Advice on a Concept


Advice


Alright so normally I DM but I do want to make a character for a game one of our players is putting together.

However I really want to play a Fey creature and I am trying to think of how to best play this creature. I did go threw the Fey creatures on the 3rd party SRD and got an idea of what is common or at least repeats on several Fey creatures.
Fey (2) (Elf Substype)
Medium
Normal Speed
Standard Language
Standard Ability [+2 Dex; +2 Cha;-2 Con]
Unearthly Grace (Su) (8)
[A Eladrin adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class]
Long Step (6)
[A Eladrin can teleport (As the spell) up to 10 feet per Hit Dice as a move action. It may use this ability once every 1d4 rounds.]
Elven Immunities (2)
Camouflage (1) [Forest]
Skill Training (1) [Knowledge (Nature) & Survival]
Terrain Stride (1) [Forest]
Iron Vulnerability (-3)
[The mere touch of iron (including steel) deals 1 point of damage to the Eladrin. A hit with an iron or steel weapon deals an additional +1d6 points of damage. Caculate damage before applying damage reduction.]
18 RP

Unearthly Grace is also called Guarded and appears on several fey most of which where medium sized and so forth.
Long Step, Terrain Stride, and Camouflage are all taken from the Fey Creature template, at least they are options available to that template.

I gave Unearthly Grace and Long Step what I believe to be reasonably high RP cost for what they give. The Iron Vulnerability weakness adds +1d6 of damage if hit by any iron or steel weapon. If I were to get DR 5/Cold Iron from another source the damage is applied before DR but if the Iron is cold iron (Or counts as cold iron) then the additional +1d6 bypasses DR.

The character idea I want to use is a character who fights with one weapon. Something like a Paladin of Freedom//Swashbuckler gestalt or something of the sort.

Here is a Native Outsider version that I could just tag the Fey Creature Template on.
Outsider (Native) (3)
Medium Size (0)
Normal speed (0)
Standard Language (0)
Standard Abilioties (0) [+2 Dex -2 Con +2 Cha]
Unearthly Grace (8 RP)
[Adds Cha to Saves as a Racial bonus; Adds Cha to AC as a Deflection Bonus.]
Celestial Resistance (3)
[Resistance 5 to Acid, Cold, and Electricity]
Elven Immunities (2)
Enclave Protector (2)
[constant—nondetection;
1/day—faerie fire, obscure object, sanctuary.]
Iron Vulnerability (-3)
[The mere touch of iron (including steel) deals 1 point of damage to the Eladrin. A hit with an iron or steel weapon deals an additional +1d8 points of damage. Caculate damage before applying damage reduction.]
15 RP

Dark Archive

Well, some advice that comes to mind is:

1. Run this whole idea by your GM. I know he/she is probably a good friend of yours since you routinely GM for them, but they really need to be in the loop on these things if you haven't informed them already. They will be able to help you immeasurably in regard to integrating your concept with the adventure/setting that they have in mind.

2. One could argue that Unearthly Grace would make a paladin character too strong (assuming the saving bonuses stack), but I think the Iron Vulnerability is a rather substantial drawback in its own right. I would allow this race in most campaigns of my own without too many quibbles.

3. I'm having a hard time imagining this fey creature... Many fey are smallish and have wings while this one doesn't seem to. What are they like? What are their typical mannerisms? Their appearance? Their culture? What would make one want to adventure with non-fey? Fleshing these details out will probably make the concept more enjoyable overall. You can borrow from other fey or go way out in left field with the concept.

4. I forget if the "Sylvan" language exists in PF, but you should probably have that as a bonus language rather then just standard language.

I don't know if this was the kind of "advice" you were looking for, but hopefully it was helpful in some way. Good luck with your character concept!


Well there are a number of Fey in PF that are Medium, in fact more then 10 of the list are medium and several are Large.

I am still fluffing out their background. I see them as almost like Fey Elves with a lofty option of themselves, but willing to party with non-fey because they can be useful and are good tools. Now of course that is the race as a whole rather then a person by person basis.

Really they look like Elves except their skin seems to have a green ting to it when the light hits it right and their hairs are wildly more colorful which kind of gives off their Fey nature. Ranging from multiple shades of green and blue to as vivid a red as possible. Their eyes are the same, it is not uncommon to run across a blue haired green eyed Fey girl that would look more at home at a Con then in the forest of the world. But that is another reason for their being here. This world is so vastly different then their home plane so yeah exploring and gathering up natives to explore with is a fun adventure. The lofty option comes in when they think their invincible or that the dangers of this world are not as dangerous as they really are, comparing them often to the dangers of the faerie plane (Feywilds?) which is another reason they need party mates to pull their butts out of the fire when they get themselves into trouble and wiser more experienced fey of this race know this and when one of their younger lot go adventuring they push them to form a party or at least hang out in a town or two till you find a group to pal around with.

Elders allow this foolishness because when the young return home they have life experience, have faced real evil, learned to give a damn about others, etc so its a growing experience and means they come back with new skills which may just be useful for the Fey.

The Paladin saves stack, but the AC from Smite wouldn't stack with Unearthly Grace. The deflection part is from the races who have it, though since its suppose to be their fluid graceful movements that allow for this bonus I thought maybe change it to Dodge bonus which would make it stack.

I am probably going to steal the name Eladrin because the old Eladrin are now Azatas.

As far as languages go Sylvan is a language which they would have as their racial tongue. they also get common and I pick 7 others that they can learn with high enough Int.


Iron Vulnerability is really not worth three points. 1D6 damage gets negligible fast. Especially since it's not going around DR, which means if you care you can nullify it outright by the midgame.

Unearthly Grace is... way too much for a PC-grade character without a level adjustment. As-written, an Oracle could break the game from 5th level with 2x Cha to AC and 2x Cha to all saves (and wait until high levels! Screw armor, you get triple Cha to AC).

18 points is already above other races on the books by a significant margin (Aasimar is 15 and gets complained about a lot for being overpowered). Cut Unearthly, cut the Iron Vulnerability, and you're only a little better than most races.

Long Step is also pretty obnoxious, but it's not nearly as bad as Unearthly.


kestral287 wrote:

Iron Vulnerability is really not worth three points. 1D6 damage gets negligible fast. Especially since it's not going around DR, which means if you care you can nullify it outright by the midgame.

Unearthly Grace is... way too much for a PC-grade character without a level adjustment. As-written, an Oracle could break the game from 5th level with 2x Cha to AC and 2x Cha to all saves (and wait until high levels! Screw armor, you get triple Cha to AC).

18 points is already above other races on the books by a significant margin (Aasimar is 15 and gets complained about a lot for being overpowered). Cut Unearthly, cut the Iron Vulnerability, and you're only a little better than most races.

Long Step is also pretty obnoxious, but it's not nearly as bad as Unearthly.

I don't normally play Oracles so can you explain how someone gets X3 Cha to AC and Saves?

Dark Archive

Not sure about the Oracle, but its not like you're publishing this race in a supplement for players to use and abuse. It only has to fit into the dynamic of one single table.

You addressed all of my comments very well, I really like what you've got for fluff so far, but I maintain that discussing it with you GM is critical at this stage.


Oh I plan to run this buy him and I do get the comments about it being powerful and I admit it is very powerful if abused.


Sheppard Book wrote:
kestral287 wrote:

Iron Vulnerability is really not worth three points. 1D6 damage gets negligible fast. Especially since it's not going around DR, which means if you care you can nullify it outright by the midgame.

Unearthly Grace is... way too much for a PC-grade character without a level adjustment. As-written, an Oracle could break the game from 5th level with 2x Cha to AC and 2x Cha to all saves (and wait until high levels! Screw armor, you get triple Cha to AC).

18 points is already above other races on the books by a significant margin (Aasimar is 15 and gets complained about a lot for being overpowered). Cut Unearthly, cut the Iron Vulnerability, and you're only a little better than most races.

Long Step is also pretty obnoxious, but it's not nearly as bad as Unearthly.

I don't normally play Oracles so can you explain how someone gets X3 Cha to AC and Saves?

Unearthly Grace is a deflection bonus, Nature's Whispers (Nature Oracle revelation) replaced dexterity with charisma, and Celestial Obedience (Arshea) gives charisma as an armor bonus. All three stack since they're different specific bonuses.


What Arachno said. Unearthly Grace + Divine Protection gets you to 2x Cha to saves on the same character. You can actually get worse than this if you really want to, but those are passive always-on abilities.

Even just with your planned build you're effectively unkillable barring some very specific things, assuming you boost Cha (which, really, all you care about is Str or Dex, Cha, and perhaps a bit of Con). The only real 'drawback' is that during a Smite the +Cha to AC is wasted... but when it's a drawback because you have it all the time, not really significant. If you even keep baseline Smite, as that one's easy to trade out.

Realistically, you have a 21 point race. The best 'standard' race on the books is 15, most are hovering around 10. That's... a pretty huge differential that needs to be addressed, and Unearthly Grace is the easiest way to do it.


Have you seen Fey Creature template. You may get some ideas.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Advice on a Concept All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice
Brawler Build Advice
Kasatha Nature Fang Advice
Trox Fighter Optimation