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Phaethon

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Fey
Hit Dice: 4d6+8 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 40 ft. (average)
AC: 14 (+2 Dex, +2 armour)
Attacks: Dagger +2 melee; or quarterstaff +2 melee
Damage: Dagger 1d4; quarterstaff 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Burn, improved grab
Special Qualities: Low-light vision, wings
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 11, Dex 14, Con 12, Int 13, Wis 15, Cha 12
Skills: Knowledge (nature) +9, Listen +12, Profession +10 (any), Sense Motive +12, Spot +12, Wilderness Lore +4
Feats: Expertise, Improved Disarm
Climate/Terrain: Any mountains
Organisation: Solitary, pair, or family
Challenge Rating: 3
Treasure: Half standard
Alignment: Usually lawful neutral
Advancement: By character class

Phaethons are rustic humanoids with the supernatural ability to instantly sprout a set of magnificent, flaming wings, simply by willing them into existence. With these wings they can soar across their native mountains with the grace of an eagle and the splendour of a phoenix.

Phaethons appear as thin sylvan beings of about five feet in height, with bright, coppery red hair being common. Their skin tends to be ruddy and weathered, and all phaethons have dark brown eyes. They wear simple, rustic clothes with sandals and a brightly coloured and embroidered sash around the waist. In cold weather, phaethons wear warm boots and woolen caps that are woven in intricate patterns.

Phaethons are thought to be a sylvan race that embodies sunlight and mountain winds. They lead an existence in accordance to the philosophies of the god Gilean. Phaethons speak Common and their own curt language.

Combat

Phaethons never attack an opponent without a good reason. Strangers near their territory are watched carefully as soon as they are sighted to determine their intentions. Only intruders that seem bent on seeking out the phaethons' home or causing needless destruction to the mountain wilderness are attacked.

Phaethons always carry practical knives and a stout quarterstaff, but are also proficient in the use of longspears and shortbows, which they will bring along if they expect trouble. Phaethons are pragmatic and practical tacticians, favouring a hit-and-run ambush that sends their foes fleeing rather then killing them all.

Burn (Su): A phaethon can ignite its wings to batter an opponent with a +2 melee attack. If successful, this attack inflicts 1d6 points plus 2d6 points of fire damage.

Improved Grab (Ex): Phaethons are skilled wrestlers. If a phaethon hits with an unarmed attack, it can attempt to grapple.

Wings (Su): A phaethon can ignite its flaming wings as a free action. While ignited, the heat and light from a phaethon's wings grant it a +3 deflection bonus to AC and saves against fire-based attacks, as well as fire resistance 10. If the phaethon achieves a hold while grappling, it automatically inflicts 1d6 points of subdual damage and 2d6 points of fire damage from its burning wings.

Skills: Phaethons gain a +2 racial bonus to Listen, Sense Motive, and Spot checks, due to their vigilant natures.

Phaethon Society

Phaethons have a predominantly agricultural society, with farms built on the steep, terraced slopes of remote mountainsides. They are entirely self-sufficient and do not trade or invite contact with outsiders. Phaethons want nothing more than to live lives of quiet contemplation amidst their beloved mountains, and are ruthless and uncompromising in protecting their homes.

Crime of any sort is unknown among phaethons, who are so devoted to honesty and ethical living that many have a hard time understanding how others can willfully commit a crime. A phaethon considers honesty and truthfulness to be the most important qualities of life, and treat lying for any reason as a worse crime than theft. Phaethons expect scrupulous honesty at all times and about all things. However, they have a strong desire for privacy and do not ask personal or leading questions unless necessary; for an outsider to do so is considered rude at best.

Phaethon Characters

Phaethons who gain levels in any class do so predominantly as warriors or occasionally experts (see page 37 of the Dungeon Master's Guide). Adventuring phaethons favour the monk class.

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