Playbook: Fae Outrider

Back in the Faerie realm, you were one of the warriors of your people. You patrolled the borders of your homeland on your trusty pony, watching for bands of marauding giants, dark fae, and lost humans. Now you have journeyed far from home on adventures of your own.

Prerequisites: May not be Human. Must be Small sized.
Starting Stats: You were the strongest and most athletic of your people. Your Constitution begins at 12, your Dexterity begins at 10, your Strength begins at 6, and all of your other ability scores begin at 8.
Initial Equipment: Traveler’s Outfit, Leather Armor, a Light Wooden Shield, a Dagger, a Pony mount (see below), a Military Saddle, Saddlebags, 5 days Feed for your pony, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

How did you come to the lands of men?

1d12 What did your fae sire do? Gain
1 Your family grew famous, psychotropic mushrooms. +2 Wis, +1 Str, +1 Con, +1 Cha, Poisonous Upbringing traits.
2 Your mother and father baked the best bread in the land, and you spent too much time near the ovens. +1 Dex, +1 Con, +1 Int, +1 Wis, +1 Cha, Flame-Touched trait.
3 Your father was the mayor of a faerie city. +2 Cha, +1 Str, +1 Int, +1 Wis, Kami Talker trait.
4 Your mother brewed the famous faewine, and other folk always came to visit. +2 Dex, +1 Con, +1 Int, +1 Wis, Fortified Drinker trait.
5 The fields around your family’s lands are famous for the finest smoking leaf. +2 Con, +2 Dex, +1 Cha, Addict trait.
6 Your family has been, for generations, lords of a great faerie hall. +2 Cha, +1 Dex, +1 Int, +1 Wis, Silvertongued trait.
7 Every generation, someone in your family has an adventure. +1 Str, +1 Dex, +1 Con, +1 Int, +1 Cha, Reckless trait.
8 Your grandfather was a bard, traveling from city to city singing tales. +2 Cha, +1 Str, +1 Dex, +1 Int, Talented trait.
9 Your mother was an apiarist, raising bees and cultivating their honey. +2 Wis, +1 Dex, +1 Con, +1 Int, Vermin Wrangler trait.
10 Your father, your brothers, and all your cousins raise great hounds for the hunters. +2 Str, +1 Con, +1 Wis, +1 Cha, Animal Friend trait.
11 You come from a family of eccentric inventors, never quite trusted by your neighbors. +3 Int, +1 Dex, +1 Con, Pragmatic Activator trait.
12 Your father kept the ferry to the underworld. You come from a long line of boatmen. +2 Con, +1 Str, +1 Int, +1 Wis, Water-Touched trait.

Add a location to the village.

1d8 What possessed you to leave your home? Gain
1 You need to find your fortune. +2 Int, +1 Str, Holdout trait.
2 You joined a band of dwarves traveling far from your home. +2 Cha, +1 Con, Weathered Emissary trait.
3 You were cast out for doing something strange. +1 Con, +1 Int, +1 Wis, Advantageous Distraction trait.
4 You found a treasure map and couldn’t resist. +1 Str, +1 Dex, +1 Int, Opener of Doors trait.
5 Dragons destroyed your home. +2 Str, +1 Wis, Draconic Vigil trait.
6 Some human traders came to your village and you were overwhelmed by curiosity. +2 Cha, +1 Dex, Traveling Merchant trait.
7 One night, you glimpsed a band of passing elves and knew you had to follow them. +2 Wis, +1 Dex, Wild Shadow trait.
8 Your feet simply carried you away. +2 Con, +1 Dex, Ever Home trait.
1d8 When you left your own people, you found it difficult to live with humans. However, the other characters became your fast friends. Who else became your friend? Gain
1 The innkeep loves your company and your stories. +2 Cha, +1 Int, free room and board at the Inn.
2 The hunters taught you much human woodcraft, and learned much of yours. +2 Dex, +1 Wis, a Masterwork Survival Kit.
3 You made fast friends with a local merchant. +1 Dex, +1 Int, +1 Cha, a set of Thieves’ Tools and a Merchant’s Scale.
4 Because of your unusual stature, you became the town’s favorite babysitter (you prefer the term “childherd”). +2 Str, +1 Cha, 50-ft. of Silk Rope, a Crook, and 5 doses of Dreamer’s Star.
5 Grandmother Weaver said you were not the first of the fair folk she had met. +2 Wis, +1 Dex, any one Weapon with your race in the name.
6 The brewmaster regularly has you sample his ales. +2 Con, +1 Int, a Pony Keg (50 doses) of Luglurch Ale.
7 You tried to prove your worth by serving with the human militia. +2 Str, +1 Con, an Armored Kilt, a Shortbow, and a quiver w/ 20 arrows.
8 The local humans drafted you to serve as their local judge. You’ve met everybody on their worst day. +2 Wis, +1 Int, a Just Scale and a white wig.

Add an NPC to the village.

You rode far from home and left behind the life you knew. What have you and your pony been through?

d6 What did you learn best on the road? Gain
1 The way past any obstacle. +3 Str, Acrobat trait.
2 How to avoid dangerous pirates and giants. +3 Dex, Child of the Moon trait.
3 The way to wherever you were going. +3 Wis, Stargazer trait.
4 An even greater bond with your steed. +3 Dex, Beast Bond trait.
5 Hard riding and long roads. +3 Con, Lightning Rider trait.
6 How to learn and keep secrets. +3 Cha, Wanderer’s Shroud trait.
d6 What do your enemies fear most about you? Gain
1 The keen edge of your stout blade. +2 Con, Bleeding Strike feat.
2 A swift arrow shot from afar. +2 Dex, Mounted Archery feat.
3 A silent death and a well-placed knife in their backs. +2 Dex, Surprise Attack feat.
4 The shrill wind in your sling. +2 Dex, Ammo Drop feat.
5 The bite of your axe. +2 Str, Sliding Axe Throw feat.
6 A quick thrust from your broad-headed spear. +2 Con, Shaft and Shield feat.

Add a location to the village.

d6 What has happened to you since you have settled among these strange humans? The player to your right was there with you. Gain
1 One of the village men laughed at your stature and challenged you to an archery contest. He didn’t stand a chance. The friend to your right took part in the contest as well and learned a thing or two. +2 Dex, You and the friend to you right both gain the Covering Fire feat.
2 The ghost of a long-forgotten murder victim began haunting the peaceful people of the village. You had to lead the spirit to its rest in the graveyard. The friend to your right helped you uncover the ancient story. +2 Int, You and the friend to your right both gain the Scarred Legion feat.
3 In the deep of winter, mysterious wizard from distant lands tempted you to go with him on a long journey, but you decided to stay instead. The friend to your right was invited as well. +2 Wis, You and the friend to your right both gain the Stick Together feat.
4 A tribe of friendly kobolds (a rare thing indeed) saw you in the forest while you were wandering far and took you for a friend. The friend to your right often ventures to their warren with you. +2 Con, You and the friend to your right both gain the Ambush Squad feat.
5 A wicked ruffian in the village tried to take your pony from you, but then thought better of it. The friend to your right held back his thuggish friend while you struck him. +2 Str, You and the friend to your right both gain the Choir of Blades feat.
6 One of the governors took you for an evil faerie, come to plague the village. You and your friend had to convince him otherwise. The friend to your right spoke on your behalf and convinced the people that you were a friend. +2 Cha, You and the friend to your right both gain the Diplomatic Ruse feat.
d6 What is special about your pony? Gain
1 Your trusty steed can communicate even better than you can. +2 Cha, your Pony is a Bard.
2 Your pony can always sniff out water and a choice bit of grass. +2 Con, your Pony is a Druid.
3 Your pony has a strange understanding of the dwellings of men; she can open doors, handles stairs very well, and always knows where the landlord keeps the good stuff. +2 Int, your Pony is a Rogue.
4 Your is able to sniff out when ghosts, spirits, and the forces of evil are around. +2 Wis, your Pony is an Inquisitor.
5 There is no better beast of burden around; your mount can carry more than any other pony or horse. +2 Con, your Pony is a Fighter with the Pack Mule archetype.
6 Your pony will always find his way home; he can only be lost in battle. +2 Dex, your Pony is a Ranger.

Add an NPC to the village.


Ponies

As a native of the Fae Realm, your mount is very different from those humans are used to dealing with. Rather, your mount is a Ponykind, a sentient fey creature that just happens to have an equine body shape. This “mount” is a classed character that is as much a partner and side-kick as a beast of burden. Your Pony begins as a 1st-level character and advances according to the rules for Cohorts (as per the Leadership feat). Your pony companion may be of any racial subtype (Pegasus, Unicorn, Gem Pony, Zebra, etc.).

As an NPC with character class levels, your pony uses the Elite Array for ability scores (15, 14, 12, 11, 10, 8), and does not gain any Playbook abilities or benefits. It begins with the typical starting kit for its class (i.e. Ranger’s Kit or Bard’s Kit), but has no other starting equipment beyond what you provide.

Playbook: Fae Outrider

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