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Faerie Folk
Introduction to Faerie Folk
Faerie Folk are races of creatures who
are generally considered the magical offspring of gods.
Centaurs
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Horse |
All |
Con +1, Wis
+1 |
50% |
+1 |
7 |
|
|
Dex -2 |
|
|
|
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+2 |
9 |
6'8" -
9'0" |
950 - 1,100 |
1D6 / 1D6 |
Centaurs are tall half-men,
half-horses. They are widely considered the most kind, compatible, and
learned of the Faerie Folk. They can carry friends, and do so gladly.
As a draw back, they somtimes have real trouble getting through tight
spaces, and require large meals to sustain themselves.
Their hooves do 1D6 each,
and they can attack with their two front hooves once in a round if they
make no weapon attack (or attack with both using the "attacking with
both weapons" -2/-4 penalty). Centaurs may charge using a lance for
double damage. They can take no unarmed styles. Due to their large bodies,
Centaurs gain 4 additional hitpoints when they are created but they take
damage as large creatures and require incredible amounts of food and water.
They fear dragons and giants greatly.
Fremlins
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, |
See |
Dex +2, Int
+1 |
50% |
+1 |
7 |
Gremlin |
Below |
Mag +1, Str
-4 |
|
|
|
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Attack |
+2 |
9 |
1'0" -
1'6" |
10 - 20 |
None |
Fremlins are plump, slate-colored gremlins
with wings. They have batlike wings which allow them to fly and they are
often mistake for imps. They never wear clothing and rarely use
weapons. They love to play practical jokes (they earn XP for such jokes).
Fremlins are afraid of almost everything and are usually nearly useless
in combat; weapons scaled down to their size do 1/3 the damage. Fremlins
can be all classes but Paladins, Rangers, Ronins, and Druids.
Giant-kin
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Giant |
All |
Str +2, Wis
-2 |
50% |
+2 |
6 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+6 |
6 |
9'6" -
11'0" |
700 - 800 |
None |
Giant-kin are much smaller giants (but still the largest
of all the playable classes). They are exceptionally huge and receive
13 additional hitpoints at first level. Their voices are thunderous and
deep, but few hear them since Giant-kin generally live in isolation. Giant-kin
generally adventure to increase their knowledge or their treasure hordes.
Giant-kin can cast detect magic, diminution, and alter self
once a day, but not in combat. Diminution
allows the Giant-kin to shrink to half his size for one hour x his level.
Alter self allows the Giant-kin
to appear any size, but this effect is an illusion.
Giant-kin have their own weapons which do massive
amounts of damage (like a two-handed sword that does 1D10 x2), but they
also enjoy using large human weapons (like two-handed halberds and two-handed
swords) in just one hand without penalty. Giant-kin can use their blocks
to swat away large missles (like catapault and ballista fire). They may
also catch these missiles and throw them back. Giant-kin folk take damage
as large creatures. They must make saving throws even against beneficial
magic.
Tengu
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Bird |
All |
None |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
None |
10 |
5'0" -
6'0" |
60 - 150 |
Dive, 100ft:
D6 |
These are bird folk, with
bird beaks and faces, bird wings on their backs, and manlike structure
to their feathered covered bodies. Their feathers can be anywhere from
dark black to bright peacock plumage. They are merry; they love to fly,
play and adventure. Tengu are exceptional whistlers.
Tengu can fly at double their
movement and carry people in their feet claws. They are -1 to their damage
and attack rolls indoors, and are an additional -3 to their attack rolls
in excessively tight spaces.
Tabaxis
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Cat |
All |
Dex +1 |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+3 |
6 |
5'0" -
6'6" |
85 - 200 |
Claws: D3/D3 |
Tabaxi are graceful, feline humanoids
with retractable claws. Their coasts range from light yellow to jet black,
and some even have stripes or spots on their coats. In dangerous situations
the Tabaxi can be exceptionally deadly - they are almost never ambushed
or surprised. Like humans, they can be caring and gentle or feral and
cruel. They enjoy scaring Tengu, though they hold no real racial hatred
towards any race.
Tabaxis twirl and somersault when using
their melee attack. If they score a hit with their front paws (D3/D3),
their rear claws can rake for (D4/D4) in addition. Thay have incredible
senses of smell, infravision 120 feet, and a 10% chance per level to use
the thief's find traps skill, regardless of their class. When killed,
a Tabaxi may make a saving throw versus death. If it succeeds, it may
gain to 1 hitpoint and continue to live, breathe and fight (the Tabaxi's
eyes open with chilling alarcity and it flips to its feet after 1D4 rounds).
Any wounds the Tabaxi had suffered are there, but they no longer hinder
or effect it. A Tabaxi may do this nine times in its life.
Nymphs
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Nymph |
All |
Int +1 |
50% |
+1 |
7 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+3 |
9 |
4'6" -
6'0" |
80 - 150 |
None |
To quote the Monstrous Manual,
"a nymph's beauty is beyond words". These creatures are incredible
radiant women with their own musical language. Nymphs feel strongly about
the sanctity of nature and may call animals or use animal empathy
at 10% per level. They are vaguely elf-like, though they have various
colorful (or prismatic) skin tones. They may also use a charm power
with a chance of 10% per level.
A Nymph may use her charm power
to blind someone if she wishes (the beauty destroys sight). If a Nymph
disrobes, any humanoid, beast, or faerie person who sees it must make
a saving throw versus death or die immediately (a nymph rarely employs
this power unless she has some very special reason). Nymphs are immune
to all sleep and charm spells and spell-effects. Nymphs
can also be male, but their race name is Faun.
Kuo-Toa
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Fish |
All |
Wis +1, Con-1 |
50% |
+1 |
7 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+2 |
10 |
3'0" -
4'6" |
25 - 100 |
None |
These are fiercely religous
fishpeople who are deeply naieve, highly playful, and very dedicated.
They love the water, and worship an entire pantheon of Sea Gods. 'Topside
Kua-toa', as they are often called, are generally adventuring to gain
knowledge of the world above and ocassionally spread the good word of
the Sea Gods. They are often kidnapped and enslaved by humans hoping to
exploit their visual capacity.
They can move and swim freely
in water. They stand at about dwarf height. They are completely immune
to all poison and paralysis. Despite their eyes being set on the sides
of their heads, they have excellent independent monocular vision, with
a 180-degree field of vision and the ability to spot movement even though
the subject is invisible, astral, or ethereal. Kuo-toa also have 60-foot
ultravision and the ability to sense vibrations. They can communicate
telepathically with others of their race easily, but must make a magic
check to communicate with other races telepathically. This communication
with other races is a 'one-way channel'.
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Horse |
All |
Dex +1, Con
-1 |
0% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+3 |
8 |
6'0" -
8'0" |
700 - 900 |
Hooves: D4 /
D4 |
Pegataurs are smaller more
agile cousins of Centaurs, but they have the upper halves of elves. They
fly using pegasus wings and tend to build their cities high up on mountain
tops. They may not be raised from the dead. They are far more serious
than most Centaurs, and have a relationship with them much like Elves
do with humans - quiet distance. They do not require the copious amount
of food and water that Centaurs require.
Their hooves do 1D4 each,
and they can attack with each of them once in a round if they make to
weapon attack. They can take no unarmed styles. They have infravision
60 feet.
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Horse |
All |
Varies |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+4 |
8 |
6'0" -
8'0" |
700 - 900 |
None |
Coming Soon
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Insect |
All |
Dex +1, Con
-1 |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+7 |
8 |
6'0" -
8'0" |
700 - 900 |
See Below |
Coming Soon
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Varies |
All |
Varies |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+2 |
Varies |
5'0" -
6'6" |
100 - 300 |
See Below |
The Free Folk of Avalun, or
Avalunians, are a collection of animal peoples who live in the mystical
land of Avalun. They grew up on its mysterious shores or its fantastic
cities, but they dare not share the directions to the planar gates that
lead to the place. Indeed, they are often captured by pesky magicians
looking to seek out Avalun's vast magical resources.
The Free Folk of Avalun have varied appearances, but
they are all animals that stand upright like humans. They are not
Tabaxis, Tengu, or other such Faerie Folk since those folk grew separate
from Avalun and are more humanoid than animalian. Avalunians are mainly
mammals; they speak common and the language of their species. A list of
examples follows:
Race |
AC |
Languages |
Modifiers |
Melee Special |
The Fox Peoples |
9 |
Fox |
Int +1, Wis -1 |
Claws: D3 |
Extremely cunning, adept at all manners of sneaking
around. |
They can use a detect
lie or know alignment
skill once per day. |
|
The Bear Peoples |
8 |
Bear |
Con +1, Wis -1 |
Hug: 2D4 |
Venerable race, known for their inclusiveness and insatiable
hunger |
Can climb walls/trees
at 75%. May always hunt
for self or others. |
|
The Rabbit Peoples |
9 |
Rabbit |
Dex +1, Wis -1 |
Paws: D2 |
Quick race of skittish folk, widely known for speed
and agility. |
May escape
at triple movement and may make full move and all attacks |
|
The Hound Peoples |
9 |
Dog |
Wis +1, Int -1 |
Bite: D6 |
Varied race, adept at finding and hiding things. |
May detect person,
object, or ideas twice per day. |
|
These are by no means the only Avalunians, just the
most commonly found ones.
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Source Information:
Information on this page was supported using The
Complete Book of Humanoids by Bill Slavicsek
(1), the Monstrous
Manual
(2) by Tim Beach, and the
Monstrous Compendium Annuals, Volume 2 - 4 (3, 4,
5). All of these books were released by TSR in the 1990s and are
now out of print.
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