The faen are one of my favorite races from Arcana Evolved. I originally updated them to Pathfinder for Heroes of the Jade Oath, but it was fun to revisit them yet again.
Faen
High in the secluded woodlands of the mountains or in the
huge metropolises of the larger races, you can find villages and family groups
of the beautiful and delicate faen (pronounced FAY-in, singular and plural). While
faen are a unified race, each is born with one of seven specialties. There are
the shapeshifting changelings, the macabre darklings, the magically adept
loresongs, the brave lubricans, the brutal prowries, the speedy quicklings, and
the mechanically-minded urisks. The specialties of a faen’s parents don’t
necessarily reflect what their own specialty will be. Some choose, later in
life, to permanently metamorphose into an even more diminutive form with wings
and become a spryte (see the Faen Metamorphosis feat below). All faen love to
laugh and enjoy jokes, though not pranks. They live in the moment and their
lack of forethought often finds them in avoidable trouble.
Physical Description: Faen
average about around 3-1/2 feet tall. They are lithe, have pointed ears, and
eyes ranging from blue to green. A faen’s specialty is usually reflected in its
appearance. The hair and complexions of changeling faen tend to reflect those
of the human ethnicity in closest proximity to the faen’s village. Darkling
faen tend to have pale hair ranging from gray to white and skin from dark blue
to dark gray. The hair of loresong faen is usually a shade of blond, and they
are fair-skinned. Lubrican faen are also fair-skinned, but their hair is usually
red. Some lubrican faen have hair closer to auburn or chestnut in color. Prowrie
faen are hairless and have ruddy complexions. A few more sinister prowrie faen wear
bandanas or caps they dip in the blood of fallen opponents, earning them the nickname
redcaps. Quickling faen sport skin in shades of blue and purple, and hair the
color of clouds. Urisk faen generally have bronze skin and hair in shades of
green and brown.
Sprytes average just over 1 foot in
height, and have gossamer dragonfly-like wings with a 20 inch span. A spryte
maintains the coloring it had before undergoing metamorphosis.
Society:
Faen live mostly in secluded villages for security, not isolation. Their small
forms make them cautious and so their homes are very sturdy and it’s very
important for faen to have a haven while adventuring; whether it’s a trusted
inn and a regular room or just a familiar alley. Faen with different
specialties do not let it keep them from becoming friends or romantic partners.
Relations:
Faen don’t judge others based on race, but by character and demeanor. They
prefer gnomes because of their friendly company and constant need to experience
new things. Faen love laughing and feeling happy and in general value virtues.
If someone proves they have a kind heart, they are a friend of the faen.
Alignment and Religion: Faen
are usually chaotic, and worship many gods and discover new gods frequently. A quickling
could be whistling down the street and have an epiphany about Whit-Whit, the god
of Whistling. Some accuse the faen of making them up, but the faen take their
religion seriously.
Adventurers: Faen
are curious and adventure to discover new magic, to gather treasure, learn new
knowledge, or simply for discovery’s sake. They live in the moment, but are not
scatter-brained and their curiosity is an asset to the group, not comedic
relief.
Male
Names: Aiden, Cian, Conor, Darragh, Liam, Niall, Oisin, Riordan
Female
Names: Aoife, Caoimhe, Ciara, Keeva, Maeve, Niamh, Saoirse,
Siobhan
Faen Racial Traits
+2 Dexterity, +2
Intelligence, –2 Strength: Faen are nimble in body and mind, but
their small stature makes them weaker than other races.
Fey
(2 RP): Faen are fey.
Small: Faen
are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus
on attack rolls, a –1 penalty to their Combat Maneuver
Bonus and Combat Maneuver Defense, and a +4 size bonus
on Stealth checks.
Slow
Speed (–1
RP):
Faen have a base speed of 20 feet.
Low-Light Vision:
Faen can see twice as far as humans in conditions of dim light.
Bond to the Forest (1 RP):
Faen get a +2 dodge bonus to AC in forest terrain.
Camouflage (1 RP):
Faen receive a +4 racial bonus on Stealth checks in forest terrain.
Nature’s Shadow (1 RP):
Knowledge (nature) and Stealth are always class skills for faen.
Faen Specialty (3 RP):
Each faen is born with one of seven innate abilities.
Changeling Shapeshifting: Changeling
faen can assume the appearance of a single form of a human child of their
size. The form is static and cannot be changed each time they take this form.
The faen gains a +10 racial bonus on Disguise checks made to appear
as a human child. Changing its shape is a standard action. This trait otherwise
functions as alter self, save that the
creature does not adjust its ability scores. Changeling faen have the
shapeshifter subtype.
Darkling Touch: Darkling
faen with an Intelligence of 11 or higher also gain the following spell-like
abilities: 1/day—vampiric touch. Though living
creatures, darkling faen react to positive and negative energy as if they are
undead—positive energy harms them, while negative energy heals them. Darkling
faen take no penalties from energy drain effects, though they can still be
killed if they accrue more negative levels then they have Hit Dice. After 24
hours, any negative levels a darkling faen takes are removed without the need
for an additional saving throw.
Loresong Magic: Loresong
faen gain a +2 racial bonus on Spellcraft checks. Loresong faen with an
Intelligence of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, haunted fey aspectUC,
and vanishAPG. The
caster level for these effects is equal to the faen’s character level. The DC
for these spells is equal to 10 + the spell’s level + the faen’s Intelligence modifier.
(Players with access only to the Core
Rulebook may substitute lullaby and ventriloquism for haunted fey aspect and vanish.)
Lubrican Luck: Lubrican
faen gain a +2 racial bonus on saving throws against fear and despair effects. Once
per day, after a natural roll of 1 on a d20 roll, lubrican faen may reroll and
use the second result.
Prowrie Savagery: Once
per day, whenever a prowrie faen takes damage, it flies into a frenzy for 1
minute, gaining a +2 racial bonus to Constitution and Strength, and taking a –2
penalty to AC. Prowrie faen are also proficient with spears and longspears.
Quickling Speed: Quickling
faen receive Run as a bonus feat and a +10
foot bonus to their base speed.
Urisk Tinkering: Urisk
faen gain a +2 racial bonus on
all Craft or Profession checks to create objects from stone
or wood. Urisk faen with an Intelligence of 10 or higher also gain the
following spell-like ability: 3/day—mending. The caster level for
this effect is equal to the faen’s character level. The DC for these spells is
equal to 10 + the faen’s Intelligence modifier.
Forest Stride (1 RP):
Faen can move through natural difficult terrain at their normal speed in forest
terrain. Magically altered terrain affects them normally.
Weapon Familiarity (1 RP):
Faen are proficient with bows (including longbows, composite longbows,
shortbows, and composite shortbows).
Languages (1 RP):
Faen begin play speaking Common and Faen. Faen with high Intelligence scores
can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits
The following racial traits may be selected instead of
existing faen racial traits. Consult your GM before selecting any of these new
options.
Dual
Specialties: Some rare faen show for multiple
specialties. Such faen often become chieftains or royalty. Faen with this trait
choose two abilities from the faen specialty list. This trait replaces the bond
to the forest, camouflage, nature’s shadow, and forest stride traits.
Resist
Mortal Magic: Faen with this trait gain spell resistance equal
to 11 + their character level against spells and spell-like abilities cast by
humanoids. This trait replaces the bond to the forest and forest stride traits.
Swamp
Faen: Faen with this trait gain a +2 dodge bonus to AC, +4
racial bonus on Stealth checks, and can move through natural difficult terrain
at their normal speed in swamp terrain. Magically altered terrain affects them
normally. This trait replaces the bond to the forest, camouflage, and forest
stride traits.
Urbanite: Faen
with this trait gain a +2 dodge bonus to AC, +4 racial bonus on Stealth checks,
and can move through natural difficult terrain at their normal speed in urban
terrain. Magically altered terrain affects them normally. This trait replaces
the bond to the forest, camouflage, and forest stride traits.
Favored Class Options
The following options are available to all faen who have
the listed favored class, and unless otherwise stated, the bonus applies each
time you select the favored class reward.
Barbarian:
Add +1/4 to the bonus from the rolling dodge rage power.
Druid: Add
a +1/2 bonus on concentration checks. This bonus doubles in a forest or forest
terrain.
Oracle: Add one spell known from the wizard's illusion
school spell list. This spell must be at least one level below the highest
spell level the oracle can cast. That spell is treated as one level higher
unless it is also on the oracle spell list.
Magus:
Add a +1/2 bonus on concentration checks made to cast defensively.
Rogue: Add
+1 to the number of times per day the rogue can cast a cantrip or 1st-level
spell gained from the minor magic or major magic talent. The number of times
this bonus is selected for the major magic talent cannot exceed the number of
times it is selected for the minor magic talent. The rogue must possess the
associated rogue talent to select these options.
Sorcerer:
Add +1/2 point of damage to any illusion spells cast by the sorcerer.
Witch: The
witch gains 1/6 of a new witch hex.
Racial Archetypes
The following racial archetype is available to faen.
Tree
Warden (Ranger)
Tree wardens are know both for their connection to
surrounding flora and their ability to use vegetation to move undetected and
make devastating attacks.
Green Empathy (Ex): At
1st level, a tree warden can improve the attitude of a plant creature. This
ability functions just like a Diplomacy check made to improve the
attitude of a person. The tree warden rolls 1d20 and adds her druid level and
her Charisma modifier to determine the wild empathy check result. The typical
wild plant creature has a starting attitude of indifferent.
To use green empathy, the tree warden
and the plant creature must be within 30 feet of one another under normal
conditions. Generally, influencing a plant creature in this way takes 1 minute
but, as with influencing people, it might take more or less time.
A tree warden can also use this ability
to influence an animal, but she takes a –4 penalty on the check. This ability
replaces the wild empathy class feature.
Sneak Attack: At 1st level, a tree warden gains the sneak attack ability as the rogue
ability of the same name. This sneak attack damage increases by +1d6 at 5th,
10th, 15th, and 20th level. If a tree warden gets a sneak attack bonus
from another source, the bonuses on damage stack. This ability replaces the
ranger’s favored enemy.
Fast Stealth (Ex): At
2nd level, a tree warden can move at full speed using
the Stealth skill without penalty. This replaces the ranger’s
2nd-level combat style feat.
Plant Companion (Ex): At
4th level, a tree warden forms a mystic bond with a plant companion. A tree
warden selects a companion from the plants listed in Plant Companions. This plant is a
loyal companion that accompanies the tree warden on her adventures. This
ability functions like the treesinger’s plant companion
ability (which is part of the Plant Bond class feature), except
that the tree warden's effective druid level is equal to his ranger level – 3.
Plant bond replaces the ranger’s hunter’s
bond ability.
Powerful Sneak (Ex): At
8th level, whenever a tree warden takes a full attack action, she can elect to
take a –2 penalty on all attack rolls until the start of her next turn. If an
attack during this time is a sneak attack, she treats all 1s on the sneak
attack damage dice as 2s. This ability replaces the ranger's second favored
terrain.
Bushwhacker (Ex): At
11th level, chooses one of the following abilities.
Ambusher
(Ex): When running or charging, the tree warden only
takes a –10 penalty on her Stealth checks to stay hidden, instead of
–20.
Sniper
(Ex): When sniping, the tree warden only
takes a –10 penalty on her Stealth checks to stay hidden, instead of
–20.
This ability replaces the ranger's quarry.
Deadly Sneak (Ex): At
19th level, when a tree warden uses the powerful sneak ability she treats all 1s and 2s on the sneak attack damage dice
as 3s. This ability replaces the ranger's improved quarry.
New Racial Rules
The following options are available to faen. At the GM's
discretion, other appropriate races may also make use of some of these.
Faen
Equipment
The following equipment is used or made by faen.
Spiderweb
Gauze: This specially gathered and treated spider web
instantly stops bleed damage or stabilizes a dying creature when applied
directly to a wound.
Faen
Equipment
Item
|
Cost
|
Weight
|
Craft
DC
|
Spiderweb
gauze
|
25 gp
|
—
|
20
|
Faen
Feats
Faen have access to the following feats.
Faen
Metamorphosis
You choose to undergo metamorphosis.
Prerequisites:
Character level 7th, faen.
Benefit: You
secrete a sticky substance that she wraps around herself. The secretion
hardens, forming a chrysalis. You then spend 1d4+3 days in the chrysalis, after
which you emerge in a completely different form. Even smaller than before, you
now have gossamer wings that can carry you aloft. You have become a spryte. Your
gear taken into the magical chrysalis emerges sized appropriately for your new
stature. Sprytes gain the following racial traits.
Spryte Racial
Traits
These traits replace the normal size and speed
traits of a faen.
Tiny: Sprytes
are Tiny creatures and gain a +2 size bonus to Dexterity, a –2 size penalty to
Strength, a +2 size bonus to their AC, a +2 size bonus on attack
rolls, a –2 penalty to Combat Maneuver Bonus and Combat Maneuver
Defense, and a +8 size bonus on Stealth checks. Sprytes take up a space of 2-1/2
feet by 2-1/2 feet, so up to four of sprytes can fit into a single square.
Sprytes have a natural reach of 0 feet, meaning they can't reach into adjacent
squares. You must enter an opponent's square to attack it in melee. This provokes
an attack of opportunity from the opponent (unless you have the Spring Attack feat). Since you
have no natural reach, you do not threaten the squares around you. Other
creatures can move through those squares without provoking attacks of
opportunity. You cannot flank an enemy.
Very
Slow Speed: Sprytes have a base speed of 10 feet.
Flight:
Sprytes have a fly speed of 30 feet with average maneuverability (except for
quickling sprytes, which have a fly speed of 40 feet with average
maneuverability).
Side
Flanking (Combat, Teamwork)
Your small form allows you to share space with an ally.
Prerequisites:
Base attack bonus +1, Small size.
Benefit: You
and an ally who also has this feat can share the same square at
the same time. If you and an ally who also has this feat attack the same foe, you
are considered to be flanking that foe as if you were in two opposite squares.
Tiny
Threat (Combat)
Though of very small stature, you still are a force to be
reckoned with.
Prerequisites: Dex 13, Dodge, Mobility,
Spring Attack, base attack bonus +6, Tiny size.
Benefit: Your
reach increases to 5 feet. You threaten adjacent squares normally, and you can
flank an enemy.
Normal: A
Tiny creature has a natural reach of 0 feet, does not threaten adjacent
squares, and cannot flank an enemy.
Faen
Spells
Faen have access to the following spells.
FEY STORAGE
|
School transmutation; Level sorcerer/wizard
1, summoner 1, witch 1
Casting Time 1
standard action
Components V, S, F (a belt
pouch)
Range personal
Target you
Duration 24 hours
You turn your belt pouch into an extradimensional space
that can store up to 5 pounds per caster level of objects able to fit through a
6-inch-square opening. This space resembles a bag of holding in most ways.
If this spell ends with objects stored, they fall to the ground at your feet.
SEEMING OF FORM
|
School illusion
(glamer); Level bard 3, sorcerer/wizard 3, witch 3
Casting Time 1
round
Components V, S
Range touch
Target object touched, no
larger than the caster
Duration 1 hour/level
(D)
Saving
Throw Will negates (object) and Will disbelief
(if interacted with); Spell Resistance yes (object) and No
This illusion makes an object seem to all senses as if it
were something else. You can change the shape, texture, color, and smell as you
desire, and you can even change the size by one category. The spell even allows
an object to have inherent qualities of another object—a chair can be wielded
as a battleaxe, a table can serve as a hinged door, and a helmet can be used as
a lockpick.
However, the object retains its original
hardness and hit points. Objects that are not actually weapons but are used as
such suffer a –1 attack and damage penalty. Magical abilities cannot be
bestowed, nor can masterwork quality be granted. Magical qualities in an item
are inaccessible while the illusion is in place and the character attempting to
use the item believes in the illusion.
Unattended magical items and magical items
in the possession of another get a saving throw to resist the effects of this spell.
Age, Height, & Weight
Random
Starting Age
Race
|
Adulthood
|
Intuitive1
|
Self-Taught2
|
Trained3
|
Faen
|
40 years
|
+4d6
|
+6d6
|
+9d6
|
1 This category includes
barbarians, oracles, rogues, and sorcerers.
2 This category includes bards,
cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes
alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Aging
Effects
Race
|
Middle
Age1
|
Old2
|
Venerable3
|
Maximum
Age
|
Faen
|
100 years
|
140 years
|
180 years
|
180 +2d%
years
|
1 At middle age, –1 to Str, Dex,
and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and
Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str,
Dex, and Con and +1 to Int, Wis, and Cha.
Random
Height & Weight
Race
|
Base
Height
|
Base
Weight
|
Modifier
|
Weight
Modifier
|
Faen, male
|
3 ft. 0 in
|
40
|
2d4
|
×1 lb.
|
Faen,
female
|
3 ft. 2 in
|
45
|
2d4
|
×1 lb.
|
Spryte,
male
|
1 ft. 0 in
|
10
|
1d3
|
×1 lb.
|
Spryte,
female
|
1 ft. 0 in
|
10
|
1d3
|
×1 lb.
|
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