Nighthawk_986
2011-12-30, 12:20 AM
This is a race I had actually thought up about a year ago. Once I told my friends, they had mixed feelings. Although, I blame them for me thinking of it in the first place :smallbiggrin:. Figured I'd post it up and see what you guys think.
Now, Death Fairies (aka Daires) are very devout worshipers of Kelemvor. So much so, that they find anyone who has "escaped death" and assassinate them. Their motto, if they were to have one, is "It's your time". However, don't get me wrong. Daires only observe most of the time to make sure that those who are supposed to die do so. How do they know when and where to go? All Daire assassins carry a divinely enchanted scroll that informs them of their next target, whether it's a single person or an entire town. In essense, they are the grim reapers of society. They also tend to have a separate sect of assassins who go out after necromancers, liches, vampires, etc.
Death Fairies are extremely secretive. In fact, hardly anyone who isn't one of them doesn't even know of their existance. They live and "base" themselves in small societies deep in the wilds as to not draw much attention to themselves from intelligent creatures. However, as a precaution, they usually put up a magical barrier that cloaks the entire village.
When it comes to their political structure, clerics have the final say on all things. Their villages are centralized around their chapels to Kelemvor. As such, if the clerics tell one of the assassins in the "order" to do something, the assassin obeys without question. Although, not every daire has to be one of the 2. It's just that those 2 are the majority in the make-up of their society. They, also, have no currency and don't obey any lord, king, etc.
Those who choose not to be either a cleric or an assassin, are to choose a job inside their village that will benefit the whole so that they can be self-sufficient. Ironically, in extremely rare cases, they do invite outsiders to help their village if that person can fulfill a role that they need (example: a dwarven blacksmith, a gnomish alchemist, etc.), but once that person accepts that offer, they can never leave the village. The only ones in the Daire society that are allowed to leave their borders are the assassins.
Daires have a few abilities that are uniques to them when compared to their cousins. After thousands of years of exposing themselves to magic that helps them with disguises, they've adapted to have the natural ability to "grow" and "shrink" at will. In fact, they can become any size from diminutive to medium size as long as they have enough space. Once medium size, as long as they hide their wings, you'd swear you were looking at an elf. They've also developed the ability to change certain body parts to different colors. Namely, their hair, eyes, and lips. This can make it ideal for hiding in certain areas or for having different disguises.
As for how they normally look, they have jet black hair with pale skin and dark blue eyes. Their wings look like those on a wasp or a hornet instead of the "butterfly-looking" wings of their cousins. They usually stand at about 1' tall and weigh about 25lb max. at adulthood.
(Updated) Stats:
Ability Score Adjustments: -4 Str, + 2 Dex, & +2 Int
Size: Tiny
Speed: 20ft / Fly 40ft (Average)
Special Abilities:
- Camouflage - Same as the class ability with 1 change. Upon creation, choose 1 terrain type to gain the "camo bonus" for that terrain.
- Variable Size - Can become any size from Diminutive to Medium. Requires a full-round action for each size change which provokes attacks of opportunity. If hit, requires a Concentration check (DC 15) for the change in size to be completed. Otherwise, nothing happens. When character becomes unconscious (including resting, sleeping, negative HP, etc), they return to their normal size (Tiny). Otherwise, they would stay whichever size as long as would like.
- Darkvision - 60ft
- Exotic Weapon Proficiency - Bottle Dagger
Level Adjustment: +3
Bottle Dagger stats:
-Cost: 250 gp
-Damage: 1d4 (medium) (1d3-small, 1d2-tiny,)
-Critical: 19-20/x2
-Weight: 2lb
-Damage Type: Peircing
-Description: A bottle dagger appears much like a normal dagger with an elongated handle. Two slender channels form a groove on each side of the blade, and the pommel is built to accept a flask of any alchemical, poisonous, magical or otherwise liquid substance. The blade itself is highly resistant to acid, fire, and corrosion damage. When such a flask is plugged into the pommel, the weapon is primed. When a wielder strikes their target with a primed blade and deal damage, an internal alchemical pump instantly expels the substance through hollows in the hilt and out along the channels in the blade. In addition to taking any damage dealt by the blade, the target also takes damage as if it had been struck by the flask attached to the weapon. Adjacent creatures, including the wielder, are not subject to splash damage. Loading an alchemy blade is a move action that provokes attacks of opportunity; the rapid reload feat reduces this to a free action. Up to three flasks of any substance may be loaded into a Bottle Dagger at any given time. Feats and abilities that apply to the Dagger apply to the Bottle Dagger [A mild benefit of this weapon is delivering poisons without needing to apply poison to a weapon and risk poisoning oneself.]
That's the latest in updates for this race. Please comment on anything that you might see as an issue. I'm sure that there might be something that needs to be fixing. If you feel that this is good as is, then please post and let me know. Also, feel free to use this race and let me know if it works well. That's it for now. Enjoy! :smallbiggrin:
Now, Death Fairies (aka Daires) are very devout worshipers of Kelemvor. So much so, that they find anyone who has "escaped death" and assassinate them. Their motto, if they were to have one, is "It's your time". However, don't get me wrong. Daires only observe most of the time to make sure that those who are supposed to die do so. How do they know when and where to go? All Daire assassins carry a divinely enchanted scroll that informs them of their next target, whether it's a single person or an entire town. In essense, they are the grim reapers of society. They also tend to have a separate sect of assassins who go out after necromancers, liches, vampires, etc.
Death Fairies are extremely secretive. In fact, hardly anyone who isn't one of them doesn't even know of their existance. They live and "base" themselves in small societies deep in the wilds as to not draw much attention to themselves from intelligent creatures. However, as a precaution, they usually put up a magical barrier that cloaks the entire village.
When it comes to their political structure, clerics have the final say on all things. Their villages are centralized around their chapels to Kelemvor. As such, if the clerics tell one of the assassins in the "order" to do something, the assassin obeys without question. Although, not every daire has to be one of the 2. It's just that those 2 are the majority in the make-up of their society. They, also, have no currency and don't obey any lord, king, etc.
Those who choose not to be either a cleric or an assassin, are to choose a job inside their village that will benefit the whole so that they can be self-sufficient. Ironically, in extremely rare cases, they do invite outsiders to help their village if that person can fulfill a role that they need (example: a dwarven blacksmith, a gnomish alchemist, etc.), but once that person accepts that offer, they can never leave the village. The only ones in the Daire society that are allowed to leave their borders are the assassins.
Daires have a few abilities that are uniques to them when compared to their cousins. After thousands of years of exposing themselves to magic that helps them with disguises, they've adapted to have the natural ability to "grow" and "shrink" at will. In fact, they can become any size from diminutive to medium size as long as they have enough space. Once medium size, as long as they hide their wings, you'd swear you were looking at an elf. They've also developed the ability to change certain body parts to different colors. Namely, their hair, eyes, and lips. This can make it ideal for hiding in certain areas or for having different disguises.
As for how they normally look, they have jet black hair with pale skin and dark blue eyes. Their wings look like those on a wasp or a hornet instead of the "butterfly-looking" wings of their cousins. They usually stand at about 1' tall and weigh about 25lb max. at adulthood.
(Updated) Stats:
Ability Score Adjustments: -4 Str, + 2 Dex, & +2 Int
Size: Tiny
Speed: 20ft / Fly 40ft (Average)
Special Abilities:
- Camouflage - Same as the class ability with 1 change. Upon creation, choose 1 terrain type to gain the "camo bonus" for that terrain.
- Variable Size - Can become any size from Diminutive to Medium. Requires a full-round action for each size change which provokes attacks of opportunity. If hit, requires a Concentration check (DC 15) for the change in size to be completed. Otherwise, nothing happens. When character becomes unconscious (including resting, sleeping, negative HP, etc), they return to their normal size (Tiny). Otherwise, they would stay whichever size as long as would like.
- Darkvision - 60ft
- Exotic Weapon Proficiency - Bottle Dagger
Level Adjustment: +3
Bottle Dagger stats:
-Cost: 250 gp
-Damage: 1d4 (medium) (1d3-small, 1d2-tiny,)
-Critical: 19-20/x2
-Weight: 2lb
-Damage Type: Peircing
-Description: A bottle dagger appears much like a normal dagger with an elongated handle. Two slender channels form a groove on each side of the blade, and the pommel is built to accept a flask of any alchemical, poisonous, magical or otherwise liquid substance. The blade itself is highly resistant to acid, fire, and corrosion damage. When such a flask is plugged into the pommel, the weapon is primed. When a wielder strikes their target with a primed blade and deal damage, an internal alchemical pump instantly expels the substance through hollows in the hilt and out along the channels in the blade. In addition to taking any damage dealt by the blade, the target also takes damage as if it had been struck by the flask attached to the weapon. Adjacent creatures, including the wielder, are not subject to splash damage. Loading an alchemy blade is a move action that provokes attacks of opportunity; the rapid reload feat reduces this to a free action. Up to three flasks of any substance may be loaded into a Bottle Dagger at any given time. Feats and abilities that apply to the Dagger apply to the Bottle Dagger [A mild benefit of this weapon is delivering poisons without needing to apply poison to a weapon and risk poisoning oneself.]
That's the latest in updates for this race. Please comment on anything that you might see as an issue. I'm sure that there might be something that needs to be fixing. If you feel that this is good as is, then please post and let me know. Also, feel free to use this race and let me know if it works well. That's it for now. Enjoy! :smallbiggrin: