True Fey
Posted: Wed Sep 12, 2007 10:10 pm
The long awaited revision is here, although partially complete. I'm posting the basics in TGD and over on the Feybook project at the same time.
The other copy is here: http://z11.invisionfree.com/Feybook/ind ... [br][b]FEY RACIAL FEATS[/b] v3 - nerfed a bit as far as spells per day, and scope of ability; more to come
Some Fey feats grant spells to cast without possessing any spellcaster levels.
The powers gained are Spell-Like Abilities with the character level as caster level unless they possess higher caster level from other sources.
The highest spell known through a Fey racial feat is cast once per day
The second highest spell is cast three times per day.
The third highest is cast five times per day.
The fourth highest is cast seven times per day.
All spells fifth highest spell level and lower are cast an unlimited amount of times.
The Fey racial feat spells per day progression (lower on list are better and usually higher spell level):
Spells Times per Day
First 1
Second 3
Third 5
Fourth 7
Fifth and older unlimited
These spells are also added to any of the character’s spell list(s) if they have the appropriate spell slots or capability to cast spells of that level.
FEYBLOOD [General] (required to gain any Fey class or racial class)
Prerequisite: Organic or spirit living being
Benefit:
Change character to Fey with augmented type(s) of any previous subtype(s) the character had before aquiring this feat.
For example, a Humanoid (Human) becomes Fey (augmented Human).
An exception is that Constructs and Oozes become Fey (augmented Elemental).
The character may now add Fey feats, gain levels in Fey classes, use Fey items, and is affected by spells that specifically work for or against Fey.
The Fey now uses the Elf age categories once adulthood has been reached, but does not age while in any Fey plane.
Character level
1 Racial bonuses of Listen, Spot and Search +2, does not stack with same bonuses from base race. If the character meets the conditions of a race-specific Fey feat, they may gain it as a bonus feat.
2 Damage Reduction equal to character level, bypassed by iron.
6
10
16
20
Normal: A character may not take Fey feats unless they possess a Fey race.
Special: In settings using this feat and Fey feats, Elves and Gnomes as well as all Fey creatures are considered to have this feat, and if they had a racial bonus to Spot, Listen and Search before adding this feat then do not add these bonuses (don’t add the ones that would otherwise stack; if any are missing add those, though).
FEY BODY [Fey]
Prerequisite: Fey
Benefit:
FEY MIND [Fey]
Prerequisite: Fey
Benefit:
FEY GOBLIN [Fey]
Prerequisite: Goblinoid, Fey
Benefit: The character is related to Fey Goblins, ancestors of the more common mortal Goblinoids. The character can now advance in the supernatural pursuit of theft and thriving off of the products of greater civilizations.
Gain Use Magic Device, Disable Device, and Sleight of Hand as class skills.
Level
1 Ghost Sound and Detect Magic
2 Knock
4 Locate Object
6 Spider Climb
8 Shatter
10 Dimension Door
12 Shrink Item (limit 1 item shrunk per 2 levels)
14 Analyze Dweomer
16 Shadow Walk
18 Discern Location
20 Freedom
Normal: Goblinoids are plain sword-bait and little walking bundles of experience points. Even bigger Goblinoids such as Hobgoblins and Bugbears can mass in large crowds but they still suck.
FEY ELF [Fey]
Prerequisite: Elf, Fey
Benefit: The character is related to Fey Elves (Sidhe), ancestors of the more common mortal Elves.
The character can now use innate arcane power to craft reality and shape surroundings for the purpose of pleasure, comfort, and evading detection from boring and pesky mortals.
Gain Spellcraft, Craft, and Heal as class skills.
Lose –2 Strength and gain +2 Intelligence; these do not stack with any other racial bonus or penalty.
Level
1 Detect Secret Doors (constant)
2 Whispering Wind and Jump
4 Wood Shape
6 Nondetection
8 Persistent Disguise Self
10 Fabricate
12 Sending
14 Tree Stride
16 Ironwood
18 Wall of Thorns
20 True Creation
Normal: Elves shoot bows and pretend to be something different from humans with pointy ears.
Special: When Grey Elves possess this feat, do not apply Fey Elf ability score adjustments.
FEY GNOME [Fey]
Prerequisite: Gnome, Fey
Benefit: The character is related to Fey Gnomes, ancestors of the more common mortal Gnomes. Various Fey Gnome types are sometimes known as Wee Folk, Knockers, Uldra, or Leprechauns.
The character can now use gifts of the wilds to protect both the land around and animals within as well as resculpt the terrain as they see fit.
Gain Survival, Alchemy and Handle Animal as class skills.
Default size is reduced to “Tiny”, one down from Small.
Level
1 Prestidigitation and Persistent Enlarge Person (self)
2 Detect Animals and Plants, and Hide From Animals
4 Speak With Animals
6 Invisibility
8 Animal Messenger
10 Summon Nature’s Ally 4 (animals and Fey only)
12 Commune With Nature
14 Statue
16 Animal Shapes
18 Awaken Animal
20 Wish (create nonmagical items, undo effects, remove injury/afflictions, and revive dead only)
Normal: Gnomes get really sucky Spell-Like Abilities and very few people want to play one. They are like Halflings without the cool combat bonuses.
FEY TROLL [Fey]
Prerequisite: Troll, Fey
Benefit: The character is the product of a long line of defeated Trolls in the Fey planes, known as Nemedians. They are various pale and dusky colors, soft-featured, with long floppy ears and a dragging tail.
The Nemedians were subjugated by Fomorians and forced to do labor until worked to death, causing mass genocide among the ancient Fey Troll populations; only the wisest, most clever, most cowardly, and most lucky survived.
The character uses ancient arts to remain hidden from ancestral enemies, to preserve their heritage, and to either advise or doom the new young races to their fates.
Lose Rend, –4 Strength and Constitution, and 1 Level Adjustment. Gain +2 Wisdom and Charisma, and +4 Intelligence, Cold and Earth Immunity. Regeneration is replaced with Fast Healing of same amount.
Gain Spellcraft, Knowledge (Any) and Sense Motive as class skills.
Level
1 Pass Without Trace
2 See Invisible
4 Cure Minor Wounds and Lesser Restoration
6 Clairvoyance and Detect Scrying
8 Scrying
10 Persistent Tree Shape
12 Dispel Magic and Cure Light Wounds
14 Legend Lore
16 Extended Stoneskin
18 Foresight and Greater Scrying
20 Slay Living and Resurrection
Normal: Trolls, whether found in caves, forests, or in closets, exist only as obnoxious regenerating bags of experience points.
FEY MERFOLK [Fey]
Prerequisite: Merfolk, Fey
Benefit: The character belongs to a successful and common Fey race of aquatic humanoids. These beings, resembling half-elves with shining fish bodies from the waist down, are as unpredictable and wild as other land-dwelling Fey.
The proliferation of Fey Merfolk can be mostly traced to a lack of many dangerous aquatic monsters in Fey worlds, allowing the somewhat fragile race some measure of peace from more aggressive oceanic humanoids.
Other names for Fey Merfolk are Nereids, River Gods, and Merrow.
Lose –2 Strength, –10 Swim speed and 1 Level Adjustment.
Gain Swim, Spot and Listen as class skills
Level
1 Hide From Animals
2 Charm Animal
4 Persistant Alter Self (to change tail into legs only, can not disguise)
6 Water Breathing and Charm Person
8 Dominate Animal
10 Control Water
12 Telekinesis
14 Charm Monster
16 Telekinetic Sphere (made of water, 10 HP per square inch, no hardness)
18 Control Weather (as if Druid)
20 Mass Charm Monster
Normal: Merfolk are tasty snacks for big sea monsters. They are pretty much humans with a fish suit on and stink like fish.
RACIAL CLASSES
These level progressions are both playable race and character class. They are to be applied to any living being, which then becomes Fey. The True Fey is most versatile and many Fey advance in the class, while more specific types such as Sprite end quickly but may multiclass as True Fey at any time.
True Fey
fluff to come
and believe you me, Fey are fluffy.
True Fey that were originally not of a Fey race become Fey with a subtype of their original type(s). If the creature’s Intelligence is less than 3 or of a non-humanoid shape it instead becomes “Fey (augmented Animal)”. If the True Fey’s original form was inorganic or otherwise wholly unlike anything natural and living, such as a Construct or Ooze, they are become Fey (augmented Elemental).
Outsiders remain outsiders but as by the Feyblood feat are now affected by anything magic or other condition that applies to Fey.
Alignment: somewhere between Lawful to Chaotic, but usually Neutral regarding Good/Evil. True Fey inherently respect their homelands and nature but also retain their own free will.
Races: to gain any levels in True Fey a character must have the Feyblood feat
Starting Gold: as Bard
Starting Age: as by base race, but since they are immortal any True Feycharacter may possibly be of any age stretching back to the creation of their home plane
Hit Die: d6 + CON
Class Skills: Bluff, Concentration, Craft (any one), Diplomacy, Disguise, Escape Artist, Handle Animal, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Perform, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope
True Fey desiring more physical skills multiclass to Rogue or similar more agile occupations. For specific physical skills, see Lesser Adaptation.
Skill Points per Level: 6 + INT
Base Attack Bonus: Poor, equal to half of True Fey level
Good Saves: Reflex, Will
Bad Saves: Fortitude
Bonus languages: Sylvan
Spiritsight (Su) (Fey): The ability to see supernaturally hidden things and that-which-lies-between-worlds is common to Fey, and progresses as they gain power.
See Invisibility (constant, Su)
Detect Magic
Detect Thoughts (constant, Su)
True Seeing (constant, Su)
Level
1 Feyblood (unless the Fey has it), Ageless, Low Light Vision, Armored Caster
2 Bonus Fey Feat, Moonskin (iron)
3 Lesser Adaptation
4 Bonus Fey Feat, Twilight Soul
5 Dryad Item, Crossroads Traveler
6 Bonus Fey Feat, Greater Adaptation
7 Fey Grace 1
8 Bonus Fey Feat, Fey Incarnate (Self-Reincarnate)
9 Fey Grace 2
10 Bonus Fey Feat, Greater Twilight Soul
11 Fey Grace 3
12 Bonus Fey Feat, Greater Moonskin (iron and magic)
13 Fey Grace 4, Fey Incarnate (Self-Resurrection)
14 Bonus Fey Feat, Blood of Danu 1
15 Fey Grace 5, Fey Incarnate (Self-Regenerate)
16 Bonus Fey Feat, Blood of Danu 2
17 Fey Incarnate (Self-True-Resurrection)
18 Bonus Fey Feat, Blood of Danu 3
19 Ultimate Moonskin (iron, magic, and epic)
20 Bonus Fey Feat, Miracle (Su, deity: nature)
Weapon and Armor Proficiencies: light armor, simple weapons
Racial Class Properties:
Some racial class abilities are marked as (Fey).
Any other Fey may gain the ability as a Fey feat at the same level as the True Fey gains it as a class feature.
Other racial class abilities have the same name as a spell, usually with (Su) next to it. This means it is a supernatural ability functioning identical to the matching spell, but if (constant) is next to it the spell is always active unless the Fey chooses to turn it “on” or “off” once each round as a free action.
By default, the abilities are “off” and are turned “off” again when the True Fey is unconscious. Dispel Magic turns all active constant abilities off.
Spellcasting:
True Fey cast spells as Arcane magic Spell-Like Abilities, even though some might come from Divine spellcaster lists.
Charisma is the True Fey spellcasting ability score.
Arcane spellcaster level is equal to True Fey levels.
For metamagic feats use the ones applicable to Spell-Like Abilities, not normal spells.
The maximum spell level to cast for a True Fey is equal to half their True Fey levels, rounded up; this advancement progresses as fast as a Wizard or Cleric.
Learning New Spells
Spells are learned the same way as Wizards but no spellbook is required to store them.
These spells known are part of the True Fey’s collection called a “Ballad”, a mystical compilation of spells that define both the role and amount of prestige within Fey culture.
Spells are usually passed from one Fey to another through any combination of song, dance, and music. The performance must be as long as a spell would normally take to be transcribed into a spellbook.
In order to understand the spell, a Spellcraft check is made by the observer against a DC of the performance at the very end; the complexity depends on the level of the spell, functioning as if the True Fey were a Wizard learning from a scroll.
The written word is seldom used for Fey magic but when writing is needed the Sylvan language is most common. Other spellcasters must know Sylvan to understand a written Fey spell, although such things are exceedingly rare.
Fey that are spied upon exchanging spells in large groups will cease performing and remove unwanted witnesses rather than risk their magic shared by foes.
True Fey Spell List
True Fey may select spells from the Druid, Cleric, and Sorcerer (but not Wizard-specific) lists; these spells are considered part of the True Fey class spell list.
Spells appearing more than once use the lowest level version.
Bard spells may also be selected, but only if the number of True Fey levels equals the number of Bard levels required to cast those spells (as if the character were Bard); this is because Bard spells use different spells at a delayed rate and does not convert well with full caster levels.
True Fey may automatically add one new spell to their Ballad at each True Fey level; any more beyond that must be learned from other sources, such as other Fey, scrolls, or through research.
One spell may be readied from the Ballad for every level of True Fey, plus an additional spell for every Fey Bonus Feat they possess, and another +2 spells readied at their first True Fey level.
Swapping Spells
These readied spells may be swapped after 4 hours of rest, selecting new ones from the Ballad. The rest does not need to be made of consecutive minutes but it does require the True Fey to not cast any spells during or between rest times.
As many as all spells down to as few as none may be switched at once. Changing the readied spells is not possible if there are any active spells on the True Fey, so these spells end all at once when rest is over.
The number of spells available depends on the highest level spell they may cast; their highest spell level is limited to 3 times a day, the second highest spell level is limited to 5 times a day, and every spell level cast by True Fey under that second-highest is unlimited.
Advice
As a True Fey, the player must remember to ready the right spells in the beginning of the day and learn new level-appropriate ones as often as possible. A Fey without spells is considered part of a non-magical ‘underclass’ and either scorned, ignored or pitied.
For more practical reasons, a True Fey’s life and function as a spellcaster depends on the ability to keep up with the rest of their party as well as their opponents.
True Fey tend to prefer Transmutation, Enchantment, Transportation (but not Summoning), Curative, and Shapeshifting magic, but these are just suggestions.
Bonus Fey Feats that only specific Fey races may acquire are marked as (first letter/s of race name), while normal Fey feats are (F) and only require the Feyblood feat.
Ageless (Fey 1): All True Fey do not age as long as living in a Fey plane, but age still accumulates. While not in any Fey plane the Fey ages using Elf categories, as by Feyblood feat.
True Fey have no maximum racial age but are treated as Venerable when they would otherwise die of old age; for a True Fey older than their base age when this feat is taken, they age backwards whenever in a Fey plane until medium age is regained.
Timeless (Fey 4): A True Fey at this stage is immortal, appearing youthful and full of vitality. They are immune to time effects unless willing and possess no age categories or maximum age (appear in physical peak of youth at all times). Acquiring Timeless allows the Fey to replace Ageless with a Bonus Fey Feat.
Armored Caster (General): The character may cast Arcane spells without risk of Arcane Spell Failure depending on the amount of Concentration ranks they have.
At 4 ranks of Concentration only Light armor may be ignored.
At 9 ranks of Concentration up to Medium armor may be ignored.
At 12 ranks of Concentration up to Heavy armor may be ignored.
Twilight Soul (Ex) (Fey 3): Gain Spell Resistance equal to True Fey level +10
Greater Twilight Soul (Ex) (Fey 13) adds +10 to existing SR granted by Twilight Soul.
Natural Fey Weapon (Ex) (Fey 1): Gain a 1d6 natural attack of either Bludgeoning, Piercing, or Slashing damage. This damage is default to size Medium Fey; anything smaller is decreased in die size, and larger increases it.
Examples include but are not limited to horns, claws, one large arm, hooves, wing burs, spines, a toothy bite, or skin thorns.
The source of damage may be of any single body part on the Fey and this ability affects the True Fey’s appearance.
Each further time this ability is gained, either select a new natural weapon for 1d6 damage, or increase the previous one by 1 die size and apply a 50% Strength bonus to damage with that weapon.
This feat may be taken up to 4 times, increasing the required True Fey level by 2 for each previous Natural Fey Weapon feat.
Moonskin (Fey 2): The first feat in this chain grants Damage Reduction equal to True Fey level; iron and other ferrous metals such as steel bypass it. Moonskin is required before gaining Greater Moonskin, and the latter is required before gaining Ultimate Moonskin.
The second feat Greater Moonskin (Fey 10) is only penetrated by weapons that are both iron and magic. Acquiring Greater Moonskin allows the Fey character to replace Moonskin with a Bonus Fey Feat.
The third feat with Ultimate Moonskin (Fey 19) must be bypassed with iron, magic, and epic weapons. Acquiring Ultimate Moonskin allows the Fey character to replace Greater Moonskin with a Bonus Fey Feat.
Lesser Adaptation (Ex) (Fey 3): Chose one of the following abilities:
Weird (Resistance = 10 + level to a single element, damage from body may be made of that element)
Squishy or Slimey (Swim +4, breath air and water, Immune to Water damage and depth, take 10 on Swim checks and add Swim as a class skill)
Stoney (Climb +4, immune to Earth damage and suffocation underground, take 10 on Climb checks and add Climb as a class skill)
Fluffy (Jump +4, Feather Fall self at will, immune to Air damage and void and add Jump as a class skill)
Lanky (Listen +4, gain the Run feat and and add +10 to base movement)
Googly (Spot +4, gain Scent and add Search as a class skill)
Buggy (Balance+4, Tremorsense 5, Natural Armor +1 and add Balance as a class skill)
Leafy (Disguise +4 in wooded area, Damage Reduction = level against Plant sources)
Greater Adaptation (Ex) (Fey):
Gain any single type of base movement speed equal to 10 feet per True Fey level, or choose another Lesser Adapation. Instead of movement the True Fey may also increase their Lesser Adaptation Resistance element to Immunity against all damage of that same element.
The movement types are Land, Fly, Swim, and Climb (includes Web). Burrow is allowed but movement is at most 5’ per round.
The True Fey’s appearance changes slightly to match the movement type.
The movement type also grants +8 to checks that would impede that type of movement; if “Land” is chosen, +8 to Jump is given.
Wings may be of any appearance and span a width equal to 150% the height of the character.
If destroyed or injured the wings may be regrown at the expense of 2 Constitution damage and the remains disintegrate into a substance known colliqualy as “faerie dust” or “pixie dust”, which only has alchemic applications if harvested in vast quantities and distilled.
Crossroads Traveller (Su) (General): Gain the ability to sense Fey Crossroads within 1 mile per character level.
When at any intersection between 2 or more large paths (such as roads) during twilight or half-light conditions a True Fey may slip into or out of their Fey plane, to or from any nearby plane. The crossroad paths must be at least as wide as the Fey is tall.
Normally only Prime planes intersect Fey planes, and even then the connections are very specific.
The True Fey must remain on the intersection for at least one minute, and may only bring up to a light load with them.
This ability also functions as a Shadow Walk spell between similar crossroad locations but only during the same half-lit conditions.
Fey Grace (Su) (Fey): Each time this ability is gained, add the True Fey’s Charisma bonus to one of the following; Deflection AC, Fortitude Save, Reflex Save, Will Save, or Spot & Listen.
Improved Spell Resistance (Fey): Add +10 to the True Fey granted Spell Resistance.
Fey Incarnate (Ex) (Fey): This ability is the embodiment of the True Fey’s progression towards a direct semi-divine relationship with nature. The Fey body and soul become entwined with both their home plane and the cycle of existence. This power develops in stages and only affects the owner.
These abilities are difficult for foes to prevent from occuring but remember that the Fey still loses a level when they return, eventually limiting their options for self-raising.
Self-Reincarnate - Upon death the True Fey may leave their original body and form a new one within any Fey plane after 10 minutes have passed. The new body must be of a Fey race, either of a new type or the same as the original, and levels may be either all True Fey or a combination of True Fey and any other levels the character possessed before dying.
Self-Resurrection – At least 8 hours after death the True Fey may restore their body to either the location of their remaining parts, or to their Fey plane.
Self-Regenerate – After 3 rounds of concentrating, the True Fey heals as by the spell description. Damage by iron can not be recovered and fatigue status can not be removed with with this ability.
Self-True-Resurrection – As with Self-Resurrection, but no remains are needed; the option to return instead becomes to either the last location the True Fey died, or their Fey plane.
Dryad Item (Su) (Fey): A True Fey may craft items using spells they do not know, and using plant material instead of metals or animal parts. 10 times more equivalent plant matter is needed than an amount otherwise required of the original type, and the enchanting process requires twice the amount of crafting time.
This ability may be replaced with a bonus feat if player choses or if GM decides such an ability is too powerful.
Blood of Danu (Ex): As by the Fast Healing quality, the True Fey heals damage at a rate of 1 per round for each bonus listed next to this ability (does not stack with itself) unless the damage was caused by iron or magic. This includes damage from spells and magic weapons, and natural attacks from creatures with DR/magic of some form.
Faerie Speed (F): Dexterity +1 enhancement bonus for every 2 True Fey levels.
Faerie Mind (F): Intelligence +1 enhancement bonus for every 2 True Fey levels.
Faerie Glamor (F): Wisdom +1 enhancement bonus for every 2 True Fey levels.
Faerie Insight (F): Charisma +1 enhancement bonus for every 2 True Fey levels.
NOTE: the following Sprite stuff will probably be replaced with a single feat for "Spriteblood" or something similar, and all Sprite abilities simulated within the True Fey class...
True Sprite [/b] (Fey):
This feat is usually added to natural born Fey upon their birth, or to characters gaining levels in True Fey at the moment of conversion to Fey. For each True Fey level some other abilities are gained in addition to becoming a member of the Sprite race. Sprite-only feats are marked with
1 one size smaller than base race, CON –4 and DEX+2 racial adjustments, Sprite Power +3, Spriteling feat
2 Sprite Power +4, NAC+1
3 Sprite Power +5, Globe of Light
Sprite Power (Sprite)- For each cumulative bonus of this ability choose an amount of spell levels of the following spells to cast once per round at will as (Su) ability: The spell levels may be delayed from one level to the next in order to gain greater powers.
Calm Emotions 2
Charm Person 1
Dancing Lights & Faerie Fire 1
Detect Alignment (as by Detect Good/Evil/Chaos/Law in one) 2
Detect Thoughts 2
Disguise Self 1
Dispel Magic 3
Entangle 1
Invisibility (self only) 2
Lesser Confusion 1
Permanent Image 6
Pyrotechnics 2
Sleep (imbue any single weapon by touch as a move action)
Ventriloquism 1
Water Breathing 3
Globe of Light (Su) (Fey): The Sprite may become or return from a ball of light as a standard action but has effective STR 0 for manipulating and can only make move actions in this alternate form. Within the glowing orb is the vague shape of the Sprite’s body, although it is the same substance as the rest.
This ball is airy but of the same mass as the Sprite, and one size smaller than their normal form. They can supernaturally fly perfectly at a speed of 100 feet as a ball.
This ball form glows as if affected by a Continual Light spell.
Spriteling (Fey): The Fey is related to a type of Sprite race. This feat is optional for True Sprites, and other types may be added to this list.
Grig - Druid’s Wild Empathy, Jump +8
Nixie - Amphibious (Ex, breathe air and water equally), Swim speed equal to Land speed
Pixie - Enthrall (Su) once per encounter, Greater Invisibility (Su)
The other copy is here: http://z11.invisionfree.com/Feybook/ind ... [br][b]FEY RACIAL FEATS[/b] v3 - nerfed a bit as far as spells per day, and scope of ability; more to come
Some Fey feats grant spells to cast without possessing any spellcaster levels.
The powers gained are Spell-Like Abilities with the character level as caster level unless they possess higher caster level from other sources.
The highest spell known through a Fey racial feat is cast once per day
The second highest spell is cast three times per day.
The third highest is cast five times per day.
The fourth highest is cast seven times per day.
All spells fifth highest spell level and lower are cast an unlimited amount of times.
The Fey racial feat spells per day progression (lower on list are better and usually higher spell level):
Spells Times per Day
First 1
Second 3
Third 5
Fourth 7
Fifth and older unlimited
These spells are also added to any of the character’s spell list(s) if they have the appropriate spell slots or capability to cast spells of that level.
FEYBLOOD [General] (required to gain any Fey class or racial class)
Prerequisite: Organic or spirit living being
Benefit:
Change character to Fey with augmented type(s) of any previous subtype(s) the character had before aquiring this feat.
For example, a Humanoid (Human) becomes Fey (augmented Human).
An exception is that Constructs and Oozes become Fey (augmented Elemental).
The character may now add Fey feats, gain levels in Fey classes, use Fey items, and is affected by spells that specifically work for or against Fey.
The Fey now uses the Elf age categories once adulthood has been reached, but does not age while in any Fey plane.
Character level
1 Racial bonuses of Listen, Spot and Search +2, does not stack with same bonuses from base race. If the character meets the conditions of a race-specific Fey feat, they may gain it as a bonus feat.
2 Damage Reduction equal to character level, bypassed by iron.
6
10
16
20
Normal: A character may not take Fey feats unless they possess a Fey race.
Special: In settings using this feat and Fey feats, Elves and Gnomes as well as all Fey creatures are considered to have this feat, and if they had a racial bonus to Spot, Listen and Search before adding this feat then do not add these bonuses (don’t add the ones that would otherwise stack; if any are missing add those, though).
FEY BODY [Fey]
Prerequisite: Fey
Benefit:
FEY MIND [Fey]
Prerequisite: Fey
Benefit:
FEY GOBLIN [Fey]
Prerequisite: Goblinoid, Fey
Benefit: The character is related to Fey Goblins, ancestors of the more common mortal Goblinoids. The character can now advance in the supernatural pursuit of theft and thriving off of the products of greater civilizations.
Gain Use Magic Device, Disable Device, and Sleight of Hand as class skills.
Level
1 Ghost Sound and Detect Magic
2 Knock
4 Locate Object
6 Spider Climb
8 Shatter
10 Dimension Door
12 Shrink Item (limit 1 item shrunk per 2 levels)
14 Analyze Dweomer
16 Shadow Walk
18 Discern Location
20 Freedom
Normal: Goblinoids are plain sword-bait and little walking bundles of experience points. Even bigger Goblinoids such as Hobgoblins and Bugbears can mass in large crowds but they still suck.
FEY ELF [Fey]
Prerequisite: Elf, Fey
Benefit: The character is related to Fey Elves (Sidhe), ancestors of the more common mortal Elves.
The character can now use innate arcane power to craft reality and shape surroundings for the purpose of pleasure, comfort, and evading detection from boring and pesky mortals.
Gain Spellcraft, Craft, and Heal as class skills.
Lose –2 Strength and gain +2 Intelligence; these do not stack with any other racial bonus or penalty.
Level
1 Detect Secret Doors (constant)
2 Whispering Wind and Jump
4 Wood Shape
6 Nondetection
8 Persistent Disguise Self
10 Fabricate
12 Sending
14 Tree Stride
16 Ironwood
18 Wall of Thorns
20 True Creation
Normal: Elves shoot bows and pretend to be something different from humans with pointy ears.
Special: When Grey Elves possess this feat, do not apply Fey Elf ability score adjustments.
FEY GNOME [Fey]
Prerequisite: Gnome, Fey
Benefit: The character is related to Fey Gnomes, ancestors of the more common mortal Gnomes. Various Fey Gnome types are sometimes known as Wee Folk, Knockers, Uldra, or Leprechauns.
The character can now use gifts of the wilds to protect both the land around and animals within as well as resculpt the terrain as they see fit.
Gain Survival, Alchemy and Handle Animal as class skills.
Default size is reduced to “Tiny”, one down from Small.
Level
1 Prestidigitation and Persistent Enlarge Person (self)
2 Detect Animals and Plants, and Hide From Animals
4 Speak With Animals
6 Invisibility
8 Animal Messenger
10 Summon Nature’s Ally 4 (animals and Fey only)
12 Commune With Nature
14 Statue
16 Animal Shapes
18 Awaken Animal
20 Wish (create nonmagical items, undo effects, remove injury/afflictions, and revive dead only)
Normal: Gnomes get really sucky Spell-Like Abilities and very few people want to play one. They are like Halflings without the cool combat bonuses.
FEY TROLL [Fey]
Prerequisite: Troll, Fey
Benefit: The character is the product of a long line of defeated Trolls in the Fey planes, known as Nemedians. They are various pale and dusky colors, soft-featured, with long floppy ears and a dragging tail.
The Nemedians were subjugated by Fomorians and forced to do labor until worked to death, causing mass genocide among the ancient Fey Troll populations; only the wisest, most clever, most cowardly, and most lucky survived.
The character uses ancient arts to remain hidden from ancestral enemies, to preserve their heritage, and to either advise or doom the new young races to their fates.
Lose Rend, –4 Strength and Constitution, and 1 Level Adjustment. Gain +2 Wisdom and Charisma, and +4 Intelligence, Cold and Earth Immunity. Regeneration is replaced with Fast Healing of same amount.
Gain Spellcraft, Knowledge (Any) and Sense Motive as class skills.
Level
1 Pass Without Trace
2 See Invisible
4 Cure Minor Wounds and Lesser Restoration
6 Clairvoyance and Detect Scrying
8 Scrying
10 Persistent Tree Shape
12 Dispel Magic and Cure Light Wounds
14 Legend Lore
16 Extended Stoneskin
18 Foresight and Greater Scrying
20 Slay Living and Resurrection
Normal: Trolls, whether found in caves, forests, or in closets, exist only as obnoxious regenerating bags of experience points.
FEY MERFOLK [Fey]
Prerequisite: Merfolk, Fey
Benefit: The character belongs to a successful and common Fey race of aquatic humanoids. These beings, resembling half-elves with shining fish bodies from the waist down, are as unpredictable and wild as other land-dwelling Fey.
The proliferation of Fey Merfolk can be mostly traced to a lack of many dangerous aquatic monsters in Fey worlds, allowing the somewhat fragile race some measure of peace from more aggressive oceanic humanoids.
Other names for Fey Merfolk are Nereids, River Gods, and Merrow.
Lose –2 Strength, –10 Swim speed and 1 Level Adjustment.
Gain Swim, Spot and Listen as class skills
Level
1 Hide From Animals
2 Charm Animal
4 Persistant Alter Self (to change tail into legs only, can not disguise)
6 Water Breathing and Charm Person
8 Dominate Animal
10 Control Water
12 Telekinesis
14 Charm Monster
16 Telekinetic Sphere (made of water, 10 HP per square inch, no hardness)
18 Control Weather (as if Druid)
20 Mass Charm Monster
Normal: Merfolk are tasty snacks for big sea monsters. They are pretty much humans with a fish suit on and stink like fish.
RACIAL CLASSES
These level progressions are both playable race and character class. They are to be applied to any living being, which then becomes Fey. The True Fey is most versatile and many Fey advance in the class, while more specific types such as Sprite end quickly but may multiclass as True Fey at any time.
True Fey
fluff to come
and believe you me, Fey are fluffy.
True Fey that were originally not of a Fey race become Fey with a subtype of their original type(s). If the creature’s Intelligence is less than 3 or of a non-humanoid shape it instead becomes “Fey (augmented Animal)”. If the True Fey’s original form was inorganic or otherwise wholly unlike anything natural and living, such as a Construct or Ooze, they are become Fey (augmented Elemental).
Outsiders remain outsiders but as by the Feyblood feat are now affected by anything magic or other condition that applies to Fey.
Alignment: somewhere between Lawful to Chaotic, but usually Neutral regarding Good/Evil. True Fey inherently respect their homelands and nature but also retain their own free will.
Races: to gain any levels in True Fey a character must have the Feyblood feat
Starting Gold: as Bard
Starting Age: as by base race, but since they are immortal any True Feycharacter may possibly be of any age stretching back to the creation of their home plane
Hit Die: d6 + CON
Class Skills: Bluff, Concentration, Craft (any one), Diplomacy, Disguise, Escape Artist, Handle Animal, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Perform, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope
True Fey desiring more physical skills multiclass to Rogue or similar more agile occupations. For specific physical skills, see Lesser Adaptation.
Skill Points per Level: 6 + INT
Base Attack Bonus: Poor, equal to half of True Fey level
Good Saves: Reflex, Will
Bad Saves: Fortitude
Bonus languages: Sylvan
Spiritsight (Su) (Fey): The ability to see supernaturally hidden things and that-which-lies-between-worlds is common to Fey, and progresses as they gain power.
See Invisibility (constant, Su)
Detect Magic
Detect Thoughts (constant, Su)
True Seeing (constant, Su)
Level
1 Feyblood (unless the Fey has it), Ageless, Low Light Vision, Armored Caster
2 Bonus Fey Feat, Moonskin (iron)
3 Lesser Adaptation
4 Bonus Fey Feat, Twilight Soul
5 Dryad Item, Crossroads Traveler
6 Bonus Fey Feat, Greater Adaptation
7 Fey Grace 1
8 Bonus Fey Feat, Fey Incarnate (Self-Reincarnate)
9 Fey Grace 2
10 Bonus Fey Feat, Greater Twilight Soul
11 Fey Grace 3
12 Bonus Fey Feat, Greater Moonskin (iron and magic)
13 Fey Grace 4, Fey Incarnate (Self-Resurrection)
14 Bonus Fey Feat, Blood of Danu 1
15 Fey Grace 5, Fey Incarnate (Self-Regenerate)
16 Bonus Fey Feat, Blood of Danu 2
17 Fey Incarnate (Self-True-Resurrection)
18 Bonus Fey Feat, Blood of Danu 3
19 Ultimate Moonskin (iron, magic, and epic)
20 Bonus Fey Feat, Miracle (Su, deity: nature)
Weapon and Armor Proficiencies: light armor, simple weapons
Racial Class Properties:
Some racial class abilities are marked as (Fey).
Any other Fey may gain the ability as a Fey feat at the same level as the True Fey gains it as a class feature.
Other racial class abilities have the same name as a spell, usually with (Su) next to it. This means it is a supernatural ability functioning identical to the matching spell, but if (constant) is next to it the spell is always active unless the Fey chooses to turn it “on” or “off” once each round as a free action.
By default, the abilities are “off” and are turned “off” again when the True Fey is unconscious. Dispel Magic turns all active constant abilities off.
Spellcasting:
True Fey cast spells as Arcane magic Spell-Like Abilities, even though some might come from Divine spellcaster lists.
Charisma is the True Fey spellcasting ability score.
Arcane spellcaster level is equal to True Fey levels.
For metamagic feats use the ones applicable to Spell-Like Abilities, not normal spells.
The maximum spell level to cast for a True Fey is equal to half their True Fey levels, rounded up; this advancement progresses as fast as a Wizard or Cleric.
Learning New Spells
Spells are learned the same way as Wizards but no spellbook is required to store them.
These spells known are part of the True Fey’s collection called a “Ballad”, a mystical compilation of spells that define both the role and amount of prestige within Fey culture.
Spells are usually passed from one Fey to another through any combination of song, dance, and music. The performance must be as long as a spell would normally take to be transcribed into a spellbook.
In order to understand the spell, a Spellcraft check is made by the observer against a DC of the performance at the very end; the complexity depends on the level of the spell, functioning as if the True Fey were a Wizard learning from a scroll.
The written word is seldom used for Fey magic but when writing is needed the Sylvan language is most common. Other spellcasters must know Sylvan to understand a written Fey spell, although such things are exceedingly rare.
Fey that are spied upon exchanging spells in large groups will cease performing and remove unwanted witnesses rather than risk their magic shared by foes.
True Fey Spell List
True Fey may select spells from the Druid, Cleric, and Sorcerer (but not Wizard-specific) lists; these spells are considered part of the True Fey class spell list.
Spells appearing more than once use the lowest level version.
Bard spells may also be selected, but only if the number of True Fey levels equals the number of Bard levels required to cast those spells (as if the character were Bard); this is because Bard spells use different spells at a delayed rate and does not convert well with full caster levels.
True Fey may automatically add one new spell to their Ballad at each True Fey level; any more beyond that must be learned from other sources, such as other Fey, scrolls, or through research.
One spell may be readied from the Ballad for every level of True Fey, plus an additional spell for every Fey Bonus Feat they possess, and another +2 spells readied at their first True Fey level.
Swapping Spells
These readied spells may be swapped after 4 hours of rest, selecting new ones from the Ballad. The rest does not need to be made of consecutive minutes but it does require the True Fey to not cast any spells during or between rest times.
As many as all spells down to as few as none may be switched at once. Changing the readied spells is not possible if there are any active spells on the True Fey, so these spells end all at once when rest is over.
The number of spells available depends on the highest level spell they may cast; their highest spell level is limited to 3 times a day, the second highest spell level is limited to 5 times a day, and every spell level cast by True Fey under that second-highest is unlimited.
Advice
As a True Fey, the player must remember to ready the right spells in the beginning of the day and learn new level-appropriate ones as often as possible. A Fey without spells is considered part of a non-magical ‘underclass’ and either scorned, ignored or pitied.
For more practical reasons, a True Fey’s life and function as a spellcaster depends on the ability to keep up with the rest of their party as well as their opponents.
True Fey tend to prefer Transmutation, Enchantment, Transportation (but not Summoning), Curative, and Shapeshifting magic, but these are just suggestions.
Bonus Fey Feats that only specific Fey races may acquire are marked as (first letter/s of race name), while normal Fey feats are (F) and only require the Feyblood feat.
Ageless (Fey 1): All True Fey do not age as long as living in a Fey plane, but age still accumulates. While not in any Fey plane the Fey ages using Elf categories, as by Feyblood feat.
True Fey have no maximum racial age but are treated as Venerable when they would otherwise die of old age; for a True Fey older than their base age when this feat is taken, they age backwards whenever in a Fey plane until medium age is regained.
Timeless (Fey 4): A True Fey at this stage is immortal, appearing youthful and full of vitality. They are immune to time effects unless willing and possess no age categories or maximum age (appear in physical peak of youth at all times). Acquiring Timeless allows the Fey to replace Ageless with a Bonus Fey Feat.
Armored Caster (General): The character may cast Arcane spells without risk of Arcane Spell Failure depending on the amount of Concentration ranks they have.
At 4 ranks of Concentration only Light armor may be ignored.
At 9 ranks of Concentration up to Medium armor may be ignored.
At 12 ranks of Concentration up to Heavy armor may be ignored.
Twilight Soul (Ex) (Fey 3): Gain Spell Resistance equal to True Fey level +10
Greater Twilight Soul (Ex) (Fey 13) adds +10 to existing SR granted by Twilight Soul.
Natural Fey Weapon (Ex) (Fey 1): Gain a 1d6 natural attack of either Bludgeoning, Piercing, or Slashing damage. This damage is default to size Medium Fey; anything smaller is decreased in die size, and larger increases it.
Examples include but are not limited to horns, claws, one large arm, hooves, wing burs, spines, a toothy bite, or skin thorns.
The source of damage may be of any single body part on the Fey and this ability affects the True Fey’s appearance.
Each further time this ability is gained, either select a new natural weapon for 1d6 damage, or increase the previous one by 1 die size and apply a 50% Strength bonus to damage with that weapon.
This feat may be taken up to 4 times, increasing the required True Fey level by 2 for each previous Natural Fey Weapon feat.
Moonskin (Fey 2): The first feat in this chain grants Damage Reduction equal to True Fey level; iron and other ferrous metals such as steel bypass it. Moonskin is required before gaining Greater Moonskin, and the latter is required before gaining Ultimate Moonskin.
The second feat Greater Moonskin (Fey 10) is only penetrated by weapons that are both iron and magic. Acquiring Greater Moonskin allows the Fey character to replace Moonskin with a Bonus Fey Feat.
The third feat with Ultimate Moonskin (Fey 19) must be bypassed with iron, magic, and epic weapons. Acquiring Ultimate Moonskin allows the Fey character to replace Greater Moonskin with a Bonus Fey Feat.
Lesser Adaptation (Ex) (Fey 3): Chose one of the following abilities:
Weird (Resistance = 10 + level to a single element, damage from body may be made of that element)
Squishy or Slimey (Swim +4, breath air and water, Immune to Water damage and depth, take 10 on Swim checks and add Swim as a class skill)
Stoney (Climb +4, immune to Earth damage and suffocation underground, take 10 on Climb checks and add Climb as a class skill)
Fluffy (Jump +4, Feather Fall self at will, immune to Air damage and void and add Jump as a class skill)
Lanky (Listen +4, gain the Run feat and and add +10 to base movement)
Googly (Spot +4, gain Scent and add Search as a class skill)
Buggy (Balance+4, Tremorsense 5, Natural Armor +1 and add Balance as a class skill)
Leafy (Disguise +4 in wooded area, Damage Reduction = level against Plant sources)
Greater Adaptation (Ex) (Fey):
Gain any single type of base movement speed equal to 10 feet per True Fey level, or choose another Lesser Adapation. Instead of movement the True Fey may also increase their Lesser Adaptation Resistance element to Immunity against all damage of that same element.
The movement types are Land, Fly, Swim, and Climb (includes Web). Burrow is allowed but movement is at most 5’ per round.
The True Fey’s appearance changes slightly to match the movement type.
The movement type also grants +8 to checks that would impede that type of movement; if “Land” is chosen, +8 to Jump is given.
Wings may be of any appearance and span a width equal to 150% the height of the character.
If destroyed or injured the wings may be regrown at the expense of 2 Constitution damage and the remains disintegrate into a substance known colliqualy as “faerie dust” or “pixie dust”, which only has alchemic applications if harvested in vast quantities and distilled.
Crossroads Traveller (Su) (General): Gain the ability to sense Fey Crossroads within 1 mile per character level.
When at any intersection between 2 or more large paths (such as roads) during twilight or half-light conditions a True Fey may slip into or out of their Fey plane, to or from any nearby plane. The crossroad paths must be at least as wide as the Fey is tall.
Normally only Prime planes intersect Fey planes, and even then the connections are very specific.
The True Fey must remain on the intersection for at least one minute, and may only bring up to a light load with them.
This ability also functions as a Shadow Walk spell between similar crossroad locations but only during the same half-lit conditions.
Fey Grace (Su) (Fey): Each time this ability is gained, add the True Fey’s Charisma bonus to one of the following; Deflection AC, Fortitude Save, Reflex Save, Will Save, or Spot & Listen.
Improved Spell Resistance (Fey): Add +10 to the True Fey granted Spell Resistance.
Fey Incarnate (Ex) (Fey): This ability is the embodiment of the True Fey’s progression towards a direct semi-divine relationship with nature. The Fey body and soul become entwined with both their home plane and the cycle of existence. This power develops in stages and only affects the owner.
These abilities are difficult for foes to prevent from occuring but remember that the Fey still loses a level when they return, eventually limiting their options for self-raising.
Self-Reincarnate - Upon death the True Fey may leave their original body and form a new one within any Fey plane after 10 minutes have passed. The new body must be of a Fey race, either of a new type or the same as the original, and levels may be either all True Fey or a combination of True Fey and any other levels the character possessed before dying.
Self-Resurrection – At least 8 hours after death the True Fey may restore their body to either the location of their remaining parts, or to their Fey plane.
Self-Regenerate – After 3 rounds of concentrating, the True Fey heals as by the spell description. Damage by iron can not be recovered and fatigue status can not be removed with with this ability.
Self-True-Resurrection – As with Self-Resurrection, but no remains are needed; the option to return instead becomes to either the last location the True Fey died, or their Fey plane.
Dryad Item (Su) (Fey): A True Fey may craft items using spells they do not know, and using plant material instead of metals or animal parts. 10 times more equivalent plant matter is needed than an amount otherwise required of the original type, and the enchanting process requires twice the amount of crafting time.
This ability may be replaced with a bonus feat if player choses or if GM decides such an ability is too powerful.
Blood of Danu (Ex): As by the Fast Healing quality, the True Fey heals damage at a rate of 1 per round for each bonus listed next to this ability (does not stack with itself) unless the damage was caused by iron or magic. This includes damage from spells and magic weapons, and natural attacks from creatures with DR/magic of some form.
Faerie Speed (F): Dexterity +1 enhancement bonus for every 2 True Fey levels.
Faerie Mind (F): Intelligence +1 enhancement bonus for every 2 True Fey levels.
Faerie Glamor (F): Wisdom +1 enhancement bonus for every 2 True Fey levels.
Faerie Insight (F): Charisma +1 enhancement bonus for every 2 True Fey levels.
NOTE: the following Sprite stuff will probably be replaced with a single feat for "Spriteblood" or something similar, and all Sprite abilities simulated within the True Fey class...
True Sprite [/b] (Fey):
This feat is usually added to natural born Fey upon their birth, or to characters gaining levels in True Fey at the moment of conversion to Fey. For each True Fey level some other abilities are gained in addition to becoming a member of the Sprite race. Sprite-only feats are marked with
1 one size smaller than base race, CON –4 and DEX+2 racial adjustments, Sprite Power +3, Spriteling feat
2 Sprite Power +4, NAC+1
3 Sprite Power +5, Globe of Light
Sprite Power (Sprite)- For each cumulative bonus of this ability choose an amount of spell levels of the following spells to cast once per round at will as (Su) ability: The spell levels may be delayed from one level to the next in order to gain greater powers.
Calm Emotions 2
Charm Person 1
Dancing Lights & Faerie Fire 1
Detect Alignment (as by Detect Good/Evil/Chaos/Law in one) 2
Detect Thoughts 2
Disguise Self 1
Dispel Magic 3
Entangle 1
Invisibility (self only) 2
Lesser Confusion 1
Permanent Image 6
Pyrotechnics 2
Sleep (imbue any single weapon by touch as a move action)
Ventriloquism 1
Water Breathing 3
Globe of Light (Su) (Fey): The Sprite may become or return from a ball of light as a standard action but has effective STR 0 for manipulating and can only make move actions in this alternate form. Within the glowing orb is the vague shape of the Sprite’s body, although it is the same substance as the rest.
This ball is airy but of the same mass as the Sprite, and one size smaller than their normal form. They can supernaturally fly perfectly at a speed of 100 feet as a ball.
This ball form glows as if affected by a Continual Light spell.
Spriteling (Fey): The Fey is related to a type of Sprite race. This feat is optional for True Sprites, and other types may be added to this list.
Grig - Druid’s Wild Empathy, Jump +8
Nixie - Amphibious (Ex, breathe air and water equally), Swim speed equal to Land speed
Pixie - Enthrall (Su) once per encounter, Greater Invisibility (Su)