
SmiloDan RPG Superstar 2012 Top 32 |

I've been reading the Hollows series, and one of the main characters is a 4 inch tall pixie that kicks ass. I'm planning on a short term "Kill the King" campaign, and I thought it would be cool to have an NPC that was sized Fine, could fly, and still be a danger in melee combat, possibly using his Size-based Stealth to hide in plain sight and sneak attack. It's for a pair of 12th level PCs. I'm thinking of a combo of warlock, fighter, and rogue. Probably one of those hard to hit, but pretty delicate once you do, opponents, possibly paired with the opposite....I'm thinking some kind giant.
Should I come up with a kind of shrunken sprite with class levels, or just make a brand new CR 10-ish fey skirmisher.

Majuba |

Two words: Half-Sprite Quickling
The rest is up to you :)
More seriously, I think building it using class levels, them 'absorbing' them in as racial works well (even though that drops the hit-die). So you build a Rogue 3/Evoker 3/Arcane-Trickster 4 sprite, then just merge all the abilities into 10-12 racial hit die (BAB 5-6), with appropriate DR X/Magic & Cold Iron, and maybe a touch of SR (18 would be a mild hindrance).

SmiloDan RPG Superstar 2012 Top 32 |

Stinger Faerie
CN Fine fey, CR 10???
Init: +8
Senses: Lowlight Vision, Scent, Blindsense 30 feet, Perception +25
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Defense
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AC: 37 (+8 Dex, +1 Dodge, +8 size, +4 armor, +4 shield, +2 insight), flatfooted: 25, touch: 29
HP: 66 (19d6)
SAVES: Fort: +6, Reflex: +21, Will: +14
DR 10/cold iron, Hide in Plain Sight, Improved Evasion, SR 21
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Offense
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Speed: 10 ft, Fly: 90 ft (perfect)
Melee: +4 rapier +30/+25 7 (15-20/x2 & Eye Poke Critical)
Ranged: sting +25 2d4+2 (20/x2)
Spell-like Abilities:
3/day: Maximized, Quickened sting (DC 18)
At will: acid arrow, foresight, glitterdust (DC 16), mage armor (self only), shield (self only).
Note: sting is identical to the acid arrow spell, except the target is also subjected to a glitterdust effect and the stinger faerie adds his Intelligence bonus to the damage. This is considered a 4th level spell-like ability.
Drone (Su). As a standard action, the stinger faerie can rub his dragonfly-like wings together to make a soothing drone; this does not affect his ability to fly. This affects all targets in either a 30 foot radius or a 60 foot cone. Any creature in the area of effect that fails a DC 23 Will save becomes fatigued for 19 rounds. Fatigued targets that fail a second time become exhausted for 19 rounds. Exhausted targets that fail a third time fall asleep for 19 minutes. The save DC is Charisma based. This is a sonic, mind-affecting effect.
Eye Poke Critical (Ex). If a stinger faerie scores a critical hit against an opponent, the opponent must make a DC 26 Fortitude save or become permanently blinded in one eye. The opponent suffers a 20% miss chance on all attack rolls until the blindness in its eye is cured. An opponent that loses both (or all) of its eyes is permanently blinded until cured. An opponent that successfully saves is dazzled for 1d3 rounds. The save DC is Dexterity based.
Sneak Attack (Ex). A stinger faerie that successfully attacks a opponent that is flanked or denied its Dexterity bonus (whether or not it actually has a Dexterity bonus) does 6d6 points of additional sneak attack damage.
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Statistics
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Strength 2, Dexterity 27, Constitution 10, Intelligence 15, Wisdom 16, Charisma 19
BAB: +9, CMB: +9, CMD: 25
Skills: Acrobatics +30, Escape Artist +30, Fly +38, Perception +25, Sense Motive +25, Spell craft +24, Stealth +46, Survival +25
Feats: Agile Maneuvers, Arcane Strike, Defensive Combat Maneuvers, Dodge, Flyby Attack, Improved Critical rapier (bonus), Maximize Spell-like Ability (sting), Mobility, Quicken Spell-like Ability (sting), Spring Attack, Weapon Finesse (bonus), Weapon Focus rapier (bonus), Weapon Specialization rapier (bonus), Wind Stance.