-2 plus poison) and 2 claws -2 (1d3-2 plus poison)
Special Attacks rattling chatter; poison; miasma of the Black Faerie; flyby attack
Statistics
Abilities
Str 6 (12-6), Dex 20 (13+7), Con 12 (10+2), Int 13 (11+2), Wis 12 (9+3), Cha 10 (8+2)
Base Atk +2; Grp -8
Feats Flyby Attack, Hover, Multi-attack
Skills Hide +5, Listen +1, Move Silently +5, Spot +5 (16 skill points)
Special Abilities
Poison
DC 12 Fortitude save or take 1d4-2 points of Wisdom damage (initial and secondary damage). 24 hours after being poisoned the character must make a Wisdom save DC 12 or hear the constant Rattling Chatter of the Black Faery (see below) for 24 hours.

Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect.
1,2 - Stand still, covering ears
3,4 - Stand Still, screaming
5 - Stagger randomly, screaming and covering ears
6 - Attack self, clawing at ears - unarmed attack hits automatically

Miasma of the Black Faerie Occupying the same square as the creature or entering a square it occupied in the previous turn exposes you to the cloud of blood it leaves in its wake. Where the blood touches the skin, it burns like acid, and odd thorny weed like growths immediately take root. On exposure 1d4 damage, and weeds start to grow, inflicting 1 point of damage to strength, dexterity, and constitution (avoid on Fort 12)
Removing the weeds is difficult; pulling them out is effective, but painful, inflicting 1 point of damage to the host, and one point to the person pulling (unless precautions are taken)

Flyby Attack When flying, the Black Faery can take a move action (including a dive) and another standard action at any point during the move. The Black Faery cannot take a second move action during a round when it makes a flyby attack.

Hover When flying, the Black Faery can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed.
If a Black Faery begins its turn hovering, it can hover in place for the turn and take a full-round action.

Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty.

About the room, hither and yon, fly tiny little creatures, almost like diminutive humans. Their tiny wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Suddenly one takes wing towards you, in its wake glistens a trail of shining motes. You recoil as you realize they are tiny drops of blood reflecting the torch light.

Grand Lodge (Pathfinder Tales Subscriber)

Good morning again everyone. I'm liking what I see. I'll try to come up with some stats today so we can work on the complete creature.

If someone else wants to put them up before or after me, I'm more then happy to see those. All I want is the best creature to freak my players out with. They have no idea what they are walking into. All they are after is the Quickling with the Queen's Phylactery (though for other reasons then the phylactery). They need the Quicklings blood for a magical item.

Grand Lodge (Pathfinder Tales Subscriber)

Dragonmann wrote:

Flight: Good maneuverability

Rattling Chatter: The continuous noise and song of these creatures is maddening. DC XX Will save or take random action. This is a minor confusion effect.

1,2 - Stand still, covering ears
3,4 - Stand Still, screaming
5 - Stagger randomly, screaming and covering ears
6 - Attack self, clawing at ears - unarmed attack his automatically

Miasma of the Black Faerie:
Occupying the same square as the creature, or entering a square it occupied in the previous turn exposes you to the cloud of blood it leaves in its wake. Where the blood touches the skin, it burns like acid, and odd thorny weed like growths immediately take root. On exposure 1d4 damage, and weeds start to grow, inflicting 1 point of damage to strength, dexterity, and constitution (avoid on Fort XX)

Removing the weeds is difficult, pulling them out is effective, but painful, inflicting 1 point of damage to the host, and one point to the person pulling (unless precautions are taken)

This is of course much better then what I came up with. I look forward to seeing the rest of the stats for the Black Faerie.

Grand Lodge (Pathfinder Tales Subscriber)

Special Attacks
Song of Discord: Five times per day a Dark Fey can utter a Song of Discord. The Song of Discord causes those within a 20 ft radius spread (range 60 ft) to turn on each other rather than attack their foes. Each affected creature attacks the nearest target that round. Will save DC 15 negates this effect. Any creature that has successfully saved against the Song of Discord will no longer be affected by the Song of that Dark Fey. For each failed saving throw the DC is raised by 1.

Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Tainted Blood: Taint

Grand Lodge (Pathfinder Tales Subscriber)

Dragonmann wrote:

Don't forget the diseased blood hanging in the air

How could I forget that bit of treasure.

Grand Lodge (Pathfinder Tales Subscriber)

Dragonmann wrote:

Back to the original critters...

Description,

About the room, hither and yon, fly tiny little creatures, almost like diminutive humans. Their tiny wings flap insesently, like those of a musquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colorless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises dischordant, the clacking of hardened wings, the jovial voisces of the damned.

Suddenly one takes wing towards you, in its wake glistens a trail of shining motes. You recoil as you realize they are tiny drops of blood reflecting the torch light.

That is one GREAT description Dragonmann! Very nice. Now for those stats :-)

Flying and some kind of sonic attack it seems.

Grand Lodge (Pathfinder Tales Subscriber)

Heathansson wrote:
And, what was the devastation that happened to the forest?

Not really sure about that. Suggestions would be welcome on it. I haven't gone into the background of the reason for their turning to the dark-side.

Probably the Queen stirred up trouble and sent the trouble the way of the Fey. Then she offered them her powers to stop the trouble, if only they gave in to the dark-side. Thus forsaking Titania...

Grand Lodge (Pathfinder Tales Subscriber)

Heathansson wrote:
Why did they go evil?

They felt betrayed by Titania (which of course was an evil plot by the Queen of Air and Darkness) and left her for the promise of power by the Queen. At the time, it was the only way to survive the onslaught of the forest outside their home. After that there was no turning back...

Grand Lodge (Pathfinder Tales Subscriber)

Just to add the following. There are 4-5 PCs in the party that will go up against 4 or 5 of these things.

I don't really care if they are based on Ghouls, all I really need is them to be recognizable as former fey (that went evil).

/going out to dinner now, I'll be back to answer more questions after that. And my wife baked some GREAT brownies for her birthday today. They were really yummy!

Grand Lodge (Pathfinder Tales Subscriber)

Moff Rimmer wrote:
I guess that before I start, I would like to know what it is that you want this undead to be able to do. Creating a ghoul brownie is easy. How do you envision this creature?

I'd like it to be an intelligent malignant creature, full of hate for the world. Since they are controlled by the wearer of the Philactery (a Quickling), they vent their anger at whomever enters their crypt.

So I'd like the creature to be able to be versatile, concious of his history and former abilities and perhaps be able to use some corrupted forms of those former powers. I'm thinking spell-like abilities like protection from good, dimension door and darkness

I hope that explains things a bit. If not, don't hesitate to ask more questions.

Grand Lodge (Pathfinder Tales Subscriber)

Hi there and thank you for reading this thread. I've come back to DND after a long hiatus and started up playing again with my old PCs. I've begun to DM an adventure (path) and I am working on the next part of the adventure. For this next part I am in need of a specific monster that doesn't really exist yet. I need YOUR help in statting this monster.

Now what do I want from the monster?

I'm looking to make an undead small fey.

You'll be needing some background on the story to understand that. Am I right?

Okay then. Centuries ago these fey creatures turned their worship from Titania to the Queen of Air and Darkness. Underground they created a new temple and in the end they died. With their corruption came some wicked powers. The final fey left standing created the Queen's Phylactery.

Spoiler:
THE QUEEN’S PHYLACTERY
Strong Necromancy; CL 13th;
Feat: Craft Wonderous Item
Components: worth 5.500 gc and 220 xp
Spells: Control Undead
Price: 11000 gp
Weight: .1 lb.

The Queen’s Phylactery was created by the last priest of the Queen left standing in the monastery. He used a Create Undead spell to Ghouls out of his former companions. Before casting the spell he created the phylactery to control the Ghouls at will (as per Control Undead spell). Since the Ghouls cannot leave the Crypt the small phylactery only works within the confines of the fallen monastery of Titania. The wearer of the phylactery must be evil or take 2d6 points of damage per turn wearing it.

Continuous: spell level (7) x caster level (13) x 2000 gp = 182000

Modified by space limitation: reduce by 90%
Modified by alignment restriction: reduce by 25%
Modified by limiting the spell: reduce by 20%

Then he cast Create Undead which went awry and created the new monster from his former companions. These monsters are only active within the temple complex and can be controlled by the Queen's Phylactery

Now I've been looking to combining a Brownie with a Ghoul, but I'm hitting a proverbial brick wall. I've never created a new monster before and it seems I'm going to need a bit of help. So please show me your version of what you would make of this. I'd like the monster to be no higher then CR 2 (maximum really really 3 if you have to go there).

Grand Lodge (Pathfinder Tales Subscriber)

Cosmo wrote:


Your order should arrive between two to six weeks from the date it was shipped, 6/29, or three weeks ago.

Thanks,
cos

So it should arrive within three weeks now. Okay I'll be holding my breath until then.

Thank you for the quick response Cos,

Tio

Grand Lodge (Pathfinder Tales Subscriber)

Dear Paizo,
My order history tells me both D0 and D1 have been shipped to me in June. Living in the Netherlands I expect things to be a bit slower. I however haven't received my package so far.

How long should I be waiting for my package?

Thanks,

Tio, aka
Eltjo Veentjer

Grand Lodge (Pathfinder Tales Subscriber)

Thanks Vic for the answer. It's not June yet, so who knows if you'll have come up with a solution for it by then :-)

Grand Lodge (Pathfinder Tales Subscriber)

Dear Customer Service,

I live in the Netherlands and thus shipping is expensive for me. I've just ordered:
- GameMastery Module D0: Hollow's Last Hope (OGL) Print Edition
- GameMastery Module D1: Crown of the Kobold King (OGL)

I'd like to have my order (Order #742573) shipped together with the first Pathfinder. Could Paizo please tell me if that's possible?

Thanks for the response!

Kind Regards,

Eltjo Veentjer

Grand Lodge (Pathfinder Tales Subscriber)

Ah, I just rechecked it and you are correct. The second one was a credit to my account.

Thanks for the quick reply.

Grand Lodge (Pathfinder Tales Subscriber)

Greetings,

I've signed up for the Pathfinder Charter Subscription and I've just received my VISA receipt. Unfortunately I noticed that the above order was deducted twice from my cardnumber.

The first time was done on April 21st and the second on April 25th. Could this please be looked into?

If you need further information, please ask me.

PS: this was my first order from Paizo :-(

Grand Lodge (Pathfinder Tales Subscriber)

Lord Zeb wrote:
Do I have to wait until August to see my free PG for subscribing?

Yes, it will only be available in August. But it will only be free if you are a Charter Subscriber as I understand it.

Grand Lodge (Pathfinder Tales Subscriber)

Its excluding Shipping ($4 in US and $5 International).

I've just signed up for the Pathfinder! I'm very excited about being able to run a complete adventure path like this. Now I hope my players will feel the same.

/goes off to make sure his current campaign will be done by September

251 to 286 of 286 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.