Seltyiel

Captain Emberwrath's page

Organized Play Member. 153 posts. No reviews. 1 list. 2 wishlists. 5 Organized Play characters. 2 aliases.


Silver Crusade

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This is a fantasy game. I don't want realism, if I did I'd be playing something else. I'm sorry I don't like the house rules you set up and I think that they're just set up to unfairly punish the players because you don't like the system as much as you say you do. You've changed nearly every important aspect of it because you think it's not "logical" (another word I'm beginning to hate).

You're free to do as you wish with you're home game, but my advice is just play to have fun and stop worrying so much about the realism.

Silver Crusade

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Favorite scene in a book? Easy. Harry Dresden riding an undead T-Rex down the streets of Chicago while Butters (one of the Dresden Files characters) plays polka music to keep it animated. THAT is badass.

Movie: Well one of my favorites is the quick draw duel toward the end of Quigley Down Under. Just the line "I said I didn't like to use pistols, never said I didn't know how." is just epicly cool.

T.V. Show: There is one scene that immediately comes to mind. The fight between Marcus and Nehroon when Delenn is about to become Ranger One in Babylon 5. Marcus get his jaw handed to him, but he does put on a hell of a fight.

Silver Crusade

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Well this is another attempt at a new class. Again this one is unfinished and if anyone has ideas that could help me flesh out some later abilities I'd appreciate the help.

I present to you my newest class

The Archival Scholar V.1

NEW CLASS: THE ARCHIVAL SCHOLAR (BASED ON THE WATCHERS FROM BUFFY THE VAMPIRE SLAYER): Across the world there lies secret knowledge and lost archives full of pages of lore from the distant past. Seeking out these places and secrets are the members of the Grand Archive. Among their goals are the preservation of knowledge for their patron deity is Elios the human god of knowledge and wisdom. They also consider it their sworn duty to seal away knowledge considered to be too dangerous to be allowed in common circulation (things such as rituals to summong the Elder Evils, plagues that would wipe out virtually all life or other catastrophic things). To do their job they train agents in various arts ranging from strange hand to hand styles to secret research techniques to allow them to find and recall information faster. While the Archival Scholars themselves lack any true capacity to use magic they are a very canny foe and are well versed in the ways and weaknesses of the monsters that would threaten the world. Even the human ones.

The Archival Scholar (field agent)

Hit Die: 1D8

Starting Wealth: 3d6 x 10gp (105gp average) Archival Scholars begin play with an empty book and quill, with three ink wells to record their journeys and observations. Part of the rules of membership in the Grand Archive is that each member keep such journals and deliver them to the Archive when one becomes full.

Skill Ranks per level: 6 + Int modifier

Skills: Appraise (Int), Auspex (Wis), Bluff (Cha), Craft: Any (Int), Disguise (Cha), Diplomacy (Cha), Heal (Wis), Knowledge: All (Int), Linguistics (Int), Perception (Wis), Profession: Any (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int)

B.A.B.: same as Bard/Cleric/Rogue

Saves: Good Will, Poor Fort & Ref

Weapon and Armor Proficiencies: The Archival Scholars are proficient with all simple weapons plus the sword cane, rapier, hand crossbow, grappling hook and scorpion whip. Archival Scholars are also proficient with light armor, but not shields.

The Oath: Each member of the Grand Archive swears a binding oath that they will keep the deep secrets of the Order even unto death. This Oath grants a +2 on Will saving throws vs compulsion or charm effects that would lead them to betray the Order or reveal its secrets. (Note: As part of the Oath Archival Scholars forswear training in any arcane spell casting class. While there are Wizards who are members of the Archive the Archival Scholars themselves take this Oath as a sign of faith to their god and to their mission to withhold those things that are too dangerous for mortal minds)

Breadth of Knowledge: An Archival Scholar may add half her Scholar level to all Knowledge skill rolls.

Improved Unarmed Strike: As part of their intense training for field work, and to mitigate the chance they may need to do battle with dark forces the Archival Scholars are trained extensively in unarmed combat. Warriors may not be on hand to guard one's self so being prepared is a necessity. Archival Scholars gain Improved Unarmed Strike as a bonus feat at 1st level.

Spell Book Casting: At 2nd level as part of their training Archival Scholars learn much about magic and its inner workings. While not true spell casters they are able to simulate the effects of certain spells by channeling the energy while casting the spell from a spell book. Each spell cast in this fashion takes one full round per level of the spell to cast and there is a price that the Scholar pays for each spell cast in this manner. Because their bodies are not trained to handle the energies that they channel while casting from the book they take sub-dual damage equal to 1d4 + Int modifier per spell level. (It is possible to go unconscious from using this ability too often in one sitting) This requires a Spellcraft check DC 20 + 2 x spell level

Fighting Style: At 3rd level the Archival Scholar has trained further in the secret hand to hand style of the Archive's agents and learned Kirin Style. (Even if they do not otherwise meet the prerequisites for it)

Adaptation to Foes: At 4th level when the Archival Scholar must engage in melee combat, be it with their limited weaponry or hand to hand skills, she may make a Knowledge check to identify her opponent. If the check succeeds she may add her Intelligence modifier as a dodge bonus to AC as long she is wearing light or no armor.

Perfect Disguise/Knowing What to Say: Studying the various cultures of the known world the Archival Scholar knows that there are times then going undercover or using the fine art of Diplomacy may be necessary to obtain permission to enter certain ruins or to enter the home of a scheming Wizard or nobleman who may have a secret or occult tome that could be extremely dangerous in the wrong hands. Beginning at 4th level the Archival Scholar may add their Intelligence modifier to Bluff, Disguise and Diplomacy rolls after using the appropriate Knowledge skill to determine what their target is likely to want to hear.

Recall: Beginning at 6th level the Scholar has begun to emulate the elders of the Archive and learned to recall obscure information with concentrated effort. Once per day per two levels after gaining this ability after failing a Knowledge check a Scholar may make a Concentration check at a DC 25. If successful the Scholar may make another attempt at the Knowledge check.

Fighting Style 2: Beginning at 6th level the Archival Scholar has mastered the initial points of the Kirin Style and now learns the Kirin Strike as a bonus feat, even if they do not otherwise meet the prerequisites.

Fighting Style 3: Beginning at 9th level the Scholar has mastered the secondary aspects of the Kirin Style and has now learned the third step in the fighting style the Kirin Path feat even if she does not meet all the prerequisites for it.

Silver Crusade

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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)

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)

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)

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)

Silver Crusade

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Mythic +10 Artifact Toaster wrote:
well maybe you can use this for ideas.

Actually that's where I did get the initial idea :) I've just been trying to put my own spin on it.