HALF-FEY TEMPLATE
The Fey's magical nature allows them to crossbreed with virtually any creature. The resulting offspring, half-fey, have many of the traits of their supernatural kin.
Sometimes on a whim, fey - such as dryads, nymphs, or satyr - will occasionally make love to charismatic passerby - ususally humans, elves, or gnomes. However, some half-fey are born of nymphs or dryads who were taken advantage of by evil creatures like orcs, hobgoblins, or trolls. Either way, offspring born to female fey are usulally left with a good family in a nearby settlement of humanoids. The child will then be visited periodically by nearby fey (not necessarily the mother), often in the form of a "faerie godparent", as it were. Half-fey born to femalr non-fey are usually left with the mother but experience that same kind of visits as those born of female fey.
No matter what the form, half-fey are always strangely charismatic and good-looking, often with slightly green or purple tinged skin, large iridescent eyes, and hair of an earthen tone that changes with the seasons.
Half-fey are fickle, often mischievous and have a natural love of nature. They dislike evil and the corruption of nature, but still hate to miss a chance to pull a prank or two on unsuspecting passerby. However, as they get older, they feel more drawn toward the wild and less content with the constraints of civilization. They sometimes become loners, preferring to live by their wits on the open road or in the wilderness.
Creating a Half-Fey
"Half-fey" is a template that can be applied to any corporeal humanoid, monstrous humanoid, or giant with an Intelligence score of 4 or more (referred to hereafter as the "base creature"). The creature's type changes to "fey". It uses all the base creature's statistics and special abilities except as noted here.
Speed: There is a 50% chance that a half-fey has insectoid wings. The creature can fly at twice the base creature's normal speed (good manuverability).
AC: Natural armor improves by +1.
Special Attacks: A half-fey retains all the special attacks of the base creature and also gains the supernatural ability to use dancing lights at will as the spell. Half-fey with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once per day.
Table: Half-Fey Spell-like Abilities
Level Abilities
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1-2 Charm person, sleep
3-4 Invisibility 3/day. obscuring mist
5-6 Snare, entangle
7-8 Dimension door, tree shape
9-10 Mind fog, confusion
11-12 Permanent image, mirage arcana
13-14 O's irresistible dance
15-16 Modify memory 3/day
17-18 Summon nature's ally IX
19+ Polymorph any object
Special Qualities: A half-fey has all the special qualities of the base creature, plus low-light vision. They also gain immunity to magical sleep effects and a +4 racial bonus to Will saves against magic from the illusion or enchantment schools.
Saves: Same as base creature.
Abilities: Increase from base creature as follows: Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Skills: A half-fey has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and all others as cross-class. If the creature has a class, it gains skills for class levels normally. All half-fey also treat Perform, Hide, and Knowledge (nature) as class skills.
Feats: Half-fey have one feat for every four levels or the base creature's total of feats, whichever is greater.
Climate/Terrain: Same as either the base creature or the fey.
Organization: Same as base creature or solitary.
Challenge Rating: Same as base creature +1
Alignment: Any non-lawful, non-evil.
Treasure: Same as base creature.
Advancement: Same as base creature.
Half-fey Characters
Half-fey humanoids often have a character class, favoring bard, druid, ranger, and wizards specializing in enchantment or illusion. Half-fey clerics serve chaotic, good, or nature deities.
See also:
Book ov Faerie