SlaadLord
2009-07-21, 01:17 PM
Based on the idea that there are four fey courts, I proudly present the "foot soldiers" of each court.
Spring Knight
Medium Fey
Hit Dice: 8d6 + 32 (60 hp)
Initiative: +7
Speed: 30ft.
AC: 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Base Attack/ Grapple: +4/+6
Attack: +1 Cold Iron Light Mace +8 melee (1d6 + 3) or Lesser Orb of Acid +7 ranged touch (4d8 acid)
Full Attack: +1 Cold Iron Light Mace +8 melee (1d6 + 3) or +1 Cold Iron Light Mace +6 melee (1d6 + 3) and +1 Cold Iron Light Mace +6 melee (1d6 + 3) or Lesser Orb of Acid +7 ranged touch (4d8 acid)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 15, Dex 16, Con 19, Int 12, Wis 13, Cha 16
Skills: Handle Animal +14, Intimidate + 14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Improved Initiative, Two-Weapon Fighting, Weapon Focus (Light Mace)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Spell-Like abilities (Sp): At Will- Lesser Orb of Acid; 3/day- Entangle (DC 14), Soften Earth and Stone (DC 15). CL 8th.
Fear No Mortal Magic (Su): A spring knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Summer Knight
Medium Fey
Hit Dice: 8d6 + 24 (52 hp)
Initiative: +2
Speed: 30ft.
AC: 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
Base Attack/ Grapple: +4/+9
Attack: Claw +10 melee (1d6 + 5) or Lesser Orb of Fire +6 ranged touch (4d8 fire)
Full Attack: 2 Claws +10 melee (1d6 + 5) or Lesser Orb of Fire +6 ranged touch (4d8 fire)
Space/Reach: 5ft./5ft.
Special Attacks: Cold Iron Claws, Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic, Resist Fire 15
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 21, Dex 14, Con 17, Int 12, Wis 13, Cha 16
Skills: Handle Animal +14, Intimidate +14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +12, Spot +12, Survival +12
Feats: Cleave, Power Attack, Weapon Focus (Claw)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Cold Iron Claws (Ex): A summer knight’s claw attacks are treated as cold iron for the purposes of overcoming damage reduction.
Spell-Like abilities (Sp): At Will- Lesser Orb of Fire; 3/day- Faerie Fire, Heat Metal (DC 15). CL 8th.
Fear No Mortal Magic (Su): A summer knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Autumn Knight
Medium Fey
Hit Dice: 8d6 + 16 (44 hp)
Initiative: +2
Speed: 30ft.
AC: 19, touch 13, flat-footed 16 (+3 Dex, +1 natural, +4 armor, +1 Dodge)
Base Attack/ Grapple: +4/+6
Attack: +1 Keen Cold Iron Sickle +8 melee (1d6 + 3/19-20) or Lesser Orb of Electricity +7 ranged touch (4d8 electricity)
Full Attack: +1 Keen Cold Iron Sickle +8 melee (1d6 + 3/19-20) or Lesser Orb of Electricity +7 ranged touch (4d8 electricity)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: Autumn armor, DR 5/Cold Iron, low-light vision, fear no mortal magic
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 15, Dex 16, Con 15, Int 12, Wis 15, Cha 16
Skills: Bluff +14, Handle Animal +14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Dodge, Mobility, Weapon Finesse
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Spell-Like abilities (Sp): At Will- Lesser Orb of Electricity; 3/day- Silent Image (DC 14), Gust of Wind (DC 15). CL 8th.
Autumn Armor (Su): An autumn knight can gather fallen leaves to itself and shape them into a suit of armor for it to wear. This takes three rounds of uninterrupted concentration. This suit of armor does not interfere with the casting of druid spells and has no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other autumn knights, cannot wear a suit of armor created by an autumn knight.
Fear No Mortal Magic (Su): An autumn knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Winter Knight
Medium Fey
Hit Dice: 8d6 + 16 (44 hp)
Initiative: +2
Speed: 30ft.
AC: 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 armor)
Base Attack/ Grapple: +4/+7
Attack: +1 Cold Iron Frost Longsword +9 melee (1d8 + 4 plus 1d6 cold/19-20) or Lesser Orb of Cold +6 ranged touch (4d8 cold)
Full Attack: +1 Cold Iron Frost Longsword +9 melee (1d8 + 4 plus 1d6 cold/19-20) or Lesser Orb of Cold +6 ranged touch (4d8 cold)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic, Resist Cold 15, Winter Armor
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 17, Dex 14, Con 15, Int 12, Wis 15, Cha 16
Skills: Handle Animal +14, Intimidate + 14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Great Fortitude, Improved Initiative, Weapon Focus (Longsword)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Spell-Like abilities (Sp): At Will- lesser orb of cold; 3/day- Cause Fear (DC 14), Chill Metal (DC 15). CL 8th.
Fear No Mortal Magic (Su): A winter knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Winter Armor (Su): A winter knight can gather ice and snow to itself and shape them into a suit of armor for it to wear. This takes three rounds of uninterrupted concentration. This suit of armor does not interfere with the casting of druid spells and has no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other winter knights, cannot wear a suit of armor created by a winter knight.
The Lesser Orb of... spells are from Complete Arcane, but I'm reprinting them here for your convenience.
Orb of Acid, Lesser
Conjuration (Creation)[Acid]
Level: Sorcerer/Wizard 1, Warmage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An orb of acid about two inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Orb of Cold, Lesser
Conjuration (Creation)[Cold]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of cold
This spell functions like lesser orb of acid, except that it deals cold damage.
Orb of Electricity, Lesser
Conjuration (Creation)[Electricity]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of electricity
This spell functions like lesser orb of acid, except that it deals electricity damage.
Orb of Fire, Lesser
Conjuration (Creation)[Fire]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of fire
This spell functions like lesser orb of acid, except that it deals fire damage.
Spring Knight
Medium Fey
Hit Dice: 8d6 + 32 (60 hp)
Initiative: +7
Speed: 30ft.
AC: 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Base Attack/ Grapple: +4/+6
Attack: +1 Cold Iron Light Mace +8 melee (1d6 + 3) or Lesser Orb of Acid +7 ranged touch (4d8 acid)
Full Attack: +1 Cold Iron Light Mace +8 melee (1d6 + 3) or +1 Cold Iron Light Mace +6 melee (1d6 + 3) and +1 Cold Iron Light Mace +6 melee (1d6 + 3) or Lesser Orb of Acid +7 ranged touch (4d8 acid)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 15, Dex 16, Con 19, Int 12, Wis 13, Cha 16
Skills: Handle Animal +14, Intimidate + 14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Improved Initiative, Two-Weapon Fighting, Weapon Focus (Light Mace)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Spell-Like abilities (Sp): At Will- Lesser Orb of Acid; 3/day- Entangle (DC 14), Soften Earth and Stone (DC 15). CL 8th.
Fear No Mortal Magic (Su): A spring knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Summer Knight
Medium Fey
Hit Dice: 8d6 + 24 (52 hp)
Initiative: +2
Speed: 30ft.
AC: 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
Base Attack/ Grapple: +4/+9
Attack: Claw +10 melee (1d6 + 5) or Lesser Orb of Fire +6 ranged touch (4d8 fire)
Full Attack: 2 Claws +10 melee (1d6 + 5) or Lesser Orb of Fire +6 ranged touch (4d8 fire)
Space/Reach: 5ft./5ft.
Special Attacks: Cold Iron Claws, Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic, Resist Fire 15
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 21, Dex 14, Con 17, Int 12, Wis 13, Cha 16
Skills: Handle Animal +14, Intimidate +14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +12, Spot +12, Survival +12
Feats: Cleave, Power Attack, Weapon Focus (Claw)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Cold Iron Claws (Ex): A summer knight’s claw attacks are treated as cold iron for the purposes of overcoming damage reduction.
Spell-Like abilities (Sp): At Will- Lesser Orb of Fire; 3/day- Faerie Fire, Heat Metal (DC 15). CL 8th.
Fear No Mortal Magic (Su): A summer knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Autumn Knight
Medium Fey
Hit Dice: 8d6 + 16 (44 hp)
Initiative: +2
Speed: 30ft.
AC: 19, touch 13, flat-footed 16 (+3 Dex, +1 natural, +4 armor, +1 Dodge)
Base Attack/ Grapple: +4/+6
Attack: +1 Keen Cold Iron Sickle +8 melee (1d6 + 3/19-20) or Lesser Orb of Electricity +7 ranged touch (4d8 electricity)
Full Attack: +1 Keen Cold Iron Sickle +8 melee (1d6 + 3/19-20) or Lesser Orb of Electricity +7 ranged touch (4d8 electricity)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: Autumn armor, DR 5/Cold Iron, low-light vision, fear no mortal magic
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 15, Dex 16, Con 15, Int 12, Wis 15, Cha 16
Skills: Bluff +14, Handle Animal +14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Dodge, Mobility, Weapon Finesse
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Spell-Like abilities (Sp): At Will- Lesser Orb of Electricity; 3/day- Silent Image (DC 14), Gust of Wind (DC 15). CL 8th.
Autumn Armor (Su): An autumn knight can gather fallen leaves to itself and shape them into a suit of armor for it to wear. This takes three rounds of uninterrupted concentration. This suit of armor does not interfere with the casting of druid spells and has no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other autumn knights, cannot wear a suit of armor created by an autumn knight.
Fear No Mortal Magic (Su): An autumn knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Winter Knight
Medium Fey
Hit Dice: 8d6 + 16 (44 hp)
Initiative: +2
Speed: 30ft.
AC: 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 armor)
Base Attack/ Grapple: +4/+7
Attack: +1 Cold Iron Frost Longsword +9 melee (1d8 + 4 plus 1d6 cold/19-20) or Lesser Orb of Cold +6 ranged touch (4d8 cold)
Full Attack: +1 Cold Iron Frost Longsword +9 melee (1d8 + 4 plus 1d6 cold/19-20) or Lesser Orb of Cold +6 ranged touch (4d8 cold)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like Abilities
Special Qualities: DR 5/Cold Iron, low-light vision, fear no mortal magic, Resist Cold 15, Winter Armor
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 17, Dex 14, Con 15, Int 12, Wis 15, Cha 16
Skills: Handle Animal +14, Intimidate + 14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +13, Spot +13, Survival +13
Feats: Great Fortitude, Improved Initiative, Weapon Focus (Longsword)
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Any neutral
Advancement: By character class; favored class fighter
Level Adjustment: +3
Combat
Spell-Like abilities (Sp): At Will- lesser orb of cold; 3/day- Cause Fear (DC 14), Chill Metal (DC 15). CL 8th.
Fear No Mortal Magic (Su): A winter knight gains a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +4 if the caster is of the giant, humanoid, or monstrous humanoid type.
Winter Armor (Su): A winter knight can gather ice and snow to itself and shape them into a suit of armor for it to wear. This takes three rounds of uninterrupted concentration. This suit of armor does not interfere with the casting of druid spells and has no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other winter knights, cannot wear a suit of armor created by a winter knight.
The Lesser Orb of... spells are from Complete Arcane, but I'm reprinting them here for your convenience.
Orb of Acid, Lesser
Conjuration (Creation)[Acid]
Level: Sorcerer/Wizard 1, Warmage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An orb of acid about two inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Orb of Cold, Lesser
Conjuration (Creation)[Cold]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of cold
This spell functions like lesser orb of acid, except that it deals cold damage.
Orb of Electricity, Lesser
Conjuration (Creation)[Electricity]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of electricity
This spell functions like lesser orb of acid, except that it deals electricity damage.
Orb of Fire, Lesser
Conjuration (Creation)[Fire]
Level: Sorcerer/Wizard 1, Warmage 1
Effect: One orb of fire
This spell functions like lesser orb of acid, except that it deals fire damage.