Sainrith of the three sparrows
Sainrith of the three sparrows
“Mock not! I am Sainrith of the Three Sparrows, persist and your eyes are forfiet”
Inspiration: A race of ‘elves’ in Manx/celtic folklore. This character is from a culture that is a blend of Iron Age Celt and ideas that make sense for 2’6” foot tall woods dwelling immortals.
Build: This a hit and run ranged weapon combatant. He relies on stealth, speed, and accuracy in combat. Unfortunately, after getting all the traits I wanted to match the Manx description of this culture of elves there wasn’t much room to put in items useful in social encounters.
Level: 3 AD:3d4
Species: Ferrish (Pech with Elf blood and Faerie Heritage. These do NOT represent cross-breeding but are a canon rule way of representing a small species of Elf )
Class: Lancer (a mounted hunter)
The rider is a faerie, that much is plain. The man is slightly built with the fine features of an elf, but barely reaches knee-height to a human. His clothes are of tawed hide dyed in bright greens, blues, and scarlet. His cloak dark and mottled greens. All of these are embossed with intricate knot-work and the fastenings are gold and silver. His proud bearing, clean skin, and combed braided coppery hair would make common folk wonder if he is a high-born among his people but that he carries a bow, spear and knife like a common hunter.
His steed is a pure white, proportioned like a finest stallion you have ever seen but smaller than even a pony. Here and there the silvery hair is coloured in faded lines, spirals, and knot-work in greens, blue, violet, and red. The spirited little horse rears and nieghs revealing both incisors and canines!
About the feet of the horse cavort the faerie’s hounds. These appeared much like full-grown wolfhounds, but only a foot tall at the shoulder. The silvery grey fur of the beasts is also patterned in knots and spirals of red, green, and blue.
Sainrith is a hunter. He comes from the island of the sea god but he dwelt in the forest. His people are an offshoot of the elves fallen from their high heritage by isolation and become more rustic. He values freedom, colour, and song. He is generally good natured and easy to get along with. However, his culture and religeon have values and norms different to those of the mainland: for example, he is much concerned with status, fierce in combat, likely to collect the heads of his enemies, considers slavery of criminals more just than death or prisons, and sees nothing wrong with blood sacrifice of willing folk or assasins.
Sainrith approaches the Ferrishyn ideal, nimble yet resolute with keen senses and a way with people. He has a slight athletic build, coppery hair, sharp features like a hawk, keen pointed ears and piercing emerald eyes. He has fast hands and is surpirsingly quick for his size. He dresses in red, blue, and green; all colours of woodland plants and flowers. If need be a dark mottled green cloak helps him disappear against the shadows of the woods.
Sainrith was born in the saddle and grew up among a typical nomadic band of ferrishyn living hunting and gathering and breaking into the smithies and workshops of bigfolk when their crafts required more tools than the band could carry. He has no wife, children, or siblings. His parents appear no older than he. His name derives from a fluke shot when he bagged three perched sparrows with one arrow. He hopes to earn a better name.
Sainrith carries his long years in the woods through to any challenge seeking to overcome by keen senses and skill. He is persisent and spirited. Sainrith craves fame among his people and this can only be gained by impressive deeds; his current name speaks of skill but he dreams of doing better. Unlike most of his secretive people he has descided to go among the big folk to achieve his aims. Yet he still avoids raucous gatherings of ‘big folk’ as disturbing.
Hieght: 2’5”. Eyes: sky blue. Hair: coppery blonde.
Enlightened Resolve: max rank =CL+5
Small Biped reach 1.
Turn Animals 1/combat
+2 damage vs. std characters with bows.
+5 gear bonus with blend checks in the woods.
Party Role: Combatant
STR 8 (2) -1
DEX 18 ( 8 ) +4
CON 12 (4) +1
INT 10 (2) 0
WIS 17 (14) +3
CHA 13 (6) +1
Speciality: Bow Basics. +2 AP, Deadshot stance +2 to hit and damage but may not move.
1st Elf Blood (with -2Str the Ferrishyn are lightly built) natural elegance,
1st Faerie Heritage. +4 opposed Bluff checks. Food and water if within 10mi of nature. Also, when taking the Basic Skill Mastery feat you have access to a new skill pair: Eldritch (Impress & Sneak). However, you’re also a Fey (see page 227) and vulnerable to various effects and potentially higher damage from some sources.
These feats represent that the Ferrishyn are not really Pech but are small elves. This is the best way to represent this within the canon rules. Sainrith is NOT a halfbreed but a member of a race of short elves.
3rd: Followers: Number 4=3+1Cha. 20Xp=20+5x0. TL1=3-4(min1) a pack of faerie hounds.
Animal Partner (class) A fey horse of own scale
Armour Basics (Class) reduce armour DP 1, ACP by 1 and speed penalty by 5ft.
Bonus style or melee: Spear basics +1reach with 1h spears, 2h spears gain Bleed. Stance Monkey Grip use 2h spear with 1h (allows use of boar spear on horeseback!).
Lifetime Companion: Animal Partner (see above) and 20% discount on Tack.
Born in the Saddle: Ride or intimidate succeed if DC under class level+20.
Mettle: Armour basics (see above)
Max ranks 6, for Resolve CL+6
Class Skills: Athletics, Impress, Intimidate, Notice, Resolve,
Ride, Survival, Tactics.
Origin skills: Blend and Sneak
Blend 11or 6=5+1 (+5 gear bonus with blend checks in the woods)
Bows (origin) Forte (3rd)
Disrupting shot (AC)
Practiced Shot (AC)
Humiliating shot (AC)
Parting Shot (AC)
Pick on the big guy
Native Language: Ferrix (a dialect of elven)
Study Native Culture: Ferrishyn
Study: Woodland animals
Alignment: Enex (based on the beliefs seen in real world Celt sagas. A system of codes of behavior, fates, polytheism, and land worship)
Language: Trade (2nd)
Def 15/16=10+1Lvl+4Dex(+1 boar spear)
Don’t forget Forte when it applies. Already added below.
Boar spear: +3 to hit, 1d6-1 lethal, error 1-2, threat 19-20, reach+1=2, guard +1 Spear basics Bleed!
Stance Monkey Grip use 2h spear with 1h (allows use of boar spear on horeseback!)
Long knife: +3 to hit, 1d4+4 lethal Error 1-2, threat 19-20 finesse keen 4
Short Bow: +8 to hit, 1d4 or 1d4+2 lethal, error 1-2, threat 19-20, cavalry, bleed (no poison used) Bow basics +2AP. Origin adds +2 damage vs. std characters with bows.
Small discrete ceremonial partial hardened leather
DR 3 Fire3 DP0 ACP0 spd0 disguise+2 appearance+1
Armour stats already include Armour Basics effects
Lifestyle Total: 4=3Lvl+1Cha. Panache 4 (Appearance4=1+1 armour+1Cha+1 grooming case; Income 40s) Prudence 0 (15% saved). Reputation 30
Carrying Capacity: (as if str-2 as small 30Lb, 90Lb)
Partial hardened leather with Small (x1/2) ceremonial (+50%) and discrete (+100%) Total cost 125s. 9lb
Long Knife small (x1/2) 15s 1Lb
Boar spear small (x1/2) 20s 5lb
Short Bow small (x1/2) 20s 1lb
20 barbed arrows small (x1/2) 5s 1lb
Grooming Case 8s 2lb
Sacred Wode (as mage armour oil) 100s 0.25Lb
Hunting horn (as whistle) 2s 0.1Lb
Bandages 3s 0.5lb
Silver ring 2s
TOTAL carried: 19.85Lb
Epsiyr The Stallion
The animal is a pure white stallion proportioned like a finest white stallion you have ever seen but he smaller than even a pony. Here and there the fur is coloured in faded lines, spirals, and knot-work in greens, blue, violet, and red. The spirited little horse rears and nieghs revealing a molars and canines! Then he gallops away like the wind and is gone.
The Ep’Ferrishyn are the steeds of the ferrishyn like their masters these fey animals are small but beautifully proportioned, no one could mistake one for a pony. They are omnivores enabling them to spend less time grazing by eating energy rich meats either provided by their masters or hunting small rodents themselves. Many folk find the thought of a meat eating horse unsettling. The Ferrish custom of dyeing the hair of their steeds with spirals and wves of blue red and green has the same effect as body-paint breaking up the horses outline against the undergrowth.
Ep'Ferrish (Medium Animal Fey Walker — 53 XP): Str 12, Dex 14, Con 12, Int 6, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 70 ft. ground; Init III; Atk III; Def IV; Resilience V; Health III; Comp None; Skills: Athletics V, Blend I, Notice III, Sneak III, Survival II; Qualities: improved sense (smell), improved stability, superior runner I, superior traveler I.
Attacks/Weapons: Bite I, Kick I
Ep'Ferrish (Medium Animal Fey Walker — 53 XP): TL: 1
Str: 12/+1; Dex: 14/+2; Con: 12/+1; Int: 6/-2; Wis: 10/+0; Cha: 10/+0;
Init: +3=1+2(dex) Melee: +1=0+1(str) Fort: +3=2+1(con)
Health: +2=1+1(con) ~ 15/12 Ranged: +2=0+2(dex) Ref: +4=2+2(dex)
Def: 13=10+1+2(dex) Comp: None Will: +2=2+0(wis)
Size: Medium (1×1); Reach: 1; Speed: 70 ft. ground;
Skills: Athletics V (Str) +7 = 6+1; Blend I (Cha) +2 = 2+0; Notice III (Wis) +4 = 4+0; Sneak III (Dex) +6 = 4+2; Survival II (Wis) +3 = 3+0
Qualities: improved sense (smell), improved stability, superior runner I, superior traveler I.
Attacks: Bite I [1d8/18-20], Kick I [1d6/20]
Gear +2xp: saddle bags , Grooming case , fur dyes (body paint woodland) x2 [5x2].
The four hounds
The faeries’ hounds appeared much like full grown wolf hounds but only a foot tall at the shoulder, the silvery grey fur of the beasts was patterned in knots and spiral of red, green and blue.
These small hunting hounds are the constant companions of the Ferrishyn, small faeries that range the forests of the Isle of the Sea God. The hounds are good hunters in their own right able to chase down their own food during the sometimes prolonged carousing of their masters.
Note: I could not create a fey version of a large dog with the xp allowed therefore these are described as adolescents to have an IC explanation for them improving as I gain feats.
25xp each TL1
Cu'Ferrish whelp (Small Animal Fey Walker — 24 XP): Str 12, Dex 10, Con 10, Int 6, Wis 10, Cha 10; SZ S (1×1, Reach 1); Spd 60 ft. ground; Init III; Atk I; Def I; Resilience I; Health I; Comp None; Skills: Athletics I, Blend I, Notice I, Sneak I, Survival I; Qualities: improved sense (hearing, smell), superior traveler I.
Attacks/Weapons: Bite II
Cu'Ferrish whelp (Small Animal Fey Walker — 24 XP): TL: 1
Str: 12/+1; Dex: 10/+0; Con: 10/+0; Int: 6/-2; Wis: 10/+0; Cha: 10/+0;
Init: +1=1+0(dex) Melee: +1=0+1(str) Fort: +0=0+0(con)
Health: -2=0+0(con)-2(size) ~ 5/7 Ranged: +0=0+0(dex) Ref: +0=0+0(dex)
Def: 11=10+0+0(dex)+1(size) Comp: None Will: +0=0+0(wis)
Size: Small (1×1); Reach: 1; Speed: 60 ft. ground;
Skills: Athletics I (Str) +3 = 2+1; Blend I (Cha) +2 = 2+0; Notice I (Wis) +2 = 2+0; Sneak I (Dex) +2 = 2+0; Survival I (Wis) +2 = 2+0
Qualities: improved sense (hearing, smell), superior traveler I.
Attacks: Bite II [1d6/17-20]
Gear 1xp: Fur dyes (body paint woodland), Grooming kit