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Half-Fey

woman, elf, butterflies-5670791.jpg, Half-Fey

Half-fey usually have some distinctive aspect to their appearance which suggests their fey parentage. They are usually extreme, either breathtakingly beautiful or horribly ugly. Some are obviously different from birth, while others have their nature manifest itself later in life. This template is sometimes granted by a Faerie Lord as a reward.

Originally Posted by MythMage of the Dicefreaks forums.

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CREATING A HALF-FEY

‘Half-fey’ is an inherited or acquired template that can by added to any living, corporeal creature (referred to hereafter as the base creature).

A half-fey has 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 Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed: A half-fey sometimes has insectile wings and can Fly at the base creature’s base land speed (good maneuverability). If the base creature has a better Fly speed, use that instead.

Other half-fey instead gain a Swim speed equal to their base land speed, or gain a burrow or Climb speed equal to half that.

If the half-fey does not gain any of those, instead increase the base creature’s land speed by 10 ft., or double it, whichever is less.

Special Abilities: A half-fey retains all the special attacks of the base creature and gains spell-like abilities and one additional new special ability drawn from the following list. A half-fey may gain any special ability among those listed, no matter what its fey parent was, although each ability is often associated with specific races. Sometimes, a half-fey may gain a special ability not among those described below; such a unique ability should be no more powerful than those described here. Unless noted otherwise, the save DC for any ability described below is equal to 10 + 1/2 total Hit Dice + Charisma modifier and the caster level for any spells is equal to the half-fey’s total Hit Dice.

  • Awesome Beauty (Su): The half-fey is strikingly beautiful. Any creature of the same type which sees the creature from within 30 feet must succeed on a Will save or be shaken for 1 minute. A new save is required each round; successive failure resets the duration but does not cause a worse fear condition. This effect may be suppressed or resumed as a free action. This is a mind-affecting effect.
  • Typical parent race: Daoine sidhe, dryad, huldra, nymph.
  • Horned Prowess: The half-fey gains a +2 racial bonus on Hide, Listen, and Spot checks. It also gains a head butt attack for 1d4 damage. Its natural armor increases by +2.
  • Typical parent race: Horned hunter, satyr.
  • Immunity to Energy (Ex): The half-fey is immune to one type of energy damage (acid, cold, electricity, fire, or sonic).
  • Typical parent race: Aed sidhe, bile wrapped in beauty, cailleach bheur, caliento, cu sidhe, forestfolk, hoarfroster, horned hunter, storm rider.
  • Invisibility (Su): The half-fey may become invisible as per invisibility as a swift action, and may end the effect as a free action. There is no duration limit.
  • Typical parent race: Pixie, sylphide, fylgiar.
  • Natural Grace (Su): The half-fey is uaffected and undamaged by natural hazards of all sorts, including natural lightning, natural magma, forest fires, and naturally cold and windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Increase the Survival DC to Track the half-fey in natural environments by its Hit Dice.
  • Typical parent race: Bird of paradise, daoine sidhe, zephyr.
  • Quickness (Sp): The half-fey may use haste as a spell-like ability at will, but can only affect itself. The duration is equal to its Charisma bonus +1 (minimum 1 round).
  • Typical parent race: Daoine sidhe, horned hunter, phooka, quickling.
  • Seduction: The half-fey has a strong sexual allure about it. It gains a +4 racial bonus on Bluff checks to seduce others, and may use Charm Person as a spell-like ability at will.
  • Typical parent race: Daoine sidhe, huldra.
  • Spellblooded: The half-fey increases its caster level in all arcane and nature-based spellcasting classes it possesses by +4.
  • Typical parent race: Bird of paradise, cailleach bheur, curupira, daoine sidhe, gaoth sidhe, horned hunter, murderjack, nymph, sylphide.
  • Talent in the Blood: The half-fey acquires great skill in an area related to its fey parent’s race’s area of interest. For instance, the child of an ocean strider may be an amazing sailor. The half-fey chooses up to three skills. These skills are always treated as class skills for the half-fey. It gains a +4 racial bonus on those skills. It may take 10 on those checks even when threatened. The half-fey also gains one bonus feat it qualifies for, which must also be related to its parent fey.
  • Typical parent race: Any.

Spell-Like Abilities: Each half-fey with a Wisdom or Charisma score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. Unless otherwise noted, an ability is usable once per day. When multiple spells are separated by “-or-”, only one of the spells may be chosen. The chosen spells should reflect the nature of the fey parent.

Spell-Like Abilities
HDAbilities
1-2 Faerie fire; hypnotism -or- entangle
3-4 Speak with animals; enthrall -or- sleep -or- disguise self -or- gust of wind
5-6Speak with plants; rage -or- sleet storm -or- suggestion -or- hideous laughter
7-8 Call lightning -or- confusion -or- dispel magic -or- haste -or- slow
9-10 Bestow curse -or- contagion -or- crushing despair -or- divination 1/week -or- fear -or- greater
invisibility
-or- lesser geas
11-12 Call lightning storm -or- charm monster -or- commune with nature -or- control winds -or- dimension door -or- divination -or- hold monster -or- polymorph (self only)
13-14 Creeping doom -or- mass invisibility -or- stone tell -or- sunbeam
15-16Control weather -or- geas/quest -or- mass suggestion -or- persistent image -or- regenerate -or- true seeing -or- veil
17-18Animate plants -or- earthquake -or- horrid wilting -or- insanity -or- mass charm monster -or- sunburst -or- whirlwind
19–20 Bestow Greater Curse* -or- destruction -or- freedom -or- ghostform* -or- mind blank -or- irresistible dance -or- polymorph any object -or- shambler -or- transmute rock to lava*
*From the Spell Compendium.

Special Qualities: A half-fey has all the special qualities of the base creature, plus the following special qualities.

—Low-Light Vision.

—+4 racial bonus on saving throws against the spell-like abilities of fey.

—Damage reduction: 5/cold iron (if HD 11 or less) or 10/cold iron (if HD 12 or more).

—Spell Resistance equal to creature’s HD + 10 (maximum 35).

Abilities: The half-fey increases its ability scores according to one of the following options: +2 to two scores and +6 to one score; or +4 to one and +6 to one; or +4 to three; or +2 to three and +4 to two; or +2 to all six. The increases are usually distributed in proportion to the fey parent’s high ability scores, so the distribution should be chosen with that goal in mind.

Skills: A half-fey gains skill points as a fey and has skill points equal to (6 + Intelligence modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation— the half-fey gains fey 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: Same as either parent’s race.

Level Adjustment: Same as base creature +4.

HALF-FEY WITH BLOODLINES

It is not unusual for a half-fey to have a bloodline in keeping with its fey parent’s race.

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