Hi,

Here`s new versions of my Seelie Faerie & Shadow World Creature templates.
As always, comments, criticism & suggestions appreciated.

- the Falcon


SEELIE FAERIE TEMPLATE
"Seelie" is an inherited template that can be added to any sidhe or fey
without the extraplanar subtype. Sidhelien with this template become fey;
all seelie faeries are native to the Shadow World, which means they gain
the extraplanar subtype when in the Daylight World (the Material Plane).
The template uses all the base creature`s statistics and special
abilities except as noted here.
Special Attacks: A seelie faerie with Wisdom or Charisma of 8 or higher
(after the ability score adjustments noted below) gains spell-like
abilities, using its Hit Dice as its caster
13-14 Mass invisibility 1/day
15-16 Geas/quest or mass suggestion 1/day
17-18 Insanity or mass charm 1/day
19+ Irresistible dance 1/day

Special Qualities: Seelie faeries have low-light vision and are immune
to all spells and effects with the mind-affecting descriptor.
Abilities: Adjust from the base creature as follows: Dex +2, Con -2,
Wis +2, Cha +2.
Skills: Same as the base creature. In addition, seelie faeries have +2
racial bonus on Hide and Move Silently checks, and Seeming is always a
class skill for them.
Climate/Terrain: Same as the base creature, but in the Shadow World.
Challenge Rating: Same as base creature +1.
Alignment: Always good, usually chaotic.

UNSEELIE FAERIE TEMPLATE
"Unseelie" is an inherited template that can be added to any sidhe or
fey. Unseelie faeries have the same adjustments as those detailed above
for seelie faeries, but with the following additional changes:
Special Attacks: An unseelie faerie with 3 or more Hit Dice gains
detect good instead of detect evil. An unseelie faerie with 5 or more Hit
Dice gains protection from good instead of protection from evil.
Alignment: Always evil, usually chaotic.


SHADOW WORLD CREATURE TEMPLATE
"Shadow World" is an inherited template that can be added to any
corporeal animal, plant or vermin native to the Daylight World. Animals
with this template become magical beasts; all Shadow World creatures are
native to the Shadow World, which means theyiss chance that applies when
attacking a
concealed target.
Special Qualities: A Shadow World creature retains all the special
qualities of the base creature and also gains the following abilities:
* Darkvision with a range of 60 feet.
* Low-light vision.
* Cold resistance (see the table below).
* Damage reduction (see the table below).
* Spell resistance equal to double the creature`s HD (maximum 25).

Hit Dice Cold Resistance Damage Reduction
1-3 5 -
4-7 10 5/+1
8-11 15 5/+2
12+ 20 10/+3

If the base creature already has one or more of these special qualities,
use the better value.
Shadow Blend (Su): In any conditions other than full daylight, a shadow
world creature can disappear into the shadows, giving it nine-tenths
concealment. Artificial illumination, even a light or continual flame
spell, does not negate this ability. However, a daylight spell will.
Abilities: Same as the base creature, but Intelligence is at least 3.
Skills: Same as the base creature. In addition, Seeming is always a
class skill.
Climate/Terrain: Same as the base creature, but in the Shadow World.
Challenge Rating: Up to 3 HD: same as the base creature. 4 to 7 HD:
same as the base creature +1. 8+ HD: same as the base creature +2.

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