Friday, March 15, 2013

Striking Crane (The Elven Warrior Houses, part 1)

A number of years ago, a friend of mine started running a "dimensional dumping ground" Middle Earth Role Playing game. It was my first experience with RoleMaster. I loved the game. To be honest, it wasn't until we moved to Utah and started playing with someone that not only knew the rules but had written more than a few of them that we realized how horribly, horribly, twink filled the game was. Still, the game master, as uber-super-mega-power-gamed as he was, had some interesting ideas. 

One of the things he presented was the idea of Bladesinger Houses. Yes, I know bladesingers are a D&D/Forgotten Realms creation, but this game had a certain Drow ranger sociopath running through the streets of Gondor so bladesingers were the least of the genre issues. The idea basically seemed to be rather reminiscent of duelist academies or kung-fu schools, complete with rivalries, "school pride", and secret techniques. I have to admit, I really liked the idea. I mean, elves are rather haughty and arrogant, in most worlds, and the idea that their martial schools would share that sense of superiority seems only natural. 

So, I have decided to take some of the information that my friend first mentioned, and then take a few creative liberties with them. I am updating them for use in a Pathfinder campaign, but the general information should be able to be used for most Fantasy RPGs. The information here can lead you to make appropriate use of existing Pathfinder rules, which is what I'm trying to do. There's not going to be a lot of crunch here, it's mostly going to be fluff. Just wanted to warn you a head of time. 

The Elven Warrior Houses

Ever since the elves first walked across the land, there have always been those that have dedicated themselves to the defense of the elven race. Combining both martial and arcane study into a combat style that is as much artistic as it is militaristic, the Ohtar'Noore ("Warrior Clan" in High Elvish) are the pinnacle of the martial arts in most major elven communities. While not every house is represented in every elven settlement, you will normally find maybe one or two and their apprentices residing in a standard community, with entire estates and training facilities for almost all the Houses can be found in the major elvish cities.

Each school, while dedicated the protection of the elven people, are very possessive of their techniques. Some schools will only teach their style to a full-blooded elf, while others require a lengthy application process regardless of status or standing among the elves. Some even will only accept an apprentice with sponsorship from an existing member. These stringent requirements give the houses an elitist appearance, but with the skill that they demonstrate they have reason to behave as such.

Striking Crane (Majahl Talee)

Favored Weapons: Striking Cranes prefer elven curve blades, spears, glaives, guisarme, ranseur, and similar pole arms.

The House of the Striking Crane are masters of the pole arm. Using a elegant dance to mimic the stances of a hunting crane, the pole arm being used acts as beak, wing, or even leg. The movements are rapid, but also precise. A Striking Crane will hold it's action until it's foe comes into range and the perfect opportunity presents itself, and then he will let loose with a flurry of thrusts and swipes aimed for vital points, like joints and eyes.

Members of the Striking Cranes are popular as bodyguards, militia officers, and watch officers. Their focus on perception, observation and reach weapons make them vigilant defenders. Adding to this is the schools ancient reputation. They are one of the oldest Warrior Clans, able to trace their origins back to the first recorded wars with many tales of slain giants, dragons and legendary acts of valor and honor in their libraries. With such a long and storied history, it is understandable that their membership comes from a very select pool. Normally, members are chosen from the families of existing members or the occasional recruit from a city's highest nobility. While rare, there have been known cases where particularly gifted apprentices have been brought under a mentor's wing, regardless of social standing. Race, on the other hand, is not as flexible, as they will only teach elves and the very rare and fortunate half-elf with an exemplar pedigree.

Traditional Colors: Striking Cranes prefer to wear primarily blues and whites, with red accents. Silvers and grays are also very common in place of the blue or white. While a minor addition, red is actually universally constant in almost all uniforms for members of the Majahl Talee.

Associated Classes:  While bards, magus and combined fighter/wizards(and sorcerers) are the most commonly trained, the occasional rogue/wizard or even paladin/wizard can be found among the ranks.

Trait: Dance of the Striking Crane (Elf, Combat) - When wielding a weapon from the polearm or spear weapon category, with which you are proficient, you gain a +1 bonus to your CMB. Also, you gain a +1 on all Acrobatics and Perform (Dance) checks. One of these skills is considered a class skill for you.

Thursday, March 14, 2013

Fey'ri of Golarion Part 1

I have a soft spot for the fey'ri from the Forgotten Realms. I always feel that this race had a lot of potential, but it never really got much of a chance considering that they really came into their own near the tail end of the Forgotten Realms as we knew it (3.5 prior to 4th edition). I've read a few articles and posts on the Paizo forums addressing fey'ri, but I think there's been a bit of difficulty in trying to translate the fey'ri in a "more DM friendly" version. Basically, it seems like some players that are going to want to try to convince a DM to let them play a fey'ri, and so there's a struggle to keep the intent of the race, but make it more "balanced".

Unfortunately, I think that's where they're going wrong. Actually a Fey'ri shouldn't really be "balanced". The fey'ri should be very rare, and I feel, more along the lines of a noble drow. They're not a race that should be permitted for play in 99.99% of games as a PC. If you really want to play one, you need to think long and hard about it. I would permit it, but only if the player understood that they were going to be on the "slow" advancement track, if everyone else is on the Medium. I think this race is best for unique games or mostly as an NPC. Fey'ri make great "behind the scenes" villains.

In the end, I decided to post my own version of the Fey'ri, complete with a little back story, favored class options, and maybe some pretty pictures if I can find any. As with anytime I put up these posts, it's not meant to infringe on copyrights, etc. Also, I'm taking a pretty darn cool race and adding some flavor that wasn't there before. I hope no one minds. 

Fey'ri


When the elves retreated to Sovyrian, there were those elves that lingered behind. Some retreated below the surface, others retreated deeper into the woods, and some turned to other sources of refuge. Among those that stayed, there were three noble houses of powerful summoners, enchanters, and other arcanists that decided to find methods of holding their own against the tide of savagery and barbarians that surrounded them. These three houses, whose original names have been lost, turned to external sources to gain in strength and power. 

It is a generally accepted fact that the three houses turned to infernal powers in their desperation. While this is not false, it's not entirely true. The reality is, they just weren't that picky. If one were to trace the blood of a modern fey'ri they would, most certainly , find demonic and devilish ancestry, but they would also uncover efreet, draconic, fey, and any number of other planar entities thrown in for good measure. All of this interbreeding made for a number of powerful bloodlines, and, as such, sorcerers are exceedingly common among the fey'ri. It also caused rampant internal conflicts among the struggling houses. When the dust settled, their numbers had diminished considerably. In order to survive they began a tradition of secrecy that has followed to this day.

The fey'ri, as they became known, are naturals at disguise, deception, and manipulation. They have can be found almost anywhere, hiding among the population, serving as viziers, information merchants, and even librarians. They love to live in cities, the busier the better, and the dominant race is not often a concern when choosing a place to live. Fey'ri can be found among humans, elves, and even among the drow. Rarely will you find more than a small family of fey'ri in any given location. Nonetheless, the fey'ri work to keep each other very informed. Some even go adventuring in hopes of finding new lands, lost lore, and any knowledge that will help the fey'ri survive.

Though naturally able to assume a number of shapes to blend in, a fey'ri normally has a favored "face" that they prefer to present to the outside world. Most often, as an act of personal preference and a deep seated desire to reconnect with one's ancestors, this "face" is that of an elf. One may believe that this would limit most fey'ri from accessing some of their inborn talents, but a clever fey'ri often has a good explanation ready to account for their sudden sprouting of wings and the like. (A personal favorite is to try to pass off to the unknowing that the wings are due to belonging to a lost group of winged elves or the gift of a sorcerous bloodline.)  The act of showing another being one's true face is a sign of deep respect and trust, something that does not come easily to such a secretive race. Should a fey'ri decided to show her true face to another, it is done in secret, away from others. This one on one approach, by tradition, is performed even if they are showing their true face to a group of close friends and confidants.

Physical Description: While a fey'ri can appear as almost any humanoid, they have a set natural form which they refer to as their "true face". Sharing the lithe bodies, pointed ears, and graceful features of a traditional elf, the fey'ri also has a number of fiendish features that belie their crossbred natures. The most pronounced of these is a set of large wings that extend from the back of their shoulders. These wings are often bat or dragon like in appearance, though some with feathers or even a velveteen coat of fur have been known, with colors for the wings varying wildly from fey'ri to fey'ri.  Other common features include horns, glowing eyes, pronounced canines, and tails of various description. (Author's Note: Using the tiefling appearance chart from the Council of Thieves Adventure Path or Blood of Fiends may be appropriate.)

Society: Where elves have kept close to nature, the fey'ri are at home in urban environments. They move easily among busy marketplaces, noble estates, and back alleys. They enjoy the subtle magics of enchantment, the skilled arts of subterfuge, and the adulation of performance. While a secretive race, it is a rare fey'ri that doesn't enjoy doing things as stylish as possible.

Relations: There are few races that a fey'ri is not willing to work with, though they normally find themselves more at home among elves, half-elves, halflings, and humans. While they enjoy the presence of gnomes, they rarely try to pass themselves off as the excitable race, claiming that it's just too much work. They also tend to avoid dwarves, but this may be more a throw back to their elven heritage, than any current difficulties with the race. The only races that they seem to have disdain for is orcs, half-orcs, and goblinoids. They find them to be barbaric brutes best suited as fodder and little else. Even the most civilized half-orc is often considered, at the very best, to be aesthetically unpleasing to the eyes.

Alignment: Natural manipulators and opportunist, most fey'ri fall along the Neutral alignments, with Chaotic Neutral and Lawful Neutral, and the occasional evil, being the most common. As a race, they rarely say that they're sorry.

Names: Fey'ri follow most elven naming conventions, though, they keep "house names" as their surnames. A house name almost serves as a clan or sect name might in some other circles. While the original house names are lost, a few of the currently used house names are Icemoon, Morningson, Phoenixwing, Shadowmoor, and Starsinger.


Fey'ri Racial Traits:

  • +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution. Fey'ri are quick of body and mind, and bear a powerful personal presence, but have never been able to rid themselves of the frailer aspects of their elven heritage.
  • Medium: Fey'ri are Medium creatures and have no bonuses or penalties due to their size.
  • Movement: Fey'ri have a normal land speed of 30 feet. They also have wings which grant them a flight speed of 60 feet, average maneuverability. Fly is always considered a class skill for Fey'ri.
  • Darkvision: Fey'ri have darkvision to 60ft.
  • Low-Light Vision: Fey'ri can see twice as far as humans in dim light.
  • Elf Blood: Fey'ri count as elves for any effect related to race.
  • Elven Immunities: Fey'ri have maintained the immunity of their elven ancestors, and as such are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Alter Self (Sp): A fey'ri can cast alter self as a spell like ability at will. The caster level is equal to the fey'ri's HD.
  • Racial Skills: Fey'ri gain a +2 racial bonus to Bluff, Perception, and Stealth skills.
  • Outsider: Fey'ri are native outsiders.
  • Mixed Blood (Ex or Sp): A fey'ri has a number of abilities granted from the sorted blood that flow through their veins. At first level a fey'ri can choose a total of 4 abilites from the list below. A fey'ri can only have one of the abilities marked with an asterisk (*). Each power can be used as described in the list. The caster level is equal to the hit dice of the fey'ri and the DCs for these abilities are Charisma based.
      • Charm Person (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Clairaudiance/Clairvoyance (Sp): 1 per day. Each time this ability is taken, it increases the times per day by 1.
      • Damage Reduction 5/magic (Ex)*: This ability can only be taken once.
      • Darkness (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Detect Thoughts (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Detect Magic (Sp): 1 per day. If this ability is taken a second time, it can instead be used 3 + (Int, Wis, or Cha modifier) times per day.
      • Dimension Door (Sp)*: 1 per day. This ability cannot be taken a second time.
      • Drow or Elven Weapon Proficiency: This may only be selected once, but acts as the racial trait of either a drow or elf. A fey'ri cannot have both the drow and elven proficiency.
      • Enervation (Sp)*: 1 per day. This ability cannot be taken a second time.
      • Tainted Blood Sorcery (Ex): Fey'ri sorcerers with the Abyssal, Accursed, Boreal, Draconic,  Efreeti,  Infernal, Pestilence, Protean, Rakshasa, Shadow, Starsoul, Stormborn, or Undead bloodline can select this trait to treat their Charisma modifier as 2 higher for all sorcerer class abilities.
      • Fire Resistance 10 (Ex): This ability cannot be taken a second time.
      • Sleep (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Suggestion (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • +2 save against Electricity (Ex)
      • +2 save against Poisons (Ex)
  • Languages: A fey'ri begins speaking Common and Elven. Fey'ri with high Intelligence scores can choose from the following: Abyssal, Aklo, Draconic, Giant, Infernal, or Sylvan.

Fey'ri of Golarion Part 2



Ah, now onto part 2. I really wanted to go for the gusto with this build up of the Fey'ri. So, I've got the stats done, now it's time for the Favored Class Options and maybe some Racial Traits. 

Fey'ri Adventurers

It is a rare fey'ri that doesn't have some training in an adventuring class. Most fey'ri have spent at least a little time as one type of rogue or another. Quite a few fey'ri also favor the arcane arts of all broad strokes. It's rare, though, to find a divinely leaning fey'ri, causing clerics and paladins among the "tainted blooded" to be an unusual find.

Alchemist - It was the desire to gain the strength to defeat all who opposed them that caused the fey'ri to branch off from the elves to begin with. It's no surprise, then, that more than a few fey'ri have started to dabble in alchemy. Mutagens are a favorite, while the odd satisfaction of a foe's reaction as the lovingly distilled poison begins its work is not lost on a fey'ri alchemist.

Barbarian -  Fey'ri rarely give in overtly to the fires that burn in their mottled blood. While a fey'ri may make use of barbarians as thugs and shock troops, it's not a role that they, themselves, favor. A fey'ri barbarian, especially one with an urban focus, is possible, but they are often looked upon with either shame or pity by the houses.

Bard - Much like their elven cousins and ancestors, fey'ri love performance in all it's varied forms. Fey'ri bards pass themselves off as elven bards as often as they can, and it is rumored that a few masterworks attributed to the elves are actually the works of a fey'ri incognito. Fey'ri bards frequently travel the width and breath of the world, not only exploring, entertaining and adventuring, but also serving to keep the lines of communication open between houses.

Cavalier - The role of a noble knight is not one lost among the fey'ri. It's uncommon, because it requires a bit more of a martial lean than what more fey'ri tend to have, but it's a role respected by the houses. Also, the prestige that a military officer can benefit a smart fey'ri in any number of ways. Fey'ri cavaliers will commonly command smaller, elite groups and strike forces, as opposed to heading massive armies.

Cleric - While most fey'ri will present a fair amount of lip service to any number of gods and god-like beings, it is truly the unique fey'ri that would willing serve one. It may be the infernal taint on the soul of the fey'ri, or it may just be a deep seated racial hubris, but to become a cleric is a role that most fey'ri would rather pass on and leave to others.

Druid - It is said that the fey'ri are no longer tied to the natural world as they once were. This is, for the most part, true. The lack of desire to bind oneself to a "god" does occasionally bleed into the attitude towards druids, but not as much as one might think at first glance. Being tied to the "world" or "the spirits" implies to a fey'ri that they are working with equals, rather than subservient to a "higher force".  A few urban druids serve the houses, as do a number of shamans of differing bent, depending on the location.

Fighter - While not as devoted to swordsmanship as their elven cousins, the fey'ri understand the beauty and need for a good blade. Fey'ri fighters prefer using elegant blades, or mastering the skills of archery, and their devotion to the warrior arts are greatly respected among the houses.

Gunslinger - Rare is the wielder of the gun among the fey'ri. Too new to have really taken root, too loud to be used subtly, and too expensive for the tastes of many fey'ri, there are very few fey'ri that are willing to pick up firearms. Those that have picked up the skills of a gunslinger are beginning to stir up quite a bit of curiosity among the houses.

Inquisitor - Possibly the only class less favored than clerics, fey'ri inquisitors are all but unheard of. Rare is the inquisitor willing to take a tainted soul such as a fey'ri under her tutelage. Rarer still is the fey'ri that would even get a chance to ask. Normally, inquisitors hunt beings like the fey'ri and they less the houses have dealings with them, the better. The few fey'ri that take up an inquisition normally server the houses and the fey'ri first and foremost and are some the house masters greatest enforcers.

Magus - Mastery of both weapon and magic, fey'ri hold close to the traditions of the magus as handed down to them from before the elves left. Most bodyguards and wandering warriors among the houses are trained as magi, and more than a few fey'ri walk among adventures and city defenders, a pinnacle of "elven training and tradition".

Monk - Not a race prone to a lot of introspection, monks are not common among the fey'ri. There are some that do find value in the search of personal perfection and enlightenment. A fey'ri monk tends towards some of the more mobile, mystically inclined, and unorthodox disciplines.

Ninja - There are no ninja among the fey'ri. Now, if you would be so kind as to tell me who it was that suggested that there might be, I would very much like to have a word with them.

Oracle - Surprisingly, oracles are actually more common among the fey'ri than clerics. Oracles among the fey'ri tend to follow mysteries that involve secrets, deception, and divination.

Paladin - There are no paladins among the fey'ri. No, seriously. If a young, idealistic fey'ri was to suddenly get it in his or her head to become a paladin, they would end up spending quite a few days having their head examined. Then they would either be directed to magus training or sent "away".

Ranger - Rangers often serve much the same role as bards, serving to keep communication flowing and exploring new locations and old ruins. While the lone rugged life of a ranger is not one that every fey'ri is accustomed to, the potential rewards can not be downplayed. A fey'ri ranger though will often favor stealth and subterfuge, instead of more open confrontations.

Rogue - Possibly the most common class among the fey'ri, even most spell casters have dappled a bit as a rogue as they grew up. The urban homes of the fey'ri and the need to hide and disguise their actions, thoughts, and motives greatly benefit for some time learning at the foot of a good cutpurse, acrobat, or similar type character.

Samurai - In lands where the tradition of samurai serve as a noble class of warriors and defenders, you will find the occasional fey'ri behind a mempo. Though some would say that the traditions of honor and duty fly in the face of the fey'ri, it would only be because one does not truly understand the fey'ri. Those same would not say such things for long, were they to suggest such openly.

Sorcerer - Another very common class, more due to the origins of the race, sorcerers of all stripes are welcomed and embraced. The only exceptions are ones with celestial, verdant, or other "high blooded" bloodlines, and even these more cause a raise of an eyebrow than any real shunning. Much like rogues, more than a few fey'ri of other classes may have a level or two of sorcerer, more because the magic is just that powerful in the blood.

Summoner - A tradition that has been with the fey'ri from the very beginning, summoners are a revered and respected group. Fey'ri summoners often have a wide variety of eidolons, some appearing as amalgamated beings thrown together from a number of different sources, while some have "idealized" forms of outsiders. Fey'ri summoners pride themselves on getting the most out of their eidolons.

Witch - Fey'ri witches find themselves in an very difficult position in fey'ri society. On one hand they feared and respected for their flexible and powerful abilities, on the other, being tied to some mysterious "patron" does make more than a few fey'ri nervous. Some fey'ri witches will go out of their way to determine the source of their magic even before making the pact, others assume that if it's something powerful enough to grant them their abilities it may be better that they just don't look into it. Fey'ri witches tend to favor "flashy" or overtly powerful patrons, some what stepping out of the norm for fey'ri culture.

Wizard - Another strong tradition among the fey'ri, wizards serve many rolls among the houses. Most wizards specialize in illusion, enchantment, or conjuration. Necromancers do occasionally rise from the ranks, but a fey'ri approaches this more with a practical, scholarly mindset, most of the time. It is also common to find elemental wizards frequently among the houses. Occasionally houses from neighboring lands will attempt to "collect" wizards from every school and tradition available to them as a sign of prestige, not an easy feat considering the small number of the race.

Favored Class Alternatives

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, fey'ri have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to all fey'ri who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Alchemist - Add 1 minute to the duration of any mutagen the fey'ri alchemist takes.

Bard - Add 1 to the fey'ri’s total number of bardic performance rounds per day.

Magus - Add +1/4 to the Magus' arcane pool.

Ninja - Add +1/4 to the Ninja's ki pool. (That's if there really were ninja, which there aren't. I'm just saying.)

Rogue - The fey'ri gains +1/6 of a new rogue talent.

Sorcerer - Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Summoner - Add +1/4 to the eidolon’s evolution pool.

Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.