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Half-Fey

Half-fey are the spawn of powerful fey creatures and the mortals they find so intriguing. Often confused by the ignorant with half-fiends, some half-fey grow up tormented by their peers, but a few use their gifts to win over others and become quite popular.

"Half-fey" is usually an inherited template, but it could be acquired through other means as well. Certain mortals who are obsessed with the fey study fey magic and dwell in sylvan places in hopes of gaining power, and a few actually do manage to acquire the half-fey template. Such beings can advance in the half-fey template class, just as natural-born half-fey can if they wish to develop their powers more slowly.

Gnomes of Longwalk, may, with the DM's permission, take the Half-Fey template. Level advancement through the Half-Fey template class is strictly at the discretion of the DM.

Unlike standard character classes Half-fey levels do not increase Hit Dice, base attack bonus, base saving throw bonuses, or skill points with level. They also do not affect when a character acquires feats or attriube raises, since this is based on HD, not ECL.

The Half-Fey Template Class

Level Special
1st Dex +2, Cha +2, Con -2, fey type, low-light vision, saving throw bonuses, spell-like abilities
2nd Wis +2, Cha +2, immunity to enchantment, wings

Half-Fey Template Class Features

All of the following are class features of the half-fey template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Fey Type: At 1st level, the half-fey completes her metamorphosis, and her type changes to fey. She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.

Low-Light Vision (Ex): At 1st-level, the half-fey gains low-light vision.

Saving Throw Bonuses (Ex): At 1st level, a half-fey gains a +4 racial bonus on saving throws against spells and effects from the Enchantment school.

Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).

Minimum
Half-Fey
Level

Minimum
Character
Level
Spell-Like Abilities Gained
1st 1st Charm person at will, hypnotism 1/day
  3rd Detect law 3/day
  5th Protection from law 3/day
  9th Eyebite or lesser geas 1/day
  13th Mass invisibility 1/day
  17th Insanity or mass charm 1/day
2nd 1st Faerie fire or glitterdust 1/day
  3rd Enthrall or sleep 1/day
  7th Confusion or emotion 1/day
  11th Dominate person or hold monster 1/day
  15th Geas/quest or mass suggestion 1/day
  19th Otto's irresistible dance 1/day

The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-fey whose character level (Not ECL) is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day.

Immunity to Enchantments (Ex): At 2nd level, a half-fey becomes immune to all spells and effects from the Enchantment school. This ability replaces the saving throw bonus against these effects included in the half-fey's base racial features.

Wings (Ex): At 2nd level, a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.