rqHaLf-hFeya
No matter
the form, half-feys are always beautiful and
delightful to the senses, having soft pale or burnt auburn skin, sparkling or
deep black eyes, and uncommon graceful movements.
CREATING A HALF-FEY
“Half-fey”
is an inherited template that can be added to any living, corporeal creature
with an Intelligence score of 4 or higher and nonevil
alignment (referred to hereafter as the base creature).
A half-fey
uses all the base creature’s statistics and special abilities except as noted
here.
Size and Type: The creature’s type changes to Fey. Do not recalculate the
creature’s Hit Dice, base attack bonus, or saves. Size is unchanged.
Speed:
A Small and smaller half-fey have gossamer wings and can fly at thrice the base
creature’s base land speed (perfect maneuverability).
Medium and
larger creatures have chance of having gossamer wings and flying
|
% |
Trait |
|
1-20 |
Has
gossamer wings; Cannot fly |
|
21-40 |
Does not
have wings; Cannot fly |
|
41-60 |
Has
gossamer wings; fly at twice the base creature’s base land speed (good
maneuverability). |
|
61-80 |
Has
gossamer wings; fly at thrice the base creature’s base land speed (perfect
maneuverability). |
|
81-100 |
Does not
have wings; fly at thrice the base creature’s base land speed (perfect
maneuverability). |
If the base
creature has a fly speed, use that instead but use a maneuverability one step
closer to perfect.
A Half-Fey
can not fly if it is wearing medium or heavy armor or while carrying a medium
or heavy load.
A half-fey
can swim at twice the base creature’s base land speed. He can also take 10 on swim checks even when
stressed.
Special Attacks: A half-fey retains all the special attacks of the base
creature and also gains the following special abilities.
Shiny
(Su): Half-feys can shine as a daylight effect (as the spell)
at will which only affects the half-fey’s skin.
Beguiling
Touch (Su): 3/day the
Half-Fey makes a touch attack against one creature, that creature is affected
as if by the spell charm person this will save is charisma based,
the DC is 10+1/2HD+ Charisma modifier, caster level equal to HD.
Half of all Half-Fey can go invisible
Invisible
(Su): 3/day, a
Half-Fey may go invisible, caster level equal to HD.
Spell-Like Abilities: A half-fey with an Charisma or
Wisdom score of 8 or higher has two or more spell-like abilities, depending on
its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless
otherwise noted, an ability is usable once per day. Caster level equals the
creature’s HD, and the save DC is Charisma-based.
|
HD |
Abilities |
|
1–2 |
Entangle
3/day |
|
3–4 |
Disguise
Self |
|
5–6 |
Dominate
Animal 3/day |
|
7–8 |
Confusion |
|
9–10 |
Wall of
Thorns, Commune with Nature |
|
11–12 |
Mislead |
|
13–14 |
Animate
Plants, Greater invisibility 3/day |
|
15–16 |
Animal
Shapes 3/day |
|
17–18 |
Shambler, Control Plants |
|
19–20 |
Summon
Nature’s Ally IX, Mage’s irresistible song 3/day |
Special Qualities: A half-fey has all the special qualities of the base
creature, plus the following special qualities.
|
Character
Level |
Abilities |
|
1 |
Damage
Reduction: 1/Cold Iron or magic, Low light vision, Wild Empathy, +4 to Perform
Checks, Age with Grace |
|
2 |
+2 to all
Swim Checks, bonus feat Iron will |
|
3 |
Wilderness
Stride, +6 to Perform Checks |
|
4 |
Damage
Reduction: 5/Cold Iron or magic, Speak with animals, +4 to all Swim Checks,
Acclimate +1 |
|
5 |
Speak with
Animals, Natural Grace |
|
6 |
+6 to all
Swim Checks, +8 to Perform Checks |
|
7 |
Pass
Without a Trace |
|
8 |
Damage
Reduction: 5/Cold Iron, +8 to all Swim Checks, Acclimate +2 |
|
9 |
Amphibious,
+10 to Perform Checks |
|
10 |
+10 to all
Swim Checks, Speak with Plants |
|
11 |
Nymph’s
kiss |
|
12 |
Damage
Reduction: 10/Cold Iron, +12 to all Swim Checks, +12 to Perform Checks,
Acclimate +3 |
|
13 |
Unnatural
Grace |
|
14 |
+14 to all
Swim Checks |
|
15 |
+12 to
Perform Checks |
|
16-17 |
Damage
Reduction: 10/Cold Iron and magic, +16 to all Swim Checks, Acclimate +4 |
|
18-19 |
+18 to all
Swim Checks, +14 to Perform Checks |
|
20 |
Damage
Reduction: 15/Cold Iron and magic, +20 to all Swim Checks, Acclimate +5,
Disappearance |
Wild empathy:
this is just like the druid ability, except he gains +4 bonus
Age with
Grace: Half-Fey do
not lose points to str, dex, or con as they age, in fact a change in hair color may
be the only distinguishing fact of their true age.
Wilderness
Stride: this is just
like the druid ability,
Speak with
Animals (su): Half-Fey can speak with animals as easily as with any
creature with whom he shared a language.
He gains + 10 bonus to Bluff, Diplomacy, Intimidate, and Perform checks
made with animals
Acclimate: Half-Fey are
connected, expressing the nature of whatever their environment. After spending a day or more in any one place
(a city, a woods, a mountain, etc.) they gain a bonus as indicated above to all
skills except appraise, concentration, and all knowledge checks. He gains a +1 each day up to the maximum
shown above
Natural Grace:
A Half-Fey gains a dodge bonus to his AC equal to his Cha Mod. He losses this bonus anytime he losses his dexterity bonus to AC.
Pass Without a Trace: A Half-Fey leaves no
trail, tracks, or scent which can be followed.
Amphibious: Half-Fey can breath
both air and water
Speak with
Plants: Half-Fey can
speak with plants as easily as with any creature with whom he shared a
language.
Nymph’s Kiss:
A Half-Fey gains immunity to the spell-like, supernatural, and
extraordinary ability of all fey.
Unnatural
Grace: A Half-Fey gains a racial bonus to Fort, Ref,
and Will saves and a deflection bonus to his AC equal to his Cha Mod. This replaces the natural grace ability.
Disappearance:
Invisibility at will
—A half-fey’s natural weapons are treated as magic weapons for the
purpose of overcoming damage reduction.
—Spell
resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial
bonus on Reflex saves.
Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con –2 , Int +4,
Skills:
A half-fey gains skill points as a fey and has skill points equal to (6 + Int modifier) x(HD
+3). Do not include Hit Dice from class levels in this calculation—the half-fey
gains outsider skill points only for its racial Hit Dice, and gains the normal
amount of skill points for its class levels. Treat skills from the base
creature’s list as class skills, and other skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base
creature +2; HD 11 or more, as base creature +3.
Alignment: Always good (any).
Level
Adjustment: Same as base creature +3 (those
with perfect maneuverability +4 level adjustment) .