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 [b]fly speed of 60 feet (good).:[/b]" 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.
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.
Level adjustment: +4 (+6 if the pixie can use irresistible dance).
Alternative Sprite Choices Alternative Sprite ChoicesShow
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.
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.
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.
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.
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...
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.
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.
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.
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.
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.
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.
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.
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)
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 paladinShow
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 Spoiler:Show
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
ECL 5 Pixie RangerPixie 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 Spoiler: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.
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:
Monster Manual V, page 169]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 wrote:
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.
Monster Manual V, page 169]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 wrote:
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.
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.
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.
... 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
[img]img528.imageshack.us/img528/1035/3830237...[/img] 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)
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.
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: 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.
???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
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 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.
For your transport needs ..... here is an Excellent example of a:
Pixie Ship.... with Crew
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!
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.
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
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
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.
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)
Ghunter Xsjado Younth Fliearth followed by 3 books of names...
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.
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
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".
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
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.