The Pixie Handbook

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[CENTER]The Pixie
IMAGE(http://img204.imageshack.us/img204/3505/tinkerbellwi4.jpg)
Quintesential Pixie: Tinkerbelle[/CENTER]

When in doubt, always play a Pixie. Why,... because they can fullfill any Role and are fun to play. They are strong(not Physical Strength) Characters starting at ECL 5 and up, and can easily survive , even in low Magic or No Magic Campaigns.

This Guide will look at :
  • What is it that makes them so good
  • What Feats benifit them the most
  • What Classes work the best for them
  • How to fill any role
  • What are thier Weaknesses
  • How Pixies can be used to the greatest advantage


What is it that makes them so good




First when we look at Pixies as Characters lets See what they Get:

"A pixie character exchanges its 1 HD of fey for its first class level"
This is great, as it allows you to get much better HD from Base Classes than what it recieves naturally, also it does not Add too much to the Load of +4 LA that you already have to deal with. In addition, since the La is +4, with LA Buyoff, you can reduce it to LA 3 Pre-EPIC, thus you can get 9th level Spells if Wizard, Cleric, or 9th level Powers if Psion, also 9th level Manuvers if Warblade or Crusader.

Pixie Racial Traits


  • –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma: These are AWESOME attribute boosts, even with a 25 point buy, you will have far better attributes than any other character of your ECL. Also the attributes are such that you have no real weaknesses, Str becomes a Dump Stat that is offset by a HUGE boost to Dex. Thus almost All Pixies become Dex based Finnesse Characters(especially since they get Weapon Finnesse as a Bonus Feat). The other nice thing is that they dont take a Hit to Con, thus can function as a Tank without too much concern for Low Hp. The Mental stats all get great Boosts , even starting at an 8 they get are boosted to 12 minimum(Wis) or 14 Minimum(Int and Cha). So you can have good skills, Saves, without affecting your other roles no matter what they are.
  • "Small size": This may seem to be a Weakness, but its not. this boosts Martial Ability and Stealth... notice what it does:
  • +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Thus they are More Accurate with their attacks, and they are harder to hit. In addition, they can be very Stealthy without even counting Greater Invisibility as a Continous at will ability. The penalty to Grapple checks, and Lifting and Carrying are to be expected, but they are also Offset by the fact that they can Add thier Dex to Escape Artist checks ot get out of a grapple. And they can have others carry thier stuff(animals, Golems, Extra Dimensional Sapces(Bag of Holding, Portable Hole, etc...))
  • "A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).:" Although they are slow on land .... they can Fly as easily as they Walk... so why would they ever walk(unless the circumstances required). At ECL 5, Flight is a Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.
  • Low-light vision.
  • Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
  • Racial Feats: A pixie receives Dodge, and Weapon Finnesse as a bonus feats.(See Errata, MM1)
  • +1 natural armor bonus.
  • Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only).
  • Damage Reduction 10/cold iron
  • Spell Resistance equal to 15 + class levels
  • Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Sorcerer.
  • Level adjustment: +4 (+6 if the pixie can use irresistible dance).



Alternative Sprite Choices
Alternative Sprite Choices


Alternative sprite choices


by keithio


In addition to the iconic pixie, the monster manual provides two other choice which are very similar in flavor as well as function. They are the grig and the nixie. Many of the ideas presented in this handbook may apply to these alternative choices, so we shall examine how they differ from the standard pixie.

In brief:



While retaining most of the pixie's great selling points, the grig and nixie differ in one key respect: They have one less level adjustment. This enables you to add in one more precious class level, or if you are playing with LA buyoff it enables you to buyoff all your LA penalty by level 18. Due to their diminished intelligence, classes based on int are much less appealing. Instead choose those based on charisma or wisdom.

In detail:


Grig

Grig:


The good-
  • LA down from +4 to +3. This is the strongest selling point, and is even more significant when LA buyoff is allowed.
  • Fiddle. This is a powerful ability, gained at no additional LA. You need only get yourself a fiddle to use it.
  • Spell resistance increases by +2, or effectively +3 when you consider the additional level gained from the lesser LA.
  • Natural armor increases by 1 from +1 to +2. Just in case anyone catches on to the little flying thing that is killing them all.
  • +8 racial bonus on jump checks, as well as a +5 racial bonus to move silenty checks while in a forest setting. Some people like to be sneaky.

The bad-
  • Fly speed down from 60(good) to 40(poor). While this diminishes your aerial combat opportunities, it still enables you to float safely out of the range of sharp pokey things.
  • Damage reduction down from 10/cold iron to 5/cold iron. Five less DR hurts. Literally.
  • No constant greater invisibility. This is a large drawback, but may be offset by your invisibility as a SLA or by finding a way to get greater invisibility as needed.
  • No sleep arrows. While most likely not your primary attack gambit, sleep arrows are still a useful utility or backup.

The ugly-
  • Spell-like abilities are now different and not quite as useful (No dispel magic), but are usable 3/day.
  • Tiny size. Your weapons definately won't be packing much punch (Unless of course you deserve to be Greater Mighty Wallop'ed (Races of the Dragon p.115)). However, this is to your benefit just as being small was, only more so. Extra AC & to hit is always a boon, but tiny causes your reach to fall to 0'.
  • Ability scores. Compared to pixie, you net -2 Str, +0 Dex, +2 Con, -6 Int, -2 Wis, -2 Cha. While the con boost is appreciated, in addition to reduced spellcasting stats the -6 int is killer for your skill points, obviously.
  • Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)

Navi, the Grig fiddler from Hell
Hook: "Hey! Listen!!"

It's hard to go wrong with a Grig fiddler. At ECL 20 if you have 17 charisma to start with, get yourself a +5 tome and spend +4 level boosts on it in addition to your +4 racial bonus and +6 enhancement bonus and you have 36 charisma. Your 17 class levels give you 17 hit dice, so your DC on fiddle is 10+((36-10)/2=13 from charisma+(17/2=8 from hit dice)=31.

You have a DC 31 save-or-die spell that effects all those within 30 feet with no spell resistance...

At will.

That's the sort of thing that doesn't really need optimization.

That said, the ability doesn't work on other sprites (Your DM may very well introduce a line up of sprite villains just to confound you ;p), so some versatility beyond this single trick is required. Also, you will need to make sure that your allies are not within the thirty feet, or they will join the jig as well.

Here are some builds to elaborate.

Core ideas


Feats

For all the below builds, I heavily recommend three feats: Improved initiative, still spell & eschew materials. The former ensures you get the drop on your enemies to start the dance craze that'll sweep the campaign setting, while the latter two enable you to cast spells while keeping enemies enthralled by your fiddling. Outside of those, I'd go for perhaps augment summoning, feats to boost saves (lightning reflexes), item creation feats, extend spell or quicken spell.

Abilities

For the sorcerer or bard builds, charisma of 17 is a must. If focusing on cleric, wizard or druid charisma is still important but you must also have a good intelligence or wisdom. Dexterity and constitution are important in any case, and strength is unimportant but not a dump stat due to the huge racial penalty.

Tactics

You should have a good con in addition to your racial bonus, making you durable even with poor hit dice. Combined with good saves, armor and flight - along with spellcasting abilities - you will not be an easy target to bring down. So, do not be afraid of enemies shifting their focus to you. Instead, win initiative (Great dex+Improved initiative), fly in and position yourself to affect as many enemies as you can with your fiddle. If you incapacitate some of the enemy, continue to fiddle, and if not try again. Should the battle go against you, resort to your spellcasting powers. Defensive buffs are highly recommended.

Classes

Note:
As Grig does not specify a favored class, you'll need to talk to your DM about it. The two obvious choices are bard or sorcerer. Some of the builds below may have exp penalties if Grig does not have the proper favored class.

Grig3/Sorcerer17
With a charisma of 36, sorcerer casting is the natural choice to add some versatility to your one trick pony.

Grig3/Paladin2/Sorcerer15
Lose two caster levels, but gain +16/+13/+12 to saves, among other things.

Grig3/Paladin2/Sorcerer6/EldritchKnight9
Lose another caster level to gain some bab, better fort save and hp.

Grig3/Paladin2/Bard15
While playing that fiddle of yours, why not...err...start playing that fiddle of yours? Inspire your own greatness to add +1 to your fiddle save DC, or inspire courage on your allies to give them +3 against the dancing enemies. Problem with this is it lacks the spellcasting powers of the other choices. It just doesn't make sense for our fiddler to be a bard, ya gotta love d&d.

Grig3/Sorcerer4/Cleric3/MysticTheurge10
Mystic theurge has two problems. The first is the problem of what to do after you take ten levels of it (In this case the build is level 20 by then). The second is that you are a lousy cleric half the time and a lousy sorcerer the other half of the time...but this build is a rockin' fiddler ALL the time! Seventh level sorcerer and cleric spells are only the backup plan, and a formidable one at that....

Grig3/Cleric17
If you can nab a high wisdom score, then cleric casting is just as good as ever. Just make sure that you exclude at least one enemy from your fiddle effect, so your allies take some damage to heal ;p.

Grig3/Druid17
Wouldn't really recommend this one, the level adjustment takes away many of druid's advantages at the lower levels. While cleric or wizard are better choices, this is still perfectly viable.

Grig3/Wizard17
Throw a high score over to intelligence and nab 9th level arcane spellcasting. Highly recommended is taking polymorph any object and chaging your allies into pixies, whether they like it or not .

Grig3/Wizard12/Archmage5
Qualify for archmage in the nick of time and cherrypick its yummy class features as you will.



Nixie

The Nixie


The good-
  • LA down from +4 to +3, as with grig.
  • Spell resistance increases by +1, or effectively +2 when you consider the additional level gained from the lesser LA.
  • Swim speed 30ft, just incase you need to go take a dip. Being amphibious is always a plus when your dungeon starts to slowly fill with water and the gates slam shut. Also, Nixies get a +8 racial bonus on swim checks. Furthermore, they get a +5 racial bonus to hide checks while in water.

The bad-
  • No built in flight.
  • Damage reduction down to 5/cold iron, as with grig.
  • No constant greater invisibility, as with grig.
  • You lose the +1 natural armor.
  • No sleep arrows, as with grig.

The ugly-
  • Spell-like abilities are reduced to only charm person 3/day
  • Ability scores. Compared to pixie, you net +0 Str, -2 Dex, +0 Con, -4 Int, +0 Wis, +2 Cha. Generally speaking, the bonus to charisma does not redeem the lessened boosts to dexterity and intelligence.
  • Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)


:D
Feats:

:D

Strengths and Weaknesses



Strengths


Weaknesses

Small Size ..... low Carry capacity, lower Damage, easier to be Bull Rushed or Grappled(any Special Attack that Size makes a Difference), Slower land Speed

High LA means behind in Raw Power for many classes, also fewer Skill points from Class levels, Lower HD, Lower Base Saves






:D
Primary Martial Ability Full BAB builds: Pixies can be very strong(not physically) Martial characters. As was mentioned earlier usually they are Finnesse Fighters, but many times Ranged attacks are just as useful. Pixies can make the most of almost any Class or PrC .... here are a Few examples that may give you some Build ideas: [indent] Ranger 2/ Barbarian 2/ Fighter 2/ Frenzied berserker 10 Paladin 6/ Hunter of the Dead 10 Ranger 3/ fighter 2/ invisible blade 5/ Master thrower 5/ xxx 1 Ranger 3/ fighter 2/ invisible blade 5/ Dark Hunter 5/ xxx 1 Ranger 2/ Fighter 2/ Paladin 2/ Justicar 10 Ranger 3/ Paladin 2/ Mindspy 5/ Occult Slayer 5/ xxx 1 Ranger 3/ Fighter 2/ Order of the Bow initiate 10/ xxx 1 Ranger 3/ fighter 2/ Reaping mauler 5/ Justicar 6 Ranger 3/ fighter 2/ Reaping mauler 2/ Justicar 8 Ranger 3/ Fighter 2/ Ronin 10/ xxx 1 Warblade 6/ Dervish 10 [/indent] these builds usually start with Ranger to get the most from the High Skill points due to Class Skill points and High Int. Most of these builds have only 16 levels .... but could be 17 level with LA buyoff if allowed .... but even when not allowed, they are strong self contained builds that easily make the transition to EPIC play CORE only games: Ranger 16 is a Versatile and powerful build that will work in any game. It require nothing and can keep up with any party. Pixies natural abillities including high Racial Bonuses to Stats , allow you to gain the most from the Class Abilities of the Ranger Class. [indent] Supernatural enhanced: Paladin
Pixie paladin
this is a fun concept... a Paladin with a shady past(a troubled youth), that can kick Butt, Scout, Party Face(Diplomacy) Pixie Lawful Good Paladin 16 with Charging Smite Variant
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Charging Smite (Su)(PHB II): If along a charge attack you also smite evil, you deal an extra 2 damage per paladin level (that's 3 points per paladin bonus with the normal damage boost from smite evil). The important part is that if you miss on your charge attack, your smite ability is not considered used.
Attributes(32 point buy): 16 Str(14- 4 Racial +6 Belt) 34 Dex(16 +8 Racial +4 inherent +6 Belt) 20 Con(14 +6 Belt) 20 Int(8+ 6 Racial +6 Belt) 18 Wis(8 +4 Racial +6 Belt) 36 Cha(16 + 6 Racial +4 levels +4 Inherent +6 Belt) BAB +16 saves:F/R/W = 28/30/24 Class Abilities: Caster level = (8 +4 PM) 12th lvl 4th lvl Spells max(4@1st, 4@2nd, 2@3rd, 2@4th) Aura of Good Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Divine Grace:.... +13 to all saves Lay on Hands:.... 208 hp/day Aura of Courage Divine Health : ..immunity to all diseases Turn Undead: 16 turns as Cleric 13th lvl... without items Smite Evil 4/day... +13 to Hit, +48 Damage... Remove disease 4/week feats: Dodge(pixie bonus) Weapon Finnesse(pixie bonus) Nymph's Kiss(flaw bonus) Criminal Background(City of Stormreach)(flaw bonus)....Bluff,Open Lock, Sleight of Hand are always class skills 1st lvl: Flyby Attack 3rd lvl: Darkstalker 6th lvl: Martial Study(Shadow Jaunt) 9th lvl: Exotic Weapon(spiked Chain) 12th lvl: Martial Stance(Island of Blades) 15th lvl: Shadow Blade................. dex to damage with Spiked Chain Shadow Blade: Feat; while in a shadow hand stance you gain dex mod to damage if you use the favored weapons of the shadow blade discipline. Shadow Jaunt (SH2, M): Teleport 50 feet as a std action. Island of Blades (SH1, S): If you and an ally are adjacent to the same creature that creature is flanked. Flaws: Slow Vulnerable Skills: (95 ranks, 19 max Class, 9.5 CC) Class Skills: 5 ranks Bluff 5 ranks Craft(alchemy) 19 ranks Diplomacy 5 ranks Handle Animal 5 ranks Heal 5 ranks Knowledge (nobility and royalty / religion) 5 ranks Knowledge(religion) 10 Ranks Open Lock 1 rank Profession (herbalist) 5 ranks Sense Motive 10 ranks Sleight of Hand Cross Class Skills: 5 ranks Spot 5 ranks Listen Equipment: 200000gp +6 Belt of Magnificense 131500gp +8 Bracers of Armor with Greater Shadow and Greater Silent moves(+15 Competence to Hide and move Silent) 220000gp +12 Inherent(+4 tome cha, +4 tome Dex) 24000gp Choker of Eloquence(greater)..... +10 Bluff, Diplomcay, Perform(sing) 575500gp spent... 194500gp left -------------------------------------------------------------------------------- +1 Sacred Deflecting Disarming Holy Starmetal Dwarvencraft Spiked Chain with Hideaway and Finder and Spellblade Sacred(libris mortis,Boed)..+1d6 vs undead,+2d6 vs evil outsiders, considered good vs DR +1 bonus Deflecting(CWar p134)Melee only Negate a ranged attack that hit the wielder by making a Reflex save vs. DC 20 + weapon’s Enhancement bonus. May only be attempted once per round. You must be aware of the attack & not Flat-Footed. +4,800gp Finder(Und p69) Any Weapon Wielder receives a +4 Insight bonus on Search, Spot, and Survival checks made while underground. +6,000gp Spellblade(PGF p120)Any Weapon The wielder is immune to a single spell, which is chosen when the weapon is created. The spell must be one that is targeted on the wielder, not an area of effect spell. When targeted with the spell, the weapon absorbs it. On the following round, the wielder may direct the spell at a target as a Free Action, or may let it drain harmlessly away. +7,500gp Hideaway(RotW p171)Any Weapon As a Free Action, the weapon transforms into a cylinder small enough to fit in the wielder’s hand (+2 Circumstance bonus to Sleight of Hand checks to conceal it). The weapon can be restored to its normal size as a Free Action. +2 bonus Disarming(CWar p134)Any Weapon Melee weapons – During a Disarm action, eliminate the opponent’s bonuses for weapon size & using two hands. Ranged weapons – Able to make Ranged Disarm action (weapon sizes do not matter, but the opponent gains a +4 bonus us holding the weapon in two hands). +2 bonus Burning(Eb p266)Any Weapon On command, the weapon (or the ammunition it launches) does +1d6 of Fire damage and the opponent Catches on Fire for 1d4 rounds (RefNeg, DC11). Move Action to douse flames. +2 bonus on Initiative checks if held at the start of combat
Ranger
  ECL 5 Pixie Ranger Pixie Ranger 1 Ranger is ideal... as it makes the most of good attribute scores, you get a lot of skill points, good saves, Full BAB Assuming 32 point buy: 16, 15, 14, 14, 14, 14 10 Str(14-4 racial ) 24 Dex(16 +8 racial) 14 Con(14) 20 Int(14 +6 racial) 14 Wis(10 +4 racial) 16 Cha(10 +6 racial) Feats: Dodge(pixie bonus) Weapon Finnesse(pixie bonus) Track(ranger bonus) Flyby Attack .... is most benificial, it allows you to use your flight to the most benifit in combat.... it keeps you safe(and out of Reach), and allows you to help with combat Skills ...... these are very important....44 skill points to spend Class Skills: 1 rank Craft (Int)(alchemy) 4 ranks Handle Animal (Cha) 4 ranks Heal (Wis) 4 ranks Hide (Dex) 1 rank Knowledge (dungeoneering) 1 rank Knowledge (geography) 1 rank Knowledge (nature) 4 ranks Listen (Wis) 4 ranks Move Silently (Dex) 1 rank Profession(herbalist or Apothecary) (Wis) 4 ranks Search (Int) 4 ranks Spot (Wis) 4 ranks Survival (Wis) 1 rank Use Rope (Dex) buy 3 Cross Class skil ranks: 1 rank Spelcraft 1 rank Use Magic Device 1 rank Tumble equipment: 4700gp +1 Serren wood Elvencraft Composite Longbow
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+300 gp Elvencraft Longbow(RotW p166)(DR349 p22)any Longbow (including Composite, Mighty, etc.) May be used as a Longbow –or– a Quarterstaff. The wielder threatens the squares around himself/herself even if the last use was as a ranged weapon. The bow is not damaged when used as a melee weapon and the wielder may shift between ranged and melee as part of a Full Round Attack (if desired). +2,000 gp Serren Wood(BoED p38) Arrows & bolts made from Serren wood gain the Ghost-Touch property as an Exceptional (i.e., non-magical) ability Bows made from Serren wood grant the Ghost-Touch property to their ammo as an Exceptional ability.
500gp 10x Keen Adamantine masterwork Arrows
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Just a heads up for all of you people playing archer-type characters out there, there's an obscure little section in the Steelwing entry of the Monster Manual V that allows you to purchase non-magical keen adamantine arrows for only 50 gp each:
Typical Treasure Steelwings have no interest in treasure, but their razorfeathers have great value. Razorfeathers are ruined when used in a steelwing's attacks or a razorfeather shield, but characters who defeat a steelwing in combat on the material Plane can remove 350 razorfeathers (worth 50 gp each; see For Player Characters). If a steelwing pair is killed on Acheron, an egg makes up the bulk of their treasure, along with 300 razorfeathers that can be reclaimed from the roiling winds and tumbling matter of that plane. In any case, a steelwing has standard treasure for its Challenge Rating.

For Player Characters Steelwings offer two possibilities for PCs. Razorfeather Ammunition: Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property. Mounts: Hatching and raising a steelwing requires six months of work and a DC 35 Handle Animal check. Riding a steelwing requires an exotic saddle worth 500 gp, built to carry up to four Medium or smaller creatures, or two Large creatures, and protect them from the creature's razorfeather shield. A steelwing can fight when carrying riders. All riders except the one guiding the steelwing can attack while being carried, but the steelwing's lead rider cannot also attack without succeeding on a Ride check. Steelwing eggs are worth 10,000 gp each on the open market. Professional trainers charge 20,000 gp to hatch and train a steelwing. Carrying Capacity: A light load for a steelwing is up to 1,600 pounds; a medium load, 1,601-3,200 pounds; and a heavy load, 3,201-4,800 pounds.

That's a pretty good deal, considering that regular adamantine arrows cost 60 gp each.

320gp Masterwork Rapier 205gp Darkwood buckler
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Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty. No aura (nonmagical); Price 205 gp.
1100gp Mithral Shirt
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Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds. No aura (nonmagical); Price 1,100 gp.
Alchemical Items
Alchemical items(self crafted=1/2 cost) 60gp 3x Alchemist Fire 50gp 5x Acid 50gp 2x Holy Water 10gp 5x Sunrod 170gp .......................
Animal buddies
-6xGuard Dogs 150gp....... biggest breeds of thier kind -2x Riding dog 300gp....... biggest breeds of thier kind -Light Warhorse 150gp ....... biggest breeds of thier kind 600gp ........................
Misc adventuring gear
... most of this stuff will be carried by the Dogs and Warhorse -Backpack (empty) 2 gp -3xSaddlebags 12gp -Bedroll 1 sp -Block and tackle 5 gp -10xCase, map or scroll 10 gp - Fishhook 1 sp -10xFlask (empty) 3sp -Flint and steel 1 gp -Grappling hook 1 gp -Hammer 5 sp -5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow) -5xInkpen 5 sp — -Lantern, bullseye 12 gp -2xMirror, small steel 20 gp -Mug/Tankard, clay 2 cp -5xOil (1-pint flask) 5sp -10xPaper (sheet) 4gp -10xParchment (sheet) 2 gp -5xPiton 5sp -5xPouch, belt (empty) 5 gp -10xRations, trail (per day) 5gp -Rope, silk (100ft.) 20gp -10xSack (empty) 1gp -Sealing wax 1 gp 1 lb. -Sewing needle 5 sp -Signal whistle 8 sp -Signet ring 5 gp -Soap (per lb.) 5 sp -Spade or shovel 2 gp -Tent 10 gp -10xVial ink or potion 10 gp -3xWaterskin 3 gp -Cold weather outfit 8 gp -Explorer’s outfit 10 gp -Scholar’s outfit 5 gp -Traveler’s outfit 1 gp cost for everything = 203gp 7 silver 2 copper, round up to 204gp
Duskblade Psychic Warrior Swordsage Crusader Warblade
Non-magically enhanced
Fighter
IMAGE(<a href="http://img528.imageshack.us/img528/1035/3830237812c30bfe693np4.jpg" title="http://img528.imageshack.us/img528/1035/3830237812c30bfe693np4.jpg" target="_blank" rel="nofollow">img528.imageshack.us/img528/1035/3830237...</a>) Pixie Fighter 16 20 Str(14- 4 Racial +4 Inherent(arm graft)+6 Belt) 40 Dex(18 +8 Racial +4 levels+4 inherent +6 Belt) 22 Con(16 +6 Belt) 20 Int(8+ 6 Racial +6 Belt) 18 Wis(8 +4 Racial+6 Belt) 20 Cha(8 + 6 Racial +6 Belt) Feats: Dodge(pixie bonus) Weapon Finnesse(pixie bonus) Imp Initiative Mobility Exotic weapon(Spiked chain or Elven Courtblade or Thinblade) Combat Reflexes 2 weapon Fighting Weapon Focus(spiked Chain or Elven Courtblade or Thinblade) Darkstalker Flyby Attack Imp Flight Elusive target Spectral Skirmisher Imp 2 Weapon fighting Robilars gambit Deft opportunist Double hit Vexing Flanker Adaptable Flanker Use Flight 60'(perfect) with Greater invisibility(+Darkstalker) and Reach Weapon and Adaptable Flanker ..... fly around Target with lots(2 for every AoO) of AoOs(+4 hit) while Flanking(+4 hit) and Attacking from higher Ground(+2 hit) while invisible(+2 hit) what you have is a little flying thing that you cant see hitting with a whole lot of attacks that always seem to hit(Attack bonus should be around +60 to hit)
Knight Samurai Swashbuckler
[/indent] :D
Primary Skill Ability[indent]

Supernatural Skill base

Lurk
Psi-Rogue
Spellthief

Non-magical Skill base
Rogue

IMAGE(http://img260.imageshack.us/img260/8751/2140912817a2541773868b7kr2.jpg)


Rogue 5/ Swordsage 6/ Invisible Blade 5, by kristoss


excellent build found here.... great Skills and class abilities

Feats

Level 1: Shadow Blade, Bonus:Weapon Focus(Dagger)->prerequisite
Level 3: 2 Weapon Fighting
Level 6: Point Blank Shot->prerequisite
Level 9: Far Shot->prerequisite
Level 12: ITWF
Level 15: GTWF


Notable class features
3d6 sneak attack damage + 3d6 dagger sneak attack

Choice Martial maneuvers
You qualify for Assassins stance at level 8 (+2d6 to SA),
You qualify Pouncing Charge at level 15 (Full attack on a charge),
You qualify Mind over body at level 8 (Concentration on Will power saves).
The Shadow hand school is good for getting Shadow Blade.
The Tiger claw school is good for getting multiple SA's in a round.
The Diamond mind school can be used to cover weaknesses.

Scout
Ninja
[/indent]

Support Classes[indent]

Support Martial Character
Monk
Soulknife

Support Skill based
Marshal

Support Supernatural based

Divine Mind
Dragon Shaman
Dragon Fire Adept

[/indent]


Jack-of-All-Trades[indent]
Binder
Totemist??
Incarnate??
Factototum

Crafting Powers(infusions)
Artificer
Psionic Artificer
[/indent]


Fun Multiclass combo
Pixie Rogue 2/ Marshal 1/ Warlock 2/ Pyrokineticist 10

IMAGE(http://www.wizards.com/dnd/images/compscoundrel_gallery/102047.jpg)
Inferna Draxo the Hotest little Hottie


Draconic Pixie(-2 Str,+8 Dex,+2 Con,+6 Int,+4 Wis,+8 Cha)
Rogue(feat variant) 2/ Marshal 1/ Warlock 2/ Pyrokineticist 10
Attributes

Attributes: 32pt buy

8 Str(10-2 racial)
32 Dex(14 +8 Racial+6 gloves +4 Inherent)
14 Con(12+2 Racial)
18 Int(12+6 Racial)
14 Wis(10+4 Racial)
40 Cha(18+8 Racial+4 levels+4 Inherent +6 Belt)

Feats

Feats:
Dodge(pixie bonus)
Nymphs Kiss(Flaw bonus)
Undead Empath(flaw Bonus)?????maybe ... Weapon Finnesse??
Wild Talent
Improved Initiative(rogue bonus)
1st lvl: Flyby Attack
2nd lvl: Skill focus (Diplomacy)(marshal bonus)
3rd lvl: Improved Flight
Point Blank Shot(rogue Bonus)
6th lvl: Darkstalker
9th lvl: Quick Reconoiter
12th lvl: Psionic Meditiation
15th lvl:Ability Focus(Heat Death)

Flaws:
Slow
Vulnerable

Invocations

Invocations:
least:
Beguiling Influence.... +6 Bluff, Diplomacy, Intimidate
Baleful Utterance ..... unlimited Shatters

Skills

Skills:
5 ranks Bluff
1 rank Decipher Script
18 ranks Diplomacy
8 ranks Concentrate
5 ranks Craft (alchemy)
5 ranks Disable Device
5 ranks Gather Information
1 rank Handle Animal
18 ranks Hide
1 rank Knowledge(arcana)
1 rank Knowledge(the planes)
1 rank Knowledge(religion)
1 rank Knowledge(Nature)
1 rank Knowledge (local)
5 ranks Knowledge(nobility and royalty)
2 ranks Knowledge(Psionics)
5 ranks Move Silently
5 ranks Perform (sing)
1 rank Profession (Singer)
5 ranks Psicraft
11 ranks Search
5 ranks Sense Motive
1 rank Sleight of Hand
5 ranks Spot
1 rank Survival
1 rank Tumble
5 ranks Use Magic Device

Draconic Creature

Inherited Template (can be acquired via the Dragon Devotee PrC)
Base: any corporeal living creature except a dragon
Type: animals change to magical beasts; adds the dragonblood subtype, otherwise unchanged
Size: unchanged
Abilities: +2 to Strength, Constitution and Charisma
Armor class: Natural Armor improves by +1
Damage: the draconic creature gains two claw attack, depending on its size (damage is equal to unarmed damage - 1d3 for medium creatures), or keeps its natural claw attacks if they have greater damage
Special Qualities: same as the base creature, with darkvision up to 60 feet and low-light vision even if the base creature does not have them
Saves: a draconic creature gains a +4 racial bonus to saves vs sleep and paralysis
Skills: a draconic creature gains a +2 racial bonus to intimidate and spot checks
LA: +1

Equipment

Equipment:
220000gp +9 Inherent(+4 tome cha, +4 tome Dex)
32000gp +6 Gloves of Dexterity
32000gp +6 Cloak of Charisma
24000gp Choker of Eloquence(greater)..... +10 Bluff, Diplomcay, Perform(sing)
90000gp +3 Celestial Armor with Greater Shadow and Greater Silent moves(max dex +8)(+15 Competence to Hide and Move Silently)
22060gp +2 Luck Blade Short Sword(+1 luck bonus on all saving throws. 1/Day reroll ,This extraordinary ability allows its possessor to reroll one roll that she just made.)
25600gp Oathbow: Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
12000gp Boots of Speed
6000gp Ring of Anticipation... +2 Competence to Spot and Listen, and roll twice for initiative
21000gp Crystal Mask of Insightful Detection( +9 Insight to Search and Spot)
3500gp Lense of Detection(+5 Search)
2500gp Ring of Sustenance
2000gp Handy Haversack
50000gp Admirals Bicorne(hat) (Stormwrack) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100’.
2500gp 10x Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).
7500gp Harp of Charming
18000gp Skin of the Chameleon +10 enhancement to Hide checks.
77500gp Skin of the Hero (+3 deflection to AC, +3 resistance to all saves, +3 enhancement to attack rolls)
84000gp Skin of Proteus continually affects the wearer as the metamorphosis power.

31340gp left






???Rod of Magical Precision (Complete Mage) - Ignore the -4 penalty for firing into melee with any spell or spell-like ability that requires a ranged touch attack. No limit on # of times per day. Additionally, three times per day, you can choose for a ranged touch spell or SLA you cast to ignore the miss chance granted by concealment or total concealment (though you still have to aim at the correct square).

???Horizon Goggles (Complete Mage)...double range of Fire bolts

????Schema (Magic of Eberron) - Essentially a reusable scroll that requires a UMD check to activate, only holds spells from lv. 1-6....use with Nixie's Grace - Lv. 6 Bard Spell from Spell Compendium. A very good multi-use spell. It should be UMD available sometime around 12th level with appropriate items and feats. It provides a swim speed, low light vision, water breathing, and significant bonuses to Cha, and Dex, with a lesser bonus to Wis. The duration of 10 mins/lv means that it is good for a few hours at the minimum caster level.

????Warlock's Sceptre - Gives you +2 to hit with ranged touch attacks



Combat Abilities

Combat Abilities

Initiative = +11 Dex +2 Quick recon +2 Ring +4 Imp Init= +19 Initiative, and roll twice and take best result

use Flyby Attack(Fly 60' (Perfect)).... dive bomb with 10d6 Ranged Touch Attacks(10d6 Bolt of Fire at Will 60' range)

BAB +9
Attack bonus with Bolt of Fire: BAB+9 +11 Dex+3 Enhancement +1 Size +2 invisible +1 Haste +2 morale +1 Point Blank shot)= +30 Ranged Touch Attack +1d20(ave 10.5) = +40 Ranged Touch Attack.... that does 35 Damage
AC 31 (base 10 -1 Flaw +1 Size +2 Natural +3 Enhancement +3 Deflection +8 Dex +5 Armor +1 Dodge +1 haste)... Touch AC 23 ...... if she ever needs it higher... she can UMD a Wand of Sirens Grace to gain an Additional +12 Deflection higher(actually +15 but it would overlap Shin of Hero, to simplify just Add +12) to get AC 43(AC 35 Touch)
Fire Resistance 20
SR 30
DR 10/ Cold Iron
Evasion
Saves F/R/W = 17 /27 /16
+8 bonus on all saving throws against fire and heat spells and effects

Special Attacks:
Heat Death save or Die DC 30(32 with Nimbus Active)
Shatter ... Unlimited uses

Non-Combat Abilities

Non-Combat Abilities
1)Face:
Diplomacy check 80 +1d20 (18 ranks+6 Skill synergy +3 Skill focus +2 nymphs kiss +5 Hat +10 Choker +30 Cha+6 invocation)
2)Scouting.... info gathering & Stealth:
[indent]Stealth .....Greater invisibility + Skills
Darkstalker ...... creatures with Blindsense, Blindsight, tremorsense, Scent. .... must make Spot and Listen checks to discover her.
Hide 58(18 ranks +11 dex +4 size +10 enhancement(skin) +15 competence(armor))


Info Gathering:
Quick Reconoiter ..... free Spot and listen each round
Spot +37(18 ranks +2 Wis + 9 insight +4 Racial +2 Morale+2 Competence)
Search +43(11 ranks +4 Int +10 competence + 2 racial +2 Morale +5 Unnamed +9 Insight)
[/indent]


Sometimes there are those who put down certain classes as "weak", and although they may be less than ideal, even weak classes can be optimized; this is an example.

She is the Hottest little hottie you ever saw(when visible) .... Inferna is a Great Addition to Any Party. Her main roles are Party Face, and Scout. Who can deny that a character with a +37 to all Cha based Skills wouldnt make for a great Diplomat .... but she can UMD better than any Rogue or Warlock.
She could serve in many Skill monkey functions with ease. Scouting is her Natural Role, with Greater invisibility and perfect Flight combined with incredible Stealth Skills, she can get almost anywhere she needs to go. She can also detect most any trap and Spot foes far before they are even near her. If she is ever Caught ...she can still Talk her Way out of most Any Situation.

When it comes down to Combat, she can hold her own , even against creatures Resistant to Fire. She uses Hit-And-Run
Tactics with Fly-by-Attack and Perfect Manuverability to get the most of her Bolt of Fire .... and since she is moving in 3 Dimensions while invisible it is almost Impossible to Target Her(without True seeing).

Whats nice about this build ... you can take a less than Desireable Prestige Class and make a Very Useful member to any Adventuring Group.


Pixie Tank


Rogue 2/ Ranger 2/ Swashbuckler 3/ Fighter 2/ ????? 7-8

2 weapon fighting with Spiked chain
Imp Disarm
Elusive target
Robilars Gambit


:D
Primary Spellcaster[indent]
Arcane Spells




Warmage


Divine Spells
Cleric

IMAGE(http://img204.imageshack.us/img204/5906/mabelfvl0.jpg)
Pixie Cleric 16 for PvP vs Druid


Attributes:

14 Str(base 14- 4 racial+4 inherent(graft))
36 Dex(base 14 +8 Racial +3 levels +5 Inherent +6 Gloves)
14 Con(base 14)
16 Int(base 10+ 6 Racial)
30 Wis(base 14 +4 Racial +1 level +5 Inherent +6 Amulet)
16 Cha(base 10+ 6 Racial)

Feats:

Skill points:75 skill points


Get Oathbow...and Elemental Bane and Animal Bane Arrows



Druid

IMAGE(http://img252.imageshack.us/img252/594/zzdisplay1360677jz3.jpg)
Pixie Druid(simple Variant) 16 .... 17th lvl with LA Buyoff(9th lvl spells ;) )


32 point buy

12 Str(10-4 Racial+6 belt)
34 Dex(16+8 Racial+4 Inherent +6 belt)
20 Con(14+6 belt)
22 Int(10+6 Racial+6 belt)
34 Wis(16+4 Racial+ 4 levels +4 Inherent+6 belt)
22 Cha(10+6 Racial+6 belt)

feats:
Track(Druid bonus)
Dodge(pixie bonus)
Weapon Finnesse(pixie bonus)
1st lvl: Flyby Attack
3rd lvl: Imp Flight(perfect manuverability)
6th lvl: Imp Initiative
9th lvl: Quick Reconoiter
12th lvl: Combat Reflexes
15th lvl: Spectral Skirmisher

+16 Initiative
Flight speed 110'(perfect)(Ground Speed 70')
AC 40 without any other items...constant, no Buffing

Favored Enemies:
+8 Evil Outsiders
+2 Undead
+2 Dragons
+2 Aberation

items:
200000gp +6 Belt of Magnificense

pick some nice weapons and other stuff and you are all set

great Stealth(dex based), Great Detection(Spot/Listen= Wis based)(Search = Int based)... lots of skills


this build can also work with a VOP very well indeed

Favored Soul


Archivist

Psionic Powers
Psion/Erudite

IMAGE(http://img529.imageshack.us/img529/5220/fullsize17289bfkq6.jpg)

Psion 17(with LA Buyoff)

32 point buy

16 Str(14-4+6 Belt)
32 Dex(14+8 Racial+4 inherent +6 Belt)
20 Con(14+6 Belt)
36 Int(16+6 Racial+4 lvls +4 Inherent +6 Belt)
20 Wis(10 +4 Racial+ 6 Belt))
20 Cha(8+ 6 Racial+ 6 Belt)

Flaws:
Slow
Vulnerable

Feats:
Dodge(pixie bonus)
Weapon Finnesse(Pixie bonus)
Point Blank Shot(flaw bonus)
Psionic Shot(flaw bonus)
Psicrystal Affinity(psion Bonus)
1st lvl: Psionic body
3rd lvl: Psionic Meditation
5th lvl: Psicrystal Containment(psion Bonus)
6th lvl: Extend Power
9th lvl: Overchannel
10th lvl: Greater Psionic Shot(psion Bonus)
12th lvl: Talented
15th lvl: Power penetration / Greater Power penetration(psion Bonus)


Wilder
Ardent


[/indent]

:D
For your transport needs ..... here is an Excellent example of a:

Pixie Ship.... with Crew

The Rose

IMAGE(http://img206.imageshack.us/img206/9220/mongolfierapixieqs0.jpg)




This ship in the beginning was travelling in the faerun's seas, searching for gold and leaving flowers. Years later, the now famous Rose, is flying in the skies of the planes looking for a prey. Be careful if you see the Rose, it might be too much for your eyes!

Statistics:

Show

Ship, Space: 40 feet * 30 feet * 20 feet (Not considering the big baloon)

Special qualities:

Fly at 10 miles/hour

Can cast planar travel on itself 1/day

Can cast greater teleport on itself 1/day

2 Cannons (6d6 damage 200 feet)

Inside it has Bag of devouring (For the pollution)

Costo of the ship: 731500 gp



Crew

The captain:



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Sandra Maryshift - The captain


IMAGE(http://www.wetworks.net/air/MaryRead.jpg)



When she was young she had a special attraction for doungerous stuffs, luckily her sister was always near her, like she is now. The idea of stealing to the rich has always been in her mind, since the law wasn't really working, she decided to use her own way... So, in few years, lots of people joined her crew, and her ideas. With her great charisma she is the perfect leader and captain. Her sister is still following her, trying to help with wise advices when things are getting too dungerous.

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Rogue 2 - Marshall 2 - Fighter 1 - Warlock 2 - Swordsage 2 - Fighter 1 - Scarlet corsair 7

Chaotic Good

Statistics:

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Str 10 (6)
Dex 38 (10) +4(book) +6(item) +4(levels)
Con 20 (6) +6(book)
Int 14 (0)
Wis 12 (0)
Cha 32 (10) +4(book) +6(item)

Base Attack +13

HP: 4d6 +2d10 +11d8 +85 = 162 HP

AC: 38 = 10 +15(Dex) +1(Size) +4(Natural) +3(Deflection) +5(Armour)
Touch: 29
Flat footed: 23

Initiative: 15

Saves:

Fortitude: +17
Reflex: +29
will: +16

Leadership score: 33 = 17 +11 +5

Cohort 17° livel + Followers135 1°level, 13 2° level, 7 3° level, 4 4° level, 2 5° level, 2 6° level)

Full attack:

Subltely Short of speed: 35(36)/35(36)/30(31)/25(26) 1d4+1(4) (+5d6+17) +15 (If sneak attack)

and

Short sword of luck 35/30/25 1d4+2 (+5d6+17) +15 (If sneak attack)




Feats, class features:

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1° Rogue Feat: Nimph's kiss, Flaw 1° Craven (Champions of ruin), Flaw 2° Improved flight, Weapon finesse, Dodge
2° Rogue Evasion
3° Marshall Feat: Two weapon fighting, Bonus feat: Skill focus (Diplomacy).
4° Marshall
5° Fighter Bonus Feat: Combat expertize
6° Warlock Feat: Leadership
7° Warlock Detect magic at will
8° Swordsage Bonus Feat: Weapon focus (All shadow hand)
9° Swordsage Feat: Shadow blade(Tome of battle)
10°Fighter Bonus Feat: Improved two weapaon fighting
11°Scarlet corsair Bonus Feat: Improved feint
12°Scarlet corsair Feat: Quick draw
13°Scarlet corsair
14°Scarlet corsair
15°Scarlet corsair Feat: Greater two weapon fighting
16°Scarlet corsair
17°Scarlet corsair Corsair's feint (1d4) rounds



Skills:

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Bluff 57
Diplomacy 64
Intimidate 59
Sense motive 13
Sleight of hand 23
Profession (Pilot) 11
Search 11
Spot 11
Listen 15
Balance 23
Tumble 36
Survival 5
Use magic devices 36
Appraise 9
Gather information 36



Swordsage Manouvres:

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1° Burning blade DW (boost)
2° Distracting ember DW (boost)
3° Buring brand DW (boost)
4° Shadow jaunt SH
5° Mountain hammer SD (strike)
6° Hatchling's flame DW (Strike)
7° Fan the flames DW (Strike)

Stances Swordsage:

1° Islad of blades
2° Assassin's stance



Items:

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51000 mo Admiral's bicorne (Stormwrack)
220000mo Book of charisma and dexterity
36000 mo Gloves of Dexterity
36000 mo Cloack of carisma
22000 mo Short sword of luck (0 whishes)
52000 mo Subtley Short sword of speed
6000 mo Ring of anticipation
77500 mo Skin of the hero
25000 mo Bracers of armour +5
18000 mo Amulet of natural armour +3





Second in command:



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Yrta Feith

IMAGE(http://img401.imageshack.us/img401/6629/prod54129670pg3.jpg)



Second captain of the ship, she takes decisions when the captain is not present. Very expert on every field of nautical, air and planar navigation, she is the ace of the captain.

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Petal(Monster manual 3), Factotum 16/Exemplar 1 (Cohort)

Allignment: Chaotic good

PB 28

Base Attack: 12

Initiative: +4

HP:147

AC: 30 = 10+4+12+2+2

Saves

Fortitude: 5 4 5 =14
Reflex : 10 4 5=19
Will : 5 0 5 =10

Str: 14-8 =6
Dex: 8+10=18
Con: 14+4 =18
Int: 17+4 =21+4=25+3=28+6=34
Wis: 10
Cha: 9+8 =17

Talenti:
1)Nimph's kiss
3)Skill focusKnowledge(Planes))
6)Font of Inspiration
9)Font of Inspiration
12)Font of Inspiration
15)Font of Inspiration

Skill: Totale
Profession(Pilota) 20
Survival 22
Knowledge(Planes)* 39
Knowledge(Geography)* 32
Knowledge(Arcana)* 32
Knowledge(Religion)* 32
Knowledge(Nature)* 34
Knowledge(Dungeon)* 32
Hide* 59
Move silently* 51
Search* 32
Spot 20
Listen* 20
Diplomacy 11
Balance 23
Spellcraft 21
Tumble 24
Craft(Floreal decorations)17
Perform(Sing) 10

*=Can always take 10

Equip:
82500 mo Book +3 int
36000 mo Item +6 int
25000 mo Cloack +5 T.S.
22500 mo Veste +15 Nascondersi
22500 mo Boots +15 Muov Sil
2500 mo Ring of Sustainance
8000 mo Dagger +1 Spellstoring
650 mo Giaco di maglia in Mithril


Inspiration points: 7+10=17




Medic:



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Andrea Maryshift


IMAGE(http://img141.imageshack.us/img141/1654/boadiccea91ad24etx4.jpg)



Sister and totally different, as often happen anyway.. She is following her sister in every adventure since they were ten, always traying to stop her "heroic" and iper doungerous actions. She is very good and smart, always calm and always taking the wisest decision of all. The idea of stealing the rich creatures isn't bad, and when the target is an undead who spent lots of money to beat the natural circle of life she goes berserk. The medic of the ship, she lives most of the time in the shadows of her sister, but when it's needed she is in the front line, fighting with the savage fury of the nature.

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Pixie Druid 17

Statistics:

Show


For 8 (4)
Dex 16 (0)
Con 26 (10) +4(Book) +6(Item)
Int 16 (2)
Wis 36 (16) +4(Book) +6(Item) +4(Levels)
Cha 14 (0)

HP: 17d8 + 136 = 230

Base attack: +12

AC: 39 = 10 +3 +13 +8 +4 +1 +1 +1

Initiative +3

Saves:

Fortitude 23 = 10 +8 +5
Reflex 13 = 5 +3 +5
Will 28 = 10 +13 +5



Feats:

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1° Druid Feat: Nimph's kiss, Flaw 1° Improved unarmed strike, Flaw 2° Improved grapple, Dodge, Weapon finesse
2° Druid
3° Druid Feat: Extend spell
4° Druid
5° Druid
6° Druid Feat: Natural spell
7° Druid
8° Druid
9° Druid Feat: Fast wild shape
10°Druid
11°Druid
12°Druid Feat: Dragon wild shape(Draconomicon)
13°Druid
14°Druid
15°Druid Feat: Frozen wild shape(Frost burn)
16°Druid
17°Druid

Bonus from items when in natural shape: +12 AC +5 saves



Skills:

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Concentration 28
Survival 37
Knowledge Nature 25
Spellcraft 23
Profession (Pilot) 33
Handle animal 24
Spot 35
Listen 35



Equipment:

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220000 Book +4 Con and +4 Wis
94000 Amulet +6 Con +6 wis with Wilding Clasp
177500 Veste +5 resistence to saves , +8 Armour, +4 Deflection with Wilding Clasp
13000 Monk's belt
24500 Rod Extended (Greater)



Animal companion: (dire hawk)

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Medium animal
HD: 11d8+22 (72 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fl y 80 ft. (Good)
AC: 27 (+8 Dex, +9 natural), touch 18, flatfooted 19
Base attack/Grapple: +8/+10
Attack: Talon +9 melee (1d4+1)
Full attack: 2 talons +16 melee (1d4+2) and bite +11 melee (1d6+1)
Space/reach: 5 ft./5 ft.
Special Abilites : —
Special qualities: Low-light vision, Link, Sharespell, Devotion
Saves: Fort +9, Ref +15, Will +5
Statistics: Str 15, Dex 26, Con 15, Int 2, Wis 15, Cha 11
Skills: Listen +8, Move silently +10, Spot +19*
Feats: Alertness, Weapon Finesse, Improved flight, Skill focus (Spot), Multiattack, Evasion





Arcane specialist:



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Ghunter Xsjado Younth Fliearth followed by 3 books of names...


IMAGE(http://img179.imageshack.us/img179/116/gnomo1ei9.jpg)



Stealing just for the pleasure of... Stealing!!

Born in the land of gnomes, Lantan, he was a real illusionist lover. So deep was his love for the art that he decided to follow the dark way. He didn't care much about schools like necromancy or enchanment, he just wanted to make the best illusions, ever. You know, Shar isn't that kind of goddess who gives powers for free, and certainly Gunther didn't want to give her anything. So he started stealing, but hey, what could he do? Surviving lot's of murders attempt by shar's leeches, he keept stealing to survive. And he kinda liked it. The theft was like an art, almost at the same level as illusion. When he met the pixies he found a way to keep stealing. He doesn't care much if the target is evil or good, he just wants a nice and difficult prey. After years of travelling with pixies he did become quite mad. Often he "Hear voices", probably too many illusions damaged his brain. Even if half mad, he still is a hell of a wizard, very powerfull and competitive.

He one of the few male of the crew, and he is the only non-sprite. He convinced everyone that the ship couldn't fly without a big baloon.

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Gnome Wizard Specialist focused illusion 3 - Master specialist 4 - Shadowcraft mage 5 - Shadow adept 8

Allineament Chaotic neutral, God: Mask

Statistics and variants:

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Variant: Specialist focused (Evocation, Enchantment, Necromancy) Complete mage
Variant: Subsstitution level for illusionist gnomes.
Variant: Fighter feats (Unearthed arcana)
Variant: Chains of Disbelief
Variant: Flaws: Shaky and Non combatant

Statistics 32 buy points:

Str 6 (0)
Dex 14 (0) +6(Item)
Con 22 (6) +6(Item)
Int 34 (16) +5(Book) +6(Item) +5(levels)
Wis 13 (8)
Cha 10 (2)

Hp: 20*6 + 4 + 19d4 = 171

Ac: 21

Initiative +6



Feats:

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1° Wizard Feat: School focus: Illusion, Flaw 1° Shadow Wave Magic (Forgotten realms campaign settings) Flaw 2° Heighten Spell, Bonus Feat: Improved initiative.
2° Wizard
3° Wizard Talento: Earth sense (Races of stone)
4° Master specialist Bonus Feat: Skill focus Spellcraft
5° Master specialist
6° Master specialist Bonus Feat: Greater spell focus: Illusion, Feat: Earth Spell (Races of stone)
7° Master specialist Minor Esoterica: +2 DC illusion (Will disbilief)
8° Shadowcraft mage
9° Shadowcraft mage Feat: Arcane mastery(Complete arcane), Silent illusion
10°Shadowcraft mage
11°Shadowcraft mage Extended illusion
12°Shadowcraft mage Feat: Spell mastery (Silent image)
13°Shadow adept Bonus feats: Insidious Magic, Pernicious Magic, Tenacious Magic (Forgotten realms campaign settings)
14°Shadow adept
15°Shadow adept Feat: Signature spell (Silent image, Forgotten realms campaign settings), Spell power +1
16°Shadow adept
17°Shadow adept Bonus feat: Extend spell
18°Shadow adept Spell power +2, Feat: Spell penetration
19°Shadow adept Shadow walk 1/day
20°Shadow adept



Spells:

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Spells/day:

1° 3 (3) 3
2° 3 (3) 3
3° 3 (3) 3
4° 3 (3) 3
5° 3 (3) 2
6° 3 (3) 2
7° 3 (3) 2
8° 3 (3) 2
9° 3 (3) 1

(Illusion)

Spell like abilities:

1/day: Speak with animals, Dancing lights, Ghost sound, Prestidigitation, Caster level 20

Other stuffs:

Low light vision
Darkvision
Cloack of shadow



Skills:

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Concentration: 29
Bluff: 23
Hide: 29
Knowledge (arcana): 35
Spellcraft: 37
Profession (Pilot): 26
Knowledge (planes): 34



Spellbook:

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1° level
(Conjuration, SC) Benign transposition
(Trasmutation, PHI) Enlarge person
(Trasmutation, PHI) Reduce person
(Trasmutation, SC) Nerveskitter
(Trasmutation, PHI) Expeditious retreat
(Divination, CM) True casting
(Divination, PHI) Comprehend languages
(Divination, PHI) Indentify
(Abjuration, PHI) Protection from evil
(Abjuration, PHI) Protection from good
(Abjuration, PHI) Protection from chaos
(Abjuration, PHI) Protection from law
(Abjuration, CM) Karmic aura
(Abjuration, PHI) Shield
(Illusione, PHI) Silent image
(Illusione, PHI) Prismatic spray

2° level
(Conjuration, SC) Baleful transposition
(Trasmutation, PHI) Rope trick
(Trasmutation, PHI) Alter self
(Trasmutation, PHI) Levitation
(Trasmutation, SC) Heroics
(Trasmutation, CM) Heart of air
(Divination, SC) Chain of eyes
(Divination, PHI) Detect thoughts
(Divination, PHI) Locate object
(Abjuration, CM) Arcane Turmoil
(Abjuration, PHI) Resist energy
(Illusion, PHI) Invisibility
(Illusion, PHII) Binding colour surge
(Illusion, PHI) Mirror images
(Illusion, PHI) Minor image

3° level
(Conjuration, PHII) Dimensional Step
(Trasmutation, PHI) Haste
(Trasmutation, PHI) Fly
(Trasmutation, PHI) Slow
(Trasmutation, PHI) Shrink item
(Trasmutation, CM) Heart of Water
(Trasmutation, RotD) Greater mighty Wallop
(Divination, SC) Unluck
(Divination, PHI) Arcane sight
(Abjuration, PHI) Dispel magic
(Abjuration, SC) Anticipate teleportation
(Abjuration, PHI) Magic circle agasint evil
(Abjuration, PHI) Magic circle agasint good
(Abjuration, PHI) Magic circle agasint chaos
(Abjuration, PHI) Magic circle agasint law
(Abjuration, CM) Karmic backslash
(Abjuration, CS) Disobedience
(Illusion, CM) Phantasmal Strangler
(Illusion, PHII) Vertigo field
(Illusion, PHII) Legion of sentinels
(Illusion, PHI) Sphere of invisibility

4° level
(Conjuration, PHI) Dimensional door
(Trasmutation, PHI) Polymorph
(Trasmutation, SC) Displacer Form
(Trasmutation, PHII) Celeruty
(Trasmutation, CM) Heart of Earth
(Trasmutation, SC) Voice of the dragon
(Divination, PHI) Arcane eye
(Divination, SC) Assay spell resistance
(Divination, PHI) Scrying
(Abjuration, PHI) Dimensional anchor
(Abjuration, SC) Wall of evil
(Abjuration, SC) Wall of good
(Abjuration, SC) Wall of chaos
(Abjuration, SC) Wall of law
(Abjuration, SC) Dispelling screen
(Illusion, PHII) Greater mirror image
(Illusion, PHI) Shadow Conjuration
(Illusion, SC) Shadow well
(Illusion, PHI) Greater invisibility
(Illusion, PHI) Persistent image

5° level
(Conjuration, PHI) Teleport
(Conjuration, PHI) Planar binding, lesser
(Trasmutation, Drac) Draconic Polymorph
(Trasmutation, PHI) Telekinesis
(Trasmutation, SC) Fly, mass
(Trasmutation, CM) Heart of Fire
(Trasmutation, City) Zone of peace
(Divinazione, PHI) Prying eyes
(Abjuration, SC) Refusal
(Abjuration, CS) Spell theft
(Abjuration, SC) Wall of dispell magic
(Abjuration, PHI) Break enchantment
(Abjuration, PHI) Dismissal
(Illusion, PHI) Shadow Evocation
(Illusion, PHII) Friend to foe
(Illusion, PHI) Programmed image

6° level
(Conjuration, SC) Gem Jump
(Conjuration, PHI) Planar binding
(Trasmutation, SC) Brilliant blade
(Trasmutation, DrM) Lesser dragon shape
(Trasmutation, PHI) Disintegrate
(Divination, RoS) Eye of stone
(Divination, DrM) Eyes of the oracle
(Divination, PHI) Scrying location
(Abjuration, SC) Resistance superior
(Abjuration, PHI) Antimagic field
(Abjuration, PHI) Dispell magic, greater
(Abjuration, SC) Anticipate teleportation, greater
(Illusione, PHI) Shadow walk


7° level
(Conjuration, PHI) Greater teleport
(Trasmutation, SC) Elemental body
(Trasmutation, SC) Glass strike
(Trasmutation, PHI) Reverse gravity
(Trasmutation, PHI) Control weather
(Trasmutation, SC) Brilliant aura
(Trasmutation, CM) Unicorn heart
(Divination, SC) Brainspider
(Abjuration, CM) Energy absorption
(Abjuration, PHI) Banishment
(Abjuration, SC) Energy immunity
(Illusion, PHI) Project image
(Illusion, PHI) Shadow conjuration greater

8° level
(Conjuration, PHI) Planar binding, greater
(Trasmutation, PHI) Polymorph any object
(Divination, PHI) Moment of prescience
(Divination, PHI) Greater prying eyes
(Abjuration, PHI) Mind blank
(Illusion, PHI) Shadow evocation greater
(Illusion; SC) Superior invisibility

9° level
(Conjuration, PHI) Gate
(Trasmutation, PHI) Shapechange
(Trasmutation, PHI) Time stop
(Trasmutation, SC) Replicate casting
(Trasmutation, DrM) Dragon shape
(Trasmutation, PlH) Planar perinarch
(Divination, PHI) Foresight
(Abjuration, SC) Maw of chaos
(Illusion, PHI) Shadows
(Illusion, PHI) Weird



Equipment:

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36000 mo Intellect +6
36000 mo Boots of constitution +6
36000 mo Glove of dexterity +6
137500mo Book +5 Int
12000 mo Ring of spellbattle
10000 mo Book of boccob
3000 mo Heward's Fortifying Bedroll
~40000mo Spent for spells and focus
200000mo Vest of the Archmagi
8000 mo Belt of the wide earth





Distant fight expert:



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Isharia Whillem




IMAGE(http://www.mistydreamz.com/images/Elf_Archer_p.jpg)




Skilled and deadly with her bow, Isharia joined the crew for their idea of justice. She is a hunter and her preys are rich, cruel and evil creatures, especially if they are undead. Often she rebels against the captain, especially when she decides to avoid a target beacause it's "too hard or doungerous".

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Pixie Ranger 2 - Scout 2 - Fighter 2 - Ranger 1 - Scout 1 - Figther 1 - Scout 1 - Ranger 1 - Fighter 1 - Cragtop archer 5

Allignment: Chaotic good

Statistics:

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For 20(10) +2(Book) +6(Item)
Des 40(16) +4(Book) +6(Item) +4(Levels)
Cos 20(6) +6(Item)
Int 14(0)
Sag 12(0)
Car 14(0)

Base attack: 16

Ac: 39(42) = 10 +1(Size) +1(Natural) +15(Dex) +7(Armour) +5(Deflection)+3(Skirmish)

Initiative: 16

HP: 3d8 +4d6 +4d10 +4d8 + 93 = 163

Full attack (Rapid shot 30 feet higher position) 41 / 41 / 36 / 31 / 26

Damage: 1d6 +12 +2(Higher posistion) +1(30 feet) +4d6+17(Sneak)

The Bow is a splitting one.

Saves:

Fortitude 23
Riflex 30
Will 10



Feats:

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1° Ranger Feat: Nimph's kiss Flaw 1° Point blank shot Flaw 2° Precise shot Bonus feat: Track
2° Ranger Bonus feat: Rapid shot
3° Scout Feat: Mountain warrior
4° Scout
5° Guerriero Bonus feat: Weapon focus: Longbow
6° Guerriero Feat: Improved skirmish Bonus Feat: Far shot
7° Ranger
8° Scout
9° Guerriero Feat: Craven(Champions of ruin)
10°Scout Bonus Feat: Swift hunter (Complete scoundrel)
11°Ranger
12°Guerriero Feat: Manyshot Bonus feat: Weapon specialization Long bow
13°Cragtop archer
14°Cragtop archer
15°Cragtop archer Feat: Greater Manyshot(Psionic handbook)
16°Cragtop archer
17°Cragtop archer



Skills:

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Survivial 21
Hide 35
Move silently 34
Knowledge Nature 18
Spot 21
Listen 14
Climb 15
Search 13
Profession (Pilot) 16
Tumble 20



Equipment:

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73000 mo Composite Longbow +1 Force, Splitting potente +5
134000mo Quiver of Anariel +5 adamantine
110000mo Book +4 Des
36000 mo Glove of dexterity +6
36000 mo Belt of strenght +6
36000 mo Boots of Constitution
49000 mo Bracers of armour +7
50000 mo Ring of deflection +5
25000 mo Cloack of resistance +5






Cannon's Crew (x2):

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1 Petal Expert 4 (ECL 6) 10 Profession (Eng.) Caporal +12 To hit
1 Nixie Expert 2 (ECL 5) Technichan
6 Nixie Expert 1 (ECL 3) Soldiers

Other people of the crew:

20ish



Useless infos:

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Used Stronghold Builders Guidebook's book to build the ship. I know there is a similar one in the planar handbook, but it's too small, and doesn't look like a pixie ship.
Might be lots of translation errors, this was written in italian and then translated (And my english kinda sucks). The builds are not that optimazed, I think they are just average builds, for average parties.

My idea was to use them as base for a Epic planar campaign, but I doubt we'll have the time to play it. And even if we had, my party will probably say: No way :D

Mo = Monete d' oro in italian or better Gold coins in English, too bored to change them all.

Just forgot, Every character has something like 20000 Gp less than normal, cause this money was used to buy/build/create the ship.


:D
Saved 7

:D
Saved 8

:D
saved 9

:D
Saved 10

:D
Awesome, Carnivore.

I've seen some of your pixie builds lately, but this already looks amazing.

For you:
You forgot the Quintessential Pixie Binder, which binds Zagan and counts as large for grappling. Not to mention that the charisma boost is pretty darn great for binders. That is one you *need* to add there.
I suddenly feel compelled to make my next character a pixie.
Maybe a picture that isn't collagen-lipped, ridiculously-huge-breasted, pointy-nippled cheesecake? Just a thought.

While we're at it, casting (for example) 2nd level spells at ECL 9 isn't exactly filling the arcane role...

They can and do make solid rogues and (especially with Swordsage) melee characters, though.
great carnivore :D
i'm willing to help.
Dictum Mortuum's Handbooks - My personal Character Optimization blog. 
Nerdy Meeples - A blog about reviewing and providing strategies on boardgames. 
Great handbook, a sprites have always been my favourite non standard core race. I feel that at least a brief comparison against the other two (grig&nixie) is warranted. Personally, I prefer grig, for the tiny size, +2 con, +2 SR, -1 LA, all of which makes it more viable as a caster (sorcerer) - although still very far from optimal for this role without LA buyoff cheese.
D&D 4e Party Roles For Dummies: Striker - Smack the enemy Defender - Get smacked by the enemy Leader - Make it impossible for your party to lose Controller - Make it impossible for the enemy to win
thanks for the kind replies

aftercrescent ... thanks for the cookie ... hope you enjoy the rest of the builds... feel free to post a Pixie build ... and i will llink it

AmadiTheGreat .. good point about Binders... but i dont have a lot of expertise with them , if you could make a couple of Binder examples it would be great

Phaxi .... excellent, if you do, please also post it here for everyone to enjoy... you have some fine builds that would help round out this handbook

LogicNinja ..... good point about the Picture, i have tried to collect a bunch of Pixie type pics, but i cant find very many.. if you could help i would really appreciate it

as for filling a role.... say Arcane caster... true they lag behind in total output early on, however, they use very few resources themselves... they dont need any Buffs... since they are fully buffed when they wake up every day.... notice:

ECL 9 human Wizard(25 pt buy) ....

9th lvl Caster 5th lvl spells(DC 14+spl lvl)

(25 pt buy)
9 Str
12 Dex
14 Con
18 Int(16 +2 levels)
12 Wis
8 Cha

Feats:
Scribe scroll(bonus)
Feat(bonus human)
1st lvl feat
3rd lvl feat
5th lvl feat(bonus)
6th lvl feat
9th lvl feat

needs to buff self in order to survive... or else make sure noone come close to him(what the meat shields are for).... but he is very fragile

but an ECL 9 Pixie Wizard looks like this
(25 pt buy)
10 Str(14-4)
18 Dex(10+8)
14 Con(14)
23 Int(16 +1 level+ 6)
13 Wis(9+4)
14 Cha(8+6)

cast 3rd lvl spells(DC 16+spl lvl)
Feats:
Scribe scroll(bonus)
Weapon Finnesse(bonus Pixie)
Dodge(bonus Pixie)
1st lvl feat
3rd lvl feat
5th lvl feat(bonus)

has continuous Greater invisibility
Fly 60(good)
DR 10/ Cold iron
SR 20
Low-light vision.
Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
+1 natural armor bonus.
Spell-Like Abilities: Caster level 8th........ these are like having additional spell slots with fixed spells
1/day :
lesser confusion (DC 14)
dancing lights
detect chaos
detect good
detect evil
detect law
detect thoughts (DC 15)
dispel magic(@8th lvl Caster)
entangle (DC 14)
permanent image (DC 19; visual and auditory elements only)

since he doesnt have to waste any spells on Buffing and he has Spell-like abilities that also help to make up for the lack of higher level spells

he lags in some areas, but is ahead in others ..... for most parties(especially if they have a Cleric or Druid) he can be very useful

Dictum Mortuum ..... thanks, i was going to PM you with some things later... if you have anything right now, PM me and i can adjust the posts


i am adding some more pictures and Builds later today..... if anyone has any links, or Builds, or Tips, Hints,etc.... please feel free to post away and i will try to keep up

keithio .... thanks, i agree that they are one of the best non standard core races available .... i do like Grigs and Nixies also Petals if allowed and Brownies(see my sig).... but Pixies tend to offer the most(especially if LA buyoff is allowed) ,.... if you want.. post a quick summary and i will add it to the initial posts..

even if not, they are always fun to play and easy to survive with



thanks again .... i will be adjusting these posts as i get more input

:D
hows the collection of pixie pics?

anyway, on the draconic pixie, i dont see that draconic helps its much.. not to be worth another +1 la.. but thats just my 2 cents...

added to wiki handooks page under Monster Manualsl
One thing about pixies is that though the LA +4 hurts, really, it isn't the worst. If you start at a high enough point, you can do some pretty significant things.

The Little Ball of Hate (BAB +16 melee thingie)
If you stick with full BAB classes, you can get a +16 BAB out of a Pixie. Looking at PrCs, check out the Dread Commando. Requires Dodge (bonus feat), Mobility and advances BAB fully. It also gives Sudden Strike. Typically it's a pain, because as precision damage goes it's hard to activate UNLESS YOU ARE ALWAYS INVISIBLE.

Ranger 2 / Barb 2 / Warblade 1 / Dread Commando 5 / Fighter 1 / Hexblade 1 / Fighter +1 / Hexblade +1 / Warblade +1 / Hexblade +1

You end up with TWF, ITWF, GTWF, Weapon Finesse, Dodge, Mobility, Shadow Blade. Fighter is there to pick Shadow Hand maneuver and stance. You should have one feat spare ... extra rage maybe? Then, of course ... flaws. You do take that flaw that slows your land speed ... RIGHT? Use the WB maneuvers however you wish. Stance Wise, Assassin's Stance could be a solid adder. Class feature wise, you're helping everyones INIT bonus ... Uncanny Dodge, Mettle, Arcane Resistance, Pounce, Track, etc. and four maneuvers (one 4th due to the late game Warblade dip).
So you got around posting this here! Glad to see your ideas saw daylight.
altpersona ... the pics are coming along slowly .... will add some more today
in general , additional LA does not help too much... but for the example:

Pixie Rogue 2/ Marshal 1/ Warlock 2/ Pyrokineticist 10... the added Boost to CHA is great as it helps boost the DC of the Pyro abilities and you gain a boost to Con and Str has a reduced penalty... in addition you are now Dragonblooded, so that helps with Dragonblood feats

but normally i agree that additional LA is a bad thing ... with only a few exceptions

ChristopherGroves ...... excellent, i look forward to seeing them... i am also adding a list of Full BAB multiclass builds for martial characters

Tshern .... thanks ... i couldnt wait any longer, so i had to post this to get things started ... i know you have some additional things... if you could PM me, i can adjust the Initial posts

additions now:


Full BAB builds:

Pixies can be very strong(not physically) Martial characters. As was mentioned earlier usually they are Finnesse Fighters, but many times Ranged attacks are just as useful. Pixies can make the most of almost any Class or PrC .... here are a Few examples that may give you some Build ideas:

[indent]

Ranger 2/ Barbarian 2/ Fighter 2/ Frenzied berserker 10
Paladin 6/ Hunter of the Dead 10
Ranger 3/ fighter 2/ invisible blade 5/ Master thrower 5/ xxx 1
Ranger 3/ fighter 2/ invisible blade 5/ Dark Hunter 5/ xxx 1
Ranger 2/ Fighter 2/ Paladin 2/ Justicar 10
Ranger 3/ Paladin 2/ Mindspy 5/ Occult Slayer 5/ xxx 1
Ranger 3/ Fighter 2/ Order of the Bow initiate 10/ xxx 1
Ranger 3/ fighter 2/ Reaping mauler 5/ Justicar 6
Ranger 3/ fighter 2/ Reaping mauler 2/ Justicar 8
Ranger 3/ Fighter 2/ Ronin 10/ xxx 1
Warblade 6/ Dervish 10
[/indent]

these builds usually start with Ranger to get the most from the High Skill points due to Class Skill points and High Int.

Most of these builds have only 16 levels .... but could be 17 level with LA buyoff if allowed .... but even when not allowed, they are strong self contained builds that easily make the transition to EPIC play

CORE only games:
Ranger 16 is a Versatile and powerful build that will work in any game. It require nothing and can keep up with any party. Pixies natural abillities including high Racial Bonuses to Stats , allow you to gain the most from the Class Abilities of the Ranger Class.

:D
I try to have PMed posted here by Wednesday/Thursday, I haven't had the time to refine them yet and right now I am relatively busy with my entrance exams. Hopefully you can wait until that.
here some more stuff ... to include:

links:

Pixie deity
No Range Penalty + Eyes of the Avoral
How "powerful" is flying?
Oona, The Pixie Queen... Pixie Rogue/Duelist (ECL 20)


pixie Fighter

Pixie

Fighter 16

20 Str(14- 4 Racial +4 Inherent(arm graft)+6 Belt)
40 Dex(18 +8 Racial +4 levels+4 inherent +6 Belt)
22 Con(16 +6 Belt)
20 Int(8+ 6 Racial +6 Belt)
18 Wis(8 +4 Racial+6 Belt)
20 Cha(8 + 6 Racial +6 Belt)

Feats:
Dodge(pixie bonus)
Weapon Finnesse(pixie bonus)
Imp Initiative
Mobility
Exotic weapon(Spiked chain)
Combat Reflexes
2 weapon Fighting
Weapon Focus(spiked Chain)
Darkstalker
Flyby Attack
Imp Flight
Elusive target
Spectral Skirmisher
Imp 2 Weapon fighting
Robilars gambit
Deft opportunist
Double hit
Vexing Flanker
Adaptable Flanker


Use Flight 60'(perfect) with Greater invisibility(+Darkstalker) and Reach Weapon and Adaptable Flanker ..... fly around Target with lots(2 for every AoO) of AoOs(+4 hit) while Flanking(+4 hit) and Attacking from higher Ground(+2 hit) while invisible(+2 hit)

what you have is a little flying thing that you cant see hitting with a whole lot of attacks that always seem to hit(Attack bonus should be around +60 to hit)


ECL 5 Pixie Ranger, from a request build


Pixie Ranger 1

Ranger is ideal... as it makes the most of good attribute scores, you get a lot of skill points, good saves, Full BAB

Assuming 16, 15, 14, 14, 14, 14 you use your rolls

11 Str(15-4 racial )
24 Dex(16 +8 racial)
24 Con(14)
20 Int(14 +6 racial)
18 Wis(14 +4 racial)
20 Cha(14 +6 racial)


Feats:
Dodge(pixie bonus)
Weapon Finnesse(pixie bonus)
Track(ranger bonus)
Flyby Attack .... is most benificial, it allows you to use your flight to the most benifit in combat.... it keeps you safe(and out of Reach), and allows you to help with combat


Skills ...... these are very important....44 skill points to spend
Class Skills:

1 rank Craft (Int)(alchemy)
4 ranks Handle Animal (Cha)
4 ranks Heal (Wis)
4 ranks Hide (Dex)
1 rank Knowledge (dungeoneering)
1 rank Knowledge (geography)
1 rank Knowledge (nature)
4 ranks Listen (Wis)
4 ranks Move Silently (Dex)
1 rank Profession(herbalist or Apothecary) (Wis)
4 ranks Search (Int)
4 ranks Spot (Wis)
4 ranks Survival (Wis)
1 rank Use Rope (Dex)

buy 3 Cross Class skil ranks:
1 rank Spelcraft
1 rank Use Magic Device
1 rank Tumble


Favored Enemy .... at this level Animal would be great vs Dinosaurs


equipment:


10700gp +1 Animal Bane Serren wood Elvencraft Composite Longbow .... this finishes off your Gold using up your Heirloom allowance
Show
+300 gp Elvencraft Longbow(RotW p166)(DR349 p22)any Longbow (including Composite, Mighty, etc.)
May be used as a Longbow –or– a Quarterstaff. The wielder threatens the squares around himself/herself even if the last use was as a ranged weapon.
The bow is not damaged when used as a melee weapon and the wielder may shift between ranged and melee as part of a Full Round Attack (if desired).

+2,000 gp Serren Wood(BoED p38)
Arrows & bolts made from Serren wood gain the Ghost-Touch property as an Exceptional (i.e., non-magical) ability Bows made from Serren wood grant the Ghost-Touch property to their ammo as an Exceptional ability.

500gp 10x Keen Adamantine masterwork Arrows
Show

Just a heads up for all of you people playing archer-type characters out there, there's an obscure little section in the Steelwing entry of the Monster Manual V that allows you to purchase non-magical keen adamantine arrows for only 50 gp each:


Typical Treasure

Steelwings have no interest in treasure, but their razorfeathers have great value. Razorfeathers are ruined when used in a steelwing's attacks or a razorfeather shield, but characters who defeat a steelwing in combat on the material Plane can remove 350 razorfeathers (worth 50 gp each; see For Player Characters).

If a steelwing pair is killed on Acheron, an egg makes up the bulk of their treasure, along with 300 razorfeathers that can be reclaimed from the roiling winds and tumbling matter of that plane.

In any case, a steelwing has standard treasure for its Challenge Rating.

For Player Characters

Steelwings offer two possibilities for PCs.

Razorfeather Ammunition: Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property.

Mounts: Hatching and raising a steelwing requires six months of work and a DC 35 Handle Animal check. Riding a steelwing requires an exotic saddle worth 500 gp, built to carry up to four Medium or smaller creatures, or two Large creatures, and protect them from the creature's razorfeather shield. A steelwing can fight when carrying riders. All riders except the one guiding the steelwing can attack while being carried, but the steelwing's lead rider cannot also attack without succeeding on a Ride check.

Steelwing eggs are worth 10,000 gp each on the open market. Professional trainers charge 20,000 gp to hatch and train a steelwing.

Carrying Capacity: A light load for a steelwing is up to 1,600 pounds; a medium load, 1,601-3,200 pounds; and a heavy load, 3,201-4,800 pounds.

That's a pretty good deal, considering that regular adamantine arrows cost 60 gp each.



320gp Masterwork Rapier
205gp Darkwood buckler
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Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty.

No aura (nonmagical); Price 205 gp.

1100gp Mithral Shirt
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Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.

No aura (nonmagical); Price 1,100 gp.

Alchemical Items

Alchemical items(self crafted=1/2 cost)
60gp 3x Alchemist Fire
50gp 5x Acid
50gp 2x Holy Water
10gp 5x Sunrod
170gp .......................

Animal buddies

-6xGuard Dogs 150gp....... biggest breeds of thier kind
-2x Riding dog 300gp....... biggest breeds of thier kind
-Light Warhorse 150gp ....... biggest breeds of thier kind
600gp ........................

Misc adventuring gear
... most of this stuff will be carried by the Dogs and Warhorse

-Backpack (empty) 2 gp
-3xSaddlebags 12gp
-Bedroll 1 sp
-Block and tackle 5 gp
-10xCase, map or scroll 10 gp
- Fishhook 1 sp
-10xFlask (empty) 3sp
-Flint and steel 1 gp
-Grappling hook 1 gp
-Hammer 5 sp
-5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow)
-5xInkpen 5 sp —
-Lantern, bullseye 12 gp
-2xMirror, small steel 20 gp
-Mug/Tankard, clay 2 cp
-5xOil (1-pint flask) 5sp
-10xPaper (sheet) 4gp
-10xParchment (sheet) 2 gp
-5xPiton 5sp
-5xPouch, belt (empty) 5 gp
-10xRations, trail (per day) 5gp
-Rope, silk (100ft.) 20gp
-10xSack (empty) 1gp
-Sealing wax 1 gp 1 lb.
-Sewing needle 5 sp
-Signal whistle 8 sp
-Signet ring 5 gp
-Soap (per lb.) 5 sp
-Spade or shovel 2 gp
-Tent 10 gp
-10xVial ink or potion 10 gp
-3xWaterskin 3 gp
-Cold weather outfit 8 gp
-Explorer’s outfit 10 gp
-Scholar’s outfit 5 gp
-Traveler’s outfit 1 gp

cost for everything = 203gp 7 silver 2 copper, round up to 204gp


201gp left








Felix Silverwood and CrusadeDave Duo Pixies
CrusadeDave11-04-04, 09:25 PM
Felix Silverwood

Pixie Paladin 2/Pious Templar 1/Favored Soul 12 (Ehlonna)
System: Any

Felix is an invisible archer who acts on behalf of his goddess to destroy evil, with a wide array of divine abilities.

Alignment Lawful Good

Stats:
Str 4 (8 + 0 points -4 Racial)
Dex 34 (8+ 10 points +8 Racial +6 Item +4 Book)
Con 14 (8 + 6 points)
Int 14 (8 + 0 points + 6 Racial)
Wis 12 (8 + 0 points +4 Racial)
Cha 38 (8 + 16 points +6 Racial + 3 inherent +6 Item +5 Book)

Init: +12

BAB +11/6/1

Attack +26/+21/+16 with +1 Longbow of Wounding (1d4-2)

AC 38 (Base 10 + 2 Natural +1 Insight + 2 Deflection + 4 Armor + 6 Animated Large Steel Shield +12 Dex +1 Size)

Feats:
Racial:Dodge
Favored Soul: Weapon Focus: Longbow
Favored Soul: Energy Resistance 10 Fire
Favored Soul: Energy Resistance 10 Fire

1 Ability Focus: Sleep Arrow (DC 28 Fort)
3 Ability Focus: Memory Loss Arrow (DC 28 Will)
6 True Believer
9 Point Blank Shot
12 Precise Shot
15 Extend Spell

Special Qualities: Damage reduction 10/cold iron, greater invisibility, spell resistance 31, lowlight vision.

Languages: Common, Sylvan, Elven, Gnome, Halfling.

Spell Like Abilities: 1/day lesser confusion, dancing lights, detect chaos, good, evil, law, dispel magic, entangle, permanent image, polymorph self.

Progression
1-Pixie LA 1
2-Pixie LA 2
3-Pixie LA 3
4-Pixie LA 4
5-Pixie LA 4/Paladin 1
6-Pixie LA 4/Paladin 2/
7-Pixie LA 4/Paladin 2/Favored Soul 1
8-Pixie LA 4/Paladin 2/Favored Soul 2
9-Pixie LA 4/Paladin 2/Favored Soul 3
10-Pixie LA 4/Paladin 2/Favored Soul 4
11-Pixie LA 4/Paladin 2/Favored Soul 4/Pious Templar 1
12-Pixie LA 4/Paladin 2/Favored Soul 5/Pious Templar 1
13-Pixie LA 4/Paladin 2/Favored Soul 6/Pious Templar 1
14-Pixie LA 4/Paladin 2/Favored Soul 7/Pious Templar 1
15-Pixie LA 4/Paladin 2/Favored Soul 8/Pious Templar 1
16-Pixie LA 4/Paladin 2/Favored Soul 9/Pious Templar 1
17-Pixie LA 4/Paladin 2/Favored Soul 10/Pious Templar 1
18-Pixie LA 4/Paladin 2/Favored Soul 11/Pious Templar 1
19-Pixie LA 4/Paladin 2/Favored Soul 12/Pious Templar 1
Due to XP multiclass penalty, short for 16 level.

Spells of note:
Divine Favor
Divine Power
Greater Magic Weapon
Magic Vestment


Felicia Silverwood
Pixie Rogue/Sorcerer/Frost Mage/Arcane Trickster (3/4/3/6) +4 LA
System: Any
Description: Felicia is an excellent blend of rogue stealth and magical talent. She also has an array of spell-like abilities to take down opponents. Her natural invisibility makes her difficult to hit and true strike will allow her to use physical attacks if she desires
Str 8 (8 +0 Points -4 Racial +4 Item)
Dex 30 (8+8 Points +8 Racial +6 Item +1 Inherent)
Con 14 (8+ 4 Points +2 Item)
Int 16 (8+2 points +6 Racial)
Wis 14 (8+ 2 points +4 Racial)
Cha 38 (8+16 points +6 Racial +6 Item + 3 Inherent +5 Book)
Deity: Ehlonna Hit Points 73
Saves: Fortitude +9 Reflex +20 Will +15
Height: 2’8 Weight 25 pounds Alignment: Neutral Good
BAB +8/+3
AC 28
Feats of Note
Dodge (Racial), Weapon Finesse, Frozen Magic
Abilities
Sorcerer Familiar-Rat (+2 fortitude saves, otherwise as standard 4th level familiar)
Sorcerer Spells Known
0-Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
1-Conjure Ice Beast I, Mage Armor, Magic Missile, Ray of Enfeeblement, Tenser’s Floating Disk, True Strike
2-Cat’s Grace, Ice Darts, Melf’s Acid Arrow, Scorching Ray, Web
3-Dispel Magic, Haste, Lightning Bolt, Suggestion
4-Acid Orb, Cold Orb, Fire Orb, Shout
5-Dominate Humanoid, Summon Monster V, Teleport
6-Disintegrate, Otiluke’s Freezing Sphere
Rogue Abilities
+ 5d6 Sneak Attack, Evasion, Uncanny Dodge, Trapfinding, Trap Sense +1
Frost Mage Abilities
Cold Resistance 10, Natural Armor +1, Learned Knowledge
Arcane Trickster Abilities
Ranged Ledgermain 2/day, Impromptu Sneak Attack 1/day
Pixie Abilities
Damage Reduction 10/cold iron, Spell Resistance 31, Greater Invisibility
Spell like Abilities: Lesser Confusion (DC 25), Dancing Lights, Detect Chaos, Detect Evil, Detect Good, Detect Law, Dispel Magic, Entanlge (DC 25), Permanent Image (DC 30), Polymorph
Progression
1-Pixie LA 1
2-Pixie LA 2
3-Pixie LA 3
4-Pixie LA 4
5-Pixie LA 4/Rogue 1
6- Pixie LA 4/Rogue 1/Sorcerer 1
7-Pixie LA 4/Rogue 2/Sorcerer 1
8-Pixie LA 4/Rogue 3/Sorcerer 1
9-Pixie LA 4/Rogue 3/Sorcerer 2
10-Pixie LA 4/Rogue 3/Sorcerer 3
11-Pixie LA 4/Rogue 3/Sorcerer 4
12-Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 1
13-Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 2
14-Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 2/Arcane Trickster 1
15-Pixie LA 4/ Rogue 3/Sorcerer 4/Frost Mage 2/Arcane Trickster 2
16- Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 3/Arcane Trickster 2
17-Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 3/Arcane Trickster 3
18-Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 3/Arcane Trickster 4
19- Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 3/Arcane Trickster 5
20- Pixie LA 4/Rogue 3/Sorcerer 4/Frost Mage 3/Arcane Trickster 6
Skills of Note: Knowledge Arcana, Decipher Script, Sleight of Hand, Escape Artist, Hide, Spellcraft, Search 10+
Items: Gloves of Dexterity +6, Cloak of Charisma +6, Ring of Protection +5, Belt of Giant’s Strength +4, Staff of Winter (Had Tome of Leadership and Influence)

The Duo

Why are these characters the perfect duo?

Briefly, yet comprehensively post how these 2 characters are the perfectly optimized duo. How do they use each others strengths and fill in for each others weaknesses?

Both being permanently improved invisible, they have the ability to fly into aby combat undetected, and if they are, probably win initiative. Their Charged Sleep and Memory Loss arrows can neutralize most any threat without cause of any loss of resources. They cover all 4 basic roles of the iconic party, but use stealth, magic, and maneuverability to evade any need for a tank.

How would the Duo kick ass against the following
Aberrations/Magical Beasts etc:

Sleep. Sleep. Sleep. In the surprise round. That's 3 DC 29 saves for fortitude. Assuming the aberration/magical beast has see invisibility, then we get to beat it in initiative and come up with other tactics.

Constructs: Like a Stealth Bomber, we fly right by. No need to attack senseless constructs when they can't hurt you or find you.

Dragons: Memory Loss Arrows, a Charm Monster, and Diplomacy solves many problems with Dragons.

Elementals/Outsiders:

Undead: Lots of Searing Light from Felix.

Traps: Rogue levels from Felicia.

Political Intrigue: We ARE intrigue. Invisible Memory Loss does wonders when charming Pixies with 38 charsima start telling you what you should do in your state of confusion...

Diplomatic Maneuvers: We're so charming we can influence people, even when invisible.

A BBEG/ Mastermind/ Warlord: Hard to take over the world when you are either asleep, or lost your memory.

Mobs: Avoid mobs with Invisibility and Flight.

Overwhelming Odds:
Area effect spells, plus perfect stealth due to invisibility and flight, and they won't know what hit them.

What Books are needed for this build: Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Frostburn, Complete Arcana, Complete Divine.

[ url=http://boards1.wizards.com/showthread.php?p=4764830#post4764830] CrusadeDave and TerrickTerran: Felix and Felicia Silverwood[ /url]

Zzasrix: Pixie Rogue 2 / Fighter 2 / Ranger 2 / Marshall 1 / Spy Master 5 / Order of the Bow Initiate 3
Zzasrix02-16-05, 09:11 AM
Character Name: Cupid

Poster: Zzasrix

Race: Pixie

Class and Level: Pixie 4 / Rogue 2 / Fighter 2 / Ranger 2 / Marshall 1 / Spy Master 5 / Order of the Bow Initiate 3

System: Any


Short Description: Cupid is the classic mischievous master of love that guides, or forces, people to fall in love. He schemes and plots and has people fall by extensive use of his social skills, using poetry, love notes, and if all else fails his magical bow (see Items of Note for complete detail). He also posses as a traveling scribe.

Cupid is constantly invisible thanks to the Greater Invisability power of a Pixie. He stalks humans with his bow, or talks to them as a ghost, or the intended lover via his polymorph ability. He focuses on the peasant population, but he makes exception for nobility from time to time.


Character Sheet:

Str 10 (14 –4 Pixie)
Dex 24 (14 +8 Pixie +2 Stat Increases)
Con 12 (12)
Int 20 (14 +6 Pixie)
Wis 16 (12 +4 Pixie)
Cha 26 (14 +8 Pixie +1 Stat Increase +5 Tome of Leadership & Influence)

HP: 92
AC: 31 (10 +1 Size +7 Dex +6 Armor +1 Dodge +2 Invisibility +5 Ring of Protection)

Saves: 17/27/15

Spell Resistance: 30

Initiative: 11

Speed: 20 Ground, 60 Fly (Good Manuverability)

BAB- 11

Total Attack 23 (11 BAB +5 Longbow +1 Size +2 Invisability +2 Bracers of Archery, Greater +1 Weapon Focus (Longbow) +1 Point Blank Shot)

Total Damage 1d6 +2d6 Sneak Attack +2d8 Ranged Precision +1 Bracer of Archery, Gr +1 Point Blank Shot


Progression:

Note: Rog = Rogue, Ftr = Fighter, Rgr = Ranger, Mar = Marshall, OotBI = Order of the Bow Initiate, SpM = Spy Master

1 Pixie
2 Pixie
3 Pixie
4 Pixie
5 Rog 1: Feat- Weapon Focus (Longbow), +1d6 Sneak Attack
6 Rog 1 / Ftr 1: Ftr Feat- Point Blank Shot
7 Rog 1 / Ftr 1 / Rgr 1: Feat- Skill Foc(Bluff), Track, Favored Enemy (Human)
8 Rog 1 / Ftr 2 / Rgr 1: Ftr Feat- Precise Shot
9 Rog 1 / Ftr 2 / Rgr 2: Ranger Style- Rapid Shot
10 Rog 1 / Ftr 2 / Rgr 2 / Mar 1: Skill Foc(Diplomacy), Motivate Cha, Feat Leadership
11 Rog 2 / Ftr 2 / Rgr 2 / Mar 1: Evasion
12 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 1: Undetectable Alignment, Cover ID
13 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 2: Quick Change, Scrying Defense, Feat Imp Init
14 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 3: Magic Aura, Sneak Attack +1d6
15 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 3 / OotBI 1: Ranged Precision +1d8
16 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 3 / OotBI 2: Close Combat Shot, Feat Fly By Atk
17 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 3 / OotBI 3: Ranged Precision +2d8
18 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 4 / OotBI 3: Slippery Mind, Cover ID
19 Rog 2 / Ftr 2 / Rgr 2 / Mar 1 / SpM 5 / OotBI 3: Dispel Scrying, Feat Imp Toughness
20 N/A Because of XP loss from 2 Wishes



Skills to qualify for Prestige Classes:

At 7th Level for Spy Master:
Bluff 8, Diplomacy 4, Disguise 8, Forgery 4, Gather Info 4, Sense Motive 4

At 10th Level for Order of the Bow Initiate:
Craft (Bowmaking) 5, Knowledge (Religion) 2

Skills of note:
Name of skill (Ranks) – Final modifier
Hide (18) – 44
Move Silently (18) – 40
Diplomacy (18) – 41
Bluff (18) – 37
Disguise (14) – 32
Gather Info (13) – 29
Intimidate (11) – 29

Items of note:

+5 Merciful Longbow of Seeking (and True Love* See Wishes Section Below)- 98,000
+5 Padded Armor with Greater Shadow and Silent Moves- 92,500
Luck Blade with 2 Wishes- 102,660
Ring of Protection +5- 50,000
Ring of Spell Turning- 98,280
Bracers of Archery, Greater- 25,000
Cloak of Resistance +5- 25,000
Tome of Leadership and Influence +5- 137,500

Total Spent- 628,940



Wishes:

The first wish from the luck blade is “Make all of the shots from this bow (the Merciful Longbow of Seeking) act as if the target drank an Elixir of Love.”

The second wish “Change the duration on the Bow’s Elixir effect from hours to years.”

So every hit from the bow will induce a 1d3 year love enchantment, on the next person they see… which can be anyone Cupid wants since he can polymorph once a day. ;) Also the hits never do lethal damage to love targets thanks to the Merciful enchantment.

If things go poorly he can always use a memory loss arrow, and reverse the damage he did from a miss-fired love arrow.



Books required for this build:
Players Handbook, Dungeon Masters Guide, Monster Manual, Complete Warrior, Complete Adventurer, Miniatures Handbook

Ashcat_lt: Pixie Monk1/Druid 15
ashcat_lt03-22-05, 01:47 PM
Gensine the Rootless

Ashcat_lt:Gensine the Rootless

Race: Pixie (Small Fey)

Class and Level: Monk1/Druid 15

Short Description: Gensine is completely an optimization excercise. I figured that most everybody would be going for lots of slashes in both their races and classes, and I wanted to see if I could come up with a fairly simple character that could contend. Since everybody's always talking about how broken the druid class is, that's where I went.

She tries to stay out of direct combat as much as possible. She stays invisible and casts silent summon nature's ally spells to get creatures to fight alongside her animal companion, Dusty. She buffs them with mass bull's strength etc and drops a few flamestrikes or call lightning storms (using her maximize rod) to help out. If absolutely necessary, though, she could always wildshape into something like a dire elephant or tyranosaur to defend herself.


Ability Scores:
Str:8 (+ 6 belt = 14)
Dex:22 (+ 6 gloves = 28)
Con:15
Int:16
Wis:22 (+4 leveling +4 tome + 2 ioun = 32)
Cha:14

Hit Points: 112
Armor Class: 50 (8 armor + 9 dex + 11 wis + 1 size + 5 deflection + 5 natural + 1 insight), touch 37, ff 40, 50% miss chance while invisible, DR 10/cold iron
Saves: F:18 (substitute Concentration 1/day) R:21 (25 in flight) W:27 SR:31
Initiative: +9
Speed:20, fly 60 (perfect)

Progression:
01 Pixie LA Dodge
02 "
03 "
04 "
05 Drd 1 Improved Flight
06 Drd 2
07 Drd 3 Silent Spell
08 Drd 4
09 Drd 5
10 Drd 6 Spell Focus (Summoning)
11 Drd 7
12 Drd 8
13 Drd 9 Augment Summoning
14 Drd 10
15 Drd 11
16 Drd 12 Aerial Reflexes
17 Drd 13
18 Drd 14
19 Drd 15 Mobile Spellcasting
20 Monk 1 Stunning Fist


Skills of Note: Concentration 31 (19 + 2 Con + 10 3rd eye), Handle Animal 21 (19 + 2 Cha), Heal 20 (10 + 10 Wis), Know (nat) 17 (14 + 3 Int), Listen 26 (14 + 10 Wis + 2 racial), Move Silently 24 (15 + 9 dex), Spellcraft 22 (19 + 3 Int), Spot 20 (8 + 10 Wis + 2 racial), Survival 24 (14 + 10 Wis), Swim 2 (1 + 1 Str)

Spells of Note: 6/8/8/7/6/6/5/4/2
If expecting battle, she general prepares
a poison or two in her 3rd level slots to be shared with her companion
several flamestrikes in her 4th level slot to be maximized with the rod
some call lightning storms for 5th level also maximized, if flame strike isn't working
mass bull's strength, cat's grace, and/or bear's endurance for 6th level
she will usually stay invisible and cast her 8th level spells as silenced summon nature's ally vii, and 7th level spells become silenced summon nature's ally vi
once she's got a good group of critters to fight, she'll cast her mass buff spells on them.

Items of Note:
740090 gp total
On her:
Bracers of Armor + 8 64000
Ioun Stones
Incandescent blue sphere 8000
Dusty Rose Prism 5000
Headband of Conscious Effort (CV) 4000
Permanencey'd Reduce Person 3040
Ring of Evasion 25000
Ring of Protection +5 50000
Rod of Absorbtion 50000
Maximize Metamagic Rod 54000
Gloves of Dex +6 36000
Cloak of Resistance +5 25000
Amulet of Natural Armor +5 50000
Belt of Giant Str +6 36000
Tome of Understanding +4 110000
Helm of Bonding (MotW) 7200
Third Eye, Concentrate (XPH) 10000
On wolf companion:
Necklace of natural attacks +4 (SS) 98600
ghost touch, keen, eager(A&EG)
Ioun Stones
Pink Rhomboid 10000
Dusty Rose Prism 5000
Goggles of Night 12000
Bracers of Armor +7 49000
Belt Giant Str + 4 16000
Collar of Resistance +5 (MotW) 12250

Animal Companion:
Dusty
male wolf - medium animal
HD:12d8+36 hp:90 Spd:50 Init:+7 AC:36 (+5 Dex +13 natural + 7 armor + 1 insight) Full Attack:+20/+15 (bite: 1d8+10 19-20/x2) Fort:16 Ref:18 Will:10
S:22 D:20 C:17 I:2 W:12 Ch:6
Skills and Feats: Hide 10, Listen 7, Move Silently 11, Spot 7, Survival 5, Track, Weapon Focus(bite), Imp Nat Armor, Imp Nat Attack, Open Minded x2

Books needed: PHB, DMG, A&EG, CV, MotW, XPH, MM, RotW

Rapida: Pixie Barbarian 3/Fighter 3/Frenzied Berserker 10
Rapida03-20-05, 01:33 AM

Glip the Unseen Knee Reaver
Poster Name: Rapida

Race: Pixie

Class and Level: Barbarian 3/Fighter 3/Frenzied Berserker 10/Level Adjustment 4

System: 3.5

Short Description: The small creature with large pointy ears and beautiful gossamer wings stops its eating to glare at you, the intruder in its domain, then with a twitch it starts foaming at the mouth. You see it pick up a huge axe with a blade of energy before it’s gossamer wings flutter. Right as it starts a gigantic leap in your direction it disappears. You know well that fey are shy, reclusive people so you assume it has fled, but before that thought has even left your brain you feel something heavy hit your chest. You look down to see a large axe protruding from your ribcage and holding that axe is a psychopathic pixie. As everything fades away into darkness, you notice the enraged pixie standing protectively over its food......
Character Sheet:

Ability Scores:
Str: 17 (30)-4 racial, +4 levels, +2 bonus from armbands, +6 enhancement bonus, +5 Inherent bonus(Not factored in: +4 for rage, +10 for greater frenzy)
Dex:10(18)+8 racial,
Con:18(22)+4 inherent bonus(Not factored in:+4 for rage)
Int:8(14)+6 racial
Wis:8(12)+4 racial
Cha:8(14)+6 racial

Hit Points: 209 (225 while raging)
Armor Class: 35 (10+6 natural armor+4 dex+1 size+9 armor+5 deflection)(Not calculated: -4 for frenzy, -2 for rage, +1 against chosen opponent due to dodge)
Damage Reduction: 10/Cold Iron & 5/Adamantine
Saves:
Fortitude 24(13 base, 6 abi, +5 resistance)(+2 while raging)
Reflex 13(4 base, 4 abi, +5 resistance)
Will 12(6 base, 1 abi, +5 resistance)(+2 while raging)
Evasion:Any reflex for half is totally negated
Spell Resistance: 31 (15+class levels)
Initiative: +4
Speed: 30 Ft. land speed, 90 ft. fly speed (good)
Full Attack without rage/frenzy: 33/28/23/18 (16 bab, +1 size, +4 weapon, +10 strength, +2 for invisibility) d10+19*4 times(19-20/x3)
Full Attack while in rage + frenzy: 40/40/35/30/25(16 bab, 1 size, 4 weapon, 17 strength, 2 attack for invisibility) d10+29*5 times(19-20/x3)(25 for strength, +4 weapon)
*Attacks are resolved as touch attacks due to Brilliant Energy Weapon
-1 attack from power attack gives +4 damage, Max -16 gives +64
*If power attack greater than -3 then you can choose to have 10 ft reach. due to long axe
*If you make a 10 foot horizontal jump (DC 20 with no running start DC 10 with) and land so you can threaten your enemy the damage from your PA is tripled.
*If power attack greater than -2 then you get +2 extra damage due to bracers
Leap Attack with full power attack and rage/frenzy: +40 (16 bab, 1 size, 4 weapon, 17 stre, 2 invis) 1d10 +223 (19-20/x3)

Progression: Feats are bolded. Bonus Feats are underlined
01 Level Adjustment Pixie Abilities: Dodge feat, DR, SR
02 Level Adjustment Pixie Invisibility, Spell Like Abilities
03 Level Adjustment
04 Level Adjustment
05 Barb 1 Destructive Rage, Rage 1/day, Fast Movement
06 Ftr 1/Barb 1 Power Attack
07 Ftr 1/Barb 2 Intimidating Rage, Uncanny Dodge
08 Ftr 2/Barb 2 Improved Toughness
09 Ftr 2/Barb 3 Trap Sense +1
10 Ftr 3/Barb 3 Cleave
11 FBr 1/Ftr 3/Barb 3 Diehard, Frenzy 1/day
12 FBr 2/Ftr 3/Barb 3 Supreme Cleave
13 FBr 3/Ftr 3/Barb 3 Leap Attack,Frenzy 2/day
14 FBr 4/Ftr 3/Barb 3 Deathless Frenzy
15 FBr 5/Ftr 3/Barb 3 Frenzy 3/day, Improved Power Attack
16 FBr 6/Ftr 3/Barb 3 Inspire Frenzy 1/day
17 FBr 7/Ftr 3/Barb 3 EWP(Long Axe), Frenzy 4/day
18 FBr 8/Ftr 3/Barb 3 Greater Frenzy, Inspire Frenzy 2/day
19 FBr 9/Ftr 3/Barb 3 Frenzy 5/day
20 FBr 10/Ftr 3/Barb 3 Improved Critical(Great axe), Inspire Frenzy 3/day, Tireless Frenzy, Supreme Power Attack

Skills of Note:
Jump 28(19 ranks,-1 armor check, +10 strength)

Spells of Note:
Greater Invisibility: A pixie remains invisibility even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Items of Note: Armbands of Might (CAdv 4100), Brilliant Energy Long Axe +4(DMG/CAdv 128335), Belt of Giant Strength +6 (DMG 36000), Manual of Gainful Exercise +5(DMG 137500), Shirt of Ironskin (MHB 90000), Heavy Fortification Chainshirt +5 (DMG 100250), Ring of Protection +5(DMG 50000), Ring of Evasion (DMG 25000), Manual of Bodily Exercise +4 (DMG 110000), Cloak of Resistance +5 (DMG 25000), Amulet of Natural Armor +5 (DMG 50000), Mace of Smiting(Back-Up weapon)(DMG 75312)
Gold left: 6503

What books are needed for this build? 3.5 SRD, Complete Warrior, and Complete Adventurer (Miniature’s Handbook for one item)




[sblock=King Uther: Nixie(+3) Sorceror6/Monk 2/Fighter 2/Eldritch Knight 3/
Arcane Duelist 2/Blackguard 2]King Uther03-11-05, 04:00 AM
Poster Name: King Uther

Character Name: Araneil Blackswallow

Class and Level: Assumes due to racial abilities that sorceror is favored class)
Nixie(+3) Sorceror6/Monk 2/Fighter 2/Eldritch Knight 3/
Arcane Duelist 2/Blackguard 2
System: Any

Description: Araneil originates from a magical pond where many nixie lived. Due to a group of blighters and evil barbarians, this natural home has been destroyed. Aranreil has a seaweed, aqua-green skin and only 4' tall. He looks rather harmless but has a force of will unrivaled by most. He has slowly shifted to the evil path, the hate inside him for nature's defilers increasing over the years.

Deserves to win why? Araneil uses polymorph to assume a more intimidating form, specifically the War Troll. By doing so, Araneil brings the fight to his opponent with a 32 spell resistance and a 60 AC, let alone very high saves. If he hits you as a War Troll, Fort 25 or be dazed. He has Evasion and Elusive Target, further increasing the odds he takes no damage. He has multiple buff spells. He is all around a great tank for a 4' tall sprite.

Ability Scores:
STR 6 (10 -4 racial)
Dex 14(8 +6racial)
Con 16 (10 +6 enhancement)
Int 12( 10 +2 racial)
Wis 28 (16 +2 racial +6 enhancement +4 tome)
Cha 40 (18 +8 racial +6 enhancement +4 levels +4 tome)

Ability while polymorphed:
Str 31
Dex 16
Con 29
Int 12
Wis 28
Cha 40

Hp Average: 124(6d4, 4d8, 7d10 +54con) (227 while polymorphed)
AC: 10 +5black robe of Archmagi +9 monk wis +15 apparent defense +2 dex +5 deflection +1 size =47
AC while polymorphed: 10 +14 natural armor +5 robe +9 wis +15 apparent defense +3 dex +5 deflection -1 size=60, 61 with dodge
speed: 20 ft, 30 ft(swim)
Initiative: +8, +9 while polymorph
Attack: +4(5) ghost touch greatsword of sizing +27/22/17 3d6+20, Fort 25 or be dazed, haste not factored in

Saves:
Fort: 37(15 base, 15 cha, 4 robe, 3 con) (43 while polymorphed)
Ref: 33 (12 base, 15 cha, 2 dex, 4 robe) (34 while polymorphed)
Will: 40 (12 base, 15 cha, 9 wis, 4 robe)

Progression:
1 Nixie
2 Nixie
3 Nixie
4 Sorc 1 Dodge
5 Sorc 2
6 Sorc 3 Mobility
7 Sorc 4
8 Sorc 5
9 Sorc 6 Practised Spellcaster
10 Fighter 1 Power Attack
11 Fighter 2 Improved Sunder
12 Monk 1 Cleave, Stunning Fist
13 Monk 2 Combat Reflexes
14 Eldritch Knight 1 Elusive Target
15 Eldritch Knight 2 Improved Initiative
16 Eldritch Knight 3
17 Arcane Duelist 1
18 Arcane Duelist 2 Quick Reconnoiter
19 Blackguard 1
20 Blackguard 2

Skills of note: by level 17: Perform(any) 5 ranks, Tumble 5 ranks
by level 19: Hide 5 ranks, knowledge religion 2 ranks
Magic items:
72,400 gp +4 ghost touch greatsword of sizing (+5 for being Arcane Duelist)
110,000 gp Tome of Leadership and Influence +4
110,000 gp Tome of Clear Thought +4
75,000 gp Black Robe of Archmagi
100,000 gp Ring of Wizardy IV
50,000 gp Ring of rotection +5
36,000 gp Cloak of Charisma +6
36,000 gp Periapt of Wisdom +6
16,000 gp Winged boots
17,000 gp Mask of Lies
35,000 gp Rod of Quicken, lesser
36,000 gp Bracers of Health +6 (only to prevent Power Word Kill)

683,400 gp

Spells of note: DC=25+spell lvl
1st Shield, Charm person, Expeditious Retreat
2nd See invisibility, Cat's Grace, Mirror Image
3rd Displacement, Haste
4th Polymorph

Books Needed:
Player's Handbook
Monster Manual I
Monster Manual III
Complete Warrior
Complete Adventurer
Wizard's of the Coast Website for Arcane Duelist
Dungeon Master's Guide[/sblock]
Nolgoth: Pixie /Gravetouched Ghoul +2 LA/Spellthief 14
Nolgoth03-09-05, 08:21 PM
I home this is not too late.

Fevered Dream

Nolgoth: The Unfulfilled Fevered Dream of Youth

Race: Gravetouched Ghoul Pixie

Class and Level: Pixie +4 LA/Gravetouched Ghoul +2 LA/Spellthief 14

System: Any

Short Description: Death comes on silent wings to the unsuspecting, but not a quick death. First they find themselves lying prone staring at the sky. Their limbs are stiff, but their heart beats fast as they feel a cold breath in their ear, telling them maddening things. In the end they ask for death. Fevered Dream is an assassin for hire with an unquenchable thirst for death. When not on assignment, she is practicing her art on any in her path. She particularly likes going after spellcasters.

Str: 10 (16) +6 from belt
Dex: 24 (30) +6 from gloves
Con: NA
Int: 20
Wis: 20
Cha: 26 (40) +3 from level gains (4th, 8th, 12th), +5 from tome, +6 from gloves

Hit Points: 96
Armor Class: 34 (44 with casting of greater mage armor and shield): +3 natural, + 5 enhancement bonus to natural armor (amulet), + 1 size, + 5 deflection, +10 dex

Saves:
Initiative: + 14
Speed: 20 feet/Fly 60 feet (perfect)

01 Level Adjustment (Pixie)
02 Level Adjustment (Pixie)
03 Level Adjustment (Pixie)
04 Level Adjustment (Pixie)
05 Level Adjustment (Gravetouched Ghoul)
06 Level Adjustment (Gravetouched Ghoul)
07 Spellthief 1 Dodge (bonus feat for pixie), Multiattack (bonus feat for gravetouched), Improved Initiative
08 Spellthief 2
09 Spellthief 3 Weapon Finesse
10 Spellthief 4
11 Spellthief 5
12 Spellthief 6 Improved Flight (Complete Adventurer)
13 Spellthief 7
14 Spellthief 8
15 Spellthief 9 Flyby Attack (Monster Manual)
16 Spellthief 10
17 Spellthief 11
18 Spellthief 12 Contagious Paralysis (Libris Mortis)
19 Spellthief 13
20 Spellthief 14

Racial Abilities: greater invisibility; damage reduction 10/cold iron; spell resistance 19; 1/day - lesser confusion (DC 26), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 27), dispel magic, entangle (DC 26), permanent image (DC 31 visual and auditory only), polymorph (self only) - caster level 8th; undead traits; ghoul fever (DC 28); paralysis (DC 28); turn resistence +2.

Class Abilities: sneak Attack + 4d6; steal Spell (7th); trapfinding; detect magic; spellgrace +2; steal spell effect; steal energy resistance 20; steal spell-like ability; absorb spell; arcane sight; discover spells.

Spells of Note: 1st (shield, protection from good, true strike, disguise self), 2nd (touch of idiocy, misdirection, see invisibility, whirling blade), 3rd (nondetection, haste, shadow binding, greater mage armor), 4th (shadow conjuration, crushing despair).

Items of Note: amulet of natural armor +5; ring of protection +5; +4 cold iron unholy; human bane, spell storing dagger of defending; cloak of charisma +6; vest of resistance +5; belt of giant strength + 6; tome of leadership & influence + 5 (used); gloves of dexterity +6.

What books are needed for this build? (Players Handbook, Monster Manual, Dungeon Masters Guide, Libris Mortis, Complete Adventurer, Complete Arcane)

Zemyla: pixie Psion (shaper) 6/Psion Uncarnate 10
Zemyla03-09-05, 06:24 PM
Sprinklestar, the Nonexistent

Zemyla: the nonexistent

Race: pixie

Class and Level: Psion (shaper) 6/Psion Uncarnate 10

System: any

Short Description: Many people believe pixies don't exist because they're naturally invisible. This character takes that a step further by being incorporeal as well, and relying mainly on effects that can't be traced back to her (astral constructs, telekinesis, etc).

Character Sheet:
Ability Scores:
Str: 14/10 [-4 racial]
Dex:14/32 [+8 racial, +4 from tome, +6 from gloves]
Con:14/14
Int:16/36 [+6 racial, +4 from tome, +4 from levels, +6 from headband]
Wis:12/16 [+4 racial]
Cha:8/14 [+6 racial]
Hit Points: 74
Armor Class: 10 + 11 dex + 8 armor + 5 deflection = 34
Saves: Fort +7, Ref +16, Will +15
Initiative: +11 (Dex)
Speed: 60 feet (good)
Power Points:
Progression: 01 Psi1 Psionic Body, Dodge, Boost Construct
02 Psi2
03 Psi3 Psionic Fist
04 Psi4
05 Psi5 Psionic Meditation
06 Psi6 Empower Power
07 Psi6/PsU1
08 Psi6/PsU2
09 Psi6/PsU3 Maximize Power
10 Psi6/PsU4
11 Psi6/PsU5
12 Psi6/PsU6 Greater Psionic Fist
13 Psi6/PsU7
14 Psi6/PsU8
15 Psi6/PsU9 Twin Power
16 Psi6/PsU10
17 Psi6/PsU10/Pixie1
18 Psi6/PsU10/Pixie2
19 Psi6/PsU10/Pixie3
20 Psi6/PsU10/Pixie4

Skills of Note: Knowledge (psionics) 8+ ranks, Concentration 8+ ranks (for psion uncarnate), Bluff and Disguise maxed

Powers of Note: Astral Construct (she uses it quite a lot), Entangling Ectoplasm, Energy Wall, Wall of Ectoplasm, Ectoplasmic Cocoon

Items of Note: Read two books: Tome of Clear Thought +4 (110,000 gp) and Manual of Quickness of Action +4 (110,000 gp)
Other items (they don't have to be ghost touch because of the assume equipment ability):
Gloves of Dexterity +6 (36,000 gp)
Headband of Intelligence +6 (36,000 gp)
+4 throwing returning (incorporeal touch) Necklace of Natural Weapons (72,000 gp)
Bracers of armor +8 (64,000 gp)
Ring of Protection +5 (50,000 gp)

Tactics: Firstly, stay out of the way. Since an attack with the throwing returning incorporeal touch is still considered a natural
weapon, use Greater Psionic Fist with it and refocus. Her low BAB is offset by the fact that it is an incorporeal touch and most foes are
denied their Dex bonus due to her being invisible.

If that does not work, then start crafting astral constructs to distract the foe. Use the various walls and cocoons to take foes out of
the fight.

What books are needed for this build? Savage Species - Necklace of Natural Weapons
SRD - everything else


DM Denubis,Pixie Rogue 5/Assassin 10/Nightsong Enforcer 1
DM Denubis03-08-05, 12:13 PM
Lida Soulrift, the Night's Empress

DM Denubis:Lida Soulrift, the Night's Empress

Race: Pixie

Class and Level: Rogue 5/Assassin 10/Nightsong Enforcer 1

System: Any.

Short Description: A pixie that is tired of the pain that life brings, and only wants to kill. To her, the only differences between leveling an army or killing a monarch are the amount of ammunition needed, and the amount of money it brings in.
She will almost always begin combat by studying her opponent for three rounds, and then attempting a Death Attack. Should her Death Attack fail, she will unload three more arrows, all sneak attacks. The last attack she will use to fire a special arrow. If the target looks feeble, she will use a Sleep arrow, and f he looks healthy, she will use a Memory Loss arrow. If either one succeeds, she will repeat the strategy. Against more numerous opponents, she will simply use her Explosive bow to hit as many targets as possible, while still sneak attacking many of them due to the Exit Wound enchantment on her bow.

Character Sheet:

Ability Scores
Str: 10 (8 (Base) +6 (Enhancement) - 4 (Racial))
Dex: 26 (8 (Base) + 6(Enhancement + 8 (Racial) + 4 (Inherent))
Con: 14 (8 (Base) + 6 (Enchancment))
Int: 38 (18 (Base) + 4 (Levels) + 6 (Enhancement) + 4 (Inherent) + 6 (Racial))
Wis: 12 (8 (Base) + 4 (Racial))
Cha: 34 (18 (Base) + 6 (Enhancement) + 4 (Inherent) + 6 (Racial))
Hit Points: 95
Armor Class: 10 + 1 (Natural) + 1 (Dodge) + 8 (Armor) + 8 (Dex) = 28.
Saves: +6/+17/+5
Initiative: +10
Speed: 20ft, fly 60 ft.
Base Attack Bonus - +11/+6/+1
Full Attack (Destructive Wake) - +18/+18/+18/+13/+8

Progression:
05 Rog1 Improved Initiative, Dodge (Bonus feat.)
06 Rog2
07 Rog3 Ability Focus (Special Arrows)
08 Rog4
09 Rog5
10 Rog5 / Assassin 1 Ability Focus (Death Attack)
11 Rog5 / Assassin 2
12 Rog5 / Assassin 3
13 Rog5 / Assassin 4 Point Blank Shot
14 Rog5 / Assassin 5
15 Rog5 / Assassin 6
16 Rog5 / Assassin 7 Rapid Shot
17 Rog5 / Assassin 8
18 Rog5 / Assassin 9
19 Rog5 / Assassin 10 Precise Shot
20 Rog5 / Assassin 10 / Nightsong Enforcer 1

Skills of Note: Hide 23 ranks (+35), Move Silently 23 ranks (+31), Climb 10 ranks (+10), Disquise 23 ranks (+35 or +45 when using polymorph).

Spells of Note: Sniper's Eye (Complete Adventurer) - Allows her to make a ranged Death Attack.

Abilities of Note:
Death Attack DC - 31
Special Arrow DC - 31
Sneak Attack +9d6
Greater Invisibility. (Permanent.)

Items of Note:
Destructive Wake - Small +1 Explosive Longbow of Speed and Exit Wound (+9 weapon, 162,000)
Amulet of Health +6 (36,000)
Belt of Giant's Strength +6 (36,000)
Gloves of Dexterity +6 (36,000)
Cloak of Charisma +6 (36,000)
Headband of Intellect +6 (36,000)
Tome of clear thought +4 (110,000)
Tome of leadership and influence +4 (110,000)
Manual of quickness in action +4 (110,000)
Bracers of Armor +8 (64,000)

What books are needed for this build? Core, Complete Warrior, Complete Adventurer.
In addition to the below, I'll work out a Grig fiddler build. Anywho, here's my take on...

Alternative sprite choices

In addition to the iconic pixie, the monster manual provides two other choice which are very similar in flavor as well as function. They are the grig and the nixie. Many of the ideas presented in this handbook may apply to these alternative choices, so we shall examine how they differ from the standard pixie.

In detail:

Grig


The good-

LA down from +4 to +3. This is the strongest selling point, and is even more significant when LA buyoff is allowed.

Fiddle. This is a powerful ability, gained at no additional LA. You need only get yourself a fiddle to use it.

Spell resistance increases by +2, or effectively +3 when you consider the additional level gained from the lesser LA.

Natural armor increases by 1 from +1 to +2. Just in case anyone catches on to the little flying thing that is killing them all.

+8 racial bonus on jump checks, as well as a +5 racial bonus to move silenty checks while in a forest setting. Some people like to be sneaky.

The bad-

Fly speed down from 60(good) to 40(poor). While this diminishes your aerial combat opportunities, it still enables you to float safely out of the range of sharp pokey things.

Damage reduction down from 10/cold iron to 5/cold iron. Five less DR hurts. Literally.

No constant greater invisibility. This is a large drawback, but may be offset by your invisibility as a SLA or by finding a way to get greater invisibility as needed.

No sleep arrows. While most likely not your primary attack gambit, sleep arrows are still a useful utility or backup.

The ugly-

Spell-like abilities are now different and not quite as useful (No dispel magic), but are usable 3/day.

Tiny size. Your weapons definately won't be packing much punch (Unless of course you deserve to be Greater Mighty Wallop'ed (Races of the Dragon p.115)). However, this is to your benefit just as being small was, only more so. Extra AC & to hit is always a boon, but tiny causes your reach to fall to 0'.

Ability scores. Compared to pixie, you net -2 Str, +0 Dex, +2 Con, -6 Int, -2 Wis, -2 Cha. While the con boost is appreciated, in addition to reduced spellcasting stats the -6 int is killer for your skill points, obviously.

Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)


Nixie


The good-

LA down from +4 to +3, as with grig.

Spell resistance increases by +1, or effectively +2 when you consider the additional level gained from the lesser LA.

Swim speed 30ft, just incase you need to go take a dip. Being amphibious is always a plus when your dungeon starts to slowly fill with water and the gates slam shut. Also, Nixies get a +8 racial bonus on swim checks. Furthermore, they get a +5 racial bonus to hide checks while in water.

The bad-

No built in flight.

Damage reduction down to 5/cold iron, as with grig.

No constant greater invisibility, as with grig.

You lose the +1 natural armor.

No sleep arrows, as with grig.

The ugly-

Spell-like abilities are reduced to only charm person 3/day

Ability scores. Compared to pixie, you net +0 Str, -2 Dex, +0 Con, -4 Int, +0 Wis, +2 Cha. Generally speaking, the bonus to charisma does not redeem the lessened boosts to dexterity and intelligence.

Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)


In brief:

While retaining most of the pixie's great selling points, the grig and nixie differ in one key respect: They have one less level adjustment. This enables you to add in one more precious class level, or if you are playing with LA buyoff it enables you to buyoff all your LA penalty by level 18. Due to their diminished intelligence, classes based on int are much less appealing. Instead choose those based on charisma or wisdom.
D&D 4e Party Roles For Dummies: Striker - Smack the enemy Defender - Get smacked by the enemy Leader - Make it impossible for your party to lose Controller - Make it impossible for the enemy to win
Add the principle idea of a "Shapeshift" ACF Druid 16. I would only add monk levels if you're definitely not going into epic, and then at ECL 20. If you go into epic add 2 monk levels at level 18 and 19. If you START in epic I would of course play a cleric. Of course Monk at 1 and 2 might be worthwhile, too, since you won't be able to afford a monk's belt at ECL 5.

Why is a shapeshift druid not a bad choice for a pixie? Since the forms don't remove movement modes, as long as you PICK a form with wings (Like a Half-fey predator form!), you can fly in any form. You are also always invisible. You get nice strength boosts that can offset your low Str. (A normal druid only needs more than 10str to take PA anyway).
Of course this is not nearly overpowered.

I'm not seeing a Chameleon build, either. Anything goes, there, really:

The Undecided:
Ranger 2 OR Crusader 2/Fighter 2/Rogue 1 (or Warblade OR cleric OR Hexblade OR Pally 2)/Chameleon 10/Warblade1 OR any level of nice class, remove if Pally 2 earlier.

This won't be nearly optimised, but I'm quite certain you can have a blast playing it.
Slyph from MM2 is another pixie-ish race that some find favorable for some casters.

For pictures I would suggest looking up stuff by Amy Brown. A quick googling gives:
http://www.thefaerycrossing.com/tattoos/humanmyth.jpg
http://imagecache2.allposters.com/images/pic/153/993921~Amy-Brown-Fairies-Pink-Posters.jpg

This site has several good ones: http://mermaidcove.biz/brown.html
keithio ... awesome job .... have added it to the first post

Brainpiercing ... true, the "Shapeshifting" Druid is very strong for any race .... but a Pixie can make the other variants also work... in fact for a pixie, the Simple Druid variant ... where you gain Gain :[indent]
Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)
fast movement (as monk)
favored enemy (as ranger)
swift tracker (as ranger)
Track feat (as ranger). [/indent]

but lose Lose :[indent]
Armor and shield proficiency
wild shape (all versions). [/indent]

the pixie can really shine(look at the sample Druid build above). .... since its Natural abilities are very good to begin with ..... it can even make a strong WILD SHAPE VARIANT: ASPECT OF NATURE Druid work well


one of the main problems when Multiclassing with a Pixie.... Favored Class: Sorceror ... this limits how you can multiclass.

Unfortunately there are no Chameleon Builds with pixie... since
ENTRY REQUIREMENTS

Race: Human or Doppelganger.



If you're using the Eberron Campaign Setting, the chameleon prestige class should be available to changeling player characters as well as humans and doppelgangers.

thus unless your DM will Houserule it..... Pixies cant be Chameleons


eepop Thank you, thank you, thank you, Thank you, thank you, thank you

i will look at those as soon as i can , maybe keithio, could look at the Sylph and add something later if he has time


:D
isnt there some sotra human heritage feat that lets you qual for human stuff?

dont recall where/what atm...
It's for half-humans.
Oh cool! you got it started. Sorry I havent replied yet! but this is looking good already.
Navi, the Grig fiddler from Hell
Hook: "Hey! Listen!!"

It's hard to go wrong with a Grig fiddler. At ECL 20 if you have 17 charisma to start with, get yourself a +5 tome and spend +4 level boosts on it in addition to your +4 racial bonus and +6 enhancement bonus and you have 36 charisma. Your 17 class levels give you 17 hit dice, so your DC on fiddle is 10+((36-10)/2=13 from charisma+(17/2=8 from hit dice)=31.

You have a DC 31 save-or-die spell that effects all those within 30 feet with no spell resistance...

At will.

That's the sort of thing that doesn't really need optimization.

That said, the ability doesn't work on other sprites (Your DM may very well introduce a line up of sprite villains just to confound you ;p), so some versatility beyond this single trick is required. Also, you will need to make sure that your allies are not within the thirty feet, or they will join the jig as well.

Here are some builds to elaborate.

Core ideas


Feats

For all the below builds, I heavily recommend three feats: Improved initiative, still spell & eschew materials. The former ensures you get the drop on your enemies to start the dance craze that'll sweep the campaign setting, while the latter two enable you to cast spells while keeping enemies enthralled by your fiddling. Outside of those, I'd go for perhaps augment summoning, feats to boost saves (lightning reflexes), item creation feats, extend spell or quicken spell.

Abilities

For the sorcerer or bard builds, charisma of 17 is a must. If focusing on cleric, wizard or druid charisma is still important but you must also have a good intelligence or wisdom. Dexterity and constitution are important in any case, and strength is unimportant but not a dump stat due to the huge racial penalty.

Tactics

You should have a good con in addition to your racial bonus, making you durable even with poor hit dice. Combined with good saves, armor and flight - along with spellcasting abilities - you will not be an easy target to bring down. So, do not be afraid of enemies shifting their focus to you. Instead, win initiative (Great dex+Improved initiative), fly in and position yourself to affect as many enemies as you can with your fiddle. If you incapacitate some of the enemy, continue to fiddle, and if not try again. Should the battle go against you, resort to your spellcasting powers. Defensive buffs are highly recommended.

Classes

Note:
As Grig does not specify a favored class, you'll need to talk to your DM about it. The two obvious choices are bard or sorcerer. Some of the builds below may have exp penalties if Grig does not have the proper favored class.

Grig3/Sorcerer17
With a charisma of 36, sorcerer casting is the natural choice to add some versatility to your one trick pony.

Grig3/Paladin2/Sorcerer15
Lose two caster levels, but gain +16/+13/+12 to saves, among other things.

Grig3/Paladin2/Sorcerer6/EldritchKnight9
Lose another caster level to gain some bab, better fort save and hp.

Grig3/Paladin2/Bard15
While playing that fiddle of yours, why not...err...start playing that fiddle of yours? Inspire your own greatness to add +1 to your fiddle save DC, or inspire courage on your allies to give them +3 against the dancing enemies. Problem with this is it lacks the spellcasting powers of the other choices. It just doesn't make sense for our fiddler to be a bard, ya gotta love d&d.

Grig3/Sorcerer4/Cleric3/MysticTheurge10
Mystic theurge has two problems. The first is the problem of what to do after you take ten levels of it (In this case the build is level 20 by then). The second is that you are a lousy cleric half the time and a lousy sorcerer the other half of the time...but this build is a rockin' fiddler ALL the time! Seventh level sorcerer and cleric spells are only the backup plan, and a formidable one at that....

Grig3/Cleric17
If you can nab a high wisdom score, then cleric casting is just as good as ever. Just make sure that you exclude at least one enemy from your fiddle effect, so your allies take some damage to heal ;p.

Grig3/Druid17
Wouldn't really recommend this one, the level adjustment takes away many of druid's advantages at the lower levels. While cleric or wizard are better choices, this is still perfectly viable.

Grig3/Wizard17
Throw a high score over to intelligence and nab 9th level arcane spellcasting. Highly recommended is taking polymorph any object and chaging your allies into pixies, whether they like it or not .

Grig3/Wizard12/Archmage5
Qualify for archmage in the nick of time and cherrypick its yummy class features as you will.
D&D 4e Party Roles For Dummies: Striker - Smack the enemy Defender - Get smacked by the enemy Leader - Make it impossible for your party to lose Controller - Make it impossible for the enemy to win
Here is my try to format the first post. I tried to keep the carnivore signature style :P If you like it, i can probably do the rest, too.

Show
[CENTER]The Pixie
IMAGE(http://img204.imageshack.us/img204/3505/tinkerbellwi4.jpg)
Quintesential Pixie: Tinkerbelle[/CENTER]

When in doubt, always play a Pixie. Why,... because they can fullfill any Role and are fun to play. They are strong(not Physical Strength) Characters starting at ECL 5 and up, and can easily survive , even in low Magic or No Magic Campaigns.

This Guide will look at :
  • What is it that makes them so good
  • What Feats benifit them the most
  • What Classes work the best for them
  • How to fill any role
  • What are thier Weaknesses
  • How Pixies can be used to the greatest advantage


What is it that makes them so good




First when we look at Pixies as Characters lets See what they Get:

"A pixie character exchanges its 1 HD of fey for its first class level"
This is great, as it allows you to get much better HD from Base Classes than what it recieves naturally, also it does not Add too much to the Load of +4 LA that you already have to deal with. In addition, since the La is +4, with LA Buyoff, you can reduce it to LA 3 Pre-EPIC, thus you can get 9th level Spells if Wizard, Cleric, or 9th level Powers if Psion, also 9th level Manuvers if Warblade or Crusader.

Pixie Racial Traits


  • –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma: These are AWESOME attribute boosts, even with a 25 point buy, you will have far better attributes than any other character of your ECL. Also the attributes are such that you have no real weaknesses, Str becomes a Dump Stat that is offset by a HUGE boost to Dex. Thus almost All Pixies become Dex based Finnesse Characters(especially since they get Weapon Finnesse as a Bonus Feat). The other nice thing is that they dont take a Hit to Con, thus can function as a Tank without too much concern for Low Hp. The Mental stats all get great Boosts , even starting at an 8 they get are boosted to 12 minimum(Wis) or 14 Minimum(Int and Cha). So you can have good skills, Saves, without affecting your other roles no matter what they are.
  • "Small size": This may seem to be a Weakness, but its not. this boosts Martial Ability and Stealth... notice what it does:
  • +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Thus they are More Accurate with their attacks, and they are harder to hit. In addition, they can be very Stealthy without even counting Greater Invisibility as a Continous at will ability. The penalty to Grapple checks, and Lifting and Carrying are to be expected, but they are also Offset by the fact that they can Add thier Dex to Escape Artist checks ot get out of a grapple. And they can have others carry thier stuff(animals, Golems, Extra Dimensional Sapces(Bag of Holding, Portable Hole, etc...))
  • "A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).:" Although they are slow on land .... they can Fly as easily as they Walk... so why would they ever walk(unless the circumstances required). At ECL 5, Flight is a Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.
  • Low-light vision.
  • Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
  • Racial Feats: A pixie receives Dodge as a bonus feat.
  • +1 natural armor bonus.
  • Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only).
  • Damage Reduction 10/cold iron
  • Spell Resistance equal to 15 + class levels
  • Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Sorcerer.
  • Level adjustment: +4 (+6 if the pixie can use irresistible dance).

Under construction ...

Alternative sprite choices


by keithio


In addition to the iconic pixie, the monster manual provides two other choice which are very similar in flavor as well as function. They are the grig and the nixie. Many of the ideas presented in this handbook may apply to these alternative choices, so we shall examine how they differ from the standard pixie.

In brief:



While retaining most of the pixie's great selling points, the grig and nixie differ in one key respect: They have one less level adjustment. This enables you to add in one more precious class level, or if you are playing with LA buyoff it enables you to buyoff all your LA penalty by level 18. Due to their diminished intelligence, classes based on int are much less appealing. Instead choose those based on charisma or wisdom.

In detail:



Grig:


The good-
  • LA down from +4 to +3. This is the strongest selling point, and is even more significant when LA buyoff is allowed.
  • Fiddle. This is a powerful ability, gained at no additional LA. You need only get yourself a fiddle to use it.
  • Spell resistance increases by +2, or effectively +3 when you consider the additional level gained from the lesser LA.
  • Natural armor increases by 1 from +1 to +2. Just in case anyone catches on to the little flying thing that is killing them all.
  • +8 racial bonus on jump checks, as well as a +5 racial bonus to move silenty checks while in a forest setting. Some people like to be sneaky.

The bad-
  • Fly speed down from 60(good) to 40(poor). While this diminishes your aerial combat opportunities, it still enables you to float safely out of the range of sharp pokey things.
  • Damage reduction down from 10/cold iron to 5/cold iron. Five less DR hurts. Literally.
  • No constant greater invisibility. This is a large drawback, but may be offset by your invisibility as a SLA or by finding a way to get greater invisibility as needed.
  • No sleep arrows. While most likely not your primary attack gambit, sleep arrows are still a useful utility or backup.

The ugly-
  • Spell-like abilities are now different and not quite as useful (No dispel magic), but are usable 3/day.
  • Tiny size. Your weapons definately won't be packing much punch (Unless of course you deserve to be Greater Mighty Wallop'ed (Races of the Dragon p.115)). However, this is to your benefit just as being small was, only more so. Extra AC & to hit is always a boon, but tiny causes your reach to fall to 0'.
  • Ability scores. Compared to pixie, you net -2 Str, +0 Dex, +2 Con, -6 Int, -2 Wis, -2 Cha. While the con boost is appreciated, in addition to reduced spellcasting stats the -6 int is killer for your skill points, obviously.
  • Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)


The Nixie


The good-
  • LA down from +4 to +3, as with grig.
  • Spell resistance increases by +1, or effectively +2 when you consider the additional level gained from the lesser LA.
  • Swim speed 30ft, just incase you need to go take a dip. Being amphibious is always a plus when your dungeon starts to slowly fill with water and the gates slam shut. Also, Nixies get a +8 racial bonus on swim checks. Furthermore, they get a +5 racial bonus to hide checks while in water.

The bad-
  • No built in flight.
  • Damage reduction down to 5/cold iron, as with grig.
  • No constant greater invisibility, as with grig.
  • You lose the +1 natural armor.
  • No sleep arrows, as with grig.

The ugly-
  • Spell-like abilities are reduced to only charm person 3/day
  • Ability scores. Compared to pixie, you net +0 Str, -2 Dex, +0 Con, -4 Int, +0 Wis, +2 Cha. Generally speaking, the bonus to charisma does not redeem the lessened boosts to dexterity and intelligence.
  • Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)
Dictum Mortuum's Handbooks - My personal Character Optimization blog. 
Nerdy Meeples - A blog about reviewing and providing strategies on boardgames. 
wow .... like it ... i love it .... but i would adjust the post .... see above

i am redoing the first post now with your changes

if you would like to do more.... yes yes yes ;)

thanks again to both you and keithio


:D
looks fine :D
i'll do more tommorow :D
Dictum Mortuum's Handbooks - My personal Character Optimization blog. 
Nerdy Meeples - A blog about reviewing and providing strategies on boardgames. 
just need to find a category for these:

IMAGE(http://www.thefaerycrossing.com/tattoos/humanmyth.jpg)
Loremaster ???

IMAGE(http://imagecache2.allposters.com/images/pic/153/993921~Amy-Brown-Fairies-Pink-Posters.jpg)
Beguiler????

:D
Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.

Upon last investigation, Fly By Attack does not protect you or anything that rides you against Attacks of Opportunity.
Upon last investigation, Fly By Attack does not protect you or anything that rides you against Attacks of Opportunity.

Improved Flyby Attack does, but has similar pre-reqs to Spring Attack.
Upon last investigation, Fly By Attack does not protect you or anything that rides you against Attacks of Opportunity.

sure it can.... it just depends on how you use it....

if you use ranged attacks.... just stay 59' away.... fly in to 30' fire your bow and fly back to 59'(not your original location) .... they cant get you with Melee attacks, and you are in a new square so they still have to find you to target you with Ranged Attacks

if you want to use Melee Attacks.... fight with a Reach Weapon(ANY), do the same thing, except you need to fly in to 10' then fly out to a new spot.... they cant see where the attacks are comming from so cant see where to make an AoO, and since you are Invisible... they are Flatfooted... thus:

A flat-footed character can’t make attacks of opportunity.

:D
thus unless your DM will Houserule it..... Pixies cant be Chameleons

Teh NOES. Damn racists.
Specists. Well, Pixies are Fey so we can even say that wotc have horrible typists.