New race for Skull & Shackles campaign -- Tiny Fey (my wife wants to play Tinkerbelle)


Homebrew and House Rules


So my wife came up with the idea of playing a pixie on a pirate ship -- that's right, she wants to play Tinkerbelle. She doesn't want to be an actual Pixie from the Beastiary (nor would I allow her to considering their entirely overpowered abilities) but here's what I came up with for her using the race builder (but I had to make up a few of my own racial traits to fit everything together).

Total RP = 16. I didn't want to go over the Suli, which was the highest RP race in the book (other than the Drow noble).
Sea Pixie:

Fey - 2 RP
(Includes low-light vision)
Tiny - 4 RP
(Includes -2 STR, +2 DEX, +2 AC, +2 attack, +8 Stealth, and -2 CMB/CMD)
10ft land speed (-2 RP): This is my own trait, I figure a tiny little lady would have difficulty moving 20 feet in a round.
Standard Ability adjustments (+2 Dex, -2 Con, +2 Int) - 0 RP
Xenophobic Languages - 0 RP
Flight (40 ft, Poor) - 6 RP
+2 racial bonus on Fly checks - 1 RP - homebrew trait, figured +4 on Fly (Vestigal Wings) costs 2 RP so half the bonus and the cost.
Pixie Magic - 2 RP: another custom one, based on gnome magic
(+1 to DC of enchantment spells, if CHA>=11 gain 1/day SLAs: dancing lights, faerie fire, prestidigitation, speak with animals)
Spell-like ability (at will) - 2 RP
(Mage hand at will)
Weather Savvy - 1 RP
(Predict weather for 24 hrs as a full-round action)

I also plan to allow the following feats to be taken:

Feat: Pixie Arrows
Prerequisite: Pixie magic racial trait
A number of times per day equal to your Cha modifier (minimum 1) you can magically affect arrows, bolts, or thrown weapons to produce one of the following effects on a successful hit. Note that the attack must hit and do damage that is not negated by damage reduction in order to produce the effect.

Sleep (must be character level 3): The target must succeed on a Will save or fall asleep as if affected by a Sleep spell, except that there is no hit die limit, and with a 5 minute duration.

Charm(must be character level 5): The target must succeed on a Will save or be affected as though by a charm monster spell for 10 minutes.

Memory Loss (must be character level 7): The target must succeed on a Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory).

Bestow Curse (Must be character level 9): The target is affected as by a bestow curse spell, but using the DC as below.

The DC of these abilities is equal to 10 + 1/2 character level + Cha modifier.

When you initially select this feat, you may use only the sleep ability. Selecting this feat multiple times will allow you to use the additional abilities above, in the order they appear.

Feat: Fey resistance
Prerequisite: Fey race
You gain DR/cold iron equal to 1 plus 1/4 your character level (minumum 1). This does not stack with DR granted from any other class, spell, armor, or ability. So a character level 1-7 would have DR 2/Cold iron, character level 8-11 would have 3, 12-15 would have 4, 16-19 5, and at 20 you would have 6.

What do you think? Is this too powerful? I should note that she plans to play a witch, so her CHA isn't going to be very high. Should I make pixie arrows a single feat that gives progressively more powerful abilities? Is the race itself just too powerful?


actually, this is very weak compared to pixies/fey from Disney

I mean: Flight: that should be good maneuverability atleast with real wings, maybe better speed too

I think flights is way overpriced in points and I can't imagine the fey to have a poor maneuverability, but it is up to you

Some of your feats seem to be something like the Witch Hexes, look through them, especially because Slumber


second the flight fail. Its not thematic nor true to the species.


give her a base move of 10 and a flight of thirty. I think the 4 point cost on flight makes sense in that maneuverability is based on a medium creature. For a creature two sizes smaller, the maneuverability should increase two steps.


I would consider removing majority of spell-like powers/feats, and instead give them perhaps constant speak with animals power, maybe a feat that would grant it an animal companion at character level HD, and something with plants

I would probably take Advanced Ability adjustment, but in either case make it sure they get + on Cha and - on Con

I would pick the standard language "pack", if for nothing else than to choose from among languages like elven, sylvan, and elemental ones

I have a similar build for a race, but that one requires other humanoids to survive and reproduce, it is basically on the same lines of though as your core concept, has barely any special powers, but is able to change shape/size from tiny into medium at will.

If you keep the feats you thought of, consider a special curse that would turn humanoids to the size of tiny, but without wings

Trogdar wrote:
give her a base move of 10 and a flight of thirty. I think the 4 point cost on flight makes sense in that maneuverability is based on a medium creature. For a creature two sizes smaller, the maneuverability should increase two steps.

This is a bad idea, especially as they outfly almost everything due to speed, with 10 feet speed even a slowly walking halfing could easily take them out of the air. I would imagine a move speed of 60 at least, with maybe something like the cheetah sprint ability once per day. The true advantage of the species should be maneuverability and advantage of being small

(btw, I think tiny gets more than +2 dex and such, those seem to me the advantage of being Small, not Tiny)


also consider giving her nimble attacks. its 2 points and weapon finesse should probably be a part of the race rather than a purchase later.


The racial bonus to fly isnt necessary as any race with flight gets it as a class skill and a tiny character gets a +4 bonus on fly checks.


a flight speed of 60 will allow her to outpace everything. A double move would be 120 feet. I don't think that would be a good idea on a race that would be totally set up to use a bow and kite things to death. 30 feet of move is consistent with most other races, I don't think she'll spend a lot of time on the ground.


As a nature oriented creature she should be able to fly through an entangle spell without slowing.


Trogdar wrote:
a flight speed of 60 will allow her to outpace everything. A double move would be 120 feet. I don't think that would be a good idea on a race that would be totally set up to use a bow and kite things to death. 30 feet of move is consistent with most other races, I don't think she'll spend a lot of time on the ground.

then it should stay 40 as it was planned, but with a cheetah-like ability to speed up now and then

Goth Guru wrote:
As a nature oriented creature she should be able to fly through an entangle spell without slowing.

I think something like that should be more left to the class it has, plus I don't think it would fit the concept, especially as such fey tend to get stuck into things like spider webs. If the spell does only affect the ground though then the flying fey won't be affected anyway


My thoughts on this race were that they would be Fey that are native to Golarian, kind of like Gnomes but more closely tied to the First World, although not of it directly. They don't use the charisma-based magic of the First-world-native Fey as much, and rely more on their brains and skills to fly.

A poor maneuverability gives a -4 to Fly. Tiny size gives a +4, so that balances out. +2 racial bonus plus class skill means if they take one rank, they will have a +6 which is equivalent to the bonus a good maneuverability gives.


First: 'grats on a wife/GF/SO that actually PLAYS!

Second: When you get this finished, I'm going to try and get someone to let me play one as a Rogue!


Paladin of Baha-who? wrote:

My thoughts on this race were that they would be Fey that are native to Golarian, kind of like Gnomes but more closely tied to the First World, although not of it directly. They don't use the charisma-based magic of the First-world-native Fey as much, and rely more on their brains and skills to fly.

A poor maneuverability gives a -4 to Fly. Tiny size gives a +4, so that balances out. +2 racial bonus plus class skill means if they take one rank, they will have a +6 which is equivalent to the bonus a good maneuverability gives.

don't know how flying works in Pathfinder, but isn't hovering working only from good maneuverability?

I don't see why you have to "balance" Fly out anyway, in this case that feels as if you say that cutting the leg off of a dancer gives -4 to Dance, but no worries because if the Dancer places 1 rank in Perform (Dance) then that balances out too...

fey in my opinion, especially pixie/Disney-like ones should always have bonus to Charisma, similar to how elves should always have bonus to Dexterity, or dwarves to Constitution. This has nothing to do with optimization or what kind of magic they use


The better question is to ask what she wants out of playing a pixie, then to make sure that's in the design.


roguerouge wrote:
The better question is to ask what she wants out of playing a pixie, then to make sure that's in the design.

"So my wife came up with the idea of playing a pixie on a pirate ship -- that's right, she wants to play Tinkerbelle."


I've seen the disney specials/movies.
Their classes are Tinkers, plant faeries, animal faeries, swift faeries, water faeries, and light faeries. There are also NPC types like the ones who keep the pixie dust, but that does not fit the rules set.


no, but druids, wizards, bards, rogues, and such do

The Exchange

I would just use a sprite base creature and let her add levels.

http://paizo.com/pathfinderRPG/prd/bestiary3/sprite.html#sprite

No character starts out as she was envisioned.


No minuses to Strength? O_o
Seem Strength would be their lowest stat by far.

Liberty's Edge

I dedicate this part of the thread to people who thought it said "TinA Fey."


Arikiel wrote:

No minuses to Strength? O_o

Seem Strength would be their lowest stat by far.

due to size they can carry very less already, same as how larger characters can carry more


sprite actually works straight up. 1/3 CR equals totally playable. Looks as though it has a weakness strength stat. so -4 strength +2 dex +2 charisma and then +2 dex advanced trait. should work out to 3 rp.


Trogdar wrote:
sprite actually works straight up. 1/3 CR equals totally playable. Looks as though it has a weakness strength stat. so -4 strength +2 dex +2 charisma and then +2 dex advanced trait. should work out to 3 rp.

+1 on sprite.

1st level - fey w/max hp
2nd+ lvl - whatever class she wants

Edit: give her the giant template to bring size up to tiny. Easy-breezy.


You could just take the the beastiary listing, reduce size to tiny, and convert classes from Ebberon. RP wise, she would need access to a wilderness area to make the special arrows.
Dark subterranean pixies may ride spiders and bats. :)

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