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Showing posts with label Rural. Show all posts
Showing posts with label Rural. Show all posts

Thursday, 7 December 2017

Tinker Faerie (Advanced Pixie)

While I was watching Peter Pan recently, I thought how great it would be for a Tinkerbell companion. I looked at the Pixie creature and wanted to buff it up a bit. I would use these as companion creatures for PCs gaining experience at half the points their companion gains.


Tinker Faerie (Advanced Pixie)

Personality: These fickle beings want to see and experience everything they can. They have a wonderful sense of humour, loving to laugh or make others do the same. While typically not loyal to anything or anyone, the few things that do earn their trust have an ally that will never abandon them. Their size means they care little about possessions, and have a fondness for beings with the same traits. Many have a fascination with children, animals or magic users. They avoid anyone that shows cruelty, regardless of the reason.

Physical Description: They are 12 inches tall and weigh around 2 pounds, smaller than the typical pixie cousins. Most have pale skin, bright blue eyes, with gossamer wings, but pixies from other lands have other skin colours. They usually wear light or green coloured clothing. Most have either tiny rapiers or bows, but tend to rarely use them. They often wear a magical ring as a belt, as this is typically the only type of magic item they can use.

Relations: They get along with other fey and children of any race with a sense of wonder or adventure. They generally shun larger mortal creatures. Some magic users, elves or rangers can earn their trust.

Alignment: Like many fae, they tend towards chaos, shunning rules and order to simply do what they want. Rarely do they desire to hurt other creatures, unless the others represent a threat to them or their fae kin.

Lands: They are found in any fae lands or mortal lands which border these areas, which can be either city or rural areas. They have never actually ruled any lands as they do not care about such things.

Religion: Their devotion is to the the fae realm. Few of them worship the gods and they do not have clerics among their own kind. Many mortal philosophers believe they do not have the intellect for such faith, this is not true, they simply do not feel the need to follow any specific one. If killed, their bodies are transformed into pixie dust and their spirit, like many other faeries, is usually reborn.

Language: Fae & the common tongue. At higher HD they learn to speak with plants, animals and any mortals

Adventurers: For Tinker Faeries they tend to zip around looking for things that capture their interests. They align themselves with mortal creatures who have similar personalities or interests. These are the ony ones who gain HD / levels.


Tinker Faerie (Advanced Pixie)
• -8 Strength, +12 Dexterity
• Tiny size: +4 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks, -2 penalty on CMB, lifting and carrying limits ½ those of Medium characters.
• A pixie's base land speed is 20 feet. has a base fly speed of 30 feet (Average); Fly +10
• Low-light vision.
• Racial hit dice: 1d4 ; they start with 2 hp
• +2 racial bonus on Perception checks.
• +1 natural armor bonus.
• Start with 10 skill points at 1 HD
• Gain a +1 bonus at 1 HD  if they chose any skills from the following list: Bluff, Escape Artist, Knowledge (Any 1 listed), Perception,

Special Qualities

Damage Reduction 5 plus 1 per HD /cold iron.

Spell Resistance equal to 10 + 3 X HD.

Light (Ex) : A Tinker Faerie is continuously surrounded by a 1 ft radius of light. At 3 HD they can expand it to a five foot radius, at 6 HD to ten foot radius. If their effect is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Skill Selection: Acrobatics, Bluff, Craft, Disable Device, Escape Artist, Fly, Heal, Knowledge (geography, nature, local, magic), Perception, Sense Motive, Sleight of Hand, Stealth, Use Magic Device

HD Advancement
2 HD +1 AC; +5 skill points; New Feat; Minor Invisibility (3/day);  Know Alignment (at will)
3 HD +1 AC; +5 skill points; Fly 40 ft; Speak with Plants; See Invisibility
4 HD +1 AC; +5 skill points; New Feat; Fairy Dust (3 doses a day + 2/ additional HD)
5 HD +1 AC; +5 skill points; Fly 50 ft (Good); Speak with Animals; Minor Invisibility (at will)
6 HD +1 AC; +5 skill points; New Feat; Summon Insects (2/day)
7 HD +1 AC; +5 skill points; Fly 60 ft; Speak with Other; Summon Fey (1 / day)
8 HD +1 AC; +5 skill points; New Feat; Greater Invisibility (2 / Day + 1 per charisma)
9 HD +3 AC; +15 skill points; New Feat; Teleport Home (1/week)

Tinker Faeries cannot take standard classes. They always advance as per this table. They only gain hit points, skills and feats after 9 HD

Minor Invisibility: As per the invisibility spell in the PHB. At 5 HD, they can activate the spell at will. If their spell is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Speak with plants, animals and other:  They must either be touching or within a five foot radius to activate these abilities. They can use each of these abilities any number of times a day but each use on a particular creature lasts no more than ten rounds.

Fairy Dust: A Tinker learns the secrets to make magical fairy dust and store them in a faerie pouch. They must have one free hand to utilize and this is a free action. These are the most popular dusts a Tinker Faerie makes, but others are possible. If they lose the pouch, the dusts will dissipate in four hours. It takes a week for the Tinker to make a new pouch. They know how to make 2 types of fairy dust at 4 HD plus another type per HD gained.

Levitate (Yellow) 1 dose for medium sized creature;
Fly (Pink): 2 doses for medium sized creatures,
Minor Healing (Blue) 1 dose @ 1d6 healing, creatures can be only healed their charisma bonus each day;
Dispel magic (Red) 2 doses as a druid at 10+their HD;
Friendship (Orange) 1 dose for chaotic alignments (DC 13); 2 doses for other alignments
Slow (DC 14) (Green) 2 doses;
Dancing lights (DC 14) (Purple) 2 doses;
Entangle (DC 15) (Silver) 3 doses
Web (DC 14) (Grey) 2 doses

Teleport Home: Their highest spell invocation. They are able to select one locale they have been to previously as a home base, and once per week they can teleport themselves and up to five others back. It is a full round action to teleport. Once they select a home base, they cannot change the location.