fangthane
2006-09-02, 03:53 PM
There are plenty of rules for what happens when character alignment changes, and there's plenty of precedent for abrupt changes in that alignment in literature and lore, and yet there's an appalling paucity of mandatory alignment change in everyday D&D. Granted most characters would prefer their alignments never have to enter into things, I feel differently. I think that forcing atonement quests can be great fun for the DM. :) That said, here's my entry into the world of the Fey.
Submitted for Monsters in the Playground (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87;start=0)
Inveigler
Medium Fey
Hit Dice: 10d6+20 (55 hp)
Initiative: +6
Speed: 30 ft (6 squares), fly 50 (10 squares) (good)
Armor Class: 22 (Dex +6, Natural +2, Mage Armor +4), touch 16, flatfooted 16
Base Attack/Grapple: +5/+6
Attack: Dagger+1 +12 (1d6+2 and poison)
Full Attack: Dagger+1 +12 (1d6+2 and poison)
Space/Reach:5 ft/5 ft
Special Attacks: Inveigle, Piteous Weeping, Poison, Spell-like Abilities
Special Qualities: Damage Reduction 10/Cold Iron, Low-light Vision, Magic Touch, Spell Resistance 18,
Saves: Fort +4, Ref +13, Will +9
Abilities: Str 12, Dex 22, Con 14, Int 12, Wis 14, Cha 24
Skills: Concentration +14, Diplomacy +20, Escape Artist +19, Listen +15, Move Silently +19, Sense Motive +15, Spot +15
Feats: Greater Spell Focus: Enchantment, Spell Focus: Enchantment,Weapon Finesse, Weapon focus: Dagger
Environment: Any wilderness except water, cold or desert.
Organization: Solitary, Training Group (1-2 with same number dominated), Family (2-3 with 4-9 dominated)
Challenge Rating: 8
Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls) (dominated individuals possess treasure according to their own entries, if any)
Alignment: Always Chaotic
Advancement: by class
Level Adjustment: +3
http://corporation.walagata.com/fax/MitP/Inveigler.jpg
The beauty of some creatures is so great that they are able to motivate others to support them, protect them and even to betray their own deepest convictions; such are the Inveiglers.
Inveiglers are supernaturally beautiful, virtually perfect specimens of either gender who stand approximately 5' to 5'6" tall. They are deceptively light for their size and possess gossamer wings, similar to those of pixies. They excel at (and heartily enjoy) enticing others to do their bidding, often in spite of those others' natural tendencies, although in keeping with their capricious nature, any plaything who shares their alignment has ceased to be a challenge and thus is more likely to be abandoned as "too similar to be interesting." Their mercurial and inconsistent nature is the only consistent thing about them. Good Inveiglers tend to involve themselves in improving just one pet at a time, while neutral Inveiglers tend to retain an entourage and evil Inveiglers delight in corrupting the pure. An Inveigler's emotional force is such that even those not held in sway often find themselves weeping in sympathy, even as the Inveigler assesses the effectiveness of his ruse.
Combat:
Inveiglers generally tend to take an indirect approach to combat, attempting to charm, dominate or incapacitate stragglers before (or instead of) dealing with a larger force. When forced into combat, an Inveigler uses its ability to fly in efforts to remain clear of direct melee, often using its dominated subjects and its spell-like abilities to distract or immobilise threats in addition to the potential for recruitment through further domination.
Inveigle (Su): An Inveigler who has successfully used her Dominate Person spell-like ability to force someone to act in a manner contrary to their nature may attempt to Inveigle that person. In so doing, the Inveigler forces her thrall to make an additional will save with a DC of 20. Failure results in the Dominated person's alignment becoming closer by one category to that of the Inveigler, toward chaos first and then (if necessary) on the good/evil axis. Chaotic creatures required to make this saving throw receive a -1 penalty on their attempt. The ability to Inveigle may be applied only once per application of Dominate Person and only if that application permitted the Inveigler to force its thrall to take action against its nature. Alteration of alignment in this manner has the standard effects of a voluntary alignment shift, and carries the normal consequences including possible loss of class features.
Remove Curse and Break Enchantment (and similar, more powerful effects) may be used to reverse the alignment change if desired, and lost class features may be regained as normal.
Magic Touch (Su): An Inveigler's touch imbues his daggers with an ephemeral flicker of magical potency; any dagger wielded by an Inveigler receives a +1 enhancement bonus for each 6 HD he has. This bonus fades at the end of any turn in which one of the Inveigler's daggers leaves his possession.
Piteous Weeping (Su): 3 times per day, as a move-equivalent action, the Inveigler may cry so piteously that even the hardest heart is moved to mercy; any creature with an intelligence greater than 3 within 30 feet which fails a will save (DC 20) is incapacitated (affected as if Dazed) for 1d4 rounds in sympathetic weeping and may take no actions other than to defend itself for that time. Chaotic creatures receive a +1 bonus to their saving throws to resist the effect, and in any case a successful save eliminates the effect. Regardless of success or failure, no creature subjected to it may be affected by the same Inveigler's Piteous Weeping until 24 hours have passed.
Poison (Ex): Many fey treat their blades with useful tinctures, and the Inveigler is no exception. She coats her dagger-tips with a poison which deals 1d4 primary and secondary wisdom damage on a failed DC 19 Fortitude save.
Spell-like Abilities: At will - Daze Monster (DC 23), Detect Thoughts (DC 23), Invisibility, Mage Armor. 3/day - Charm Person (DC 22), Hold Person (DC 24), Rage, Suggestion (DC 24), Tongues. 1/day - Crushing Despair (DC 25), Dominate Person (DC 26), Undetectable Alignment. All effects/DCs as cast by a 10th level sorcerer* and are charisma-based
*Undetectable Alignment is treated as a level 4 Sorcerer spell with effects identical to the divine level 2 and bardic level 1 spell.
Edit - fixed SLA's up (still not sure about Ability Focus vs Spell Focus Enchantment, but I'd contend that school-based focus should work just as well as for any PC) Also decided I'd add an extra +1 LA in there because when I was working out the DCs I realised they could be heavily leveraged by a monstrous PC (put an 18 in cha and go to town despite the frailty)
Further edit - Thanks very much to Fax for passing on the artwork :) And my thanks to the artist, whose name Fax didn't divulge.
Submitted for Monsters in the Playground (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87;start=0)
Inveigler
Medium Fey
Hit Dice: 10d6+20 (55 hp)
Initiative: +6
Speed: 30 ft (6 squares), fly 50 (10 squares) (good)
Armor Class: 22 (Dex +6, Natural +2, Mage Armor +4), touch 16, flatfooted 16
Base Attack/Grapple: +5/+6
Attack: Dagger+1 +12 (1d6+2 and poison)
Full Attack: Dagger+1 +12 (1d6+2 and poison)
Space/Reach:5 ft/5 ft
Special Attacks: Inveigle, Piteous Weeping, Poison, Spell-like Abilities
Special Qualities: Damage Reduction 10/Cold Iron, Low-light Vision, Magic Touch, Spell Resistance 18,
Saves: Fort +4, Ref +13, Will +9
Abilities: Str 12, Dex 22, Con 14, Int 12, Wis 14, Cha 24
Skills: Concentration +14, Diplomacy +20, Escape Artist +19, Listen +15, Move Silently +19, Sense Motive +15, Spot +15
Feats: Greater Spell Focus: Enchantment, Spell Focus: Enchantment,Weapon Finesse, Weapon focus: Dagger
Environment: Any wilderness except water, cold or desert.
Organization: Solitary, Training Group (1-2 with same number dominated), Family (2-3 with 4-9 dominated)
Challenge Rating: 8
Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls) (dominated individuals possess treasure according to their own entries, if any)
Alignment: Always Chaotic
Advancement: by class
Level Adjustment: +3
http://corporation.walagata.com/fax/MitP/Inveigler.jpg
The beauty of some creatures is so great that they are able to motivate others to support them, protect them and even to betray their own deepest convictions; such are the Inveiglers.
Inveiglers are supernaturally beautiful, virtually perfect specimens of either gender who stand approximately 5' to 5'6" tall. They are deceptively light for their size and possess gossamer wings, similar to those of pixies. They excel at (and heartily enjoy) enticing others to do their bidding, often in spite of those others' natural tendencies, although in keeping with their capricious nature, any plaything who shares their alignment has ceased to be a challenge and thus is more likely to be abandoned as "too similar to be interesting." Their mercurial and inconsistent nature is the only consistent thing about them. Good Inveiglers tend to involve themselves in improving just one pet at a time, while neutral Inveiglers tend to retain an entourage and evil Inveiglers delight in corrupting the pure. An Inveigler's emotional force is such that even those not held in sway often find themselves weeping in sympathy, even as the Inveigler assesses the effectiveness of his ruse.
Combat:
Inveiglers generally tend to take an indirect approach to combat, attempting to charm, dominate or incapacitate stragglers before (or instead of) dealing with a larger force. When forced into combat, an Inveigler uses its ability to fly in efforts to remain clear of direct melee, often using its dominated subjects and its spell-like abilities to distract or immobilise threats in addition to the potential for recruitment through further domination.
Inveigle (Su): An Inveigler who has successfully used her Dominate Person spell-like ability to force someone to act in a manner contrary to their nature may attempt to Inveigle that person. In so doing, the Inveigler forces her thrall to make an additional will save with a DC of 20. Failure results in the Dominated person's alignment becoming closer by one category to that of the Inveigler, toward chaos first and then (if necessary) on the good/evil axis. Chaotic creatures required to make this saving throw receive a -1 penalty on their attempt. The ability to Inveigle may be applied only once per application of Dominate Person and only if that application permitted the Inveigler to force its thrall to take action against its nature. Alteration of alignment in this manner has the standard effects of a voluntary alignment shift, and carries the normal consequences including possible loss of class features.
Remove Curse and Break Enchantment (and similar, more powerful effects) may be used to reverse the alignment change if desired, and lost class features may be regained as normal.
Magic Touch (Su): An Inveigler's touch imbues his daggers with an ephemeral flicker of magical potency; any dagger wielded by an Inveigler receives a +1 enhancement bonus for each 6 HD he has. This bonus fades at the end of any turn in which one of the Inveigler's daggers leaves his possession.
Piteous Weeping (Su): 3 times per day, as a move-equivalent action, the Inveigler may cry so piteously that even the hardest heart is moved to mercy; any creature with an intelligence greater than 3 within 30 feet which fails a will save (DC 20) is incapacitated (affected as if Dazed) for 1d4 rounds in sympathetic weeping and may take no actions other than to defend itself for that time. Chaotic creatures receive a +1 bonus to their saving throws to resist the effect, and in any case a successful save eliminates the effect. Regardless of success or failure, no creature subjected to it may be affected by the same Inveigler's Piteous Weeping until 24 hours have passed.
Poison (Ex): Many fey treat their blades with useful tinctures, and the Inveigler is no exception. She coats her dagger-tips with a poison which deals 1d4 primary and secondary wisdom damage on a failed DC 19 Fortitude save.
Spell-like Abilities: At will - Daze Monster (DC 23), Detect Thoughts (DC 23), Invisibility, Mage Armor. 3/day - Charm Person (DC 22), Hold Person (DC 24), Rage, Suggestion (DC 24), Tongues. 1/day - Crushing Despair (DC 25), Dominate Person (DC 26), Undetectable Alignment. All effects/DCs as cast by a 10th level sorcerer* and are charisma-based
*Undetectable Alignment is treated as a level 4 Sorcerer spell with effects identical to the divine level 2 and bardic level 1 spell.
Edit - fixed SLA's up (still not sure about Ability Focus vs Spell Focus Enchantment, but I'd contend that school-based focus should work just as well as for any PC) Also decided I'd add an extra +1 LA in there because when I was working out the DCs I realised they could be heavily leveraged by a monstrous PC (put an 18 in cha and go to town despite the frailty)
Further edit - Thanks very much to Fax for passing on the artwork :) And my thanks to the artist, whose name Fax didn't divulge.