Difference between revisions of "Aerie (Apath)"

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== Racial Trait Options ==
 
== Racial Trait Options ==
Aerie can choose among the following traits.
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Aeries can choose among the following racial traits.
  
'''Bunny Hop''' Acrobatics is a class skill for you. When using the Acrobatics skill to jump, you halve DCs based on the length of the jump. This counts as [[Acrobatics_(Apath)#Assisted_Movement | assisted movement]] and does not stack with the benefits of [[Acrobatics_(Apath)#Assisted_Movement | assisted movement]].
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'''Clever Companion (Racial [Aerie])
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You must have an animal companion or mount to select this ability. You replace that animal companion or mount with a familiar, like the one gained from the wizard's arcane bond class feature. You can use this familiar as a mount, even if it is the same size category you are.
  
'''Burrower''' You can burrow through sand and soft earth at a speed of 5 ft., leaving a tunnel behind.
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'''Elfshot (Racial [Aerie])
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When you use a bow or sling you do not suffer a damage penalty because of low Strength.
  
'''Forager''' Like your ancient forebears, you can subsist on many kinds of green plants. You gain a +4 trait bonus on Survival checks to find food.
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'''Energy Affinity (Racial [Aerie])
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Choose one of the following energy types: acid, cold, electricity, or fire. You can make a ranged touch attack that inflicts 1d3 points of damage of this type. This attack has a maximum range of 30 ft. and no range increment. Your hair resembles a mass of the chosen energy, acid aeries have hair that resembles crystal formations.
  
'''Karumijutsu
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'''Reincarnated (Racial [Aerie])
Acrobatics is a class skill for you. When using the Acrobatics skill to jump, you take only a +2 DC increase per foot you leap upwards, rather than the normal +4. This counts as [[Acrobatics_(Apath)#Assisted_Movement | assisted movement]] and does not stack with the benefits of [[Acrobatics_(Apath)#Assisted_Movement | assisted movement]].
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You have vague memories of a previous life as another type of creature. Knowledge (local and nature) become a class skills for you and you gain a +1 bonus on one of these skills.
  
'''Stomper''' You can stomp the ground to create vibrations easily picked up with tremorsense, and can send messages to others with such senses up to ten times the range of their tremorsense. The Aerie language has special expressions transmitted this way; you can transmit fairly complex messages if both you and the listener knows the language.
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'''Ward (Racial [Aerie])
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You have a close affinity for a particular place, type of object, or creature. When in the same space as your ward, you gain cover.
  
 
== External Links ==
 
== External Links ==

Revision as of 15:25, 23 March 2017

ApathApath Logo
Unofficial rules compendium
Notepad.png This is a work in progress.

Aries are tiny fey, courtiers and emissaries of fey courts and gentry among smaller fey. Long confined only to the deepest fairy glades and to fairy itself, aeries are becoming more common as the barriers between planes weaken.

Less concerned with pranks and more with simply enjoying fun and beauty, aeries are creatures of conflicting drives. Generally stay-at-homes who enjoy the good life, they can be intensely curious when not overtaken by shyness or laziness. Aeries have high opinions of themselves, and thrive on respect and influence. They are daring and think nothing of challenging opponents several times their own size. They view the world with a curiosity and true desire to learn, and this runs counter to their boisterousness; aeries will often find it convenient to remain hidden to observe the ways of others.

Aeries prosper in any place of great natural beauty or that satisfies their curiosity. A few aeries even live in cities, usually as invisible observers. In areas dominated by evil they try to maintain small hidden havens of beauty. Aeries love to craft beautiful and intricate things, and can get mesmerized by artful devices. In fairy lands, aeries often take on a more active role, as mediators and spokesmen for other small fey and as courtiers in fairy courts.

Physical Description Aries are humanoid fey, about 8 inches in height (a full foot with wings included) and weigh 4 to 8 ounces. They are generally gnome-like in appearance, with gossamer wings that have a wingspan of just over a foot. Like gnomes their hair and skin comes in a variety of colors and often reflects their personality; a shy aerie is likely to have pale coloration, a passionate one bright, one interested in plants is likely to be green, and so on. The generally have graceful builds, but this is not universal. Some aerie are shorter and chubbier, looking somewhat like tiny winged dwarfs other longer and more graceful, resembling elves.

Society: Aeries often live in a a society devoted to the study and protection of some locale or phenomenon, called their ward. This can be anything from a quaint human village to a waterfall or even a storm cloud. Such groups of aeries are very devoted to the focus of the community, letting it inspire everything from clothes to living spaces and they might even change their physical appearance to more resemble their ward. If the focus is another type of creature, the aeries take on the mannerisms and views of their ward.

Aeries don't have families and young aeries are formed out of raw magic or from the ward of another aerie. It has been observed that a living ward of an aerie can be reincarnated as an aerie after death. Aeries still enjoy a flirt, and those living in complex courts might engage in lengthy courtships, complete with all the pride and prejudice of mortal love.

Relations: Aries often live in the societies of others, either as nobility among the smaller sprites or as courtiers and messengers among elves and larger fey. They are friendly to gnomes, in a patronizing way, regarding gnomes as plebian. Aeries are curious about other races when the occasion arises, and often study them and even mimic their behavior, but rarely reveal themselves except to a few individuals, often artists, children, beggars, or others whose reports on them are unlikely to be believed. Because of this, they remain elusive fairy-tale creatures and other races have no particular preferences or prejudices about them.

Alignment and Religion: Aeries are proud but good-natured and tend toward chaotic good in alignment. Their loyalties and interests are personal rather than familial or patriotic. An aerie will think nothing of opposing another aerie if their interests collide, but such confrontations are rarely belligerent. Aeries in conflict would rather let their favorites quarrel and bet on the outcome than involve themselves directly, at least as long as their ward is sure to survive. If an aerie's ward is threatened, they will use every trick in their arsenal to protect it.

Adventurers: Aeries sometimes get attached to larger folk and follow them around, often adopting traits similar to their companion. Often seen as little more than familiars to their larger friend, some aeries thrive in being the mind behind the mask, but most demand respect and attention.

Names Aeries often have names that describe them or that sound like titles. An aerie warrior who likes to ride goats might be called sir horn or clovenhoof, an arie with particularly bright colors might be named indigo or roseblush. Remember than aerie colors often match their interests

Bark, Brave, Chiper, Chump, Clever, Grump, Nettle, Rose, Silver, Sly, Spray, Strong, Sunflower, Thorn.

Standard Racial Traits

  • Ability Score Racial Traits: -2 Strength, +2 Dexterity
  • Size: Tiny. Tiny creatures gain +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks.
    • Tiny creatures have encumbrance limits half of those of a Medium creature of the same Strength. Armor, weapons, and gear sized for a Tiny creature weighs half 1/10 as much and costs half as much as that sized for Medium creatures.
    • Tiny creatures use Dexterity instead of Strength bonus on Climb and Combat Maneuver checks.
    • Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square and a Tiny creature can stand in the space of a larger creature.
    • Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. For an exception, see fey reach below.
  • Type: Aeries are creatures of the fey type.
  • Base Speed: 20 ft. They also have a fly speed of 30 ft. (good).
  • Languages: Aerie begin play speaking Common and Elvish. Aerie with high intelligence scores can choose from the following: aklo, auran, fairy common, gnome, halfling, sylvan, treant.
  • Random Starting Age: Base age zero
    Barbarian, Rogue, Sorcerer +1d2
    Bard, Fighter, Paladin, Ranger +1d3
    Cleric, Druid, Monk, Wizard +1d6.
  • Aging Effects: Aeries do not age.
  • Height and Weight: Height 4 inches Weight 2 ounces. Modifier 2d3 inches. Weight Multiplier x1 ounce.

Offense and Defensive Racial Traits

  • Fey Reach: When wielding a reach weapon or a rapier, an aerie has a reach of 5 ft.

Magical Racial traits

  • Aeries can use the following spell-like abilities at will. All spell like abilities have a caster level of 1. Dancing lights, detect magic, endure elements, and vanish (self only).

Movement Racial Traits

  • Flight Ceiling: Aeries can fly only at low altitudes, to a maximum height of 5 ft. per 2 Hit Dice (minimum 5 ft.).

Senses Racial Traits

  • Low-Light Vision (Ex) An aerie can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Alternate Racial Traits

Droplet Some aeries live in and near water. Their flight ceiling ability applies only over or near a body of water. They gain the aquatic subtype, the amphibious quality, and a swim speed equal to their fly speed. They can cast water breathing (sp) 1/day. This replaces all the aerie's spell-like abilities and modifies the flight ceiling ability.

Energy Wings The aerie's wings are ephemeral and may disappear when landing. The fight is magical and has perfect maneuverability. This replaces fey reach.

Fairy Dust The aerie sheds light as constant light (sp) and leaves a trail of glowing fairy dust behind when flying. The aerie can suppress this glow and can use fairy fire (sp) at will with caster level 1. This replaces the ability to use vanish (sp).

Aerie in Greyhawk

Aerie are relatively common in Nippon and the Nippon Territories, and exist Zindia and the Celestial empire. Individual aerie may travel to other parts of the world in the service of an employer.

Advance Race Guide Design Points

+4 Size Tiny
+2 Fey type
-1 Speed
+1 Reach
+6 Flight
-3 Fly ceiling
+6 Spell-like abilities
-3 Limited spell-like caster level

12 points

See Also

Racial Trait Options

Aeries can choose among the following racial traits.

Clever Companion (Racial [Aerie]) You must have an animal companion or mount to select this ability. You replace that animal companion or mount with a familiar, like the one gained from the wizard's arcane bond class feature. You can use this familiar as a mount, even if it is the same size category you are.

Elfshot (Racial [Aerie]) When you use a bow or sling you do not suffer a damage penalty because of low Strength.

Energy Affinity (Racial [Aerie]) Choose one of the following energy types: acid, cold, electricity, or fire. You can make a ranged touch attack that inflicts 1d3 points of damage of this type. This attack has a maximum range of 30 ft. and no range increment. Your hair resembles a mass of the chosen energy, acid aeries have hair that resembles crystal formations.

Reincarnated (Racial [Aerie]) You have vague memories of a previous life as another type of creature. Knowledge (local and nature) become a class skills for you and you gain a +1 bonus on one of these skills.

Ward (Racial [Aerie]) You have a close affinity for a particular place, type of object, or creature. When in the same space as your ward, you gain cover.

External Links

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