Pixies are pretty much the default fey. As part of that, like most faeries they’re
a mass of contradictions. According
to the Bestiary, they’re “the best
known and most elusive” fey—which starts you at an odd place right off the
bat. Good but mischievous and even
dangerous. Combative but usually
nonlethally so. They’re as likely
to lead one party astray in the woods as they are to rescue another. And they’re innately magical to a
highly varied degree.
Keep in mind also the wealth of material about pixies from
previous editions of the world’s oldest role-playing game. (For instance, I’ve mentioned Tall Tales of the Wee Folk before—where
pixies and sprites were warlike and mystical cousins respectively. It’s pretty much a must-have if you can
find it. And in Paizo’s Into the Darklands, corrupted pixies—it’s
never specified how—definitely have a presence.) And in “basic” D&D, pixies were renowned for being one
of the only creatures that could stay invisible after attacking—but it wasn’t
perfect. (If I’m recalling right,
their shadows were still visible).
You can replicate this with your Pathfinder pixies by offering a bonus
to blind-fighting for PCs who make a Spot check to see the shadow, or by having
pixies spontaneously appear every four rounds or when they fail concentration
checks, etc….
Pixies are also ideal for upgrading with class levels,
prestige classes, and templates—we’ve seen two new templates in the current
Reign of Winter Adventure Path alone.
And even without templates, the Bestiary
encourages you to mix and match pixies abilities (baleful polymorph, beast
shape II, irresistible dance, and
so forth) and their arrow effects (confusion,
fear, hideous laughter, hypnotism,
etc.). So while they start at CR
4, you can keep throwing them at parties for a long time.
So how do we put this all together so it makes sense in your
game? My suggestions: 1) Pixies
are fey. They are creatures of the
natural world and the faerie otherworld, and their logic is not ours. 2) They are adventurous. A pixie is as likely as a gnome or
halfling to take up adventuring, so you might find them anywhere, despite their
supposed elusiveness. 3) They are
tribal. One set of woods might
have three battling bands of pixies, with three very different sets of customs
and tolerance levels for intrusion.
4) Their magic influences their personalities and hints at their
characters. The pixies who cast entangle and use sleep arrows are good neighbors, while charming, memory loss pixies
are pranksters. And 5) all of the
above make pixies unusually prone to corruption and darker influences, despite
their neutral good alignment. If
you hear rumors of pixies casting baleful
polymorph whose arrows cause hideous
laughter…run. Run fast. At least if you value your teeth…
Local villagers often
warn against being pixie-led—of travelers being led late at night by dancing lights into bogs, snares, and
other hazards. This is true, and
many a bone has been broken in the process. But the Alder Clan is not truly malicious. They know a green hag left a changeling
child in the village. They seek to
make the woods a place of fear, so when the girl comes of age she is never tempted
to heed her mother’s seductive call.
A house spirit
(likely a brownie or domovoi; see Pathfinder
Adventure Path #67: The Snows of Summer) contacts adventurers in
desperation. It overheard a
bloodthirsty band of pixies planning to steal the children’s teeth at a local
farm. The house spirit’s oaths
prevent it from revealing itself to its charges, but it can seek outside
help. If the adventurers don’t
move swiftly enough, they will find to their horror what effective
metamagic-boosting spell components children’s teeth are for evil fey…
The Ravenhope tribe
is composed of pixie oracles—ravens and magpies guard their bower lair, and
they foretell the future based on what trinkets the birds bring them. The Wythar are savage but good-hearted;
they and some sprite cousins sport whorls of body paint and guard an enchanted
elm tree and a magically sleeping behir with their lives. The courtly Troupe of Summer’s Passing
are pixie royalty. The queen’s son
wishes to squire himself to a human knight, and she has given him tiny
enchanted mithral armor for the journey.
His half-brother covets the armor and the prince’s title and will slash
the throat of anyone who stands in the way. And Quez is a city-dwelling drunk who hasn’t seen the forest
in years—he took a berth on a skyship and has been living in a lantern in the
Crooked Cockle Tavern ever since.
—Pathfinder Bestiary
228
Finally, a HUGE THANKS to everybody who commented or
reblogged yesterday’s entry—and it was a lot
of you. I can’t reply to everyone
personally at the moment, but I’m bowled over. In particular, thanks to Fuck Yeah Dungeons and Dragons for
the props today. I had a feeling
whoever’s doing the archiving there would dig yesterday’s entry, but I did not
expect the kind words and subsequent follower explosion. Welcome, everybody!
PS: If you’re new and want to learn more, here and the
second half of here are good places to start.
Really super-finally: I have jury duty tomorrow at…this
can’t be right…8 a.m. That’s
like…eight hours from now! What is
this…I can’t even…? Ugh.
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