What I came up with was the following class, which would replace Elves, Dwarves and Halflings in a Prydain campaign.
This is actually the 5th iteration, which I'm posting partly because I'm tired of second-guessing myself. I've tried just re-skinning the existing demi-human classes; I've tried recreating those three classes entirely, starting again from the perspective of Welsh folklore regarding fae creatures (and I confess, that version was very interesting - but perhaps a bit too strange for ordinary use); I've tried going back to the the ordinary demi-human classes and just adding flavour tweaks (which was painful to look at when I was done, it was so boring); I've tried a kit combining my second and third ideas to make the Human classes into Fair Folk.
In the end, this is the version I'm sticking with until I get a chance to test things in actual play and get some feedback:
Fair Folk (Ellyll or Tylwyth)
Level | Title |
XP
|
Talents |
1
|
Imp |
0
|
Craft, Light, Ventriloquism, Speak with Animals |
2
|
Knocker |
2500
|
Obscure, Sleep, Fairy Fire |
3
|
Hob |
5000
|
Find Traps, Read Languages, Invisibility, Diminution |
4
|
Coblyn |
10000
|
Locate Object, Water Breathing, Phantasmal Force |
5
|
Tylwyth |
20000
|
Hold Person, Fly, Brew Potion, Animal Shape |
6
|
Puck |
40000
|
Growth of Animals, Remove Curse, Striking |
7
|
Fay |
80000
|
Hallucinatory Terrain, Plant Door, Forge Weapons and Armor |
8
|
Ellyll |
150000
|
Pass Plant, Speak with Plants, Create Food |
9
|
Ellyll Lord |
300000
|
Find the Path, Quest, Craft Item |
Hit
Dice: 1d6/level
Max
9th level
Save
as: Dwarf
Special:
1 talent/level, each talent can be used 1/day
The
Fair Folk, also known as the Ellyll, are a mystical people intimately
linked with the Land of Prydain and the forces that run through it.
Although they are well known to the people of Prydain, they are
typically shy and wary of humans and so most people have never seen
them – or if they have, they have perhaps not known it as the Fair
Folk will sometimes move among ordinary people in disguise. The Fair
Folk will only rarely venture out into the human realsm from their
network of small enclaves, circles or grottos (known as the Tylwyth
Teg) though from time to time one of the Ellyll will choose to
associate with humans in one manner or another. Typically, this will
be in the form of a mutually beneficial relationship – the Ellyll
using his or her powers to help the human in his or her work, the
human reciprocating with gifts such as small treasures, finely made
clothes or jewelry, or delicacies (for some reason, the Ellyll are
unable to bake bread or cakes, and they keep no livestock so they are
unable to make cheese – thus gifts of bread, cake, milk/cream or
cheese are particularly valued). However, from time to time the
Ellyll will enter the world of humans seeking adventure, searching
for lost treasures, or to help achieve some heroic goal.
Description:
Fair
Folk are small and various, ranging from 1 to 4 feet in height. Most
appear as short (3 feet or so), wiry humans and could easily pass as
children or just unusually small adults, however Ellyll are close to
the land and some will manifest signs of this – they may have
glittering, jewel-like scales, tufts of feathers instead of hair, or
be encrusted with rocky or sandy protrusions (depending on whether
their clan is most associated with the Element of Sea, Sky or Stone).
Prime
Requisite - Fair Folk require a minimum Charisma of 9.
Armor
and weapons - Fair Folk may only use non-metal armor if it is mundane, but may wear metal armor if it is magical.
They may not use 2-handed weapons other than shortbows and
crossbows.
Special
Abilities:
Detection
– Due to the fact that many of their secret homes are hidden within
hills and under mountains, the Ellyll are natural miners. Ellyll
characters will detect sliding walls, sloping corridors, secret doors
and new constructions on a roll of 1-2 on 1d6.
Hiding
– Out doors, Fair Folk are in their element and are very difficult
to find when they choose to remain hidden. If they choose to hide
rather than reveal themselves, they will be noticed only 10% of the
time, and are even difficult to find when actively being sought: a
roll of 1-2 on 1d6.
Talents
– Fair Folk are naturally magical in nature, and the closeness of
their ties to the Elements grants them special talents. At first
level a Fair Folk character may choose ONE talent from the following:
Craft, Light, Ventriloquism, Speak with Animals. Each time a level
is gained, the character may choose ONE additional talent from those
listed as available at the new level and those below. Talents may be
used only once per day. A talent may be selected more than once, and
this permits it to be used an additional time each day. Talents with
names matching Cleric, Druid or Magic-User spells have the same
effect as those spells – refer to the spell description for
details. Note that some of the spells referred to may be found in the
Companion set, but most have been taken from the Basic and Expert
sets.
Talents
not corresponding to a spell are described below:
Craft:
Using this talent, the character may use suitable materials to
perfectly make or repair an ordinary item from the equipment list in
1 hour. At the DM's discretion, other ordinary items not listed may
also be made (eg furniture, clothing, etc). Use the equipment list
items for guidance on the quantity produced (eg if the number given
on the equipment list is 10, then the character may make 10 in 1
hour) Weapons and armor cannot be made, however a character using
this talent may make 6 arrows.
Diminution:
Using this talent, the character will immediately shrink to 6” in
height, and can do only 1hp damage physically attacking a creature
larger than 1' regardless of the weapon used. Likewise, the
character's strength is reduced proportionately and it will become
difficult to move even ordinary objects. The character can slip
through small cracks and and has a 90% chance of not being seen when
standing still. The diminution effect will last until the next
sunrise, or until the character decides to return to ordinary size.
Brew
Potion: The character is able to brew a single dose of any
potion. Brewing the potion takes 3 days and 3 nights of
uninterrupted work, and requires that the necessary ingredients first
be gathered.
Animal
Shape: The character is able to take the shape of a specific
animal (type selected at the time this talent is chosen). The form
may be that of a bird, fish, reptile, amphibian or mammal but must be
small to medium in size – of a type that could reasonably be
described as a “small woodland creature”. (e.g. fox, mouse, cat,
grouse, trout, heron, frog, snake, turtle, etc.) Having taken this
form, the character gains all the abilities of this type of animal
other than venom. The character may remain in animal shape until the
next sunrise, or until he or she decides to return to ordinary form.
Even while not in animal form, the character gains the ability to
speak with the specific type of animal into which he or she can
transform.
Forge
Weapons and Armor: Using the finest materials and steel, and with
access to the proper equipment, the character is able to forge
weapons or armor of special quality. These weapons and armor are not
magical, however they are of masterwork quality and will provide a
bonus of +1 to hit or damage, or +1 AC. Creating one weapon (or 1
dozen arrows) or suit of armor takes 1 month. Materials cost 10x
list price for orinary items of the same type.
Craft
Item: Taking one year and one day to do so, the character is
able to create a miscellaneous magic item with one power, provided
the materials are gathered together and prepared appropriately.
Should 2 or more Fair Folk with this talent cooperate in the creation
of the item, th item may be imbued with 1 additional power per Fair
Folk crafter.
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