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Flag kristoss December 5, 2008 2:38 AM PST

emaNsdrawkcaB wrote:

That's what I was hoping to hear, but why not throw on Daring Outlaw? I'm AFB presently but I think that it would waive the multiclass pnealties, and add INT to damage.


No Daring outlaw doesn't waive multiclass penalties, it stacks Rogue and Swashbuckler levels for the purposes of SA and swashbuckler dodge abilities. It's for rogue/swashbuckler multiclassing.

Nice idea though.

Flag mandalorian_monkey December 9, 2008 12:16 AM PST
in one of the assassin builds i noticed the DC save of the special arrows improved to a DC of 31. i was under the impression they were pretty much stuck at DC15.

do they improve? i hope so id start using them more
Flag kristoss December 9, 2008 2:35 AM PST

SRD]Special Arrows (Ex)
Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

Memory Loss
An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep
Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.


Emphasis mine.


My question would be how do you get your hands on sleep arrows as a Pi wrote:

Special Arrows (Ex)
Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

Memory Loss
An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep
Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.[/quote]
Emphasis mine.


My question would be how do you get your hands on sleep arrows as a Pixie PC?

Flag nobodez_here December 9, 2008 6:21 AM PST

kristoss wrote:

Emphasis mine.


My question would be how do you get your hands on sleep arrows as a Pixie PC?


You don't, as they aren't part of what the Pixies get. If you'll notice, while the monster pixie has "Spell-like abilities, special arrows" as its Special Attacks, the PC pixie only gets "Spell-like abilities" as its Special Attacks. So no, PC pixies cannot pick up the extraordinary arrows.

Flag vglcat January 1, 2009 3:20 PM PST
hey umm.. i'm playing a pixie in an upcoming campaign and deos any1 have a build for a completely charisma based pixie type? i mean enchanter or something.
Flag carnivore January 3, 2009 9:20 AM PST

vglcat wrote:

hey umm.. i'm playing a pixie in an upcoming campaign and deos any1 have a build for a completely charisma based pixie type? i mean enchanter or something.


sure .... i have an idea for one... will post it later

:D

Flag vglcat January 3, 2009 9:21 AM PST
sweet. also can you take fey power the heritage feat if your a pixie? ( i was reading the enchanters hand book. )
Flag carnivore January 3, 2009 9:24 AM PST

vglcat wrote:

sweet. also can you take fey power the heritage feat if your a pixie? ( i was reading the enchanters hand book. )


sure... they can greatly boost DR/ Cold Iron, and give some extra Spell-like abilities

:D

Flag vglcat January 3, 2009 9:36 AM PST
life as a pixie is SWEET!!!




man typing that took a while :D
Flag vglcat January 3, 2009 7:50 PM PST
oh I almost forgot. if any1 wnats to play a ecl 20 telekensis abusing agmented ghost pixie (I KNOW FEY CAN'T TAKE TEMPLATES READ IT!) then read this: http://forums.gleemax.com/showthread.ph … make+ghost
Flag carnivore January 5, 2009 7:13 AM PST
for a Cha based build..... heres a fun one from the first page


Pixie Rogue 2/ Marshal 1/ Warlock 2/ Pyrokineticist 10


[SIZE="5"]Inferna Draxo the Hotest little [b]Hottie[/SIZE][/b]

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 Show

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 Show

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 Show

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

Skills Show

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 Show

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 Show

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 Show

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 Show

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.




i have some other ideas as well focusing on Cha:

Pixie
Marshal 1/ Monk 2/ Paladin 2/ Sorceror 2/ Virtuoso 9

Cha x2 to Cha skills
Cha to AC(Ascetic Mage)
Cha to saves(Pal 2)
Cha to Attack and Damage(Snowflake wardance)
Evasion
Bardic Music
10th lvl Sorceror spells(14th lvl caster with Practiced Caster)


:D
Flag vglcat January 5, 2009 3:24 PM PST


wow.
pixie+optimazation= :evillaugh :heehee :pile: :invasion:

I am now scared to think of what could happen for an enchanter
Flag zarzak January 5, 2009 3:51 PM PST

vglcat wrote:



wow.
pixie+optimazation= :evillaugh :heehee :pile: :invasion:

I am now scared to think of what could happen for an enchanter


I don't think an enchanter would work out too well - dunno if you could get the DC high enough (all those lost feats!)

Flag Tshern January 5, 2009 4:17 PM PST
And +8 to charisma, which could be an Enchanter's casting stat.
Flag zarzak January 7, 2009 5:15 PM PST

Tshern wrote:

And +8 to charisma, which could be an Enchanter's casting stat.


Thought it was +6? Thats only +3 to DC. I guess it depends if LA buyoff is in effect or not.

Flag vglcat January 7, 2009 6:24 PM PST
well well well if it isnt Zarzak creator of the enchanter hanbook. *points to stats of pixie* . i think it would work fine. (also i have never played with a dm who didn't use la buyoff. but maybe that's just me.) i mean the pixie was like ment for this!!!
Flag zarzak January 8, 2009 12:39 AM PST

vglcat wrote:

well well well if it isnt Zarzak creator of the enchanter hanbook. *points to stats of pixie* . i think it would work fine. (also i have never played with a dm who didn't use la buyoff. but maybe that's just me.) i mean the pixie was like ment for this!!!


Not all DMs use it. And even if it is in use it depends on the level you start the campaign at - you don't want to be useless for a large portion of your career. If it is in use a pixie sorcerer or wizard would work (I'd probably go wizard) - but you would have to be very careful with your PC choices so as not to lose anymore caster levels.

Flag vglcat January 8, 2009 4:55 PM PST
i suppose but still. any who, what's the cost of sleep/memory loss arrows? if it has already been mentioned i opligize.
Flag umopapisdn January 9, 2009 6:03 AM PST
The DMG has Sleep Arrows, but Savage Species has an actual listing of Pixie arrows. The Sleep arrows there are much better and priced lower to boot, at 107 gp. Memory Loss arrows are 607.
Flag carnivore January 16, 2009 2:45 AM PST
Sleep Arrow: This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.

Faint enchantment; CL 5th; Craft Magic Arms and Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.


will try to get the stats on Memory loss arrows later

:D
Flag emaNsdrawkcaB January 16, 2009 10:48 AM PST
DC 11? Unless you're a ridiculous debuffer, there's no way that's going to put anyone to sleep. Is there any way of buffing the DC?
Flag carnivore January 16, 2009 1:29 PM PST
not really... but there are several ways to penalize opponents Will Saves

:D
Flag carnivore January 17, 2009 7:02 AM PST
here are some useful items that Pixies can make good use of:

Nit wrote:

A&EG, P.120("")]Sword of Graceful Strikes:
This +3 short sword allows graceful wielders to deal extra damage based on agility, not brute force. All melee attacks made with the sword of graceful strikes add the wielder's Dexterity modifier to damage rather than his Strength modifier. Furthermore, an unsuccessful disarm attempt made with the sword of graceful strikes does not allow the target a chance to disarm the wielder.
Caster Level:9th wrote:

Sword of Graceful Strikes:
This +3 short sword allows graceful wielders to deal extra damage based on agility, not brute force. All melee attacks made with the sword of graceful strikes add the wielder's Dexterity modifier to damage rather than his Strength modifier. Furthermore, an unsuccessful disarm attempt made with the sword of graceful strikes does not allow the target a chance to disarm the wielder.
Caster Level:9th; Prerequisites: Craft Magic Arms and Armor, Tenser's transformation; Market Price: 72,310 gp; Cost to Create: 36,310 gp + 2,880 XP.


Savage Species, P.51("")]Pixie Arrows:
Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

[indent] Memory Loss: An opponent struck by the arrow must succeed on a Fortitude save (DC 15) or lose all memory. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration by means of limited wish, wish, or miracle.
Caster Level: 11th wrote:

Pixie Arrows:
Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

[indent] Memory Loss: An opponent struck by the arrow must succeed on a Fortitude save (DC 15) or lose all memory. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration by means of limited wish, wish, or miracle.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, modify memory; Market Price:607 gp.

Sleep: Any opponent struck by the arrow, regardless of Hit Dice, must succeed on a Fortitude save (DC 15) or be affected as though by a sleep spell.
Caster Level: 1st; Prerequisites: Craft Magic Arms and Armor, sleep; Market Price:107 gp.[/indent]



also here is the Stats for Quicklings .... i will adjust to 3.5 and repost in the OP

Syrkres]Carn,

Here are the stats for a Quickling from Tome of Horrors. I think this is the 3.0 version as Haste AC is wrong.

Small Fey
HD: 1d6(3hp)
Init:+8(Dex)
Speed: 240
AC: 23 (+1 size, +8 Dex, +4 Haste)
Atk: Dagger +9 Melee
Dmg: 1d4 -1
Face/Reach: 5ft by 5ft/5 ft
Special Atk: Spell-like Abilities, Haste, Special Daggers
Special Qualities: Natural Invis, Low-light Vision
Saves: Fort +0, Ref +10, Will +4
Abilities: Str 8, Dex 27, Con 11, Int 15, Wis 15, Cha 14
Skills: Anmimal Empath +5, Bluff +6, Concentration +4, Craft (any one) +3, Escape Artist +12, Hide +16, Jump +12, Listen +6, Move Silently +12, Sense Motive +5, Spot +6, Wildernesss Lore +6
Feats: Dodge, Mobility, Spring Attack, Weapon Finess(Dagger)
Climate/Terrain: Temperate Forest
Organization: Gang(2-4) or Band(6-11)
Challenge Rating 3
Alignment: Usually CE
Advancement 2-3HD (Small)

Spell-like abilities:
1/day: dancing Lights, daze, levitate, shatter, ventriloquism. Cast as 6th level Sorcerer Save DC 12 + spell level.

Racial +8 on Jump checks

Hope this helps with Pixie Guide.


Thanks to both NiteCyper and Syrkres, awesome additions

here is an adjusted version i found ... will review it late wrote:

Carn,

Here are the stats for a Quickling from Tome of Horrors. I think this is the 3.0 version as Haste AC is wrong.

Small Fey
HD: 1d6(3hp)
Init:+8(Dex)
Speed: 240
AC: 23 (+1 size, +8 Dex, +4 Haste)
Atk: Dagger +9 Melee
Dmg: 1d4 -1
Face/Reach: 5ft by 5ft/5 ft
Special Atk: Spell-like Abilities, Haste, Special Daggers
Special Qualities: Natural Invis, Low-light Vision
Saves: Fort +0, Ref +10, Will +4
Abilities: Str 8, Dex 27, Con 11, Int 15, Wis 15, Cha 14
Skills: Anmimal Empath +5, Bluff +6, Concentration +4, Craft (any one) +3, Escape Artist +12, Hide +16, Jump +12, Listen +6, Move Silently +12, Sense Motive +5, Spot +6, Wildernesss Lore +6
Feats: Dodge, Mobility, Spring Attack, Weapon Finess(Dagger)
Climate/Terrain: Temperate Forest
Organization: Gang(2-4) or Band(6-11)
Challenge Rating 3
Alignment: Usually CE
Advancement 2-3HD (Small)

Spell-like abilities:
1/day: dancing Lights, daze, levitate, shatter, ventriloquism. Cast as 6th level Sorcerer Save DC 12 + spell level.

Racial +8 on Jump checks

Hope this helps with Pixie Guide.[/quote]
Thanks to both NiteCyper and Syrkres, awesome additions

here is an adjusted version i found ... will review it later

Quickling
Small Fey
Hit Dice: 1d6+1
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 240'
AC: 24 (+7 dex, +6 speed, and +1 small size)
Base Attack/Grapple: +0/-6
Attack: Dagger +8 melee
Full Attack: Dagger +8 melee
Damage: quickling dagger 1d3-2, crit x3
Space: 5 ft./5 ft.
Special Qualities: Invisibility, Spells, Speediness, low-light vision
Special Attacks: Spells
Saves: Fort +13, Ref +1, Will +2
Abilities: Str 6, Dex 25, Con 13, Int 15, Wis 8, Cha 8
Skills: Hide +17, Spot +12, Listen +12, Tracking +6, Knowledge (Lower Planes) +6
Feats: Weapon Finesse (quickling dagger), Dodge, Mobility, Scent

Climate/Terrain: Temperate Forests
Organization: Clan
Challenge Rating: 6
Treasure: standard
Alignment: Chaotic Evil (neutral)
Advancement: 4 HD (small), or by class


:D

Flag Avinash_Jinweed January 26, 2009 9:19 PM PST
This is really great. Thanks Carnivore. Where can I learn more about Pixie society and personality and others on more of the role-playing side of things?
Flag carnivore January 27, 2009 3:08 AM PST
thank you ... im glad you like it

actually there is not a whole lot that has been written about Pixies in particular .... however there is some useful stuff here on Fey creatures in general(note: a lot is 3.0, but can be updated easily) :

Fey Feature Archive

i will look for more things ...

:D
Flag carnivore January 27, 2009 3:21 AM PST
Trixie ...



the Pixie Party Booster


Since most 4 person Parties will have:

1)Arcane Caster
2)Divine Caster
3)Tank

the 4th party member needs to fill any voids to help round out the team, they need to be a true Multi Role Character. Not just a Face or Skillmonkey or Trapfinder, ... but doing all of this and More is what is needed for an Optomized party.

This is a Multi Role character that can Boost Any Party she is added to. She can Give All members of the Party +13 to initiative and Dex based Skills, also +13 to all Cha based skills. She can Support any member of the Party even from Accross the Battlefield(Thrown Boomerangs). She is a Great Scout, and has the ability to infiltrate(Locks and Traps fear her) and gather info very easily and Undetected. She can serve as the party Face and has excellent social Skills. She can use any magic item easily with UMD. Many TrapFinder/Skillmonkeys can do some things well, she does many roles well and can Support the other members very well.

Roles in the party Show

Roles she provides:

Face:
Charisma based .... Diplomacy(66+1d20), Bluff(48+1d20)

Scout: (Stealth and Intel Gathering)
Stealth:
[indent]Greater Invisibility at will continuously
Flight(60'(Perfect)
Darkstalker ......... enemies must make spot and Listen checks to be aware of her vs: (Hide 53+1d20(73 +1d20 Invisible and Moving, 93+1d20 Invisible and stationary)(Move Silent 38+1d20)[/indent]
Detection:
[indent]
Quick Reconoiter... free Spot and Listen each round(Spot 38+1d20)(listen 12+1d20)
As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a Spot check vs. DC 20. As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to see something you have just seen with a Spot check.
On a successful Listen check, you can remember what you heard so well that you can replay it to others with enough accuracy that they can translate the language, identify the animal, etc. After 1 hour, the accuracy is lost.
Search 45+1d20
clairvoyant sense at will[/indent]




Trapfinding:
Search .... see above
Spot ....... see above
Disable Device .... 31 +1d20
You can make Disable Device and/or Open Lock checks without Thieves’ Tools and not take the standard –2 penalty. If you fail one of these checks, you cannot use this ability again until you have rested 8 hours.
Open Lock ......... 42 +1d20
As a Swift Action, you may attempt an Open Lock check with a –10 penalty using something hard to knock open the lock. If you fail this check, you may not use this Trick again until you have rested for 8 hours.

[b]Combat Support:[/b]
Greater Invisibility
Flight
Ranged Attacks.... Daze, Disarm, Trip, Sunder
Melee ................ Super Trip
Battlefield Control .. Ranged Trip, Melee Super Trip

Party Buffing: ...... Marshal Auras(Dex based , Cha based)

Skillmonkey: ...... Knowledge skills, UMD, Craft (Weaponsmithing), Craft (Alchemy), Decipher Script, Perform(Sing), Sense Motive, Sleight of Hand, Spellcraft

and she can do any untrained skills reasonably well also



Race: Pixie
Alignment: True Neutral

  Ranger 2/ Cloistered Cleric 2/ Rogue(Feat Variant) 2  / Marshal 3/ Masterthrower 5/ Exotic Weapon Master 2

Domains:
Elf
Time
Knowledge.... Give up access to the Knowledge Domain... in exchange for Knowledge Devotion Feat

Attributes Show

Attributes: 32pt buy

10 Str(14 -4 racial)
32 Dex(14 +8 Racial+6 gloves +4 Inherent)
16 Con(16)
18 Int(12 +6 Racial)
12 Wis(8 +4 Racial)
36 Cha(14+8 Racial+4 levels+4 Inherent +6 Cloak)


Hit Points: 85+48= 133 hp
SR 31
DR 10/ Cold Iron
AC:34(39 vs Ranged)Base 10 +5 Armor +3 enhancement +1 size +8 Dex +3 Natural Armor +4 Shield -1 Vulnerable +1 Deflection
Touch 22
Flatfooted 26
Saves: +18/+24/+10 and Improved Evasion
Speed:
10/ 60' Fly(Perfect)

Initiative:
+2 Quick reconoiter +4 Imp Initiative +11 Dex +13 Cha= +30 Initiative... Roll twice and pick the best


Progression and Feats Show

Flaws:
Slow
Vulnerable

Feats and Progression:

Dodge (pixie bonus)
Alertness(pixie bonus)
Weapon Finnesse(pixie bonus)
Darkstalker(flaw bonus)
Improved Flight(flaw Bonus)(Good > Perfect)

Ranger 1 ...................... Exotic Weapon(Talenta Boomerang,(Eb p120)), Track(Ranger Bonus)
Ranger 2 ...................... Rapid Shot(Ranger Bonus)
Cloistered Cleric 1 .......... Quick Reconoiter, Knowledge Devotion(Cleric Bonus), Point Blank Shot(Cleric bonus), Imp Initiative(Cleric bonus)
Rogue 1 ....................... Weapon Focus(Talenta Boomerang)(rogue bonus)
Rogue 2 ....................... Precise Shot(rogue Bonus)
Cloistered Cleric 2 .......... Flyby Attack
Marshal 1 ..................... Skill focus (Diplomacy)(marshal bonus)
Marshal 2
Marshal 3 ..................... Boomerang Daze
Master thrower 1 ........... Quickdraw(Master thrower bonus)
Master thrower 2
Master thrower 3 ........... Underfoot Combat, Imp Critical(Talenta Boomerang)(Master thrower bonus)
Master thrower 4
Master thrower 5 ........... Snatch Arrows(Master thrower bonus)
Exotic Weapon Master 1 .. Confound the Big Folk
Exotic Weapon Master 2


Feats from Items:
Iron Will
Tactile Trapsmith
Stealthy
TWF
Deflect Arrows
Farshot



Skills Show

Skills: (160 skill points total)(144 spent on skills)
48 Bluff = 5 ranks +10 Choker+2 morale(Hat)+5 unnamed(hat) +26 Cha
9 Craft (Weaponsmithing) = 3 ranks +2 morale(Hat) +4 Int
7 Craft (Alchemy) =1 rank +2 morale(Hat)+4 Int
7 Decipher Script =1 rank +2 morale(Hat)+4 Int
66 Diplomacy =14 ranks +3 Skill focus +10 Choker +6 Synergy(Skills)+2 morale(Hat)+5 unnamed(hat)+26 Cha
31 Disable Device =5 ranks +2 morale(Hat)+11 Dex +13 Cha
44 Escape Artist =8 ranks ( 3 ranks CC = 6 points) +10 Competence (Armor)+2 morale(Hat) +11 Dex +13 Cha
53 Hide =5 ranks +2 Stealthy +10 Competence (Armor)+2 morale(Hat)+11 Dex +13 Cha+10 Enhancement
23 Knowledge (arcana) =5 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick) +2 Masterwork tool(Field manual)
19 Knowledge(Architecture and engineering) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
23 Knowledge (dungeoneering) =5 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (geography) =1 rank  +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (history) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (Local) 1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
22 Knowledge (nature) =4 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
23 Knowledge (Nobility and royalty) =5 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (religion) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (the planes) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int +5 Competence(Skill trick)+2 Masterwork tool(Field manual)
12 Listen =5 ranks +2 Alertness +2 Competence(Ring)+2 morale(Hat)+1 Wis
38 Move Silent =0 rank +2 Stealthy +10 Competence (Armor)+2 morale(Hat)+11 Dex +13 Cha
42 Open Lock =12 ranks (7 ranks CC = 14 points)+ 4 Competence Vest+2 morale(Hat)+11 Dex +13 Cha
43 Perform(Sing) =0 rank +10 Choker+2 morale(Hat)+5 unnamed(hat)+26 Cha
45 Search =5 ranks +9 Insight(mask) +5 Lens+2 morale(Hat)+11 Dex +13 Cha
8 Sense Motive =5 ranks +2 morale(Hat)+1 Wis
34 Sleight of Hand =8 ranks +2 morale(Hat)+11 Dex +13 Cha
7 Spellcraft =1 rank +2 morale(Hat)+4 Int
38 Spot =19 ranks +2 Alertness +5 Competence (Hat) +9 Insight(Mask)+2 morale(Hat) +1 Wis
36 Tumble =10 ranks +2 morale(Hat)+11 Dex +13 Cha
35 Use Magic Device =2 ranks +2 morale(Hat) +5 unnamed(hat)+26 Cha


Skill Tricks: (max 8 known)(cost 16 skill points)

Clever Improviser(CSco p085) Manipulation, reqs: Disable Device: 5 ranks, Open Lock: 5 ranks
You can make Disable Device and/or Open Lock checks without Thieves’ Tools and not take the standard –2 penalty. If you fail one of these checks, you cannot use this ability again until you have rested 8 hours.

Easy Escape(CSco p086) Manipulation, reqs: Escape Artist: 8 ranks
up to Medium size
Receive an Circumstance bonus on Escape Artist checks to escape a Grapple or a Pin if your grappler is Large size or greater:
Large +4, Huge +8, Gargantuan +12, Colossal +16

Opening Tap(CSco p088)Manipulation, reqs: Open Lock: 12 ranks
As a Swift Action, you may attempt an Open Lock check with a –10 penalty using something hard to knock open the lock. If you fail this check, you may not use this Trick again until you have rested for 8 hours.

Sudden Draw(CSco p089)Manipulation, reqs: Sleight of Hand: 8 ranks
Feat: Quick Draw
As an Immediate Action, you may draw a concealed weapon to make a Flat-Footed attack on a foe who has just generated an Attack-of-Opportunity.

Clarity of Vision(CSco p085)Mental, reqs: Spot: 12 ranks
As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a Spot check vs. DC 20.

Collector of Stories(CSco p085)Mental, reqs: Know (any): 5 ranks
Receive a +5 Competence bonus on trained Knowledge check to remember the
special ability / vulnerability of a creature.

Listen to This(CSco p087)Mental, reqs: Listen: 5 ranks
On a successful Listen check, you can remember what you heard so well that you can replay it to others with enough accuracy that they can translate the language, identify the animal, etc. After 1 hour, the accuracy is lost.

Point It Out(CSco p088)Mental, reqs: Spot: 8 ranks
As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to see something you have just seen with a Spot check.

Equipment Show

Armor and Weapons Show

67400gp +3 Celestial Armor with Improved Shadow and Improved Silent moves and Improved Slick(max dex +8)( +10 Competence to Hide and Move Silently and Escape Artist)
9205gp +3 Darkwood Buckler
5000gp Greater Crystal of Arrow Deflection(+5 AC vs  Ranged attacks, and Deflect Arrows feat)
10200gp Vest of Escape + Ghost Shroud +4 competence Open Lock ,+6 competence Escape Artist, +1 Deflection AC, and any Melee weapons considered Ghost Touch vs Incorporeal
8000gp +2 Amulet of Natural Armor(+2 Natural Armor)
43200gp 2x Tooth of Dahlver Nar(Leraje.... cast greater magic weapon @20th Caster level... to give Rapier and Disarming Boomerang +5 Enhancement, that lasts 20 hours)

19920gp +1 Vampiric Dwarvencraft Quality Flametouched Iron Rapier
32915gp (+4)+1 Disarming Teleporting Dwarvencraft Quality Flametouched Iron Talenta Boomerang
19915gp (+3)+1 Sundering Teleporting Dwarvencraft Quality Flametouched Iron Talenta Boomerang
19830gp 2x +1 Teleporting Dwarvencraft Quality Flametouched Iron Talenta Boomerang
5260gp 4x Masterwork Flametouched Iron Talenta Boomerangs

240845 spent

Weapon qualities Show

Dwarvencraft Quality(RoS p159)Improvement on Masterwork quality
+2 Hardness
+10 hp
+2 on all saving throws made by the item
+600 gp

Flametouched Iron(Eb p126) Iron speckled with red Weapon is considered Good-aligned +1,000 gp

+2 bonus Disarming(CWar p134)
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).

+1 bonus Teleporting(XPH): This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn.this will allow movement while throwing Boomerangs

+1 bonus Sundering(XPH): This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat.



67000gp +6 Gloves of Dex + Gloves of Tarnahirn the Vigilant(MoF)(gives Throwing and Returning special abillities to weapons) +Gloves of the Balanced Hands(gives feat: TWF)+ Gauntlets of Weaponry Arcane(MIC) (any held weapon= Magic and Silver vs DR) + Gloves of Endless Javelins(MIC)(unlimited supply of +1 javelins that do Force damage)
36000gp +6 Cloak of Cha
220000gp +9 Inherent(+4 tome cha, +4 tome Dex)
24000gp Choker of Eloquence(greater)..... +10 Bluff, Diplomcay, Perform(sing)
8500gp Ring of Anticipation + Ring of Sustenance... +2 Competence to Spot and Listen, and roll twice for initiative
21000gp Crystal Mask of Insightful Detection( +9 Insight to Search and Spot)
3500gp Lens of Detection(+5 Search)
2000gp Handy Haversack
59000gp 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’.+ Helm of the Hunter(MIC) +5 competence to Spot, feat: Farshot
9000gp Magical Locations(gain feats: Iron Will, Tactile Trapsmith, Stealthy)
5000gp Bracers of Aerial Combat(+1 competence to Attack if airborne)
8000gp Scrolls of Uncertain Provenance give +5 sacred bonus Knowledge checks. Relic from MIC, page 183.
500gp 10 Masterwork Tools(Field Manuals for Knowledge Skills)  +2 to all knowledge checks
4000gp +2 Cloak of Resistance
18000gp Skin of the Chameleon:+10 enhancement bonus on Hide checks.
24000gp Third Eye Sense: manifest clairvoyant sense at will.

509500 spent

total spent = 750345 , 9655gp left to spend





Master Thrower Tricks Show

Master Thrower Tricks:
Palm Throw – Each attack with little thrown weapons (i.e., daggers, shuriken, & darts) can be with two of the weapons. Do not apply your Strength modifier to the damage of either.

Trip Shot – On a successful thrown weapon attack, you can make a Trip Attack in addition to the damage. Make a Dexterity check with a +4 bonus opposed by your the opponent’s Strength or Dexterity check (whichever is better). Advantages such as ‘Stability’ apply. Bonus from Feat: Improved Trip do not apply.

Weak Spot – When attacking an opponent of your size or larger, you may make a Ranged Touch Attack (instead of a Normal Ranged Attack), though you may not apply your Strength modifier to the damage. You
may only take this trick as a 5th level Master Thrower.

Exotic Weapon Stunts Show

Exotic Weapon Stunts:
Ranged Disarm – you may attempt to Disarm with a Ranged Exotic Weapon (which is considered a Light weapon).

Close-Quarters Ranged Combat – does not generate an Attack of Opportunity with Exotic Ranged Weapons.


Combat Ability:
+13 BAB
+11 Dex
+1 Size
+1 competence
+2 morale
+4 Insight(minimum)
.......................
+32 attack bonus

+32/+27/+22 full attack

+37/+32/+27 with Rapier, damage 1d4(2) +4 Insight(Average) +5 Enhancement +1d6(3) Vampiric  = +14 damage heals 3hp per hit

+33/+28/+23 Force Javelins, unlimited supply, Damage 1d4(2)+4 Insight(Average) +1 Enhancement +1 Point Blank Shot = +8 Force Damage

+34/+29/+24 Boomerang (All Attacks are Ranged Touch Attacks)... all attacks can Daze Target(Fort neg, DC 10+damage dealt), Damage 1d4(2)+4 Insight(Average) +1 Enhancement +1 Point Blank Shot = +8 Damage .... a single Boomerang has an additional +4 Enhancement bonus to Hit and Damage


(+32/+32)/(+32/+32)/(+29/+29)/(+24/+24) Boomerang with TWF and Palm Throw(All Attacks are Ranged Touch Attacks)... all attacks can Daze Target(Fort neg, DC 10+damage dealt)

Ranged Trip Check = +27 opposed, if in the same square as defender, they do NOT get size bonuses to resist
Ranged Disarm Check = +50 opposed Attack roll, weapon sizes do not matter
Ranged Sunder = +37 to hit

try to capitalize on Ranged Tripping and Disarming and Boomerang Daze and Ranged Sunder, can do battlefield control at much larger scales than a Spiked Chain or other Reach Weapon..... can Trip very large creatures if in the same square with them(Confound the Big Folk(Feat) Dex based Trip(+23!!) , target gets NO bonuses fron Size)


i am thinking that i should adjust the feats... as follows:

remove:
Underfoot Combat
Confound the Big Folk


replace:
Combat Panache
Frightful Presence


this will give amazing boost to ability to affect a single foe or multiple foes... even though it is using Fear effects... still they are useful vs Many foes of all levels


:D
Flag pithica March 11, 2009 9:14 AM PDT
Bump...for great vengeance.
Flag carnivore April 9, 2009 3:42 AM PDT
some more Pics for everyone to use:
Spoiler: Show


















hope these will help someone

:D
Flag Hijaxx April 9, 2009 3:46 AM PDT
sblock that!
Flag carnivore April 9, 2009 3:48 AM PDT
sure ... no problem

:D
Flag pithica April 9, 2009 6:17 AM PDT

carnivore wrote:

hope these will help someone

:D


I really don't want to know what kind of 'help' those pics end up providing.

It is kung fu you do.

Flag Kerrus May 6, 2009 10:42 AM PDT
Bit of a necrobumb, but I want to thank Carnivore for this handbook- I'm about to take part in a hilariously overpowered gestalt//flaw build campaign, and thanks to this handbook I've decided to run a Pixie.

Current build looks like this: Dragonfire Adept 6//PixieLA 4/Arcane Swordsage 2.

Spends most of its time Humanoid Shaped (as per the DFA invocation) into a human, for appearances, but reverts to Pixie when he gets in trouble.

It'd have been a sorc on the right side, but outside of Bard, the PHB classes are all banned. Arcane Swordsage becomes the next best choice to get metabreath spells.
Flag carnivore May 6, 2009 12:39 PM PDT
glad i could help out

where is Arcane Swordsage found?

:D
Flag sofawall May 6, 2009 4:36 PM PDT
In the adaptation section of Swordsage's ToB entry.

Kinda stupid, as it allows entry into JPM with no multiclassing, for one thing.
Flag CasualGatherer May 6, 2009 4:41 PM PDT
It is also hilariously overpowered, even without JPM. It reccomends learning spells (Abjur, Evoc, TRANS) rather than maneuvers of the equivilent level.
Flag Kerrus May 8, 2009 10:08 AM PDT
Update: DM has provided rules for a reduced point buy to eliminate the Pixie's LA. Given that the initial point-buy was 44, this is fantastic. A little loss here, a little loss there, and a 6//6 character.

Also, the DM has unfortunately banned arcane swordsage, so a no-go on that. Not unless I want to make a custom dragon metabreath school, but I've deemed that too much work. Instead I've doubled on the dragon:

Current build is roughly this:

Ramu Avantine, Male LE Pixie Dragonfire Adept 6//Dragon Shaman 6.

Using dragon shaman to qualify for metabreath feats, moreorless.

Also, the Dragonfire Adept's breath weapon progresses at basically the same rate as the Shaman's, after the shaman gets his. Though the Shaman's ends up more powerful for a single go. Though obviously Fivefold Breath of Tiamat wins on damage.

Moreover, there's tremendous synergy between the two classes. Especially the increasing of the natural armour- because while Dragonfire adept gives you a flat natural armour bonus, the precise wording on Dragon Shaman is that it increases your existing bonus. So they stack. WHOOO HOOO!

Once we get into actual sessions, I'll see about working up a diary to keep track of all this. Invisible fire breathing faery.

And I totally picked up a Decanter of Endless Water for 'Water Breath'- If I'm invisible, how are my allies to know it's not real?
Flag Yoss May 8, 2009 10:37 AM PDT

Kerrus wrote:

And I totally picked up a Decanter of Endless Water for 'Water Breath'- If I'm invisible, how are my allies to know it's not real?


Maybe because it has a command word to activate?

Flag Kerrus May 8, 2009 10:49 AM PDT
And who says that I need to yell that command word across the entire battlefield?
Flag Yoss May 11, 2009 6:22 PM PDT
First, just because the rules don't say you can't do something doesn't mean you can. Second, since the rules don't say anything (that I know of) about command word volume, I'll refer you to the rule for spell verbal componenents (sorry no reference), which states (I think) that the only way to conceal verbal or somatic components is with Sleight of Hand.

In any case, it seems as if you're outside RAW, so you have to use RAI or just house rule.
Flag carnivore May 12, 2009 2:39 AM PDT
just to avoid an argument.... a Command Word simply must be "Spoken".... you can "speak" things under your breath so that it is barely audible to those around you ... you are not required to say them loudly ....notice:

SRD]Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.

The spells identify and analyze dweomer both reveal command words.


Spell Casting is Different.... notice wrote:

Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.

The spells identify and analyze dweomer both reveal command words.[/quote]
Spell Casting is Different.... notice:

SRD]Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.

< wrote:

Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.[/quote]
:D

Flag Yoss May 12, 2009 12:29 PM PDT
Good feedback, thanks.
Flag Kerrus May 12, 2009 6:16 PM PDT
Anyways, it looks like it won't matter as much- I think we're jossing for an all-pixie party. I, the dragon-oriented buffer/blaster, along with another guy playing a super-finessing Factotum/Swordsage. Our third is running the wizard roll, with a rules modified Truenamer/Shadowcaster, and our fourth is looking into a Shadowcaster/something else (Probably Ardent, or another psi class that reduces MADness)
Flag risner May 12, 2009 6:42 PM PDT
First, I love this guide.

carnivore wrote:

# Racial Feats: A pixie receives Dodge, Alertness, and Weapon Finesse as a bonus feats.(See Errata, MM1)


This is in error. Alertness is not a bonus feat.
If you read the errata, it says that classes that did not qualify for Weapon Finesse, need to have Weapon Finesse a bonus feat and use the alternate feat as the creatures first level feat.

In other words, via errata the Pixie has 3 feats (Dodge(B), Weapon Finesse(B), and Alertness)

Flag carnivore May 13, 2009 3:21 AM PDT
thanks.... i completely overlooked that ..... will correct

:D
Flag Dawnmor May 13, 2009 12:50 PM PDT
Why post something of Quicklings? in a pixie Handbook?

By even mentioning Quicklings its counteracting what Carn is trying to do with pixie's. Quicklings and Pixies have nothing in common besides the giggles of it.

Tho speaking of Quicklings, why do they have a +1 LA? or a +0 LA not sure which. +1 LA to cover a race thatr has a +14 or 16 Dex adjustment? thats insane specially for a Dex based character, not to mention The Psionic the Hedgehog comes to mind here.
Flag carnivore May 13, 2009 1:44 PM PDT

Dawnmor wrote:

Why post something of Quicklings? in a pixie Handbook?

By even mentioning Quicklings its counteracting what Carn is trying to do with pixie's. Quicklings and Pixies have nothing in common besides the giggles of it.

Tho speaking of Quicklings, why do they have a +1 LA? or a +0 LA not sure which. +1 LA to cover a race thatr has a +14 or 16 Dex adjustment? thats insane specially for a Dex based character, not to mention The Psionic the Hedgehog comes to mind here.


the reason is that they are little Fey creatures Similar to Pixies.... and it is easier to keep track of several types of little Fey in one location..... in fact the is info on Nixies and Grigs and Brownies in this handbook


the 2 stats that we have are actually both from 3.0 sources, and need to be converted to 3.5 ....but i havent had time to(will try later)

:D

Flag risner May 13, 2009 3:08 PM PDT

carnivore wrote:

the 2 stats that we have are actually both from 3.0 sources, and need to be converted to 3.5


I could take a stab. Quickling and what else?

Flag Dawnmor May 13, 2009 4:16 PM PDT
*drools* Really Sonic the Hedgehog comes to mind here LOL, too bad their isnt a Sonic the Hedgehog PrC lol. If I remember correctly he covered several hundreds of miles very quickly in like 1 minute or something, and he used his speed to do the damage. Too bad their is no way to optimize this.

Sorry, Carn, I was slightly confused which what else is new?.

1200 ft running with the Run feat in a single round. 12,000 ft per minute (10 rounds), YEAH! . Quick little devils I would say. Now....12k x 10 minutes = 120,000 ft. *jaw drops*, HEHEHE. I can see this type of character out running a Dragon at full speed, Dragons dont get run as a feat so they cant keep up for too long. WOW! in a single HOUR! a Quickling can travel 7,200,000 feet. In a Single 24 hour period (Get ready to have your jaws drop), it comes out too 172,800,000 ft. In a 24 hour period. The Math just goes on and on lol. Bad part is the Con required to keep up with the running at that speed. Quickling can out run anything in a game which thanks to you guys im considering for a character now *eyes Carn dangerously*

Swordsage or rogue anyone?
Flag SwordDisciple May 13, 2009 6:17 PM PDT
Where are you finding the stats for Quicklings guys?
Flag Dawnmor May 13, 2009 6:28 PM PDT
I dont remember where to find it, but im sure you could find the stat's for them on Crystalkeep.com
Flag SwordDisciple May 13, 2009 6:32 PM PDT
Cheers
Flag Dawnmor May 13, 2009 6:39 PM PDT
Strike that, its not their
Flag SwordDisciple May 13, 2009 7:04 PM PDT
According to Wikipedia

Wiki]Advanced Dungeons & Dragons 1st edition (1977-1988)
The quickling first appears in the first edition Monster Manual II (1983).[1]

Advanced Dungeons & Dragons 2nd edition (1989-1999)
The quickling appears first in the Monstrous Compendium Greyhawk Appendix (1990),[2] and then appears in Monstrous Compendium Annual Volume Two (1995).

Dungeons & Dragons 3.0 edition (2000-2002)
The quickling did not appear in any official Wizards of the Coast products for third edition. It did, however, appear in the Tome of Horrors (2002) [3] by Necromancer Games.

Dungeons & Dragons 3.5 edition (2003-2007)
The quickling appeared again in Necromancer Games's Tome of Horrors Revised PDF (2005).

Dungeons & Dragons 4th edition
The quickling appears in the Monster Manual for this edition (2008)


Only the 4E book available at the moment but that doesn't give basic stats.. Useless 4E..

None of the others have I available to me at the moment

Further, found these on a search:

Gleemax Quickling
enworld Quickling
maxminis Conversion at LA+7???


From revised Tome of Horrors (3.5)

Advanced Dungeons & Dragons 1st edition (1977-1988)
The quickling first appears in the first edition Monster Manual II (1983).[1]

Advanced Dungeons & Dragons 2nd edition (1989-1999)
The quickling appears first in the Monstrous Compendium Greyhawk Appendix (1990),[2] and then appears in Monstrous Compendium Annual Volume Two (1995).

Dungeons & Dragons 3.0 edition (2000-2002)
The quickling did not appear in any official Wizards of the Coast products for third edition. It did, however, appear in the Tome of Horrors (2002) [3] by Necromancer Games.

Dungeons & Dragons 3.5 edition (2003-2007)
The quickling appeared again in Necromancer Games's Tome of Horrors Revised PDF (2005).

Dungeons & Dragons 4th edition
The quickling appears in the Monster Manual for this edition (2008)[/quote]
Only the 4E book available at the moment but that doesn't give basic stats.. Useless 4E..

None of the others have I available to me at the moment

Further, found these on a search:

Gleemax Quickling
enworld Quickling
maxminis Conversion at LA+7???


From revised Tome of Horrors (3.5)

Tome of Horrors]QUICKLING
Small Fey

Hit Dice: 2d6 (7 hp)
Initiative: +7
Speed: 120 ft. (24 squares)
Armor Class: 19 (+1 size, +7 Dex, +1 natural), touch 18, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Dagger +9 melee (1d3-1, 19-20/x2)
Full Attack: Dagger +9 melee (1d3-1, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Blur, damage reduction 5/cold iron, evasion, natural invisibility, low-light vision, uncanny dodge
Saves: Fort +0, Ref +10, Will +5
Abilities: Str 8, Dex 24, Con 11, Int 15, Wis 15, Cha 14
Skills: Bluff +7, Concentration +4, Craft (any one) +6, Escape Artist +12, Hide +15*, Listen +8, Move Silently +11, Search +7, Spot +8, Survival +5
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4) or band (4-11, plus one 4 HD leader)
Challenge Rating: 3
Treasure: No coins wrote:

QUICKLING
Small Fey

Hit Dice: 2d6 (7 hp)
Initiative: +7
Speed: 120 ft. (24 squares)
Armor Class: 19 (+1 size, +7 Dex, +1 natural), touch 18, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Dagger +9 melee (1d3-1, 19-20/x2)
Full Attack: Dagger +9 melee (1d3-1, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Blur, damage reduction 5/cold iron, evasion, natural invisibility, low-light vision, uncanny dodge
Saves: Fort +0, Ref +10, Will +5
Abilities: Str 8, Dex 24, Con 11, Int 15, Wis 15, Cha 14
Skills: Bluff +7, Concentration +4, Craft (any one) +6, Escape Artist +12, Hide +15*, Listen +8, Move Silently +11, Search +7, Spot +8, Survival +5
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4) or band (4-11, plus one 4 HD leader)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 3-4 HD (Small)
Level Adjustment: +4

This creature looks like a small elf with large, pointed ears rising to points above its head. Its skin has a bluish tint and its hair is light. It is dressed in brightly colored clothing and wields a small, wicked-looking dagger. Believed to be the offspring of an elf and a brownie (see that entry), the quickling is an evil faerie creature that hates all other races (especially the other fey races). How they came to be evil and malign is still a mystery, but legend speaks of the first quicklings as being great sorcerers. Elven scholars believe these quickling sorcerers unleashed some spark of the arcane that was never meant for mortal creatures.

Quicklings resemble small elves with large ears that rise to points above their heads. Their skin is pale blue to blue-white and hair is either silver or white. They prefer clothes of bright and boisterous colors; reds, yellows, silvers, blacks, and blues are among their favorites.

Quicklings never wear armor.

Quicklings speak Common and Sylvan. Both are spoken so quickly that even those able to speak one of the languages
may still find it difficult to converse with a quickling. Because of their rapid metabolism, quicklings reach adulthood by the age of 2, middle age at 5, old age at 12, and venerable at age 15.

Combat
No creature can match the natural speed and agility of a quickling. It knows this, and uses its great speed to its advantage in combat. A quickling often rushes an opponent, stabs it with its dagger, and then retreats out of melee range before an opponent can react.

Poison (Ex): Quicklings (usually only leaders of 3 or 4 HD) often employ daggers lined with poison extracted
from kava plants. This poison induces sleep in its victims. Kava Leaf Poison: Ingestion or injury, Fortitude DC 15; initial damage is sleep for 1 hour (as the spell of the same name); no secondary damage.
When a quickling coats a weapon with this poison, the poison lasts for 1 minute or until it is touched or scores a successful hit. The quickling may coat a single weapon with poison as a standard action.

Spell-Like Abilities: 1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13). Caster level 6th. The save DCs are Charisma-based.
Blur (Ex): A quickling that takes any action (other than a free action) in a round appears as a blur. This grants the quickling concealment (20% miss chance).

Evasion (Ex): A quickling’s rapid agility and speed allows it to avoid even magical and unusual attacks. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), it instead takes no damage. This ability only functions if the quickling is wearing light or no armor. A helpless quickling does not gain the benefits of evasion.

Natural Invisibility (Ex): A quickling is effectively invisible (as the spell) when standing motionless. It loses this invisibility and remains visible (though blurred, see above) in any round in which it takes any action other than a free action.

Uncanny Dodge (Ex): A quickling retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. This ability stacks with any other uncanny dodge the quickling may have (such as that gained from the rogue class).

Skills: Quicklings have a +2 racial bonus on Listen, Search, and Spot checks. *They gain a +8 racial bonus on Hide checks in their natural environment.


Flag carnivore May 14, 2009 3:02 AM PDT
you are awesome SwordDisciple .... those are nice stats... 2 Fey HD +4 LA .... for interesting racial abilities:[indent]
QUICKLING as characters

-2 Str, +14 Dex, +4 Int, +4 Wis, +4 Cha

Small size. +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.

Speed: 120 ft

low-light vision

Racial Hit Dice: A Quickling begins with two levels of fey, which provide 2d8 Hit Dice, a base attack bonus of ++1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.

Racial Skills: A Quickling’s fey levels give it skill points equal to 5 x (6 + Int modifier). Its class skills are Bluff, Concentration, Craft (any one), Escape Artist, Hide, Listen, Move Silently, Search, Spot, Survival . Quicklings have a +2 racial bonus on Listen, Search, and Spot checks. *They gain a +8 racial bonus on Hide checks in their natural environment.


Racial Feats: A Quickling’s fey levels give it one feat. A Quickling receives Dodge, Spring Attack, Weapon Finnesse as bonus feats.

+1 natural Armor

Damage Reduction 5/cold iron

Poison (Ex): Quicklings (usually only leaders of 3 or 4 HD) often employ daggers lined with poison extracted
from kava plants. This poison induces sleep in its victims. Kava Leaf Poison: Ingestion or injury, Fortitude DC 15; initial damage is sleep for 1 hour (as the spell of the same name); no secondary damage.
When a quickling coats a weapon with this poison, the poison lasts for 1 minute or until it is touched or scores a successful hit. The quickling may coat a single weapon with poison as a standard action.

Spell-Like Abilities: 1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13). Caster level 6th. The save DCs are Charisma-based.

Blur (Ex): A quickling that takes any action (other than a free action) in a round appears as a blur. This grants the quickling concealment (20% miss chance).

Evasion (Ex): A quickling’s rapid agility and speed allows it to avoid even magical and unusual attacks. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), it instead takes no damage. This ability only functions if the quickling is wearing light or no armor. A helpless quickling does not gain the benefits of evasion.

Natural Invisibility (Ex): A quickling is effectively invisible (as the spell) when standing motionless. It loses this invisibility and remains visible (though blurred, see above) in any round in which it takes any action other than a free action.

Uncanny Dodge (Ex): A quickling retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. This ability stacks with any other uncanny dodge the quickling may have (such as that gained from the rogue class).


Level Adjustment: +4[/indent]



:D
Flag SwordDisciple May 14, 2009 3:18 AM PDT
:D Glad I could help Carnivore.. Keep up the good work!

And they are certainly good stats.. Could be great for skimish builds!
Flag carnivore May 14, 2009 3:26 AM PDT
true.... but the Fey HD and +4 LA make you lose +5 BAB(ouch!) .... better find a build that makes only touch attacks

:D
Flag freelancerbob May 14, 2009 4:50 AM PDT
While it loses Bab, +14 dex and weapon finesse do somewhat compensate, assuming you aren't dependant on full attacks.
Flag risner May 14, 2009 5:57 AM PDT

SwordDisciple wrote:

From revised Tome of Horrors (3.5)


Is that the Module "Tomb of Horrors" or the 3rd Party Necromancer games "Tome of Horrors"?

Flag carnivore May 14, 2009 5:58 AM PDT
you also dont have a lot of class levels to work with..... with Full BAB classes and PrCs... you only have 14 levels of classes .... max BAB will be +15(= 3 itterative attacks with Full Attack), if you multiclass into something with 3/4 BAB.... you will drop even more BAB

with LA Buy off, you could get to +16 BAB, but would have to take only Full BAB Classes

for Casters it is worse.... the only Primary Caster/Manifester that is not hurt too much are:[indent]
Ardent(with Practiced manifester)
Ur Priest[/indent]

:D
Flag Dawnmor May 14, 2009 11:18 AM PDT
Awww I dont want to recalculate the number for 120 ft instead of 240.

I think it woudl be fun to get the quickling passed by my DM as a +1 LA creature lol
Flag Dawnmor May 14, 2009 12:10 PM PDT
I doubt this is related but then again its a pixie question in the long run I suppose.

The Main stat's for a Pixie is Dex, Int, Cha. How do I get those besides Dex to AC?, How do I get Cha to Attack and damage as well.
Flag carnivore May 14, 2009 12:52 PM PDT
look here for more.... but here are some ways i would consider:
http://forums.gleemax.com/showthread.php?t=1143941

Int to AC(these Require at least one level of Monk) :[indent]
Feat: Ascetic Psion(Secrets of Sarlona p115)req: Narrow Mind
Feat: Carmendine Monk(Champ. of Valour p28) AC and Stunning fist (plus some other stuff)[/indent]

Cha to AC:(these Require at least one level of Monk) [indent]
Ascetic Mage(Complete Adv. p105)[/indent]

Cha to Attack or Damage: [indent]
Divine Might(Complete Warrior p106) Damage
Snowflake Wardance(Frostburn p50) Hit
Slippers of Battledancing(DMG II p272) Attack and damage, must move 10'[/indent]


:D
Flag SwordDisciple May 14, 2009 1:48 PM PDT

risner wrote:

Is that the Module "Tomb of Horrors" or the 3rd Party Necromancer games "Tome of Horrors"?


From Necromancer games revised (3.5e) "Tome of Horrors".. I searched through the module but found nothing.

I have the other sources at home and can post all the old stuff tonight if you like?

Alot better could be made but heres an idea for a Quickling build:

Slash the Quickling
Fey 1 / Ninja 3 / Fighter 2 / Invisible Blade 5 / Dread Commando 4 (w buy-off)

Stats: (28pt buy)
Str: 10
Dex: 44 (Base 16 +14 Race +3 Levels +6 Gloves +5 Manual)
Con: 16
Int: 16
Wis: 12
Cha: 12

AC: 33 (+1 vs Dodge Target, +4 vs AoO)
HP: 112
Initiative: +21

Feats:
Dodge (B)
Spring Attack (B)
Weapon Finesse (B)
Mobility (FB)
Bounding Assault (FB)
Weapon Focus - Kukri
Combat Expertise
Improved Critical
Point Blank Shot
Far Shot
Deft Strike

With Flaws:
Arterial Strike
Darkstalker

Skill Tricks:
Timely Misdirection
Mosquitos Bite
Shrouded Dance
Spot the Weak Point
Leaping Climber
Walk the Walls
Wall Jumper

Sneak Attack: 3d6
Sudden Strike: 4d6

Full Attack: +32/+27/+22 Kaorti Kukri 1d3 15-20/x4 + Sneak/Sudden
Bounding Assault: +32/+27 Kaorti Kukri 1d3 15-20/x4 + Sneak/Sudden

Magic Items used:
Collar of Umbral Metamorphisis 22,000gp
Gloves of Dex +6 36,000gp
Skin of the Chameleon 15,000gp
Manual +5 Dex 137,500gp

The whole idea about this guy is to watch his target for a round, then whip in for a bounding assault to hit with two strikes both of which is a both a bleeding (-1d6)/Arterial wound (-1d6) with 5d6 sneak attack damage and zip away again.. This means he's inflicting wounds every second round that stack with each other.. Thus 2nd round (as first is observing with Deft Strike or Spot the Weak Point while hidden at approx a +55 hide & stationary invisibility +40 so total of approx +95) he moves in at +55 Hide and +35 Move Silently, Mosquito Strikes twice with the opponent having no Natural Armour, No Armour and No Dex bonus to AC. He then finishes his move and hides again to observe. The opponent notices the damage he took and bleeds in the observation round, and the next round the quickling repeats..

He could rack up 20 wounds in 10 rounds..

Now he can also use Ghost step 2x for a full round of Invisibility for his strikes which helps his Hide check and allows for 50% misschance when doing his Bounding Assault (along with blur 20%). He also has his Spell-like & Extraordinary abilities, and has great manoeuvrability..

Flag risner May 14, 2009 4:12 PM PDT

SwordDisciple wrote:

From Necromancer games revised (3.5e) "Tome of Horrors".. I searched through the modulre but found nothing.

I have the other sources at home and can post all the old stuff tonight if you like?


I've got both. I didn't look them up. I was just trying to get the poster to say which Tom[be] the Quickling came. To make sure people knew it was from a 3rd party resource if it came from Necro's book.

Flag sofawall May 14, 2009 7:25 PM PDT

SwordDisciple wrote:

From Necromancer games revised (3.5e) "Tome of Horrors".. I searched through the module but found nothing.

I have the other sources at home and can post all the old stuff tonight if you like?

Alot better could be made but heres an idea for a Quickling build:

Slash the Quickling
Fey 1 / Ninja 3 / Fighter 2 / Invisible Blade 5 / Dread Commando 4 (w buy-off)

Stats: (28pt buy)
Str: 10
Dex: 44 (Base 16 +14 Race +3 Levels +6 Gloves +5 Manual)
Con: 16
Int: 16
Wis: 12
Cha: 12

AC: 33 (+1 vs Dodge Target, +4 vs AoO)
HP: 112
Initiative: +21

Feats:
Dodge (B)
Spring Attack (B)
Weapon Finesse (B)
Mobility (FB)
Bounding Assault (FB)
Weapon Focus - Kukri
Combat Expertise
Improved Critical
Point Blank Shot
Far Shot
Deft Strike

With Flaws:
Arterial Strike
Darkstalker

Skill Tricks:
Timely Misdirection
Mosquitos Bite
Shrouded Dance
Spot the Weak Point
Leaping Climber
Walk the Walls
Wall Jumper

Sneak Attack: 3d6
Sudden Strike: 4d6

Full Attack: +32/+27/+22 Kaorti Kukri 1d3 15-20/x4 + Sneak/Sudden
Bounding Assault: +32/+27 Kaorti Kukri 1d3 15-20/x4 + Sneak/Sudden

Magic Items used:
Collar of Umbral Metamorphisis 22,000gp
Gloves of Dex +6 36,000gp
Skin of the Chameleon 15,000gp
Manual +5 Dex 137,500gp

The whole idea about this guy is to watch his target for a round, then whip in for a bounding assault to hit with two strikes both of which is a both a bleeding (-1d6)/Arterial wound (-1d6) with 5d6 sneak attack damage and zip away again.. This means he's inflicting wounds every second round that stack with each other.. Thus 2nd round (as first is observing with Deft Strike or Spot the Weak Point while hidden at approx a +55 hide & stationary invisibility +40 so total of approx +95) he moves in at +55 Hide and +35 Move Silently, Mosquito Strikes twice with the opponent having no Natural Armour, No Armour and No Dex bonus to AC. He then finishes his move and hides again to observe. The opponent notices the damage he took and bleeds in the observation round, and the next round the quickling repeats..

He could rack up 20 wounds in 10 rounds..

Now he can also use Ghost step 2x for a full round of Invisibility for his strikes which helps his Hide check and allows for 50% misschance when doing his Bounding Assault (along with blur 20%). He also has his Spell-like & Extraordinary abilities, and has great manoeuvrability..


I have a level 10 build that does this, it's better at the sneaking, but somewhat less powerful with the brokenness of the 3rd party quickling. I have +49 hide at level 10. Next level I grab Exemplar, so hide check is 64. At level 11.

Honestly, who would ever let that much dex in for such a small LA?

Flag SwordDisciple May 14, 2009 7:35 PM PDT

sofawall wrote:

I have a level 10 build that does this, it's better at the sneaking, but somewhat less powerful with the brokenness of the 3rd party quickling. I have +49 hide at level 10. Next level I grab Exemplar, so hide check is 64. At level 11.


Oh? What Race? Wouldn't mind seeing that build if you have the time But here is probably not the place if it's not a Sprite.. Message me maybe?

The cool thing I like about Quicklings is the movement rate.. The fact that they could be 60ft away, zoom in and hit you then zoom out again is pretty cool in my opinion.

sofawall wrote:

Honestly, who would ever let that much dex in for such a small LA?


Well that is alot of dex.. But I think they are toned down a bit from the older versions (but don't quote me on that - I'll check tonight). The new 4e version is pretty crazy too if you've read that?

Flag Dawnmor May 14, 2009 8:18 PM PDT
I personally, wouldnt go with that stuff you did Sword. True its good but I would rather make a Swordsage 5, Invisible blade 5, Master of Nine 5, Dread Commando 5 or something like that.

Get Divine might and Divine power, boost your Base attack and such and your golden, grab some light armor like Gnome twisted armor, Get full dex to AC on top of normal stuff from the armor itself, Duel weild and spring attack in and out, even at 120 ft you move 60, full attack duel weilding, then move away at 60ft. So your pretty much using Guerilla tactics.
Flag sofawall May 14, 2009 8:20 PM PDT
Shadow Blade technique needs mention here. So does Sword of Graceful Strikes.
Flag SwordDisciple May 14, 2009 8:39 PM PDT
Hey, it was just an idea

And I don't use the Tome of Battle (aye Sofa )
Flag sarge0810 May 28, 2009 4:33 PM PDT
I have a question for the build labeled Trixie the pixie party buffer i had some ideas for tweaking that for a npc in a campaign but i cant seem to figure out how there a 3 cleric bonus feats at level 3 or so. If anyone knows the location of this variant id greatly appreciate it.


Progression and Feats Show

Flaws:
Slow
Vulnerable

Feats and Progression:

Dodge (pixie bonus)
Alertness(pixie bonus)
Weapon Finnesse(pixie bonus)
Darkstalker(flaw bonus)
Improved Flight(flaw Bonus)(Good > Perfect)

Ranger 1 ...................... Exotic Weapon(Talenta Boomerang,(Eb p120)), Track(Ranger Bonus)
Ranger 2 ...................... Rapid Shot(Ranger Bonus)
Cloistered Cleric 1 .......... Quick Reconoiter, Knowledge Devotion(Cleric Bonus), Point Blank Shot(Cleric bonus), Imp Initiative(Cleric bonus)
Rogue 1 ....................... Weapon Focus(Talenta Boomerang)(rogue bonus)
Rogue 2 ....................... Precise Shot(rogue Bonus)
Cloistered Cleric 2 .......... Flyby Attack
Marshal 1 ..................... Skill focus (Diplomacy)(marshal bonus)
Marshal 2
Marshal 3 ..................... Boomerang Daze
Master thrower 1 ........... Quickdraw(Master thrower bonus)
Master thrower 2
Master thrower 3 ........... Underfoot Combat, Imp Critical(Talenta Boomerang)(Master thrower bonus)
Master thrower 4
Master thrower 5 ........... Snatch Arrows(Master thrower bonus)
Exotic Weapon Master 1 .. Confound the Big Folk
Exotic Weapon Master 2


Feats from Items:
Iron Will
Tactile Trapsmith
Stealthy
TWF
Deflect Arrows
Farshot



:D[/quote]
Flag Weezel May 28, 2009 4:54 PM PDT

sarge0810 wrote:

I have a question for the build labeled Trixie the pixie party buffer i had some ideas for tweaking that for a npc in a campaign but i cant seem to figure out how there a 3 cleric bonus feats at level 3 or so. If anyone knows the location of this variant id greatly appreciate it.


Improved Initiative is from the Time domain
Point Blank Shot is from the Elf domain
Knowledge devotion is exchanged for the granted power of the Knowledge domain as per the rules in BoeD

Flag pithica May 28, 2009 6:52 PM PDT
Minor correction. The devotion feats and the rules for trading domains out for them are in Complete Champion, not Book of Exalted Deeds.
Flag sarge0810 May 28, 2009 9:56 PM PDT
thanks to both weezel and pithica

i had both completely missed the domains bonus's and could not for the life of me find the devotion feats in the book of exalted deeds
Flag curufin May 29, 2009 12:18 AM PDT
SEXY SALLY AND HER DRAGON HORDE

Presenting our lovely Miss Sally (Pixie Wizard 2/Paragnostic Apostle 3/Zhent Skymage 5/War Weaver 5/Dragonslayer 1/Loremaster 1)
(one level of LA buyoff)

Ability scores: Show

Ability scores (32pt)
S 12 (4pts) -4 = 8
D 12 (4pts) +8 = 20
C 14 (6pts) = 14
I 16 (10pts) +6 = 22 --> 26
W 10 (2pts) +4 = 14
Ch 14 (6pts) +6 = 20

Ability boosts: L4: Int +1; L8: Int +1; L12: +1; L16: Int +1


Levels, Feats, and class abilities: Show

L1: Wizard -Dodge, Weapon Finesse (pixie feats), Scribe Scroll (wizard feat), Combat Casting (level), Iron Will, Mounted Combat (flaws)
L2: Wizard
L3: Paragnostic Apostle – Feat?; holy texts, lore, knowledge (energy supremacy, fire)
L4: Paragnostic Apostle - Knowledge (call of worlds)
L5: Paragnostic Apostle - Knowledge (discern weakness, dragons)
L6: Skymage - Leadership; flying mount
L7: Skymage - Craft Wand, Flyby Attack
L8: Skymage - Spell Focus (evocation)
L9: Skymage - Skill Focus (Knowledge [arcana]), Mounted Archery, Dragon Familiar
L10: Skymage - Enlarge Spell
L11: Weaver - tapestry
L12: Weaver - Dragon Cohort
L13: Weaver
L14: Weaver
L15: Weaver – Improved Cohort; enlarged tapestry, quiescent weaving 4
L16: Dragonslayer - aura of courage, damage bonus
L17: Loremaster - feat? (from class secret)
Build still has two feats to spend.


Flying mount: Faerie dragon (of course), advanced 11HD medium sized. #1
Dragon familiar: wyrmling gold dragon #2
Dragon cohort: young silver dragon #3
Improved cohort: great wyrm dragonwrought kobold cleric build level 16, with Leadership for his own cohort. rides the silver dragon. #4
Cohort's cohort: great wyrm dragonwrought kobold bard/weaver/sublime chord build of level 14. gives us a second weave and dragonfire inspiration. rides the gold dragon. #5

Death comes in small packages riding medium sized mounts.
Flag carnivore May 29, 2009 2:31 AM PDT
very nice... quick question ....

what are the entry Reqs for Paragnostic Apostle?

also you need Iron Will for both Dragonslayer and Zhentarim Skymage.... but just get it with the legendary location Otyugh Hole(3000gp value) ... thus you wont have to spend the feat.

you also need Skill Focus (Knowledge(any)) for Loremaster


:D
Flag curufin May 29, 2009 2:45 AM PDT
For Paragnostic Apostle:
Entry Requirements
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks, Knowledge (any other) 5 ranks.
Spellcasting: Able to cast 3rd-level spells or use spell-like abilities of equivalent level.
Special: Must be a member of the Paragnostic Assembly.

This is one of those nice classes that actually lets you qualify with spell-like abilities. Our dispel magic ability takes care of that.

you also need Skill Focus (Knowledge(any)) for Loremaster


Skymage gets Skill Focus as a bonus feat. I had meant to put this to one of the knowledge skills and at some point I changed it to Spellcraft. Will change that back. Thank you

Flag carnivore May 29, 2009 3:03 AM PDT
Awesome catch with Paragnostic Apostle ... that is going in all of my Pixie builds now


:D
Flag curufin May 29, 2009 3:21 AM PDT
This is a list of the prestige classes that can use spell-like ability prereqs. (At least a list of the classes that I have found so far.)

Acolyte of the Skin (5th level caster)
Blood Magus (5th level caster) - pixie can get into this at 2nd level
Enlightened Fist (3rd level caster)
Green Star Adept (1st level arcane caster)
Mindbender (5th level arcane caster)
Paragnostic Apostle (3rd level spells as spell-like ability)
Primal Scholar (7th level caster)

Pixie spell-like abilities meets all of these reqs.
Flag carnivore May 29, 2009 3:35 AM PDT
good idea.... i never thought about using the Spell-like abilities to qualify for PrCs....

Primal Scholar is from Secrets of Xendrick right?

:D
Flag risner May 29, 2009 6:04 AM PDT

curufin wrote:

Green Star Adept (1st level arcane caster)
Mindbender (5th level arcane caster)

Pixie spell-like abilities meets all of these reqs.


Any of them that says "arcane caster level", wouldn't be able to use a Spell Like ability to qualify.

Flag Emy May 29, 2009 8:10 AM PDT

risner wrote:

Any of them that says "arcane caster level", wouldn't be able to use a Spell Like ability to qualify.


Hey, cool. I can use part of a post I'm making for another thread, and it'll even be relevant.

Complete Arcane pg71]For feats or prestige classes requiring a minimum caster level, creatures that use spell-like abilities or invocations instead of spells use either their fixed caster level or their class level to determine qualification.


"Arcane caster level"s are a subset of "caster level", therefore this sentence applies to things that require an arcane caster level. It certainly qualifies. (If it doesn't, then Warlocks or other SLA users don't qualify for Mindbender, which they are definitely supposed to be allowed into.)

The word "instead" might cause problems (since it could be argued to exclude anyone with any spellcasting capability) wrote:

For feats or prestige classes requiring a minimum caster level, creatures that use spell-like abilities or invocations instead of spells use either their fixed caster level or their class level to determine qualification.[/quote]
"Arcane caster level"s are a subset of "caster level", therefore this sentence applies to things that require an arcane caster level. It certainly qualifies. (If it doesn't, then Warlocks or other SLA users don't qualify for Mindbender, which they are definitely supposed to be allowed into.)

The word "instead" might cause problems (since it could be argued to exclude anyone with any spellcasting capability); however, if the character in question ever used an SLA when they could have used a spell, then they have just used a spell-like ability instead of a spell. It's a somewhat poor argument, but it's necessary due to the unfortunate word selection in Complete Arcane.

Flag risner May 29, 2009 8:44 AM PDT

Emy wrote:

"Arcane caster level"s are a subset of "caster level", therefore this sentence applies to things that require an arcane caster level. It certainly qualifies.


I was aware of page 71 of CArc when I wrote the previous post. You are welcome to read RAW to suggest they do qualify, and it essentially becomes "how does my DM read RAW". The cleaner interpretation (and likely the one that is also RAI) is that they mean Arcane caster level, which a SLA never provides an Arcane caster level (only a "caster level" for things that say "3rd caster level" like Craft Wondrous Item or other feats that don't care what kind of caster level you have so long as you have one.)

Flag Surreal June 12, 2009 6:32 PM PDT
Pixie 4/Wildshaping Ranger 5/Master of Many Forms 10/Hulking Hurler 1

... just because :D
Flag sofawall June 12, 2009 10:34 PM PDT

Surreal wrote:

sofawall wrote:

Pixies don't do well with Hulking Hurler.


Heh, that sounds like a challenge to me :D


Hot damn, he actually did it!

Flag Altpersona June 13, 2009 9:35 AM PDT
it suck that im afb, i need to relook at HH and MoMF..

that is sick.. i like it..

edit

w/ surreals build there..

- sea drake (FF, cf, sf): One of the few gargantuan forms with not too many HD, the sea drake allows you not only to grapple well with its +16 size bonus to grapple, it even has a special ability to sink whole ships. 12 HD, gargantuan dragon, 35str, 10dex, 21con, 20 natural armor, constrict ship, crushing blow, swallow whole; at level 7: inkcload, regeneration 2, dragon traits (from revised MoMF bible)

retains Greater Invis.

---------------------

the tiny invis pixie, shifts to sea drake while still invis, and eats you...
Flag Surreal June 13, 2009 9:45 AM PDT
Because the only thing better than a hulking hurler... is one who has damage reduction, spell resistance, and can make it look like rocks are throwing themselves at you :D
Flag Altpersona June 13, 2009 1:44 PM PDT
the part that bothers me most about surreals build here is this bit from pixie

Organization: Gang (2-4), band (6-11), or tribe (20-80)

anywho, after getting my hands on my books... and remembering that casting makes everything better...

i would consider replacing HH w/ caster 1, precocious alter self for collosal/fine sizes. or marshal, or just about anything should work as well as HH...

the HH would be better if it applied without you bing larger sized..
Flag post_ironic June 30, 2009 2:15 PM PDT
Looking over the core builds, I was wondering if there is anything for an Arcane Trickster? I'm thinking Pixie LA 4/Rogue 1/Sorceror6/Assassin 1/AT8. Anyone seen anything like this? does it work?
Flag Paintball_Bat_Man April 26, 2010 12:36 AM PDT
I think you guys'll get a kick out of this.  Awsome campain! I'm kinda new to D&D this bing my 2nd canpain so I would love some help

DM's rules: Everyone rolls up 5th-level characters. ANYTHING  GOES (except hulking herler). If it's in a rulebook, it's allowed . Nothing is excluded, as  long as the RAW are followed.

2 teams of 3 one teams good (chaotic, neutral, lawful). and the other is our counter parts evil
(chaotic, neutral, lawful).

We are encuraged to find as much broken stuff as we can find, because not only are we trying to kill each other the DM is going to try very hard to kill us all.

I ran across Pixie when i was looking for races with high Dex midifiers because i was looking
order of the bow initiate prestige class because i love archery. im looking at coming it presice shot skill with Elven Bubble Bow: arm and equitment guide.

But seeing as im going up against an evil Geomanser,  Ogre War Hulk,and drunken master

Is there any thing else that you know that is more broken then OftBI and able to match up to those three?

Thank!
Flag carnivore May 1, 2010 1:37 PM PDT
will answer some of these later ... sorry for the delay

Laughing
Flag Pergentile May 7, 2010 6:44 PM PDT
Carnivore, you make these threads epic. Keep up the great job buddeh. Its appreciated.
Flag carnivore May 8, 2010 3:12 PM PDT
thanks .... been so busy lately ... but i will get some fun build back here


enjoy

Laughing
Flag Cycada October 11, 2010 10:44 PM PDT
Rather not see this guide white screen, so I figured I'd bring it back up. Also, I'll include a trick that I used in a recent campaign.

Vexing Pixie:

Spectral Skirmisher (PHB2) + Evasive Reflexes (ToB) makes for one impossible to hit pixie.

Very simple to understand: Spectral Skirmisher allows you to make an AoO against an enemy who targets the space you are in. Evasive Reflexes lets you replace any AoO with a five-foot step. Your enemy will never be able to figure out where you are.

~Cy
Flag carnivore October 18, 2010 6:47 PM PDT
thanks for bumping this thread .... also thats an Amazing Combo ... thanks again

Laughing
Flag Waazraath October 19, 2010 6:35 AM PDT
Hey Carnivore, now that it's bumped: will you complete the feat section and clean up the formatting one day? This is a great rescource, but it looks a bit unfinished.
Flag Waazraath August 10, 2011 2:23 PM PDT
bump2save
Flag ElVizard August 15, 2011 7:22 PM PDT
Reading the pixie took me to the following questions...
1) The pixies can create the sleeping and memory-erasing arrows crafting them or its an ability that transform regular arrows into special ones?
2) Does a PC pixie has sleeping and memory-erasing arrows?  
Flag Nezkrul August 15, 2011 10:46 PM PDT

Aug 15, 2011 -- 7:22PM, ElVizard wrote:

Reading the pixie took me to the following questions...
1) The pixies can create the sleeping and memory-erasing arrows crafting them or its an ability that transform regular arrows into special ones?
2) Does a PC pixie has sleeping and memory-erasing arrows?  




The arrows are physical objects that pixies encountered by the PC's use.  When creating a pixie character, the arrows ability is not described in their special qualites or abilities therefore they do not gain it as a character.

Flag ElVizard August 16, 2011 9:08 PM PDT
Actually i've just found something curious...
The savage species's pixie actually has  Craft Special Arrows, that says they can create them as though meeting all of the prerequisites.
The problem is that nowhere says which are the prerrequisites, how much cost to fabricate them or how to fabricate them.
I searched for the sleeping arrows on the DMG, but they are different (the one from the dungeon master guide has a fixed DC of 14, while the one from the pixie has the DC based on the pixie's HD and the Charisma modifier). Also, it doesn't says how much time they fall asleep (none of them) xD. 
I couldn't even find the memory-erasing arrows (not even in the MIC. So... I'm a little confused on this : /

 
Flag carnivore August 25, 2011 1:26 PM PDT
been away for a while ... will try to look up the Info and post it later


Laughing


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