Sylvie (Greyhawk)

From Action
Jump to navigation Jump to search

This article is imported from the Hastur wiki. See the import log for details.

Greyhawk (Action)Greyhawk Arms

Sprites, and smaller cousins to pixies, sylvies are less concerned with pranks and more concearned with simply enjoying the beauty of nature. Intensely curious, they sometimes get attacked to larger folk and follow them around, often adopting traits similar to their companion.

Sylive adventurers are motivated by curiosity and fun. They tend to take adventures less than seriously and seek unusual solutions to problems. With their natural ability to fly, sense thoughts, disrupt enemy magic, and become invisible, sylvies are formidable creatures when angered. They are good choices for players who like to play mischievous characters and want some magic to carry out their plans.

Despite their size, full-grown sylvies can be very dangerous. Their magical powers and high attributes are responsible for their total ECL of 5, but their lack of hit points are their greatest drawback. The class is built around scaling the spell-like abilities, and their natural invisibility isn't introduced until 4th level. At the highest level of the class are the most powerful spell-like abilities and spell resistance.

Sylvies are 1 HD creatures, which means they start out with a class level and no racial HD. Sylvies can choose to develop by character class or by fay hit dice. Some sylvie abilities are reserved for those with hit dice.

Racial Traits

  • Starting Ability Score Adjustments: –8 Str, +6 Dex, +2 Int, +2 Cha. Sylvies are physically weak but make up for it in other areas. A fully-developed sylvie has -8 Strength, +10 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
  • Tiny: As Tiny creatures, sylvies gain a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, -8 penalty on grapple checks, and a +8 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are half of those of Medium-size characters. Gear scaled to sylvies weight 1/10 of normal and have half the normal cost.
  • Speed: Sylvie land speed is 20 feet.
  • Low-Light Vision: Sylvies can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Skills: +2 racial bonus on Listen, Search, and Spot checks.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Sorcerer. The best multiclassing choices for a sylvie are druid, rogue and wizard.


Race Features

Table: Sylvie by ECL Modifier

Class Level ECL Modifier Sylvie powers
1 0 Lesser sylvie powers 1/day
1 1 Dodge, fly 20 ft. (good), +2 Int, +2 Cha
1 2 Sylvie powers 1/day, fly 40 ft. (good), +1 natural armor, +2 Dex, +2 Wis
1 3 Natural invisibility fly 60 ft. (good), +2 Int, +2 Cha
1 4 Greater sylvie powers 1/day, SR 15, +2 Dex, +2 Wis

All of the following are features of the sylvie race.

Feats: A sylvie receives Dodge as a bonus feat at 2nd level. At each class level it gains feats normally according to its character level.

Lesser Sylvie Powers (Sp): A sylvie can use the following spell-like abilities once per day: lesser confusion (DC 11 +Cha bonus), dancing lights, detect chaos, detect good, detect evil, detect law, entangle (DC 11 +Cha bonus), and invisibility (self only). Its caster level for all spell-like abilities is equal to its HD + ECL modifer +3.

Sylvie Powers (Sp): Beginning at 3rd level, a sylvie can use detect thoughts (DC 12 + Cha bonus) and dispel magic once per day each.

Natural Invisibility (Su): At 4th level, a sylvie is naturally invisible and remains invisible even when it attacks. This ability is constant, but the sylvie can suppress or resume it as a free action.

Greater Sylvie Powers (Sp): At 5th level, a sylvie can use detect thoughts (DC 12 +Cha bonus), dispel magic, permanent image (DC 16 +Cha bonus; visual and auditory elements only), and polymorph (self only), once per day each.


Sylvie HD

A sylvie can choose to advance as a Fey (sylvie) instead of by character level, gaining additional hit dice. This is hereafter called Sylvie Hit dice. By advancing in the Sylvie HD, the character can improve in different ways from normal characters. There are only three levels in the sylvie monster class.

Table: Sylvie by HD

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Craft special arrows, DR 10/cold iron
2nd +1 +0 +3 +3 Additional daily uses, SR 15+hd
3rd +1 +1 +3 +3 Otto’s irresistible dance

Class Skills

The sylvie's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points at First Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the sylvie monster class.

Weapon and Armor Proficiency: Sylvies are proficient with all simple weapons, with the short sword, and with the longbow, but not with armor or shields.

Craft Special Arrows: A character with sylvie HD can craft sylvie sleep arrows and sylvie memory loss arrows as though meeting all of the prerequisites.

Spell Resistance: A character with 2 or more sylvie HD gains spell resistance 15 + HD. Note that HD from other sources (such as character levels) do count.

Faerie resistance: A character with sylvie HD gains damage resistance 10/cold iron.

Additional daily uses: A sylvie with 2 HD or more can use each of her spell-like abilities 1/day/HD.

Otto’s irresistible dance: A sylvie of 3 HD can use Otto’s irresistible dance as a spell-like ability 1/day.