Valdili Eldaina

Advanced Female Pixie
5th level Ranger / 4th level Arcane Archer

 

Small Seelie Court Fey

Hit Dice:

3d6+9d8+12 (63 hp)

Initiative:

+7

Speed:

20 ft. (4 squares), fly 60 ft. (good)

Armor Class:

19 (+1 size, +7 Dex, +1 natural), touch 18, flat-footed 12

Base Attack/Grapple:

+10/+5

Attack:

Longbow +20 ranged (1d6+1/19-20, x3)

Full Attack:

Longbow +20/+15 ranged (1d6+1/19-20, x3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Spell-like abilities, special arrows, spells, vernal touch

Special Qualities:

Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 24, favored enemy (unseelie fey), favored enemy (human), wild empathy, endurance, animal companion, enhance arrow +2, imbue arrow, seeker arrow, aura of glory, iron vulnerability, sanctuary

Saves:

Fort +12, Ref +18, Will +9

Abilities:

Str 9, Dex 24, Con 13, Int 20, Wis 15, Cha 14

Skills:

Bluff +12, Concentration +11, Diplomacy +6, Escape Artist +13, Handle Animal +12, Hide +22, Knowledge (nature) +10, Listen +16, Move Silently +22, Perform (Dance) +6, Ride +12, Search +17, Sense Motive +8, Spot +15, Survival +16

Feats:

DodgeB, EnduranceB, TrackB, Rapid ShotB, Precise Shot, Weapon Focus (longbow), Point Blank Shot, Hover, Improved Critical (longbow)

Environment:

Temperate forests

Organization:

Gang (2–4), band (6–11), or tribe (20–80)

Challenge Rating:

15

Treasure:

No coins; 50% goods; 50% items

Alignment:

Neutral good

Advancement:

By character class

Level Adjustment:

+4


Valdili and her brother work with Nai'ivae and her druids as protectors.  She often wears bright clothing, often including a cap and shoes with curled and pointed toes.  She stands about 2-1/2 feet tall and weighs about 30 pounds.  She has long green hair and bright green eyes.  She is extremely skilled at archery, and loves to dance. She wishes to do good in the world, and she focuses on enjoying life and making life enjoyable.  She hates the unseelie court, and her hatred for her foes is a powerful force that shapes her entire life.  She interacts well with others; she is commonly described as sweet, but extremely intense.  She does believe that fey are superior to other sentient beings, although she tends to be friendly toward those who are kind to animals. Her wanderings have taken her far in Faerie and in Inzeladun; she knows where the long-forgotten golems for two ancient Angustian cities are buried.  She is commonly seen with her eagle companion.

Pixies speak Sylvan and Common, and may know other languages as well.

Combat

The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.

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.

Spell-Like Abilities: 1/day—lesser confusion (DC 13), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 14), dispel magic, entangle (DC 13), permanent image (DC 18; visual and auditory elements only), polymorph (self only). Caster level 8th. Also, 1/day – command, disrupt undead, prestidigitation, charm person, unseen servant, enthrall, create food and water, suggestion, minor creation*, charm monster, Leomund's secure shelter, emotion, major creation*, mass suggestion, Mordenkainen's magnificent mansion.  These are cast at 12th level. The save DCs are Charisma-based.  *items created by seelie court fey will vanish if touched by iron or steel.  She cannot create iron or steel items.

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

 Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex): The ranger gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against unseelie fey. Likewise, she gets a +4 bonus on weapon damage rolls against such creatures.

The ranger has a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
 
Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style (Ex): She is treated as having the Rapid Shot feat.  The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex): At 4th level, a ranger gains an eagle animal companion. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list.
1st level (DC 13): Entangle

Enhance Arrow (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).  This is already figured into the stats above.

Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
 
Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself, full of life and promise.  At will, as a standard action, she can touch a creature with a vernal touch.  This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures.  For undead creatures, this touch attack acts like a cleric's turn undead ability equal to 10th level.  Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.

Aura of Glory (Su): As a seelie court fey, she radiates calm.  She is immune to fear (magical or otherwise).  Allies within 10 feet of her gain a +2 morale bonus on saving throws against fear effects.

Iron Vulnerability (Ex): The mere touch of iron causes 1 point of damage to the seelie court fey.  A hit with an iron or steel weapon deals an additional +1d6 points of damage.

Sanctuary (Sp): Once per day, a seelie court fey can cast sanctuary on herself.  Unlike a normal casting of the spell, this ability affects only the seelie court fey.  Caster level is 12, and the DC is 13.