Wednesday, July 1, 2015

Into the Woods

One of the many things I like about Reaper's variety is its focus on a variety of "worlds" within typical RPG fantasy, such as aquatic, subterranean and of course, the forest.

From the first Reaper Bones is this Not-Ent, officially titled Spirit of the Forest. It is a large figure, but it could stand to be a bit bigger; another 2 cm and I could picture a couple of halflings riding on its shoulders. Maybe in Bones III we can get some proper giant tree men.


From Reaper II, are these centaurs.  The sculpts are very nice, but the female centaur's spear shows one of the primary weakensses of the Bones line: thin weapons or extensions. Despite several treatments in boiling water and cold water, the spear returned a warped form. Oh well, maybe it is a spear made from a naturally crooked branch. 


The sylph and dryad below are also from Reaper II.



 My daughter so liked the Sylph mini that she wanted to play one in our D&D 5E game. She's 10, and not likely to abuse or exploit the flying rules, so we went with it.  Using the DM Guide, I created this race using the Aaracokra as template.  Their flying has been reduced to fluttering basically, but that is to justify their numerous other abilities from Fey ancestry.



SYLPH


The Sylph are spirits of the air from the fae world. They are happiest soaring on the wind above mountains and hills.


APPEARANCE


As winged beings, slyphs resemble fairies and pixies, however they approach the size of small humans. Both males and females average about five feet tall, without much extreme variation. They are much more slender than humans or even elves, weighing about 80 to 110 pounds. Their gossamer wings are thin and graceful, and are capable of carrying the sylphs aloft over short distances. Slyphs skin coloration spans the same range as humans, but also includes tones with a copperish or silverish sheen. Hair coloration is also similar to humans in addition to bright reds, greens and blues.


ATTITUDE


Sylphs make their homes at high altitudes where they can be close to the wind. Nonetheless, they are also curious about the world below them and will periodically travel far from their home. They are most wary of humans, for it is greedy humans who often try to capture and rip them their wings from them. Though they do not understand why Dwarves so prefer the subterranean world, they recognize the natural goodness of their society. Orcs and other goblinoids are even more distrusted but rarely sought out by the sylphs.  But as individualists themselves, the sylphs know that all people are unique and not bound by their racial tendencies.

CREATURES OF THE WIND


Sylphs live atop mountains and remote highlands where they can soar on the winds. Contact with settled races is rare, but they will find companions among woodland creatures and air elementals especially elves, eladrin and aarakocra.


SYLPH TRAITS


The sylph has a number of natural abilities as a fey born creature.


Ability Score Increases. Your Dexterity score increases by 2, and your Charisma increases by 1.
Age. While not quite as long lived as elves, sylvans can live for several centuries.
Alignment.  As an isolated nature loving race, sylphs favor neutral alignments, and evil slyphs are rare but not unheard of.
Size. Sylphs are usually about 4 ½ to a little over five feet tall, and weigh around 80 to 100 pounds.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 30 feet, and can fly for a maximum of 3 rounds before alighting. They can glide at a rate of 20 feet horizontal and 5 feet on the vertical as long as distance and air currents can provide. Sylph cannot fly is wearing Medium or Heavy armor.
Languages. You can speak, read and write Common and Sylvan.
Keen Senses. You have proficiency in the Perception skill.
Fey born. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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