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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, Wis +4, Cha +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) .

 

 

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