Daoine sidhe - Faerie Noble

(Generated 68 times)
Namelist Celt males and females (View names)
Tags
Faerie
Fantasy
Rank Master
Race Human
Cult rank None
Notes Appearance: Human-sized faerie with pointed ears, pale skin, usually with blonde or black hair. Supernaturally beautiful, dressed elegantly in green with silver accents. Ecology: Seen as fairy royalty. Dwell beneath Irish hills, marked in the mortal world by stone-like towers. Personality: Erratic, fluctuating between wisdom and caprice Often wears enchanted arbor
Creatorhkokko
Stats
STR 3d6
CON 2d6+6
SIZ 2d6+6
DEX 2d6+13
INT 2d6+13
POW 2d6+18
CHA 2d6+13
D20Hit locationArmor
01-03 Right leg 3
04-06 Left leg 3
07-09 Abdomen 3
10-12 Chest 3
13-15 Right arm 3
16-18 Left arm 3
19-20 Head 3
Attributes
Movement 6
Natural armor No

Additional features

FeatureProbability
Faerie Magic 100% View items
Faerie Magic 100% View items
Faerie Magic 100% View items

Non-random features

ListFeature
Ability **Faerie Magic** Use the Folk Magic percentage. One turn is enough to cast a power or spell. Faeries don't need to speak or perform gestures to cast a power or spell. *Magnitude:* By default, all powers and spells cast with the Faerie Magic skill have a *magnitude of 4*. *Permanent:* The effect lasts until the power's target is killed or destroyed, or the power is dispelled *Zone:* The power affects all targets within the specified radius. Faerie powers operating at a distance don't use the At a *Distance* trait; they can be cast as long as the target is in the faerie's *line of sight*. This is specified in the descriptions. *Recovery:* Faeries recover their magic points autonomously (page 112 of Mythras) at a rate of 1 point per hour. Source: Bestiaire Faerique
Ability **Faerie Resistance** Faeries with this capability take only half the damage from natural weapons or materials other than iron. Additionally, the difficulty of their magical resistance tests decreases by one level.
Ability ***Allergy to Salt and Iron*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Faerie Magic ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power. Source: Bestiaire Faerique
Faerie Magic ***Object Enchantment*** Contact, Permanent, 2 MP The enchanted object becomes unbreakable. Whoever wields an enchanted weapon sees the difficulty of their combat style roll decrease by one level, provided that style is appropriate for the weapon. Source: Bestiaire Faerique

Standard skills

Athletics STR+DEX+5d10 Brawn STR+SIZ+3d10 Conceal DEX+POW+3d10+30
Deceit INT+CHA+6d10+30 Endurance CON+CON+3d10+15 Evade DEX+DEX+6d10+30
Insight INT+POW+3d10+30 Perception INT+POW+3d10+30 Stealth DEX+INT+4d10+30
Swim STR+CON+6d10+25 Unarmed STR+DEX+2d10 Willpower POW+POW+6d10

Magic skills

Folk Magic POW+CHA+2d10+30

Custom skills

Passion: Unpredictable POW+POW+6d10 Passion: Lead POW+POW+6d10 Passion: Be the Best in His Hobby POW+POW+6d10

Combat styles

Faerie NobleSTR+DEX+5d10+30

Weapon options

1-handed weapons

Amount: 3
Enchanted Longsword (1)
Enchanted Shield (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 1

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Enchanted Longsword 1h-melee 1d8 M L - Bleed,Impale Y N 6 12
Enchanted Shield 1h-melee 1d4 L S - Bash, Stun Loc, Passive Block 4 loc's Y N 4 12

Folk spells

Amount: 10
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Befuddle 1 Bladesharp 1 Glamour 1 Heal 1
Light 1 Mobility 1 Slow 1 Translate 1
Vigour 1