In addition to the abilities listed, pixies always have one skill that they are fluent in. Fae take many shapes and forms but usually appear as tiny elfin people with wings. They are deeply interwoven with the forces of nature and are believed to be caretakers, protectors, and messengers of the wild. Much like elves, they are immortal and wrapped deeply in their own world of timeless feuds and plots, making them appear extremely chaotic to mortals. Fae have innate magic much like dragons do, but their magic is more unconscious and usually not completely under their control, triggered by intense emotion or need, making them extremely dangerous if provoked.
Abilities:
Attribute improvement: This ability sets your SNK score to a minimum of 4.
You gain Innate Elder Sorcery and are fluent in it. In addition, you automatically get a +15 metaphysics bonus (a positive metaphysics penalty) to your Elder Sorcery creation. You may also freely spend MP from willing plants, animals, and fae that assist in your Elder Sorcery creation. When creating Elder Sorcery spells, you often intuit upon "nonstandard" words that are not widely known. This manifests as a universal +2 to your wording Elder Sorcery creation score.
You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know celestial OP 1 Elder Sorcery words and those of every element.
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
Attribute improvement: This ability sets your STR score to a minimum of -2.
Attribute improvement: This ability sets your SNK score to a minimum of 4.
You gain Innate Elder Sorcery and are fluent in it. In addition, you automatically get a +15 metaphysics bonus (a positive metaphysics penalty) to your Elder Sorcery creation. You may also freely spend MP from willing plants, animals, and fae that assist in your Elder Sorcery creation. When creating Elder Sorcery spells, you often intuit upon "nonstandard" words that are not widely known. This manifests as a universal +2 to your wording Elder Sorcery creation score.
You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
Mana cost: Creation cost is at least 1 MP per OP of each word in the spell plus 3 × MP of the spell itself.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know celestial OP 1 Elder Sorcery words and those of every element.
| OP | Celestial Adjectives | Celestial Adverbs | Celestial Articles | Celestial Conjunctions | Celestial Nouns | Celestial Prepositions | Celestial Pronouns | Celestial Verbs | Flame Nouns | Flame Verbs | Life Nouns | Life Verbs | Nature Nouns | Nature Verbs | Necromancy Nouns | Necromancy Verbs | Storm Nouns | Storm Verbs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | bad | as | an | as | color | by | me | are | ash | crack | amulet | calm | dirt | augment | blemish | force | attention | cool |
| big | carefully | one | but | cup | for | my | be | cinder | damage | burn | defend | fruit | bloom | darkness | intimidate | breeze | distract | |
| bright | here | the | or | dagger | in | that | begin | ember | dry | health | detect | grass | grow | filth | shame | cloud | float | |
| clean | pretty | so | foot | of | this | did | flame | glow | hurt | mend | leaf | lull | grave | sicken | drop | identify | ||
| little | then | hand | off | you | may | howl | illuminate | illness | prevent | path | lure | pain | spoil | mind | look | |||
| long | there | hat | on | your | might | light | kindle | symbol | repel | reach | nourish | seizure | summon | mist | read | |||
| short | today | skin | to | stand | spark | rush | talisman | restrain | size | ripen | stench | taint | sand | slow | ||||
| small | torch | tend | tinder | temper | valor | shelter | twig | shrink | tears | twist | study | speed | ||||||
| this | wand | use | warmth | warm | wounds | soothe | vine | touch | woe | wrench | vision | stun | ||||||
| watermelon |
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
Attribute improvement: This ability sets your STR score to a minimum of -2.
Body Parts:
1Normal (5 feet)
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Mouth | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Biting, Small | Body parts |
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