New Race: Fetch


Homebrew and House Rules

Silver Crusade

Now this is being built specifically for the campaign setting I'm designing. I used the Advanced Race Guide to make it, and based on some of the old Fey legends.

Here is the Fetch

Fetch (humanoid, half-construct, fey): Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place.

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch generally lives it's life in solitude once it's human parents pass on. A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection. Those that know about the Fetch often wonder if they even have souls as they cannot be resurrected by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)
Half Construct Traits
Low Light Vision (residual fey magic)
Med Size
Normal Spd
+2 Int, +2 Dex, -2 Wis, -4 Con (While intelligent and quick on their feet a Fetch lacks understanding of a great many things, and are actually quite fragile given the nature of their construction.)
Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin
Elemental Vulnerability: Fire
Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)
Shadow Caster (result of the residual fey magic coursing through them)

Lantern Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Gretchen, stop trying to make 'fetch' happen.

...Now thats out of the way. I really enjoy the flavor of this, I'm a sucker for they fey, I wish it was explored more in PF than it is. I was kinda let down by Fey Revisted...

I like this concept a lot, and i wonder where some of your inspiration comes from. I have a few questions- What does a fetch look like as an adult? I'm picturing a scarecrow of sorts- is that correct? Do Fetch only appear to human families or can dwarves and the like be given a fetch?

Im less than thrilled with the ability scores, you come out with a -2 which fairly terrible for a race that someone might actually want to play, thats a huge reason to not want to pick it up. I like the idea of them being fragile but i can't help feel that they have straw for brains... and if they yearn for a divine connection i definately wouldn't give them a penalty to wisdom but would instead make it a bonus. Based off the fluff, I would probably rewrite them to be something like "+2 Dex, +2 Wis, -2 Int" (This way you come out with a net +2 bonus, which is fairly stanard)

Fetch sounds a little too much like 'Fetchling', other than that, very cool.


I am reminded heavily of Changling: The Lost by this.

Looks good to me, however I agree quite a bit with R.D. above me- as this race is currently written I doubt anyone would play it. Maybe give your hand at a quick tweaking?

Silver Crusade

Revenantdog wrote:

Gretchen, stop trying to make 'fetch' happen.

...Now thats out of the way. I really enjoy the flavor of this, I'm a sucker for they fey, I wish it was explored more in PF than it is. I was kinda let down by Fey Revisted...

I like this concept a lot, and i wonder where some of your inspiration comes from. I have a few questions- What does a fetch look like as an adult? I'm picturing a scarecrow of sorts- is that correct? Do Fetch only appear to human families or can dwarves and the like be given a fetch?

Im less than thrilled with the ability scores, you come out with a -2 which fairly terrible for a race that someone might actually want to play, thats a huge reason to not want to pick it up. I like the idea of them being fragile but i can't help feel that they have straw for brains... and if they yearn for a divine connection i definately wouldn't give them a penalty to wisdom but would instead make it a bonus. Based off the fluff, I would probably rewrite them to be something like "+2 Dex, +2 Wis, -2 Int" (This way you come out with a net +2 bonus, which is fairly stanard)

Fetch sounds a little too much like 'Fetchling', other than that, very cool.

Actually a fetch was an enchanted piece of wood, also called a stock, that Fey might leave behind when they took a baby in traditional European Fey mythology, I've also heard of them being made like the race I decided to build. (of straw, rage and mud)

Stat wise you might be right. I've kinda new at the whole race creating thing, but the Fetch is one that was actually pretty easy. In the campaign world I'm designing the Fey are largely as they are here on Earth. Neither wholly good or wholly evil. Each court certainly LEANS in a direction and tends toward certain things, but both are capricious at the best of times. (Plus the Queens of each court are Goddesses that created their own moral races but that's another story *evil grin*)

Fetchlings don't exist in my Campaign setting so I didn't feel too badly about using the traditional name of the creature.

As an adult, under their skin they'd probably look like some strange scarecrow like thing, which is why they don't take their skin off.

Silver Crusade

Fetch V.2

Here's an update

NEW RACE: FETCH

Fetch (humanoid, half-construct, fey): Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place.

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch generally lives it's life in solitude once it's human parents pass on. A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection. Those that know about the Fetch often wonder if they even have souls as they cannot be resurrected by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Half Construct Traits
Low Light Vision (residual fey magic)
Med Size
Normal Spd
-2 Int, +2 Dex, +2 Wis, -4 Con (While quick on their feet and seeking their place with the divine the Fetch lacks understanding of a great many things, and are actually quite fragile given the nature of their construction.)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Elemental Vulnerability: Fire (made of straw under the skin)

Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)

Shadow Caster (result of the residual fey magic coursing through
them)
Special: Falling Damage Lessened: Due to being made of straw, and light weight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6)

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Oracles, Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unnknown status of whether or not they have souls)

Lantern Lodge

Pathfinder Adventure Path Subscriber

i still really enjoy this, i like the idea of a scarecrow-like race. However, I still am less than thrilled with the -4 to Con, Thats a huge hit to HP and Fort Saves. I totally understand you want to show that they have an innate weakness based on what they are made of but you;ve already given them a fire vulnerability, which in my oppinion, is a big enough weakness, seeing as how fire is the most common energy type that offensive spells will be dealing, a Fetch already is suffering for his construction and the -4 con penalty seems fairly stiff.

I also enjoy the class restrictions on the divine, but i might lift the restriction off of Oracle, I've always seen the Oracle as being mysteriously divine, but not directly blessed by a god.

I really like the reduction to falling damage, that's a fun ability.

Silver Crusade

Revenantdog wrote:

i still really enjoy this, i like the idea of a scarecrow-like race. However, I still am less than thrilled with the -4 to Con, Thats a huge hit to HP and Fort Saves. I totally understand you want to show that they have an innate weakness based on what they are made of but you;ve already given them a fire vulnerability, which in my oppinion, is a big enough weakness, seeing as how fire is the most common energy type that offensive spells will be dealing, a Fetch already is suffering for his construction and the -4 con penalty seems fairly stiff.

I also enjoy the class restrictions on the divine, but i might lift the restriction off of Oracle, I've always seen the Oracle as being mysteriously divine, but not directly blessed by a god.

I really like the reduction to falling damage, that's a fun ability.

The -4 Con thing was supposed to be reflective of what they were made out of, and to try and stop a certain player type from saying that they should have DR/anything because of their half-construct like nature. (I used half-construct because on the outside they do have skin and look squishy + the half isn't as powerful as the full and that's what I was trying to reflect :) )

The vulnerability is a pretty major hit, I'll admit that, especially at lower levels. Energy Resistance only goes so far at low levels, but at higher a Fetch caster, or a friend could case Elemental Immunity on them (which negates that weakness. I know that's a high level thing, I just can't thinking about it sometimes heh)

I could see reducing the Con penalty, maybe even removing it. With my lack of experience with developing mechanics on my own I might be overcompensating a bit. (plus I'm not terribly confident in myself at this point lol)

I'll think about lifting the Oracle restriction. In Pathfinder it shows them being connected to the gods, that's why I had restricted it at first, but I could set them up differently in my campaign setting....something to think about. Thanks for the idea.

Silver Crusade

Okay V.3 Made some more changes. I think I'm liking how this is turning out. I just need to make sure that it's balanced and not "OMG I must play this for uber leetness!"

I really just want the new races I'm working on to be cool and fit the setting, as well as be worth fantasy races.

NEW RACE: FETCH

Fetch (humanoid, half-construct, fey): Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place.

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch generally lives it's life in solitude once it's human parents pass on. A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey. Those that know about the Fetch often wonder if they even have souls as they cannot be resurrected by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily
mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags. Note: True Fey recognize a Fetch on sight, through any disguise due to their connection to Fey magic.

Half Construct Traits
Low Light Vision (residual fey magic)
Med Size
Normal Spd

-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch lacks understanding of a great many things.)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)

Elemental Vulnerability: Fire (made of straw under the skin)

Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)

Shadow Caster (result of the residual fey magic coursing through them) – (Maybe Create Water 1/day instead? Given the whole plant connection?)

Special: Falling Damage Lessened: Due to being made of straw, and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.

Special: Flammable: When struck by a spell with the fire desriptor a Fetch must make a Ref save DC 15 Ref save or be set ablaze, additionally once set ablaze the Fetch must succeed at at DC 15 Will save vs fear to avoid panicing. (duh their afraid of fire)

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls) (Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years

RPG Superstar 2012 Top 32

3.0 is a much better update. -4 Con was crippling. Basically dropping the PC's HD by 2 dice (d10 to d6, d8 to d4, and d6 to d2!!!!)

Glad you fixed it because this is a really interesting race. :-)

Silver Crusade

SmiloDan wrote:

3.0 is a much better update. -4 Con was crippling. Basically dropping the PC's HD by 2 dice (d10 to d6, d8 to d4, and d6 to d2!!!!)

Glad you fixed it because this is a really interesting race. :-)

Thank you. :)

I have some other race ideas but this is the first one I really put to paper so I really had no idea how far was too far on certain things.

The one thing I'm divided on is the Shadow Magic vs. Create Water or some similar ability. I think the nature magic is really more fitting than the bonus to illusions (especially given one of the other ideas that I have for a race connected to the Fey) I'm just not quite sure how to handle it for certain. (I didn't want to give an automatic out on the fire thing, and I still don't but I'm not sure if there's a good naturey type spell that would fit. Any suggestions?)

Oh one addendum to the above version. Because I have players that would try to argue the point. Having an energy immunity spell cast on you does not make you immune to the fear effect of catching fire. (At least that's my thought on the matter. It's a racial thing, if someone used remove fear that would totally do it, or gave the PC a boost vs fear. But the fear is there and is real)

Lantern Lodge

Pathfinder Adventure Path Subscriber
Captain Emberwrath wrote:
Special: Flammable: When struck by a spell with the fire desriptor a Fetch must make a Ref save DC 15 Ref save or be set ablaze, additionally once set ablaze the Fetch must succeed at at DC 15 Will save vs fear to avoid panicing. (duh their afraid of fire)

Alright, this is really shaping up and becoming very interesting. But there are some things that certainly can be a little tighter.

The flammable trait is kind of killer and a few choices need to be made concerning it.

The Fetch is A. Flammable and B. Afraid of Fire. There are a lot of options open to you mechanically but I'm afraid if you keep some of the language as is, you'll be making the race a less desirable choice.

Now, to express the Fetch's flammability you have two pretty good options as I see it they could either A. Take more damage from fire attacks (Either they catch fire and need to make a reflex save to avoid it when hit by attacks OR they could simply take an extra d6 fire damage whenever they are struck by fire spells. I would suggest the extra damage route, it'll be easier for your players to remember and you wouldn't have to figure out the appropriate reflex save for each source of fire damage. A DC 15 one size fits all check is kind of bland. Think of it this way, a fireball hits a wizard, he's wearing simple cotton robes, but mechanically he isn't going to catch fire. I like that the Fetch have an elemental weakness, its really fun, but sometimes simpler is better, especially for players.

In the fluff of the Fetch i would add something about how all Fetch are incredibly and sometimes incorrectly so, incredibly afraid of fire. Like how my girlfriend feels about spiders, all Fetch feel about Fire. They can't help it and it always freaks them silly. The problem i see in the current languange is that they go from getting hit with fire to panicked. Panicked is a pretty terrible status effect to be saddled with every time you get hit by fire spells. A more fair way to handle this would be something like "When a Fetch is dealt damage by fire they must make a Will save where the DC is the amount of fire damage dealt to the Fetch, if the Fetch fails, it is Shaken for one round. If the Fetch were to be damaged by fire and fail another will save while shaken it becomes frightened for 2d6 rounds." Something like that, you dont want to jump so quickly to panicked, and you want the chance of becoming scared to scale with the damage dealt.

And lastly- Create Water, Eh Snooze. I would suggest something a little more thematic, like a Fetch can cast something like Entangle or Goodberry once per day as a spell like ability.

Lantern Lodge

Pathfinder Adventure Path Subscriber

What if Fetch replaced their saggy skin with burlap??? I'm sorry, but I'm really into this as a scarecrow-like race.

Silver Crusade

Revenantdog wrote:
What if Fetch replaced their saggy skin with burlap??? I'm sorry, but I'm really into this as a scarecrow-like race.

Oh I totally understand. I was originally going to have their human guise be a glamour effect, but if it was an illusion it could be pierced so easily that it would kind of be pointless. The "skin" was a conceit so that the human parents wouldn't know that the child they were raising wasn't theirs, but was the Fetch growing up.

hmmmmm I'm certainly open to suggestions on that. I do want to keep the Fey magic flavor (being left in exchange for a human baby), and that the True Fey know them on sight even when they're disguised.

I'm just not sure how to go about it and keep it as interesting as I can.

Silver Crusade

1 person marked this as a favorite.

Fetch V.4

I took some of the suggestions, leaving the skin because I really think that's a key component of how they try to "blend in" since a glamour would be too easy to see through. Granted a Knowledge: Arcana might out one, but your average farmer isn't going to have that. Not even your average villager really.

NEW RACE: FETCH

Fetch (humanoid, half-construct, fey): Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place.

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch generally lives it's life in solitude once it's human parents pass on. A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though the Fey tend not to care much anyway, some are intrigued by a Fetch that has managed to live long enough to become an adventurer.)

Half Construct Traits
Low Light Vision (residual fey magic)
Med Size
Normal Spd
-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch lacks understanding of a great many things.)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)

Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)

Good Berry 1/day

Elemental Vulnerability: Fire

Special: Falling Damage Lessened: Due to being made of straw, and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.

Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)

Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every round starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked.

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls) (Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Lantern Lodge

Pathfinder Adventure Path Subscriber

Excellent. Imma save this for a rainy day

Silver Crusade

Very cool! :) So you think it works pretty well then?


Very nice race (the V.4). I love the idea and the flavor (lemme guess, you're into the Dresden Files?).

Questions
1) Do Fetches have souls? Can they be resurrected?
2) What happens when a Fetch receives a Dispel Magic or walks through an antimagic field? Is the illusion broken?
3) How do the Fey treat Fetches and vise-versa? I could see the Fey looking down on Fetches and Fetches despising Fey for 'abandoning' them
4) Wouldn't it be cool to include something in the race concerning the infant child they replaced? That might need some homebrewing (can't imagine the ARG would have much that's appropriate). I can imagine an inherent enmity (a la the Nemesis from 3.5's BoED) or their destinies being entwined. You could even use Shards of the Past to represent the 'bleed-through' between the Fetch and the current life of the human it replaced.
5) Wouldn't a Cha bonus be more appropriate than a Wis bonus? I can imagine the Fetch is or would need to be pretty capable at convincing others that it is fully human. Also the current racial stats scream 'monk' to me, which is probably not a class that you envisioned for the Fetch. Also then could more easily be Fey/Sylvan-heritage sorcerers.
6) How do animals react to the Fetch, since they are not really alive? Do they smell or feel 'unnatural'?

I really like the race, are you also planning on making a playable race out of the abducted but escaped Fey-touched humans the Fetch replaced?

Silver Crusade

The Quite-big-but-not-BIG Bad wrote:

Very nice race (the V.4). I love the idea and the flavor (lemme guess, you're into the Dresden Files?).

Questions
1) Do Fetches have souls? Can they be resurrected?
2) What happens when a Fetch receives a Dispel Magic or walks through an antimagic field? Is the illusion broken?
3) How do the Fey treat Fetches and vise-versa? I could see the Fey looking down on Fetches and Fetches despising Fey for 'abandoning' them
4) Wouldn't it be cool to include something in the race concerning the infant child they replaced? That might need some homebrewing (can't imagine the ARG would have much that's appropriate). I can imagine an inherent enmity (a la the Nemesis from 3.5's BoED) or their destinies being entwined. You could even use Shards of the Past to represent the 'bleed-through' between the Fetch and the current life of the human it replaced.
5) Wouldn't a Cha bonus be more appropriate than a Wis bonus? I can imagine the Fetch is or would need to be pretty capable at convincing others that it is fully human. Also the current racial stats scream 'monk' to me, which is probably not a class that you envisioned for the Fetch. Also then could more easily be Fey/Sylvan-heritage sorcerers.
6) How do animals react to the Fetch, since they are not really alive? Do they smell or feel 'unnatural'?

I really like the race, are you also planning on making a playable race out of the abducted but escaped Fey-touched humans the Fetch replaced?

1. Fetches cannot be raised by any known means so in the campaign setting I'm designing there's some debate on the issue of whether or not they have souls. (I kind of want it to by a mystery up to the GMs and players to have fun with. Some mysteries should be that way as they can come up with stuff way more creative than me :D)

2. The skin isn't an illusion. It's formed from the bit of blood used in their creation. (The skin should probably shred after a Fetch takes x amount of damage and the heal up within a certain amount of time)A dispel magic or an anti-magic field wouldn't have any effect on the skin, or on the magic that brought the Fetch to life.

3. Depends of the Fey really. A Seelie Court Fey would probably look in on their creation from time to time, if they know it survived childhood. (Seelie Court Fey have different standards when it comes to taking children, though they have been known to do so to protect beauty and to save a child from a particularly wicked family) Unseelie Court Fey wouldn't care in the least, that's why they expect it to die. Some might be annoyed that it didn't, the unlucky Fetch is the one whose Unseelie creator finds out and takes an interest because of the chaos it could cause.

4. The child replaced again depends on the Court. Sometimes the child grows into a favored servant or lover, other times a pet or some other twisted relationship. That much exposure to the Fey realm changes a person, and they aren't quite all human anymore by the time they're adult, they may not even know that they're human by that point. (Again this could be great fun for the GM depending on what's going on. There are times when the abducted escapes, not often but it does happen. Most actually choose to stay for some reason, and they may not like that there's a creature running around with their face)

5. Cha just might make more sense, I was going to go that route with a different race though (also related to the Fey). I didn't want to make them too similar that's the thing. I didn't want to give it away but I'm adapting the classic Changelings from Fey myth into a race as well, at least I was going to the Fey Touched might be a better idea in the long run. The traditional Changelings were kind of all over the place when it came to what they could do)

6. Fetches are alive, in a sense. It's just a matter of whether or not they have souls. As I said they can't be raised by any known means, but an anti-life spell would keep one at bay. The Fetch feels natural to most animals because of their connection to Fey magic and nature (being made from nature in some respects)

The Fey Touched could work. I'll have to give it some thought.

Yes I am into the Dresden Files :) read every book so far. The Fetch comes from European Fey legends, I thought it sounded neat so I just adapted it a bit into a PF race and tried to keep the Fey their more....capricious selves.

Silver Crusade

Fetch v4.1 (Updated Fluff)

I didn't include the mechanics this time because those haven't changed. Just some of the fluff material. I wanted to clear up a couple things and expand a bit on the Fetch. If I need more info please let me know.

Fetch (humanoid, half-construct, fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch generally lives it's life in solitude once it's human parents pass on. A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)


This is getting interesting!

Silver Crusade

Bwang wrote:
This is getting interesting!

Many thanks :) I'm glad people are liking it. This really just started as an experiment to see if I could come up with a race that fit the world I was working on, and fit the Fey pretty well. I'm more than pleased that people have enjoyed the concept and that people have helped me develop it further to make it work.

So here is V.4.5 (Added a bit about the skin being damaged and regenerating)

NEW RACE: FETCH

Fetch (humanoid, half-construct, fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch generally lives it's life in solitude once it's human parents pass on. A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)

Half Construct Traits
Low Light Vision (residual fey magic)
Med Size
Normal Spd

-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch lacks understanding of a great many things.)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)

Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)

Good Berry 1/day

Elemental Vulnerability: Fire

Special: Falling Damage Lessened: Due to being made of straw, and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.

Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)

Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every round starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked.

Skin: The outer skin that covers a Fetch is what hides its true form from other humans, but it is not extremely durable. In combat situations when the Fetch takes more than 2 points of damage/hit die holes begin to appear in the skin. If the Fetch takes more than half it's hit points in damage the skin is destroyed. The skin will regenerate over night (sundown to sunrise) once the Fetch is healed. It is theorized that this is due to their connection to Fey magic and the waxing and waning of the seasons rising and setting of the sun and moon as representing birth, death and rebirth.

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls) (Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Lantern Lodge

Pathfinder Adventure Path Subscriber
Captain Emberwrath wrote:
Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every round starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked.

Kind of an issue with this particular rule I think. I think this wording is fairly vague- what if a fetch is fighting a pyromancer? if he's surrounded by candles? near a controlled burn? forest fire? roaring bonfire? This leaves a lot up to a GM and could lead to some discussions over the term 'rampant'.

Also- By making the Fetch make a will save EVERY ROUND when he's near fire, and there's a cumulative +5 to the DC. Most Fetch wont every be able to go anywhere near fiery places every. If every six seconds there's a chance theyll panic and flee. Its thematic and fun but if your playing a Fetch and you need to go somewhere that contains a lot of fire (which in a game of Pathfinder, could easily happen) you're going to probably spend the time sitting out while your less fire-fearing companions go off and have fun.

and finally- How fire resistant is a Fetch's skin? Does it go up like kindling or does it behave more like human skin? If a Fetch has had its skin destroyed will a healing spell also regenerate it's skin? The 2 dmg per hit dice skin destruction mechanic...might be a little more complicated than it needs to be.

Other than that, keep up the good work!


Captain Emberwrath wrote:
-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch lacks understanding of a great many things.)

now I play the jackass.

Maybe its just me, but I see Wisdom as the stat linked to understanding.

"the Fetch generally lives it's life in solitude once it's human parents pass on." Are the gregarious party animals till the folks pass?

Due to their lighter weight and build, they might be more vulnerable to bull rushes, etc.

Are they Human swapped only? I note this as we had a really good GM ages ago that only had the cool things happen to the humans, primarily due to his fixation on real world mythology. With two dozen playable races in my game, I have to table rule things like this all the time. (My Fey, being projections of the real Fey still in that realm, are impossible to kill on this plane, one grigg chasing the party whose Druid defeated him until the Grigg won, then gifting the Druid with the item they had been searching for.)

Silver Crusade

Bwang wrote:
Captain Emberwrath wrote:
-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch lacks understanding of a great many things.)

now I play the jackass.

Maybe its just me, but I see Wisdom as the stat linked to understanding.

"the Fetch generally lives it's life in solitude once it's human parents pass on." Are the gregarious party animals till the folks pass?

Due to their lighter weight and build, they might be more vulnerable to bull rushes, etc.

Are they Human swapped only? I note this as we had a really good GM ages ago that only had the cool things happen to the humans, primarily due to his fixation on real world mythology. With two dozen playable races in my game, I have to table rule things like this all the time. (My Fey, being projections of the real Fey still in that realm, are impossible to kill on this plane, one grigg chasing the party whose Druid defeated him until the Grigg won, then gifting the Druid with the item they had been searching for.)

Ugh....I knew I forgot to change something. Yeah the "lacks understanding" is a throwback to V.1 and I hadn't thought of a better way to phrase their lower intelligence as yet.

I need to phrase that other part better too. A Fetch spends most of its early years living with the parents whose child it was switched with. They aren't party animals themselves, unless they have to live up a special occasion to maintain their cover.

The Bull Rush thing is something I hadn't thought of actually. What do you think would be fair and keep the race interesting enough that someone would want to play it?

Well, that last one is a good question and it's one that I've been mulling over a lot. In the campaign world I'm working on the both the regular Elves and the Dark Elves were created by the Queens of the respective Courts (they're goddesses in this setting) as their mortal races. Being left a Fetch could be seen as a punishment for something terrible or for failing to uphold their duties in the mortal world. I'm not sure how Dwarves would see it, except that the Fey have very limited interaction with them (Dwarves can't use Arcane magic in this setting, they get SR instead) a Fetch among them would be a dead give away that something was up, the Fetch would have to be three times as careful. Other races I'm not so sure of right now. I'm still working on those and how they relate to the world. (Even a couple non-Fey related ones)

Grand Lodge

I really like the Fluff, great job.
Have you put it in the Thread: Bestiary 5 Wishlist?

You mentioned earlier that the "Fetch" is from real world myth -- can you give more details?

- - - -

BTW, regarding the name "Fetch" being similar to Fetchling, no biggie, there's still a good number of Gamers who won't say "Fetchling" but rather "Shade" since that's what they were called in 1E (the 1980 Fiend Folio).

Silver Crusade

W E Ray wrote:

I really like the Fluff, great job.

Have you put it in the Thread: Bestiary 5 Wishlist?

You mentioned earlier that the "Fetch" is from real world myth -- can you give more details?

- - - -

BTW, regarding the name "Fetch" being similar to Fetchling, no biggie, there's still a good number of Gamers who won't say "Fetchling" but rather "Shade" since that's what they were called in 1E (the 1980 Fiend Folio).

Sure :) I'd be happy to. In European Fey legends there are tales about the Fey stealing babies and leaving behind a Changeling. Practically everyone who's ever heard of the Fey knows about that, and even a lot that don't have heard that particular legend. What isn't as well known is that sometimes the Fey would leave behind an enchanted block of wood called a fetch, or a stock that would look and act like a baby until it "died" in a few days leaving no one the wiser that the child had been taken. I think I read about ones like the race I was designing I just expanded on the background a bit and tried to give them more of a personality than the legends did. Those were pretty vague from what I could find out so quite a bit about the race is stuff I had help with, as you can see in the thread, or stuff I had to think about and come up with what made sense. (at least what made sense to me :) )

I'm not planning on changing the name of the race because a Fetch is what they are and I can't really think of anything that sounds better to be honest lol. I'm really trying to keep the Fey of the world I'm designing closer to their real world counterparts and actually have them be active players in the world rather than just "oh hey there's a pixie over there! isn't it cute?"

The Fetch is also my first attempt at really fleshing out a race, and given that it had some real world roots it did make things easier I'll admit, but I've had fun developing them and I'm glad people seem to like them so far.

Silver Crusade

1 person marked this as a favorite.

Well here's V.5 I made some alterations to the fear checks based on exposure to fire and clarified some of the fluff.

NEW RACE: FETCH

Fetch (humanoid, half-construct, fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch may decide to live its life in solitude once is “parents” have died, or it may run off early into the deep wilds if severely mistreated . A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)

Half Construct Traits
Low Light Vision (residual fey magic)
Med Size
Normal Spd

-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch is slightly less intelligent than the average human as much of their initial knowledge is grafted in through magic.-essentially they are “born” knowing what they are, who they are supposed to be pretending to be, and what they're parents are, for example: farmers, craftsmen,etc)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)

Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)

Good Berry 1/day

Elemental Vulnerability: Fire

Special: Falling Damage Lessened: Due to being made of straw, and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.

Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)

Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every hour starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked. (Note: “rampant fire” for this purpose means places like a burning building, the plane of fire, certain layers of the Abyss or Hell, any place where fire is dominant. It does not mean a room full of candles, a fireplace or a campfire, or any everyday occurance. Don't be a jerk)

Skin: The outer skin that covers a Fetch is what hides its true form from other humans, but it is not extremely durable. In combat situations if the Fetch takes more than half it's hit points in damage the skin is destroyed. The skin will regenerate over night (sundown to sunrise) once the Fetch is healed. It is theorized that this is due to their connection to Fey magic and the waxing and waning of the seasons rising and setting of the sun and moon as representing birth, death and rebirth. (Despite not being dead a Restore Corpse spell, when cast by a Druid, will regenerate the skin immediately. Conversely the opposing spell will strip the skin from a Fetch (with the proper Fortitude save)

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls) (Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Grand Lodge

1 person marked this as a favorite.

You may also want to take a look at the design for the Android Race in Paizo's Inner Sea Bestiary. It's a PC Race (from Numeria) that's pretty well designed for use by Players.

I think it's +2 INT & DEX w/ -2 CON. I remember it has a -4 to Sense Motive.

Anyway, it's a good like-for-like comparison for a construct-PC Race.

And I would absolutely NOT change the name. Not only is it the real name, but also "Fetchling" is dumb and incorrect anyway (They're "Shades.").

Silver Crusade

W E Ray wrote:

You may also want to take a look at the design for the Android Race in Paizo's Inner Sea Bestiary. It's a PC Race (from Numeria) that's pretty well designed for use by Players.

I think it's +2 INT & DEX w/ -2 CON. I remember it has a -4 to Sense Motive.

Anyway, it's a good like-for-like comparison for a construct-PC Race.

And I would absolutely NOT change the name. Not only is it the real name, but also "Fetchling" is dumb and incorrect anyway (They're "Shades.").

I haven't really seen the Android PC race much except in passing and I'm not entirely sure what to think to be honest. I'll take a deeper look to get a better gauge on them though.

I'm on the fence about making the Fetch a full construct. The reason I went half is because it was cheaper point wise to do it that way. Plus they are kind of weaker than a full blown construct. It's hard to tell with the Android from the PFSRD just what they went with in that regard.

hhmmmmmm further thoughts will be needed on certain areas. I appreciate the insight man. If you have any thoughts feel free to share.

Lantern Lodge

Pathfinder Adventure Path Subscriber

That isnt a bad idea at all about the Beastiary 5 wishlist. You should stat up a lvl 1 Fetch Druid and throw it into the mix. I'd love to see this kind of thing take off. Really digging the evolution here, lotta fun


Being half construct you should maybe include some poison and/or disease resistance? Or talk about it in the fluff as to why straw can be poisoned.

Silver Crusade

Beopere wrote:
Being half construct you should maybe include some poison and/or disease resistance? Or talk about it in the fluff as to why straw can be poisoned.

Blarg....I hadn't thought about that. Ugh. I was trying to keep the race from being overpowered since sometimes construct races can be. Well like I said this is my first attempt at things so it's good that you caught that. Any thoughts on the matter?

Silver Crusade

1 person marked this as a favorite.

Well here's V.6 I made them a full construct race. I tried to keep them balanced as they were. Beopere was right, there was no real justification for them to be vulnerable to poison if they're made of straw. Maybe I was overcompensating, but I really don't want them to be overpowered. Please take a look and give me your thoughts on the latest version. If this doesn't work I can go back to half-construct and make adjustments there, this just seemed the fastest way to go at the moment and to see where this could lead.

NEW RACE: FETCH

Fetch (humanoid, construct, fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch may decide to live its life in solitude once is “parents” have died, or it may run off early into the deep wilds if severely mistreated . A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)

Construct Traits
Low Light Vision (residual fey magic)
Darkvision 60 ft (construct)
no Constitution score

Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns and phantasms. Note: This excludes any fear based effect or illusion related to their fear of fire)

Cannot heal damage on its own. If destroyed skin must heal overnight (sundown to sunrise), or by the related spells later in description. Normal damage may be healed by exposing its true body to direct sunlight at which point normal healing rate begins. (Cure Spells will work due to the plant based nature of their bodies. Full effect if cast by a Druid, half effect by anyone else)

Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or non-lethal damage.

Immune to any effect that requires a Fort save, unless it also affects objects.

Does not need to eat, sleep or breathe. (must rest to regain spells, drink potions to gain their effects).

Special: Fragile: While most constructs are hard to destroy a Fetch is somewhat less resilient than its brothers. Rather than gain 20 extra hit points it gains 10

Fetches do have the full range of human emotions.

Med Size
Normal Spd

-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch is slightly less intelligent than the average human as much of their initial knowledge is grafted in through magic.-essentially they are “born” knowing what they are, who they are supposed to be pretending to be, and what they're parents are, for example: farmers, craftsmen,etc)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)

Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)

Good Berry 1/day

Elemental Vulnerability: Fire

Special: Falling Damage Lessened: Due to being made of straw, and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.

Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)

Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every hour starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked. (Note: “rampant fire” for this purpose means places like a burning building, the plane of fire, certain layers of the Abyss or Hell, any place where fire is dominant. It does not mean a room full of candles, a fireplace or a campfire, or any everyday occurance. Don't be a jerk)

Skin: The outer skin that covers a Fetch is what hides its true form from other humans, but it is not extremely durable. In combat situations if the Fetch takes more than half it's hit points in damage the skin is destroyed. The skin will regenerate over night (sundown to sunrise) once the Fetch is healed. It is theorized that this is due to their connection to Fey magic and the waxing and waning of the seasons rising and setting of the sun and moon as representing birth, death and rebirth.(Despite not being dead a Restore Corpse spell, when cast by a Druid, will regenerate the skin immediately. Conversely the opposing spell will strip the skin from a Fetch (with the proper Fortitude save)

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls) (Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Grand Lodge

Captain Emberwrath wrote:
I haven't really seen the Android PC race much except in passing and I'm not entirely sure what to think to be honest.

Just so I'm clear -- I'm not suggesting the Fluff for the Android is relevant to what you're doing (and doing well, to boot); I'm suggesting that, hey, since Paizo has an official construct race for use as a PC, why not take a look at the Crunch build, the design thought behind it, just for a baseline comparison.

Silver Crusade

W E Ray wrote:
Captain Emberwrath wrote:
I haven't really seen the Android PC race much except in passing and I'm not entirely sure what to think to be honest.
Just so I'm clear -- I'm not suggesting the Fluff for the Android is relevant to what you're doing (and doing well, to boot); I'm suggesting that, hey, since Paizo has an official construct race for use as a PC, why not take a look at the Crunch build, the design thought behind it, just for a baseline comparison.

Ah okay, I get a tad confused sometimes since I can be kinda literal when it comes to reading what people say. If I misinterpreted then I apologize.

I did make the switch from half-construct to full, though I wish there was a way to dial back some of the strengths of the construct traits. The problem is that, in reading them over, they kinda make sense in some respects. Maybe not being totally immune to mind affecting would be a built in safety measure....that would make sense given the nature of the Unseelie Court. I mean would you want your creation immune to all your baseline powers?

What would you suggest?

Silver Crusade

1 person marked this as a favorite.

OKAY! After much deliberation and consultation with a friend last night I think I worked out what the Fetch actually is race wise. They definitely have some construct traits, but not a lot, and some plant traits so I had to come up with a few things off the top of my head for them.

All in all I think this is the version I may go with if it seems the most balanced. Please take a look and let me know what you think.

As a quick point of order: yes I know that normally plant and construct types have bonuses or are immune to mind affecting things but this is a special case. The Fey, especially the Unseelie Court is not likely to leave something behind that's utterly immune to everything that they can do. So while they have no special vulnerabilities they also gain no advantages against mind affecting effects.

So here, at last, is V.7 of the Fetch

NEW RACE: FETCH

Fetch (humanoid, partial construct, half plant fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch may decide to live its life in solitude once is “parents” have died, or it may run off early into the deep wilds if severely mistreated . A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)

Low Light Vision (residual fey magic)
Eat, breathe; sleep to regain spells & beneficial effects (a Fetch CAN sleep but does not need to for survival)
Partial Construct Traits
Half Plant Traits
Cannot be raised or resurrected
immune to poison and disease (unless it also affects plants)
immune to sleep effects, stunning, paralysis

Med Size
Normal Spd
-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch is slightly less intelligent than the average human as much of their initial knowledge is grafted in through magic.-essentially they are “born” knowing what they are, who they are supposed to be pretending to be, and what they're parents are, for example: farmers, craftsmen,etc)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)
Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)
Good Berry 1/day
Elemental Vulnerability: Fire
Special: Falling Damage Lessened: Due to being made of straw, plants , and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.
Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)
Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every hour starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked. (Note: “rampant fire” for this purpose means places like a burning building, the plane of fire, certain layers of the Abyss or Hell, any place where fire is dominant. It does not mean a room full of candles, a fireplace or a campfire, or any everyday occurance. Don't be a jerk)

Skin: The outer skin that covers a Fetch is what hides its true form from other humans, but it is not extremely durable. In combat situations if the Fetch takes more than half it's hit points in damage the skin is destroyed. The skin will regenerate over night (sundown to sunrise) once the Fetch is healed. It is theorized that this is due to their connection to Fey magic and the waxing and waning of the seasons rising and setting of the sun and moon as representing birth, death and rebirth.(Despite not being dead a Restore Corpse spell, when cast by a Druid, will regenerate the skin immediately. Conversely the opposing spell will strip the skin from a Fetch (with the proper Fortitude save)

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls) (Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Lantern Lodge

Pathfinder Adventure Path Subscriber

Very nice. I was worried about the lack of a constitution score on the last update. This feels really solid. For funzies, I would challenge you to get your wordcount to either 750 or 1500 words. Make it look all official. This is a really fun race, I'm super into this.


Do note that Pathfinder got rid of the by-race Favored Classes. Instead each character gets to choose their Favored Class at level one (Classes for Half Elves) and gets to choose at each level a bonus to gain from it. Thus if you want to encourage them to be Druids, give them a nice bonus for their Favored Class that can only be gotten by Fetches. Check out the various Race pages on d20PFSRD for some examples.

Silver Crusade

Revenantdog wrote:
Very nice. I was worried about the lack of a constitution score on the last update. This feels really solid. For funzies, I would challenge you to get your wordcount to either 750 or 1500 words. Make it look all official. This is a really fun race, I'm super into this.

I'm glad you like it. If you ever get a chance to play it let me know how it turns out. :) I did a word count and it was around 1364. So I actually did some final revisions so I present the final version of the Fetch (unless something super broken comes up):

NEW RACE: FETCH

Fetch (humanoid, partial construct, half plant fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch may decide to live its life in solitude once is “parents” have died, or it may run off early into the deep wilds if severely mistreated . A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)

Low Light Vision (residual fey magic)
Eat, breathe; sleep to regain spells & beneficial effects (a Fetch CAN sleep but does not need to for survival)
Partial Construct Traits
Half Plant Traits
Cannot be raised or resurrected
immune to poison and disease (unless it also affects plants)
immune to sleep effects, stunning, paralysis
A Fetch has the full range of human emotions

Med Size
Normal Spd
-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch is slightly less intelligent than the average human as much of their initial knowledge is grafted in through magic.-essentially they are “born” knowing what they are, who they are supposed to be pretending to be, and what they're parents are, for example: farmers, craftsmen,etc)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)
Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)
Good Berry 1/day
Elemental Vulnerability: Fire
Special: Falling Damage Lessened: Due to being made of straw, plants , and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.
Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)
Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every hour starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked. (Note: “rampant fire” for this purpose means places like a burning building, the plane of fire, certain layers of the Abyss or Hell, any place where fire is dominant. It does not mean a room full of candles, a fireplace or a campfire, or any everyday occurance. Don't be a jerk)

Skin: The outer skin that covers a Fetch is what hides its true form from other humans, but it is not extremely durable. In combat situations if the Fetch takes more than half it's hit points in damage the skin is destroyed. The skin will regenerate over night (sundown to sunrise). It is theorized that this is due to their connection to Fey magic and the waxing and waning of the seasons rising and setting of the sun and moon as representing birth, death and rebirth. (Despite not being dead a Restore Corpse spell, when cast by a Druid, will regenerate the skin immediately. Conversely the opposing spell will strip the skin from a Fetch with the proper Fortitude save)

Favored Class: Druid (Interestingly enough a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls; Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Silver Crusade

Orthos wrote:
Do note that Pathfinder got rid of the by-race Favored Classes. Instead each character gets to choose their Favored Class at level one (Classes for Half Elves) and gets to choose at each level a bonus to gain from it. Thus if you want to encourage them to be Druids, give them a nice bonus for their Favored Class that can only be gotten by Fetches. Check out the various Race pages on d20PFSRD for some examples.

DOH! I forgot about that.....hmmmm any suggestions on that front? I really had totally forgotten that Pathfinder had done that lol. As I said TOTALLY new at this.


One of my players noted that Fetch need the option of small, should they become active as a child. I think she's up to something...


Bwang wrote:
One of my players noted that Fetch need the option of small, should they become active as a child. I think she's up to something...

also, you know, halflings and gnomes. shouldn't this race count as whatever parent race it was raised by?

Silver Crusade

Well I really wasn't going to add a small option myself. The Fetch, at least in the setting I was creating, is left when a Fey takes a human child, because that's how the lore works. It is kinda in the fluff of the race, at least how I initially wrote it up.

It wouldn't be terribly difficult to adapt a version of the young template to use on the Fetch since they do grow from infant to adult for someone who wanted to play a child, though a child running around adventuring may raise a few eyebrows.

But they really aren't meant to be Gnomes, Halflings or any race other than human within the setting I'm developing. There are reasons for that, most of them fluff reasons and tied to the setting itself, but the reasons do exist.

I don't mean to sound mean, but making them a small race kinda goes against the concept.


still, shouldn't it count as human then?

Silver Crusade

Mythic +10 Artifact Toaster wrote:
still, shouldn't it count as human then?

Uhm no. Because the Fetch ISN'T human. It appears human until the skin is destroyed. It says all that in the fluff. A farmer may not be able to suss out that a Fetch has replaced his kid, especially since it's replaced as an infant. The majority of parents may not figure it out if they don't know what to look for and the Fetch does know to hide itself, at least from them if nothing else.

It's not like a normal family is going to have a spell up all the time that only affects humans. Heck even a royal family may not shell out for that because there are thousands, if not more, of people who never have that happen to them. In fact a spell or affect that would "detect humans" or only affect humans is one of the ways to actually find a Fetch if its skin is up.

Contributor

1 person marked this as a favorite.
Revenantdog wrote:


Fetch sounds a little too much like 'Fetchling', other than that, very cool.

FWIW, since I created them I'll clarify things a bit here: the fetchling name is derived from the fetch of real world mythology. The fetch was a copy of a human, a changeling left behind in place of the original. Other myths have it more like a doppleganger, a facsimile of the original, but not the true one. Fetchlings being humans infused with the essence of Shadow (and the bloodlines of multiple Shadow natives) get their name as being warped versions of true humans, distorted reflections, imperfect copies of their untainted progenitors. As they see it, the name is a pejorative.

Silver Crusade

Todd Stewart wrote:
Revenantdog wrote:


Fetch sounds a little too much like 'Fetchling', other than that, very cool.
FWIW, since I created them I'll clarify things a bit here: the fetchling name is derived from the fetch of real world mythology. The fetch was a copy of a human, a changeling left behind in place of the original. Other myths have it more like a doppleganger, a facsimile of the original, but not the true one. Fetchlings being humans infused with the essence of Shadow (and the bloodlines of multiple Shadow natives) get their name as being warped versions of true humans, distorted reflections, imperfect copies of their untainted progenitors. As they see it, the name is a pejorative.

Very cool. BTW if the name of my race is an issue I'm more than willing to alter it. I don't want to step on any toes when I get ready to try and self publish the setting I have in mind. I do know that I'll have to get Paizo's permission to publish, but I'm fairly confident that they'll be okay with the setting. Like I said though, if the name of the race is an issue I can change it. I'd like not to, but I am willing to do so out of a sense of courtesy and professionalism.

Contributor

Captain Emberwrath wrote:

Very cool. BTW if the name of my race is an issue I'm more than willing to alter it. I don't want to step on any toes when I get ready to try and self publish the setting I have in mind. I do know that I'll have to get Paizo's permission to publish, but I'm fairly confident that they'll be okay with the setting. Like I said though, if the name of the race is an issue I can change it. I'd like not to, but I am willing to do so out of a sense of courtesy and professionalism.

I don't own fetchlings in any way, but I don't see why you'd need to change your race's name. They derive their names from similar root real world mythology, but they go different places with it. All is cool to me. :)

Silver Crusade

Todd Stewart wrote:
Captain Emberwrath wrote:

Very cool. BTW if the name of my race is an issue I'm more than willing to alter it. I don't want to step on any toes when I get ready to try and self publish the setting I have in mind. I do know that I'll have to get Paizo's permission to publish, but I'm fairly confident that they'll be okay with the setting. Like I said though, if the name of the race is an issue I can change it. I'd like not to, but I am willing to do so out of a sense of courtesy and professionalism.

I don't own fetchlings in any way, but I don't see why you'd need to change your race's name. They derive their names from similar root real world mythology, but they go different places with it. All is cool to me. :)

Awesome :) I just thought I would offer as a show of professionalism and as a sign that I really do take what I'm doing seriously. You guys made an awesome game that I love to run and that I love playing. It's great making my own setting, and I'm learning a lot by doing so, but I also want to be respectful while I'm doing what I'm doing. It's kind of a thing for me.

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