My friend lost his face to a Fey Wolverine and we aren't going to take it anymore!


Pathfinder First Edition General Discussion


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So after the War Bull Anvil incident or GM decided that he hated us or something because the stone tower it was guarding was a whole lot of nothing. So we leave and are immediately accosted by 4 Fey Wolverines (we are still level 5 and hurt). The fist Wolverine hits our Paladin with a freaking Death Curse and our Bard Cavalier gets one hit KO'd. The GM let him live at the cost of his face. He took a -4 Cha and lost an eye. We only made it by the skin of a summoned Giant Ant Worker.

This is not the first time we have seen Fey monsters and the GM has told us that they are our main enemy form here on in. I have been given clearance to do whatever I want to take care of this problem. Up to and including building a Fey killing construct. Even if I cannot build it till CL12 I want some suggestions on it and how to massacre these Fay. I am currently a 6th level Arcanist. (Just got third level spells) We are already stocking up on Cold Iron.

Also side note I think the big Fey in the area is a Bogeyman and I think he is calling the shots.


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Get your group group's saves vs. Compulsion, Charm, Fear, and other Mind-affecting effects up, as well as vs. Curses. Some Potions of Remove Curse would be a good idea to get. If you can afford one, a Wand of Break Enchantment would be your best friend.

As for a construct, I'm not familiar enough to offer suggestions.


Cold iron golem?


Rather than a fully Cold Iron construct, using modifications to strap a cold iron weapon to a normal construct will save you a lot of gold.

rules text:
SRD, construct modifications wrote:
Weapon Modification: This modification enhances a construct’s physical weaponry. This process includes adding actual weapons (such as blades or spiked chains) to the physical structure of the construct or enhancing existing weapons with additional magical properties. Structural changes alter the construct’s damage only. A construct is automatically considered proficient with any weapon added to its structure as a weapon modification. The cost for adding a weapon is determined by the cost of the weapon or weapon enhancement added. The cost for magical enhancements to these weapons is the same as the cost for creating magic weapons as described on page 468 of the Core Rulebook. Performing a weapon modification also requires the Craft Magical Arms and Armor feat.

A random sampling of fey, plus the fey wolverine and bogeyman, imply that a Golem's full immunity to magic is not necessary. The normal construct immunities and darkvision nullify the most worrisome spells.

What is the party composition, and what level of retraining would be permissible? Things like an extra line of mental defence from a blackblade or abilities based around beating DR/cold iron could help a lot.

If you ever take the fight to the fey at large, bring a necromancer. Fey respawn on the first world unless you can interfere with their soul.


Fey excel at manipulation, guile, and inflicting Will-affecting effects. Along with dubba U's suggestions, you also need top notch Perception and the ability to get around Invisibility.

The fey themselves are surprisingly easy to kill. Base HP is D6, Slow progression BAB, Good Ref/Will saves but generally weak to modest Con scores and low Fort saves mean they're pretty susceptible to many debuffs. Poison too I've discovered in my own home games.

Think of it like this: the Fey are the Skills Monkeys/secondary Spell Casters of the monster world. They have 6 skills/HD, are generally of modest Int scores and many have a couple will-affecting or nature-based debuffs such as Entangle. Some have some situationally-useful attacks or offensive spell-like abilities, kind of like a rogue's SA.

So if you're going toe-to-toe with the fey and their minions just optimize as you normally would for your combat role and you'll be fine. If however your GM is gearing up to really use these little buggers the way the storybooks intended (hit-and-run tactics, manipulations, hordes of minions, and environmental mastery in nature) then you'll want to gear up for the annoyance that is, The Fey.

Dark Archive

Fey creatures are, in my opinion, the most irritating creatures that you can face. This is because they always work around some sort of gimmick, and they fight you on their terms, not yours.

So as already mentioned above, have a way to deal with invisibility on a very regular basis, and work towards being able to spot them as quickly as possible. They will not readily close in on you, usually relying on mind-affecting spells/SLA's. And in the case that they do come in melee range, it is usually in the form of Spring Attack / Flyby Attack. Only animals with the Fey Template tend to close in for combat and actually stay there.

As for spells, there is both Charm Fey and Hold Fey, but Fey do have good Will Saves. Since you can cast lvl 3 spells, there is also Iron Spine. This spell might be single target, but offers no save and nauseates Fey. There is the problem that it allows Spell Resistance, and that is not uncommon among the more powerful Fey.

A completely other route to take is vision impairment, as Fey need to be able to see you to use most of their abilities. Fey do not possess Darkvision, only Low-Light Vision, so providing Darkvision to your allies and casting Darkness/Deeper Darkness can be quite a boon to your endeavors. Obscuring Mist can also help, especially if you yourself have a way to look through it (Goz Mask, Fog-Cutting Lenses, Echolocation).

Do keep in mind that a Bogeyman might not have the same things as a regular Fey. I do not know the stats of such creatures, but their lore is that they are creatures that go bump in the night. It might be that Darkness is something they revel in.


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Pathfinder Starfinder Roleplaying Game Subscriber

Cold. Iron. Caltrops.

Best area control item ever for dealing with fey that don't fly. And they're cheap, too!

Also, be sure to keep an eye out for other fey that may be fed up with the garbage that the antisocial ones are pulling on you, they may just be willing to ally with your team.


Mr. Bonkers wrote:


Do keep in mind that a Bogeyman might not have the same things as a regular Fey. I do not know the stats of such creatures, but their lore is that they are creatures that go bump in the night. It might be that Darkness is something they revel in.

statblock for reference:
Bogeyman CR 10

Source Bestiary 3 pg. 1 (Amazon)
XP 9,600
NE Medium fey
Init +9; Senses low-light vision; Perception +23
Aura deepest fear (30 ft., DC 25)
Defense
AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 93 (17d6+34); terrible rejuvenation 5
Fort +9, Ref +15, Will +13
DR 15/cold iron; SR 21
Offense
Speed 30 ft.
Melee 2 claws +13 (1d8+1/19–20)
Special Attacks sneak attack +6d6, striking fear
Spell-Like Abilities (CL 16th; concentration +17)
Constant—detect thoughts, tongues
At will—darkness, gaseous form, ghost sound (DC 17), invisibility, suggestion (DC 20)
3/day—crushing despair (DC 21), hold person (DC 20), quickened phantasmal killer (DC 21)
1/day—nightmare (DC 22)
Statistics
Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
Base Atk +8; CMB +9; CMD 32
Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse
Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Aklo, Common; tongues
Ecology
Environment any
Organization solitary
Treasure double
Special Abilities
Deepest Fear (Su) A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.

Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 25 Will save negates this increase. In addition, a critical hit from the bogeyman’s claw forces any target that has successfully saved against the creature’s fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.

Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.

Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society’s willingness to do itself harm.

Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their ghost sound ability to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims’ growing realization that they are not alone.

The most evil bogeymen are those who abandon the tactic of feeding on one person’s fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father’s work.

A specialist in fear effects. darkness SLA, no darkvision.

Dark Archive

Obscure citations wrote:
Mr. Bonkers wrote:


Do keep in mind that a Bogeyman might not have the same things as a regular Fey. I do not know the stats of such creatures, but their lore is that they are creatures that go bump in the night. It might be that Darkness is something they revel in.

** spoiler omitted **...

A specialist in fear effects. darkness SLA, no darkvision.

Pretty nasty creature, has also a lot of spells which require high saves and it has Spell Resistance. Luckily, the constant Detect Thoughts doesn't give him any form of location detection, so Darkness/Mist tactics would still work against it. I would definitely increase the Will saves of the party, as it will ask those from you on a very regular basis.


Wei Ji the Learner wrote:


Cold. Iron. Caltrops.

Best area control item ever for dealing with fey that don't fly. And they're cheap, too!

Also, be sure to keep an eye out for other fey that may be fed up with the garbage that the antisocial ones are pulling on you, they may just be willing to ally with your team.

Had something similar happen with lycanthropes. At the next major city our party outfitted everyone with "masterwork cold iron spiked gauntlets" on one fist and "masterwork silvered spiked gauntlets" on the other fist. Not only were they cheap ((5gp + 300gp)*2=610gp), (5 gp + 300 gp + 20 gp=325 gp), but now the players were covered for fey, demon, and weres. Getting them up to magical weapons cost extra (+2,000 gp for the cold iron), but my character kept them throughout the adventure.


If you can import Warforged from Eberron, could adapt them with cold iron(or silver). There was a character in a comic a friend told me about iirc her name was One-Punch, a sentient Iron Golem crafted by a wizard to deal with fey, and to make her even more deadly to fey, looked like a normal human woman (16+ Cha). The wizard would later travel with the golem presenting her as his daughter, which the golem effectively was...

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