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Celtic Campaign

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Brownie

Elf

Fey
Elf Races

Roleplaying
Notes

Originally
Posted by

Sig
of the Book of Fey forums.

On
this Thread

Fey Elf Races

With all the
Elf subtypes in D&D, one might assume there is at least some room for Fey
variants.

Such is sadly not the case.

While there is a new Elf subtype produced with most publication, house rule, or planar variant, the cultural and biological distinctiveness between each is left wanting.

So here in Feybook we present to you a variety of Elf and Elf-like subtypes adapted for Fey culture as one of the most common races of the collective Fey peoples.

Option: Universally Fey Elf

Simply put, all Elves are Fey. Each and every one.

However, unlike their more ‘monstrous’ cousins, these almost-human humanoids don’t have the genuine Fey racial type.

Instead, Elves with this option have a free Feyblood feat as long as they are not of the Fey type, granting the appropriate ‘Feyblooded’ subtype.

Elves can then benefit from anything that would apply to Fey without suffering the penalties their more wild ancestors or kindred might endure, such as Fey bane weapons.

With this
option all members of any Elf subrace are nestled somewhere in the twilight
between spirit and flesh, just enough to get a taste of both worlds.

Unfortunately,
this bonus Feyblood feat does not come without a price.

Something else must go; each basic Elf character, in acquiring the Feyblood
feat (it’s automatic for all non-Fey Elf races for this setting option), must
give up their racially granted weapon proficiency in bow and sword.

The racial bonuses to Spot and Listen from both Elf and Feyblooded also do not
stack.

Using this
option means that gaining an Elf subtype also means gaining the Feyblooded subtype.

Special
Option: Sleep Resistant trait

Upon character creation, any being with the Elf subtype may choose to also acquire
the semi-mystical mental resting state that Elves are so classically known for.

In exchange for -2 racial penalty to Constitution, the Elf character only requires
4 hours of sleep to be rested.

They also gain a +2 racial bonus to saves against Mind-Influencing affects (as
opposed to, traditionally, a +2 racial bonus against Enchantment, which is startingly
both limited and odd in the grand scope of resistance magical effects, as many
mental Psionics and Supernatural effects are not Enchantment but certainly Mind-Influencing.)

Some fey have this trait automatically as part of their race.


Fey Feats

Feyblood
[General]
Prerequisites: Constitution score, non-Fey.
Benefit: The character gains the “Feyblooded” subtype;
they may count as Fey whenever doing so would be beneficial. For instance they
may activate Fey items and qualify for Fey feats and classes.

However they do not suffer any effect that specifically targets Fey.

The Feyblooded subtype also grants Low Light Vision and a +2 racial bonus to
Spot and Listen checks, as well as the maximum age category of Elves (the character
ages normally, retaining all penalties and bonuses, but does not die until the
new maximum age).
Special: Depending on setting, certain Humanoid races get this
feat in exchange for the loss of another racial ability or two.

Moonskin
[Fey]

Prerequisites: Fey.
Benefit: The character gains Damage Reduction equal to their
level +1 (maximum DR 10), bypassed by cold
iron
. At level 9 the weapon must
be both Magic and cold
iron
.

Moonheart
[Fey

Prerequisites: Fey.
Benefit: The character gains Spell Resistance equal to their level +5. At level 11, add another +5 to this Spell Resistance.


Basic Races

Common
Elf

Common Elves are partially related to most other mortal races, especially humans,
and as such share more traits with mortals than with other Fey beings. The lives
of mortal Elves such as these are usually spent among other mortals, but also
in dealing with true Fey more frequently than most. Many Elves on the fringes
of wild Fey territories even slip farther into becoming more like their Fey
kindred.

Medium Humanoid
(Elf, Feyblooded)

+2 racial Dexterity
Low-Light
Vision

Racial
feats:
Feyblood

Curiosity:
The being gains a +2 racial bonus to Search checks and may detect hidden
passages and doors as if actively searching at all times.
Delayed Growth: Common Elves mature at 75% the rate of an average
Human until adulthood. They die using the normal maximum age category for standard
Elves.


Fey Changeling

Fey Changelings resemble very pale, waifish elves with wide-set dark eyes. They
survive by impersonating other beings to gain the same benefits with little
effort. Sometimes a Fey Changeling infant is switched secretly with a mortal
to diversify the Fey gene pool as well as spread Fey influence into other worlds,
much to the pain of the mortal parents.

Humanoid (Elf,
Feyblooded, Shapechanger)

-2 Constitution
Low-Light
Vision

Sleep Resistant trait

+2 racial bonus to Bluff and Diplomacy checks

Racial feats:
Feyblood

Infantile
Mockery (Ex.): By reflex, even an infant Fey Changeling adopts the
form of any humanoids they live with. This ability is used when growing up as
a replacement for mortal children stolen by Fey. The form is imprinted even
when sleeping and does not change accidently until they are conscious enough
to control the ability.
Curiosity: The being gains a +2 racial bonus to Search checks
and may detect hidden passages and doors as if actively searching at all times.
Generic Humanoid Form (Change Shape, Su.): The being may appear
as a member of any Humanoid race as a standard action. Copying the exact form
of other individuals with this ability is not possible.

Automatic
Languages:
1 bonus Humanoid, Sylvan

Special:
A Fey Changeling may change their race to Kitsune if of the appropriate
level and 24 hours of meditation are endured alone, and then seeking the guidance
of another Kitsune.


Sprite

Sprites are possibly one of the most common Fey races in any Fey-occupied area,
much like their adopted animal shapes of birds, toads, fish, and such. In some
areas they also take the role of ‘prey’ near the bottom of any food chain.

Small Fey
(Elf, Sprite)

+2 racial Dexterity and Charisma

-2 racial Constitution and Intelligence

-4 racial Strength
Low-Light
Vision

+2 racial bonus to Spot and Listen

Sleep Resistant trait

Slight
Build:
The being counts as one size smaller when doing so would be
beneficial.
Curiosity: The being gains a +2 racial bonus to Search checks
and may detect hidden passages and doors as if actively searching at all times.
Hover Wings (Ex.): The being may manifest wings that grant
them the flying ability of a floating disk spell. Their low-altitude flight
speed is equal to their normal land movement.

Additional
levels allow new traits to be gained of the specified level and under.

These ability score bonuses stack with others from the same race.

Automatic
Languages:
Sylvan

Sprite abilities
scale according to character level:

Level
2 – Lesser Mystic Wings (Ex.):
The being may manifest wings that grant
them the effect of a Fly spell at half speed but with Good maneuverability.
Only move actions may be made while flying.

Level 3 – Animal Shape (Change Shape, Su.): The being may may appear as any
animal or vermin of their natural size or one size smaller. Racial and class
abilities mostly do not change (except for when certain limbs can’t hold objects,
such as fins or wings) but the being may communicate normally with members of
the chosen species and gains both a matching Swim speed and Amphibious quality
if the species has a Swim speed.
Level 4 – gains +2 racial Intelligence and Constitution, Growing Size
(Ex.):
may become one size larger or return to normal size as a full-round
action. This size increase (from Medium to Large) gives +4 racial Strength,
+1 racial Fortitude saves, -2 racial Dexterity, -4 racial Hide checks, +5 reach
(if Large or bigger), and -1 attack rolls and AC. Height doubles, weight x8.
See the MM for other size change modifiers under “Improving Monsters”.
Level 5 – Mystic Wings (Ex.): The being may manifest wings
that grant them the effect of a Fly spell.

Green
Giant

Some Green Giants thrive and cohabit where any other peaceful Fey live. Others
use their abilities to stalk and consume both smaller Fey and mortals.

Medium Giant
(Elf)

+2 racial Strength

+2 racial Constitution

-2 racial Dexterity and Intelligence
Low-Light
Vision

+1 Natural Armor and another +1 per 3 levels

Camouflage:
The being is naturally colored to wooded environments and gains +8 racial bonus
to Hide checks when immobile in such surroundings.

Additional
levels allow new traits to be gained of the specified level and under as long
as the character has the Feyblood feat.

These ability score bonuses stack with others from the same race.

Automatic
Languages:
Sylvan, Giant

Green
Giant abilities scale according to character level:

Level 2 – Powerful
Build: The being counts as one size larger when doing so would be beneficial

Level 3 – +2 racial Constitution, +10 Land speed

Level 4 – Tree Form (Alternate Form, Su.): The being may appear as a tree of
their own size as by the spell tree
shape
, or meld with any non-sentient immobile
plant as a standard action similar to the spell meld into
stone
but with plants.

Level 5 – Growing Size (Ex.): may become one size larger or return to normal
size as a full-round action. This size increase (from Medium to Large) gives
+4 racial Strength, +1 racial Fortitude saves, -2 racial Dexterity, -4 racial
Hide checks, +5 reach (if Large or bigger), and -1 attack rolls and AC. Height
doubles, weight x8. See the MM for other size change modifiers under “Improving
Monsters”.

Pixie

Pooka

Roleplaying
Notes

Originally
Posted by

Galliard
of the Book of Fey forums.

On
this Thread

The pooka
are mischievous, playful fey, able to shift freely between humanoid and animal-forms.
All pooka have an affinity with one particular animal breed, known as his or
her “kith”. The animal-form usually defines the pooka’s personality.
For example, a badger-pooka would probably be strong, stubborn, and fiesty;
and a bird-pooka could be small, flighty (pun intended), and skittish. As a
race, pooka are known to be personable, talkative and curious to a fault. This,
of course, can vary in intensity from individual to individual, but it’s the
rare pooka that never has anything to say.

All pooka
can physically shift into their respective animal-form as a standard action.
The most common are listed below, but the DM may allow other types if he sees
fit. While in their humanoid-form, they exhibit cosmetic physical traits of
their animal-form. A bird-pooka might have feathers instead of hair and a beak
instead of a nose, while a frog-pooka might have moist, green skin and bulging,
golden, eyes. Typically the ears, nose and eyes will closely resemble their
specific kith, and most sport the tail and horns of their animal-form as well
(if that species has such features).

Pookas are
all chaotic in alignment, and usually good or neutral, but evil pooka do exist.
Such vicious creatures take delight in playing harmful pranks and sowing as
much chaos as possible. Pookas belong to both courts, though they are almost
never nobles. Pookas get along quite well with pixies.

Usually, when
pooka choose to mate, they’ll take a mate of the same (or similar) kith.
Mating out of one’s kith is an acceptable option, though. A pooka mother
will generally give birth to the same kith as either herself or her mate, especially
if both parents are of the same kith, but this is not necessarily assured. Mice
parents will usually have mice babies, but on rare occasion will give birth
to a bird, frog, or even a cat! Though the friends of the parents might get
a good chuckle out of this, there is no particular stigma involved with having
such an odd child. The only difference is that the parents will usually attempt
to find an older pooka of the same animal-type to act as a sort of ‘god-parent’
to the child, and help teach it the ways of it’s kith.

Racial
Traits:

Starting
Ability Scores: -2 Wisdom, +2 Charisma; each is further modified by kith, as
listed below under each specific animal.

Size:
For their humanoid-form, most pooka can choose either Small or Medium
(set at first level). When only one size category is allowed, it is listed below
under specific species. Animal-forms are the size of typical members of their
species.

Speed:
Medium humanoid 30’ (Small humanoid 20′); Animal-forms have the
movements and movement rates of typical members of their species.

Low-Light
Vision
(Ex): Pooka can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability
to distinguish color and detail under these conditions.

Automatic
Languages: Sylvan

Skills:
gain a racial bonus to their Bluff (non-combat use), Diplomacy and
Gather Information checks equal to their pooka hit dice +1, with an additional
+4 bonus on Bluff checks made to send ‘secret messages’ to other
pooka.

Cold-Iron
Allergy: If a pooka is hit with a weapon of cold-iron, he must succeed
at a WILL save [DC 5 + damage dealt] or be shaken for 1 rd. + 1/5 full hp of
damage. He is treated as sickened if bound with cold-iron chains or shackles,
in a cold-iron cage, wearing cold-iron armor, or wielding a cold-iron weapon.
If the pooka is in contact with a sufficient amount of cold-iron to affect him
for an extended period of time, he gains a negative level. The negative level
cannot be removed while he remains in contact with the metal, but can be removed
in the normal manner once he is freed. Pookas gain a negative level for every
24 hours of continuous contact. Pookas restrained in animal-form are trapped
in that form until they are freed.

Even if he
somehow overcomes this limitation through magic, cold-iron armor always imparts
a risk of spell failure for any spell or spell-like ability employed, arcane
or divine, while it is worn. This is a trait of the metal, and cannot be circumvented by feat, enchantment or class abilities. This chance is equal to double the
armor’s normal arcane spell failure.

Pookas can
automatically detect appreciable amounts of cold-iron (i.e.: an amount able
to affect them) due to a foul odor it gives off that only fey seem able to sense;
treat all pookas as having the Scent special ability, but only in regards to
cold-iron.

Class
Skills:
Balance, Bluff, Climb,
Craft, Diplomacy,
Gather Information, Hide,
Jump, Know (fey), Know (nature), Listen, Move
Silently
, Perform, Profession,
Sense Motive, Spot,
Survival, Tumble,
and Use Magic Device.

LV

HD BAB Fort
Ref Will
Feats
Skill
Points
Special
1 1d6 +0 +0 +2 +2 1 [6 + (Intelligence mod.)]
x4
Feat, alternate
form, kin
2 1d6 +0 +0 +2 +3 1 — +2 Charisma, tongues
3 1d6 +0 +0 +2 +3 1 Pooka powers 1/day
4 2d6 +1 +0 +3 +3 1 6 + (Intelligence mod.) Beastly blood,
+2 Charisma
5 2d6 +1 +0 +3 +3 2 Fool’s luck, bonus
feat
6 2d6 +1 +0 +3 +3 2 +2 Charisma
7 3d6 +1 +1 +3 +3 3 6 + (Intelligence mod.) Feat, pooka powers
3/day


Note: Unlike every other fey, a pooka might not have Reflex
and Will as her two “good” saves. Each animal-type will determine
which two saves are the fey’s good saves. The above saving throws apply to a
“small bird”-type pooka. Each listing below notes different types’
two favored saving throws.

Pooka
Animal Kiths:
The modifiers to attributes listed with each animal below
are applied to the pooka’s humanoid-form, not their animal form. Each has an
indication as to which two saves are considered “good” saves. Finally,
each has one or more additional advantages listed, which apply to both forms
(as applicable or unless otherwise stated). Any bonuses gained by animal-type
stack with those racial bonuses gained by all pooka. Pooka may speak normally
in either form, as a supernatural ability.

Badger:
+2 Constitution/-2 Charisma; good saves FORT/WILL

+2 to Intimidate (a class skill for you) and Survival checks

Bat:
+2 Dexterity/-2 Strength; Small only; good saves REFL/WILL
Blindsense 30’; you are shaken if in an area of bright light, such as
direct sunlight, the daylight spell, or similar.

Bird,
Small (crow, sparrow, thrush, etc.);
+2 Dexterity/-4 Strength; Small only; good
saves REFL/WILL
Improved Initiative feat

Boar:
+2 Strength/-2 Intelligence; Medium only; good saves FORT/WILL

Toughness feat; +1 to Intimidation (a class skill for you) checks

Cat:
+2 Dexterity/-2 Wisdom; good saves REFL/WILL

+2 to Climb and Move
Silently
checks

Chicken:
+2 Constitution/-2 Wisdom; good saves FORT/REFL

+2 to Gather Information checks; +1 to Heal (a class skill for you) and Spot
checks

Dog:
no additional adjustments; good saves FORT/REFL

Scent feat; +1 to Listen checks

Deer:
+2 Constitution/-2 Wisdom; Medium only; good saves FORT/REFL

Run feat; +2 to Jump checks

Fish
(trout, bass, salmon, etc.):
+2 Constitution/-2 Charisma; good saves FORT/REFL

Humanoid Swim speed 30’; can breathe both air and water in humanoid form.

Fox:
-2 Strength/+2 Intelligence; good saves REFL/WILL

+2 to Bluff and Sense
Motive
checks

Frog:
+2 Constitution/-2 Strength; Small only; good saves FORT/REFL

Humanoid Swim speed 20’; +2 to Jump and Swim checks

Goat:
+2 Constitution/-2 Charisma; Medium only; good saves FORT/WILL

Head-butt natural attack (1d4 dmg, can be used in a bull-rush), +3 to saves
vs ingested poison.

Hawk:
no additional adjustments; good saves REFL/WILL

+2 to Spot checks

Lizard:
+2 Constitution/-2 Charisma; good saves FORT/WILL

+2 to Climb checks; +4 to
saves made against emotion-altering and emotion-creating effects

Mole:
+2 Constitution/-2 Dexterity; Small only; good saves FORT/WILL

Humanoid Burrowing speed 10’; tremorsense 30’; no visual acuity
past 5’ (effectively blind).

Monkey:
+2 Dexterity/-2 Wisdom; good saves REFL/WILL

+2 to Climb checks; Brachiation
feat

Mouse:
+2 Dexterity, +2 Wisdom/-4 Strength; Small only; good saves REFL/WILL

+2 to Hide and Move Silently checks

Otter:
+2 Dexterity/-2 Wisdom; good saves FORT/REFL

Humanoid Swim speed 20’; +1 to REFL saves

Owl:
+2 Wisdom/-2 Strength; good saves REFL/WILL

+1 to WILL saves; may take any Knowledges as class skills

Pony:
+2 Strength/-2 Wisdom; Medium only; good saves FORT/REFL
Endurance feat; treat humanoid Strength as 4 points
higher when calculating encumbrance

Porcupine:
+2 Constitution/-2 Dexterity; good saves FORT/WILL

In humanoid-form, inflict 1 point piercing dmg to anyone involved in a grapple
with you, each round (including just attempts); +2 to Intimidate
checks and fear saves.

Rabbit:
+2 Dexterity/-2 Strength; good saves REFL/WILL

+10’ to humanoid base-land movement, +1 to Hide checks.

Raccoon:
no additional adjustments; good saves REFL/WILL

+1 to WILL saves; +2 to Survival checks

Rat:
+2 Dexterity/-2 Charisma; good saves FORT/REFL

+2 to Bluff and Climb
checks.

Rooster:
+2 Dexterity/-2 Wisdom; good saves REFL/WILL

Light Sleeper feat; +2 to Diplomacy and
Perform (sing) checks

Sheep:
-2 Wisdom/+2 Charisma; good saves REFL/FORT

Immune to fear-effects if within 10′ of at least two allies; +2 to Bluff
and Diplomacy checks.

Skunk:
+2 Constitution/-2 Charisma; good saves FORT/WILL

In humanoid-form, 1/day, create a stinking
cloud
effect (ex), but only within a 5′ radius, in an adjoining square,
and with only a 1 rd duration (Constitution-based save); +2 to Intimidate
checks and odor-based saving throws.

Snake,
Constrictor;
+2 Constitution/-2 Charisma; Medium only; good saves FORT/REFL
Improved Grapple feat; +2 to all
grapple checks in humanoid form;

Snake,
Venomous:
+2 Constitution/-2 Strength; good saves REFL/WILL

Bite natural attack (1d2 + Strength mod dmg) and venomous bite (as Medium viper,
1 dose per day, plus one per 3 HD; 3 doses max)

Spider:
+2 Dexterity/-2 Charisma; Small only; good saves REFL/WILL

Humanoid Climb speed 20’; +1 to Balance,
Climb, and Intimidate
(a class skill for you) checks

Squirrel:
+2 Dexterity/-2 Strength; Small only; good saves REFL/WILL

Humanoid Climb speed 20’; +1 to Balance,
Climb, and Tumble
checks

Toad:
+2 Constitution/-2 Charisma; good saves FORT/WILL

Greater Fortitude feat; +1 to Survival checks

Turtle:
+2 Constitution/-2 Dexterity; good saves FORT/WILL

Toughness feat; +2 natural armor in humanoid form; reduce humanoid speed by
5’

Weasel:
+2 Dexterity/-2 Wisdom; good saves FORT/REFL
Dodge feat; +1 to REFL saves
Wolf: no additional adjustments; Medium only; good saves FORT/WILL

Track
feat; +2 to Survival

Class
Features:
All of the following are class features of the pooka. Unless
otherwise indicated, the caster level for all special abitities is equal to
the pooka’s pooka level, with saving throw DC’s being equal to 10 + spell’s
level + pooka’s Charisma modifier.

Weapon
and Armor Proficiency: All simple weapons, no armor/shields

Feats:
One at 1st level, and an additional one at 7rd level. Pookas that gain
levels after 7th gain feats as their class/hit dice dictate. At 5th level they
gain a bonus feat from the following list: Acrobatic, Alertness, Armor Proficiency

(Light), Athletic, Deft
Hands
, Dodge,
Improved Initiative, Iron
Will
, Negotiator,
Persuasive or any Pooka feat (see below).

Alternate
Form (Su):
The pooka can change into a specific animal-form (see above).
The pooka will need to make a Will save (DC 16) to change if he is being observed
by a sentient non-pooka creature. If he fails this roll, he will not be able
to change for 1d4 rounds, whereupon he may try again. Animal-forms have the
base Strength, Dexterity and Constitution of a normal member of their species, but add the humanoid-form’s
modifier for each ability to its animal form’s ability (i.e.: a dog has
a base Constitution of 15, if the humanoid dog-pooka has a Constitution of 18 [+4 modifier], then
her animal-form has a final Constitution of 19 [15 animal base + 4 humanoid modifier]).
An animal-form’s physical stats will never drop below 3 due to a humanoid-form’s
negative modifier. It retains the same Intelligence, Wisdom and Charisma in both forms. A pooka
retains its BAB, base saving throws, HD and hit points (modified by new Constitution).
They gain one transformation per day per pooka level, and each transformation
can be maintained for a number of hours equal to the pooka’s Constitution modifier
(minimum 1 hour). Once they reach 7th level, they may take their animal-form
at will, as often as they like and for as long as desired. In all other ways,
refer to the polymorph spell.

Kin
(Su):
Pooka may speak with the same animal-type as their kith, as if
using a continuous speak with animals spell. A cat-pooka would have no problem
talking to a cat, and could probably make himself understood to a lion, but
not a cow. A pony-pooka would clearly understand a horse, donkey, mule or (with
some difficulty due to ‘accent’) a zebra. Such creatures normally
start with an attitude of “neutral” towards the pooka. The effect
can be dispelled, but the pooka can reinstate the effect as a free action on
its turn.

tongues
(Su):
Starting at 2nd level, a pooka is considered to be under the
effects of a continuous tongues spell. The effect can be dispelled, but the
pooka can reinstate the effect as a free action on its turn.

Pooka
Powers (Sp): 1/day, invisibility (self only), Disguise Self and glibness.
At 7th level, a pooka may use these powers 3/day. The pooka will not be able
to initiate the invisibility or Disguise Self powers if they are being observed
by a sentient non-pooka creature.

Beastly
Blood (Ex):
The pooka may choose to add a +2 bonus to either her Strength,
Dexterity or Constitution. This represents the power of her animal kith flowing
through her veins. Once chosen, the bonus is permanently set to that attribute.

Fool’s
Luck (Su): Once per day for every 5 full character levels the pooka
possesses, he may choose to roll twice for any roll, taking the most advantageous
of the two rolls. He must declare use of this power before making the first
roll.

Becoming
Undone:

A pooka can become undone in the same manner as a sidhe. When this event occures,
he reverts instantly to his animal-form. He loses all racial and class abiilties,
as well as all sentience, as if he had been the victim of a successful baleful
polymorph
spell. He will be doomed to live out the rest of his life as a normal
animal, unless he is somehow restored.

Several different
ways are said to exist to restore a such a pooka (though the normal spells such
as break enchantment and the like are useless). The most common is to spend
24 hours in Faerie (or a similar location awash in fey glamour, such as a shallowing),
which will restore the pooka to his old self.

—————————————————————————————-

Pooka
Feats:
The following feats all have “race: pooka” as prerequisites.

Adorable!

You are just sooo cuuuute!
Prerequisites: Small size.
Benefit: Gain a +4 bonus to any Charisma-based check that would
benefit from an innocuous or “cute” appearance. For example, you would
gain the bonus with most Gather Information and many Perform checks, but would
not gain the bonus on Intimidate checks. You do gain the bonus on Bluff checks
when attempting to feint in combat, but only on the first such attempt in any
combat, and only ever once per target. After that, your foes are no longer fooled
by your apparent harmlessness.

Animal
Fury

The primal rage of your kin lies just beneath the surface.
Prerequisites: Pooka Warrior
Benefit: You can rage as a 1st level barbarian. If you take
levels in a class that grants the rage ability, you may add your pooka racial
HD to your class level to determine the frequency and power of your rage ability.
If you are in animal-form while you rage, you gain damage reduction 1/-, but
only for the duration of the rage. If you later take levels of barbarian, this
damage reduction stacks with normal damage reduction gained by that class.

Domesticated

You are very familiar with the ways of mortals, and enjoy living with them.
Prerequisites: A “domestic” kith (such as cat, chicken,
or dog).
Benefit: Choose a humanoid race (see the ranger‘s favored enemy
ability). When dealing with this race, you gain a +2 bonus to Bluff, Diplomacy,
Gather Information, Sense
Motive
, and any applicable Knowledge check, as well
as any attempt to disguise yourself as one of them.

Legerdemain

You harness the power of your glamour to perform simple magic tricks.
Benefit: Three times per day, as a full round action, you may
use any of the following spells as spell-like abilities: dancing lights, ghost sound, mage
hand
, prestidigitation, or silent
image
. You do not have to choose
which spell until you use it (one day you might use mage
hand
three times, the
next, dancing lights once and prestidigitation twice, etc.). Your caster level
equals your character level.

Master
Comic

You are extremely funny, with a sharp wit, excellent comedic timing, and a vast
repertoire of jokes.
Prerequisites: Perform (comedy) 5 or more ranks.
Benefit: Gain a +3 bonus to any Perform (comedy) checks; once
per day, as a full round action, you can tell a joke that acts as a tasha’s
hideous
laughter
spell. This is a mind-affecting, language dependant, spell-like
ability.

Natural
Athlete

You are an agile and nimble beast.
Benefit: Gain a +1 bonus to checks made with any two of the
following skills: Climb, Jump,
Swim, or Tumble. When in your animal-form,
add +5 feet to your primary method of movement, and gain a +1 Dodge
bonus to armor class.

Pooka
Warrior

You are a formidable foe in your animal seeming.
Prerequisites: Weapon Focus (natural weapons)
Benefit: When in animal-form, you gain a +1 bonus to Intimidation
checks, as well as a +2 bonus to attack and damage rolls made with your natural
weapons. When you take this feat, you may choose to convert 2 points of Charisma
into any one of your physical attributes (Strength, Dexterity, or Constitution),
but only while in animal-form.

The Sidhe

Roleplaying
Notes

Originally Posted by

Galliard
of the Book of Fey forums.

On
this Thread

Falling somewhere between
the celestials and the demons, the fey are alternately cursed and blessed, worshipped
and feared by the common mortal. Arguably the most powerful and regal of these
creatures are the nobility of the fey…the sidhe.

The very presence of a
sidhe inspires supernatural awe. They are mysterious fey born of mortal dreams
and woven of self-will and magic. On the surface, the sidhe are an exquisitely
graceful and beautiful race. Tall and lithe, with seemingly the best features
of man and elf, yet mortal half-elves seem drab in comparison. Their bodies
are perfect, their features flawless and their hair richly colored and shining.
Their eyes are of odd yet striking colors, such as violet, silver, opal or amber.
Some males sport facial hair, but this is not common. Sidhe often have what
has been best described as a ‘luminous’ quality, as if light itself
has been charmed to hit them at just the right angle.

They dress in a dazzling
array of styles and fabrics, changing frequently and using exotic or seemingly
impossible materials. From garments made of rich, glowing velvet, to those of
diaphanous silk with the weight of mist, to cloaks crafted from living petals,
butterfly wings, or even water or flame. Nearly any look a sidhe can imagine
is available to it. In addition, many sidhe choose to belong to a type of sub-sect
called an aspect. Each aspect has definite influence on exactly what appearance
a particular sidhe will favor.

Though certain specific
traits of style can always be found amongst the finery of the sidhe, they can
also alter their styles drastically, following various trends and fads, as well
as being influenced by the various mortal cultures. A trod opening up to a Japanese-styled
culture might find the sidhe adorn with jade ornaments, beautiful kimonos and
glittering katanas, while a Meso-American culture would inspire gold and Obsidian
jewelry (or skin), bright bold colors, and resplendently hued feathers.

Looks, as they say, can
be deceiving. This is very true in regards to the sidhe. Shortly after they
come into being, every sidhe crafts for itself a unique, highly idealized, and
quite powerful alternate form. This becomes the sidhe’s preferred form
for the rest of its life. Referred to as “seemings,” these alternate
forms are woven of pure “glamour”…the inborn magical energy
of the sidhe. Seemings are larger, stronger, and far more beautiful than their
true forms could ever be.

The true form of the sidhe
is far from captivating or awe-inspiring. Stripped of their seemings, the sidhe
are infinitely less impressive. They give the appearance of mousy, emaciated
wretches, standing between three and four feet high. Their features become bland,
with thin, stringy, dish-water colored hair and sickly-toned skin of pale gray
to jaundice-yellow. They seem more like malnourished, pathetic children then
eldritch, fey nobility. The true form still vaguely resemble the seeming, and
they retain their unusual eye color in both forms. The true form loses access
to all of the sidhe extraordinary, supernatural, spell-like, and spell casting
abilities. The only real ability the true form has is the power to weave its
seeming.

The sidhe despise their
weaker true form. From their perspective, it is their seemings are their true
forms, and implying differently would be an unforgivably gross breach of etiquette.
Though they can banish their seemings at will, the sidhe would be loath to do
so. Only a serious threat of death could have any real hope of convincing a
sidhe to enact such a dishonor, and even then some would rather be destroyed
with dignity than reveal their shame. Various methods can be used to force a
sidhe into its true form. Such an unfortunate sidhe is said to have been “undone”.
When a sidhe dies, its seeming fades over the course of a few rounds to reveal
its true form, which then also fades in a few rounds. Sidhe cannot be raised,
resurrected or reincarnated, though a properly worded wish might have a chance
at returning one to life.

Origins:
Sidhe apparently are born literally from the stuff of mortal dreams. All sidhe
come to first consciousness in their true forms, drifting not in the realm of
Faerie, but in the depths of the Dreaming. Such newborn sidhe feel a primal
calling to move towards Faerie, and instinctively know the way. The dream-aspected
(see below) sidhe often keep an eye out for such nascent ones, so as to help
them on their journey.

Though they are frail and
naive, most are able to find their way to their destination. With their first
step on Faerie soil, they manifest their seeming. Though many arrive in Endless
Sands, their first point of arrival doesn’t necessarily have a bearing
on whether or not they take a particular aspect or court. Once found, young
sidhe are taken to the Faerie Court, where their initial place in society will
be decided. Usually this entails a fostering of sorts with an older sidhe, appointed
by the monarch.

Personality: Though
sidhe can be just as individualistic as mortals, certain assumptions can be
made about the general attitudes of most sidhe, especially when factoring in
the various aspects. As a race, they tend to be poor judges of character or
of others’ intentions, due to their unwillingness or inability to conform
to the subtle realities of mortal life. Distance, time, and even death are not
often considered by the sidhe. They instead focus on beauty, pleasure, and entertainment;
sidhe enjoy music and singing, art and architecture, hunting and war. Their
considerable eldritch powers make the unpleasantries that most beings have to
struggle with on a daily basis seem quite alien to the sidhe.

Sidhe represent the epitome
of emotions, expressing all of them with more passion than capable or even desired
by most mortals. When happy or amused, they sing, dance, and celebrate for hours
on end; when angered, they might stop at nothing to exact their vengeance. It
is said that a sidhe can hold a grudge for many mortal generations, but also
reward the right kind of behavior with incredible riches. Figuring out exactly
what a particular fey considers ‘the right kind of behavior’ is
the difficult part.

Sidhe prefer to use any
of a number of melodious sounding names amongst themselves. Examples include
Avallia, Calpirian, Hadromir or Serrivel. It is not uncommon for sidhe to periodically
alter or even completely change this name, say once every few centuries or so.
Many sidhe also like to refer to themselves with various honorifics and titles,
such as the Snow Queen, the Sun Lord, the Silent King, and the Green Man. With
so many of them laying claim to one title or another, fights have been known
to break out between multiple claimants to a particular title. Seelie sidhe
would rather hold councils or contests to bestow ownership of a disputed title.
Unseelie sidhe have been known to use every trick in the book, including assassination,
to claim or retain a title.

Sidhe Racial Traits (both forms):
Subtype: All sidhe gain the ethos subtype that corresponds to their specific alignment (i.e.: a chaotic good sidhe would have the subtypes of Chaotic and Good, while a neutral evil sidhe would have the Evil subtype).
Low-Light Vision (Ex): Sidhe can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Languages: Fey (High Sylvan), Sylvan.
Ageless: Sidhe do not age like mortals, and cannot die from old age. They do not gain either the penalties or the bonuses of advancing in age categories, and any magical attempt to age them fails.

Sidhe Racial Traits
(True Form): Fey
Starting Ability Score Adjustments: -6 Strength, -6 Constitution, -8 Charisma
(applied to the starting attribute points…all bonus attribute points gained
by the seeming…including inherit bonuses…are lost).
? Weapon & Armor Proficiency: Base sidhe are proficient
with all simple weapons, but not with armor or shields.
? Small: As Small creatures, base sidhe gain a +1 size bonus
to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks,
but they must use smaller weapons than Medium-sized creatures do, and their
lifting and carrying limits are three-quarters of those of Medium-sized creatures.
? Speed: 20’
? Favored Class: None, the true form seems incapable of increasing
in level, though any class levels it gains in seeming form after it has accumulated
all of it’s seeming’s racial HD are still available to the true
form.

Skills: The
true form’s class skills (and the key ability for each skill) are Escape
Artist
(Dexterity), Hide (Dexterity), Jump
(Strength), Knowledge (fey) (Intelligence), Listen
(Wisdom), Move Silently (Dexterity), Search
(Intelligence), Spellcraft (Intelligence), Spot (Wisdom), Survival (Wisdom), Swim (Strength), Tumble (Dexterity),
and Use
Magic Device
(Charisma)

CODE

LV HD BAB Fort Ref Will Feats Skill Points Special

1 1d6 +0 +0 +2 +2 1 [6 + (Intelligence mod.)] x4 Alternate form


Class Features: The following are class features of the sidhe
true form. The effect’s caster level equals the sidhe’s seeming’s level.

Alternate Form
(Su):
At 1st level, the true form crafts its seeming…a physical
manifestation of fey-spawned glamour. Only while in seeming-form can a sidhe
access its sidhe levels. Otherwise, it can only use its single level “base
form”, plus any class levels it may have gained after gaining all 20 levels
of sidhe (assuming it still meets any prerequisites of said class after applying
the true form’s attribute penalties). It does not retain the base-form level
in its seeming form, but replaces it with its sidhe levels. A true seeing spell
will not totally reveal the sidhe’s base form, but will reveal that the
seeming is not the true form of the sidhe. A sidhe that becomes undone for any
reason other than voluntarily will be rendered helpless for 1 round, and is
then treated as stunned for an additional 1d4 rounds.

Sidhe Racial Traits
(Seeming Form):
Outsider
Type: While wearing their seeming, a sidhe’s type changes
to Outsider. They also gain the fey-blooded subtype (for all effects related
to race, a sidhe’s seeming form is considered to be a fey).
Starting Ability Score Adjustments: +2 Charisma (Note, this adjustment
is applied to the initial ability scores rolled/allocated…do not apply the
‘true form’ ability scores modifiers when adjusting for the seeming
form)
Weapon & Armor Proficiency: Sidhe seemings are proficient
with all simple and martial weapons, as well as shields and light armor.
Speed: 40’, fly 20’ (perfect)
Saves: +2 racial bonus on saving throws against spells of
the illusion and enchantment schools. This bonus increases to +4 at 6th level
and +6 at 12th level. This bonus does not apply to the spells or spell-like
effects of other sidhe.
Favored Class: Sidhe.

Skills:
The seeming’s class skills (and the key ability for each skill) are
Bluff (Charisma), Craft
(by type) (Intelligence), Diplomacy (Charisma), Disguise
(Charisma), Intimidate (Charisma), Knowledge
(fey, plus any other two, chosen at 1st level) (Intelligence), Listen
(Wisdom), Lucid Dreaming (Wisdom) (MotP, pg 203), Perform
(by type) (Charisma), Ride (Dexterity)(Dexterity), Sense
Motive
(Wisdom), Spellcraft (Intelligence), Spot (Wisdom), Survival
(Wisdom), Swim (Strength), and Use Magic
Device
(Charisma)

LV HD BAB Fort Ref Will Feats
Skill
Points
Special
1 1d8 +1 +2 +2 +2 1 [8 + (Intelligence mod.)] x4 Spells, bonus feat
(Eschew
Materials
), lesser glamour 5’
2 2d8 +2 +3 +3 +3 1 8 + (Intelligence mod.) +2 Charisma, lesser sidhe
powers 1/day, fey rule
3 3d8 +3 +3 +3 +3 2 8 + (Intelligence mod.) +2 Dexterity, Spell
Resistance
4 4d8 +4 +4 +4 +4 2 8 + (Intelligence mod.) +2 Charisma, +1 natural
armor
5 5d8 +5 +4 +4 +4 2 8 + (Intelligence mod.) +2 Constitution, tongues
6 5d8 +5 +4 +4 +4 2 +2 Charisma, lesser sidhe
powers 3/day
7 6d8 +6 +5 +5 +5 3 8 + (Intelligence mod.) +2 Dexterity, sidhe powers
1/day
8 6d8 +6 +5 +5 +5 3 +2 Charisma, glamour 10’,
resistance (cold/electricity 5)
9 7d8 +7 +5 +5 +5 3 8 + (Intelligence mod.) +2 Strength, majestic aura,
+2 natural armor
10 7d8 +7 +5 +5 +5 3 +2 Charisma, lesser sidhe
powers 3/day or at will, DR 5/cold-iron or magic
11 8d8 +8 +6 +6 +6 3 8 + (Intelligence mod.) Sidhe powers 1/day
or 3/day, +4 natural armor
12 8d8 +8 +6 +6 +6 3 +2 Charisma, celerity,
fascinate
13 8d8 +8 +6 +6 +6 3 +2 Dexterity, resistance
(sonic 5), +6 natural armor
14 9d8 +9 +6 +6 +6 4 8 + (Intelligence mod.) +2 Charisma, greater sidhe
powers 1/day, DR 10/cold-iron or magic
15 9d8 +9 +6 +6 +6 4 +2 Constitution, sidhe powers
1/day or at will, +8 natural armor
16 9d8 +9 +7 +7 +7 4 +2 Charisma, greater glamour
15’
17 10d8 +10 +7 +7 +7 4 8 + (Intelligence mod.) Greater sidhe powers
1/day or 3/day, +10 natural armor
18 10d8 +10 +7 +7 +7 4 +2 Wisdom, supreme majestic
aura
19 10d8 +10 +7 +7 +7 4 +2 Dexterity, DR 15/cold-iron,
+12 natural armor
20 11d8 +11 +7 +7 +7 4 8 + (Intelligence mod.) Greater sidhe powers
1/day, 5/day or at will

Class Features:
All of the following are class features of the sidhe seeming. Unless
otherwise indicated, the caster level for all special abitities is equal to
the sidhe’s Hit Dice, with saving throw DC’s being equal to 10 + spell’s
level + sidhe’s Charisma modifier.

Spells:
A sidhe casts spells as a sorcerer with a caster level equal to its HD + (1
per six full character levels), but they must choose their spells known from
the sidhe spell list.

Sidhe Spells:

0) dancing lights, daze,
flare, Guidance, light, lullaby, mage
hand
,
mending, message, read magic, resistance, summon instrument

1) alarm,
cause fear, charm
person
, color spray, detect
secret doors
, endure elements,
expeditious retreat, hypnotism,
identify, lesser confusion, mage
armor
, magic mouth, magic
aura
, obscure object, remove
fear
, hideous laughter, True
Strike
, undetectable alignment,
unseen servant, ventriloquism

2) animal
messenger
, blindness/deafness,
blur, calm
emotions
, cat’s grace, daze monster,
detect thoughts, eagle’s
splendor
,
fox’s cunning, glitterdust, heroism,
Hold Person, hypnotic
pattern
, invisibility, mirror image,
Misdirection, rage, scare, silence,
sound burst, suggestion,
touch of idiocy, whispering
wind

3) arcane
sight
, charm
monster
, clairaudience/clairvoyance, confusion, crushing
despair
, deep
slumber
, displacement, fear, geas (lesser), glibness, good
hope, haste, Illusory
Script
, Invisibility
Sphere
, nondetection, scrying, Sculpt
sound
, slow, speak with animals

4) break
enchantment
, detect scrying,
dimension door, dominate
person
, freedom of movement,
hallucinatory terrain, Hold
monster
, illusory wall, invisibility
(greater), Legend Lore, modify
memory
, rainbow pattern, shadow
conjuration
, speak with plants,
zone of silence

5) fabricate,
false vision, heroism (greater), mirage
arcana
, mislead, nightmare, mages
faithful hound
, persistent image,
seeming, shadow evocation, song
of discord
, suggestion (mass)

6) animate
objects
, charm monster (mass), eyebite,
find the path, geas/quest,
irresistible dance, permanent
image
, programmed image, project
image
, scrying (greater), shadow conjuration (greater), veil,
vision

7) arcane sight (greater),
control
weather
, demand, insanity, invisibility (mass), scintillating
pattern
,
screen, shadow evocation (greater), spell turning, true seeing

Bonus Feat: A
sidhe receives Eschew
Materials
as a bonus feat at first level.

Fey Rule (Ex):
When a sidhe gains second level, all fey suffer a -1 penalty to saving
throws against the spells and extraordinary, spell-like and supernatural abilities
of that sidhe. The sidhe gains a +1 bonus to saves made against the spells and
extraordinary, spell-like and supernatural abilities of other fey. These modifiers
do not apply when both fey in question (caster and target) are sidhe. At 6th,
10th, and 14th level, increase this number by one (to a maximum of -4/+4 at
14th level).

Lesser Glamour
(Su): This ability is similar in many ways to the 0-level spell prestidigitation,
though slightly grander in scope, exhibiting traits of ghost sound and minor image. With Lesser Glamour, a sidhe can perform many simple magical effects,
though such effects are generally minor, with severe limitations. Lesser Glamour
can slowly lift 1 pound of material. It can color, clean, polish or soil items
near the sidhe. It can chill, warm, or flavor non-living material, and subtly
change the tint and brightness of the ambient light. Lesser Glamour can create
small objects, but they are delicate and ephemeral. Such items, while beautiful,
are extremely fragile, and they cannot be used as tools, weapons, or spell components.
These effects cannot deal damage or affect the Concentration of spellcasters.
A generous DM might allow a +1 circumstance bonus to Bluff, Disguise, Intimidation,
Perform or
Sleight of Hand checks if the roll would be aided with flashy or
magical touches.

The major difference between
glamour and the prestidigitation spell is the creation of “voile”.
The sidhe can use glamour to alter the appearance of (or even create) clothing.
The sidhe refer to such clothing as voile, and take great pride and pleasure
in crafting beautiful, stylish voile garments for themselves. Voile is merely
illusionary, and grants no additional benefits or penalties regardless of its
appearance. Voile armor may look real, but is no more protective than a cobweb
(though this ability can be used to alter the appearance of actual armor worn).
It cannot be used to make anything invisible, though clever usage might slightly
conceal an item (see Bluff/
Sleight of Hand modifier above). When it comes to
appearance, only the sidhe’s imagination can limit its creativity.

Common uses for glamour
include producing ethereal music, creating floating, glowing balls or points
of light, spicing up aromas and flavors of food, and making purely cosmetic
alterations to the area directly around a sidhe. Figments, items and alterations
created by glamour immediately fade if the sidhe moves beyond the range of the
effect (5’ radius). Sidhe may create a new effect or drastically change
an existing effect as a free action. Concentration is not required to maintain
any effect, though all effects fail (except voile) if the sidhe is effected
by any of the following conditions: cowering, dazed, dead, disabled, dying,
exhausted, frightened, helpless, panicked, petrified, shaken, staggered, stunned,
unconscious. The confused condition often produces incredible, chaotic, and
disturbing displays.

Lesser Sidhe Powers
(Sp): Beginning at 2nd level, a sidhe can use the following spell-like
abilities once per day: create food and
water
, cure
light wounds
(self only),
dancing lights, Detect Magic, Disguise Self, see invisible, and sleep. At 6th
level it can use all of them three times per day, and at 10th level it can use
dancing lights up to five times per day, and cure
light wounds
, Detect Magic,
Disguise Self, and sleep at will.

Spell
Resistance
(Ex):
At 3rd level, a sidhe gains Spell
Resistance
equal to its class level + 8 (versus
arcane magic) or its class level + 4 (versus divine magic). For effects that
must overcome Spell
Resistance
that don’t readily suggest either arcane
or divine magic, the DM can rule a default to a score of class level +6.

tongues (Su): Starting
at 5th level, a sidhe is considered to be under the effects of a continuous
tongues spell. The effect can be dispelled, but the sidhe can reinstate the
effect as a free action on its turn.

Sidhe Powers (Sp): Beginning
at 7th level, a sidhe can use the following spell-like abilities once per day:
charm
monster
, dream, greater
command
, greater
invisibility
(self only), major
image, phantom steed, and Lesser restoration (self only). At 11th level, it
can use dream, greater
command
, greater
invisibility
, major image, phantom steed,
and Lesser restoration up to three times per day, and at 15th level it can use
greater
command
, and major image at will.

Glamour (Su): At 8th level,
the sidhe’s ability to affect the world around it with glamour becomes
more refined. Now the sidhe can use its glamour to empower its own enchantments
and illusions. Any target of a sidhe’s enchantment or illusion spells
and spell-like powers that is within 10’ of the sidhe gains a -1 penalty
to any allowed saving throw, and a -2 penalty to any Spell
Resistance
the target
may possess. The sidhe may now use any of its Lesser Glamour abilities out to
a range of 10’ as well.

Majestic Aura (Su): Upon
reaching 9th level, the sidhe gains a fierce aura of power and authority that
cowers its opponents. It takes effect automatically when the sidhe performs
some sort of dramatic action (such as charging, attacking, or shouting in anger)
Opponents within range who witness the action may become ‘frightened’
or ‘shaken’. The sidhe must not be disguising its nature as a fey
creature (with spells and effects such as Disguise Self, alter
self
, invisibility,
or even mundane disguises).

This ability affects only
opponents with fewer HD than the sidhe character level. The range of this ability
is 30’. Opponents can resist the effects with a successful Will saving
throw [DC 10 + ½ sidhe’s total HD + sidhe’s Charisma modifier].
If the opponent fails, he is considered ‘shaken’, if he fails by
5 or more, he becomes ‘frightened’. The duration of the effect is
3d6 rounds. When the duration ends, the target is still required to make further
saves if it finds itself once again within the angry sidhe’s majestic
aura. If an opponent makes his save, then he is immune to that particular sidhe’s
frightful presence for the next 24 hours.

Celerity (Su): At 12th
level, as a free action, the sidhe can act as though effected by a haste spell
for a number or rounds each day equal to it’s HD. The duration need not
be continuous. The effect can be dispelled, but the sidhe can create it again
on its next turn as a free action.

Fascinate (Su): The sidhe
has the power to cause creatures to become fascinated with it. Normally, the
power works continuously and unconsciously as a free action, and is an enchantment (compulsion), mind-affecting ability. Each creature within 30’ that is able to see the sidhe and able to pay attention to it can fall subject to this
effect. The sidhe must not be disguising its nature as a fey creature. The distraction
of a nearby combat or other dangers prevents the ability from working.

Susceptible victims are allowed a Will saving throw, with a DC equal to 10 + ½ the sidhe’s HD. If the saving throw succeeds, that creature is immune to that particular sidhe’s fascinate power for the next 24 hours. If its saving throw fails,
the affected creature stays still and quiet, staring at the sidhe, taking no
other action for as long as the fey is visible and behaves in a peaceful manner
(1 hour maximum) and for an additional 1d3 rounds after the sidhe has left its
line-of-sight.

While fascinated, a target
takes a -4 penalty on skill checks made as reactions, such as Listen and Spot
checks. Any potential threat, such as an ally of the sidhe approaching the fascinated
creature, allows the target to make a new Will saving throw. Any obvious threat,
such as someone drawing a weapon, casting a spell, or aiming a ranged weapon
at the target, automatically breaks the effect. This ability will not work on
targets that have more hit dice than the sidhe, nor any fey with more than ½
the hit dice of the sidhe. The sidhe in question enjoys a +4 bonus on Charisma-based
skills and attribute checks made with any fascinated creature, as long as it
acts in a friendly manner.

At 16th level, the sidhe
can attempt to actively fascinate a single creature as a standard action. The
sidhe must be able to see the target, and all other parameters and consequences
as outlined above still apply, except they may affect a non-fey up to their
character level, and a fey up to half their character level with this version.
Even a creature that has made its initial save against the sidhe’s continuous
fascinate power can be made subject to the same sidhe’s targeted fascination
attempt. Active fascination allows the sidhe to add its Charisma modifier to the
targeted creature’s save DC. If the target creature succeeds at this save,
then it is immune to both versions of that particular sidhe’s fascinate
power for 24 hours.

A sidhe can voluntarily
suppress this power or release those who have succumbed to the effect at will,
but many sidhe never seem to consider this fascinated state a problem.

Greater Sidhe Powers (Sp):
Beginning at 14th level, a sidhe can use the following spell-like abilities
once per day: major
creation
, mordenkainen’s magnificent mansion and polymorph.
At 17th level, it can use major
creation
and polymorph up to three times per
day, and at 20th level it can use major
creation
up to five times per day, and
polymorph at will.

Greater Glamour (Su): At
16th level, a sidhe has perfected its use of its inborn magical energies. A
target of any of the sidhe’s spells and spell-like powers that is within
15’ of the sidhe gains a -1 penalty to any allowed saving throw and a
-2 penalty to any Spell
Resistance
the target may possess. This ability replaces,
and does not stack with, the sidhe’s 8th level Glamour benefits. The sidhe
may now use any of its Lesser Glamour abilities out to a range of 15’.

Supreme Majestic Aura (Su):
When not employing the fear-effect of its Majestic Aura, the sidhe is considered
to be under the effects of a Sanctuary spell at all times. The sidhe’s
caster level for this ability is equal to its Hit Dice from sidhe class levels.
This effect can be dispelled, but the sidhe can create it again on its next
turn as a free action. Opponents can resist the effects with a successful Will
saving throw [DC 11 + sidhe’s Charisma modifier]. Those opponents that successfully
resist a particular sidhe’s Sanctuary effect may ignore the effect for
24 hours. The effect is dispelled if the sidhe chooses to attack an opponent
(as defined by the invisibility spell), and won’t work against that opponent
again for 24 hours.

—————————————————————————————

Alterations in Specific Spell-Like Powers: Certain of the sidhe’s spell-like abilities work in slightly different ways than listed in the PHB or described in the entry above.

These specific changes are listed below:

? create food and
water
:
Though they don’t need to eat, sidhe enjoy the taste of good food and drink. The food created by this spell is usually of gourmet quality and eclectic variety, with enticing aroma and delicious flavor. In lieu of water, the sidhe may create any type of non-alcoholic beverage, which will also be of the same high quality. When creating food and beverages, the sidhe can choose to create
fragile, temporary utensils, plates, drinking vessels, etc., as well. Such items
usually last no more than an hour, or until the food is consumed. Any food or
beverage created that is not eaten will vanish after a few hours.

? Detect Magic: While within
the realm of Faerie (or within the sidhe’s own mordenkainen’s mansion
– see below), the sidhe does not need to concentrate to maintain detection.
The spell acts as standard when cast anywhere else.

? major
creation
: The sidhe
is considered to have a racial bonus of +1 per character level to any Craft
check required to create items of beauty and quality when using this ability.
While in the realm of Faerie (or within the sidhe’s own mordenkainen’s
mansion – see below), the duration of anything created with major
creation

is increased. One round converts to 10 minutes, minutes convert to hours, and
hours convert to days. Once such an item is relocated to any other setting,
the standard duration begins, unless the balance of the Faerie-based duration
would be shorter. Though possibly of masterwork quality, items created with
this ability cannot be used in any type of magic item creation or as material
components. A Spellcraft check (DC equal to the creator’s Craft skill,
modified as above) discerns that such items are of magical creation, as will
the spell Detect Magic.

? major image: While in
the realm of Faerie (or within the sidhe’s own mordenkainen’s mansion
– see below), any illusions created with this ability last for one hour
per HD or until dispelled by the sidhe that created them. The sidhe is not required
to concentrate to maintain the illusion, and may change it each round or end
it as a move action. The spell acts as standard when cast outside the realm
of Faerie.

? mordenkainen’s
magnificent mansion: Though this ability follows nearly all the parameters of
the standard spell of the same name, the ‘mansion’ created by this
spell is more akin to a tiny pocket dimension. The sidhe may leave items (and
people) within the mansion after the duration ends, and can retrieve them by
casting the spell again, even if the sidhe has changed locations. The mansions
appear to be created and stored within the Dreaming. Creatures who manage to
breach the walls of the mansion from the inside would find themselves afloat
in the Plane of Dreams. The sidhe don’t seem too concerned about dream-creatures
infiltrating their private homes, for the mansions seem to be extremely secure.
There has never been an account of an individual sidhe’s mansion being
discovered or invaded accidently, nor without extremely powerful magic being
involved. As normal, the sidhe is free to design and decorate the mansion as
desired, and any items removed from the mansion (such as furniture or other
household items) fade away within a few rounds of leaving the mansion’s
boundaries. Though the mansion may appear to be filled with costly, rare items,
any would-be thieves (who had somehow found a way to get in and out) will be
sorely disappointed when their ill-gotten gain evaporates before they’ve
taken ten paces from their victim’s door. Of course, this does not apply
to items that the sidhe has placed in its home from outside, such as trophies
or acquired treasure. If the effect’s duration expires while anyone is
still in the mansion (even the caster), then they find the door will not open,
and they are trapped until they either recast the effect, or use some other
magical method of leaving the mansion, such as the plane
shift
spell or an amulet of the planes. Even the casting of a regular mordenkainen’s mansion spell
will reopen the door from the inside, though it won’t allow anyone else
to gain access from outside. Some sidhe design their mansions with a well hidden
“escape hatch” into the Dreaming.

phantom steed: the
caster level for this spell-like ability is equal to the sidhe’s character
level, not the sidhe’s Hit Dice. The creature created by the spell is
usually a heavy warhorse, but can also appear as a stag, ram, boar, dire
wolf
,
or any other form the sidhe considers appropriate, including monstrous and unique
shapes. Its appearance is merely cosmetic, and the creature behaves in all ways
as described in the text of phantom steed, gaining no additional benefits or
penalties regardless of its perceived form. The creature is always of great
aesthetic beauty and majestic countenance…a fitting counterpart to its
rider, with any appropriate tackle or ornamentation included. Only one such
creature can be in existence at a time for each sidhe, though the sidhe can
certainly create another if its current one is destroyed. Sidhe that take the
Water Aspect feat can summon a steed that has a Swim speed equal to its Fly
speed, and such a mount commonly (though not exclusively) takes the shape of
a hippocampus.

Aspects: When a
sidhe chooses to take an Aspect feat (see below), it normally takes on certain
aesthetic qualities and physical characteristics traditionally attributed to
that aspect, coloring its appearance, style and even demeanor. A sidhe may choose
to belong to one of eight known aspects: Spring, Summer, Autumn, Winter, Dream,
Shadow, Sky, or Water. While it is possible to belong to more than one of the
eight basic aspects at a time, this is uncommon. Other aspects exist, but these
are generally “sub-aspects”, building off of the basic eight.

Aspected Feats:
The following feats all have “race: sidhe” as prerequisites.

Autumn Aspect
Prerequisite: Lesser Autumn Aspect, 6 Hit Dice

Benefit: The sidhe gains a +2 bonus to any two Crafts or Knowledges. In addition,
the sidhe gains a +1 bonus to skill and attribute checks while in the realm
of Eternal Autumn, or on the mortal plane during the season of autumn.

Autumn Aspect, Greater

Prerequisite: Autumn Aspect, 9 Hit Dice

Benefit: The sidhe gains the Turn/Rebuke undead ability of a cleric of its character
level -3. Unlike clerics, a sidhe may choose whether to turn/destroy or rebuke/
control undead on a case by case basis, though any one attempt must be totally either
one or the other. In addition, the sidhe gains a +1 bonus to Natural Armor and Spell
Resistance
while in the realm of Eternal Autumn, or on the mortal plane
during the season of autumn.

Autumn Aspect, Lesser

Benefit: When choosing known spells for its sorcerer spell-casting ability,
the sidhe may choose any arcane or divine spell from the necromancy school,
in addition to the schools normally allowed to sidhe. When arcane and divine
versions of the same spell have different levels, then the sidhe may learn either
version, depending on the slot it has available. All spells are cast as arcane
spells. In addition, the sidhe gains a +1 bonus to all saving throws while in
the realm of Eternal Autumn, or on the mortal plane during the season of autumn.

Darkness Aspect, Greater

Prerequisite: Lesser Darkness Aspect

Benefit: The sidhe adds deeper darkness (3/day max) to its list of Sidhe Powers.
In addition, gaining a +2 circumstance bonus to Hide and Move
Silently
checks
when in complete darkness.

Darkness Aspect, Lesser

Prerequisite: Lesser Shadow or Lesser Dream Aspect

Benefit: The sidhe gains Darkvision 60’.

Dream Aspect

Prerequisite: Lesser Dream Aspect, 6 Hit Dice

Benefit: The sidhe adds Dream Casting
(1/day max) to its list of Sidhe Powers. In addition, the sidhe is automatically
aware when any creature is dreaming within 60’ of it. As a free action,
it may observe (though not effect) any single such dreamer’s dream. This
dream-reading power is a supernatural ability.

Dream Aspect, Greater

Prerequisite: Dream Aspect, 9 Hit Dice

Benefit: The sidhe adds dream travel (MotP, pg 202) (1/day maximum) to its list
of Greater Sidhe Powers. In addition, the sidhe gains a +1 bonus to the saving
throw DC and a +2 bonus to Spell
Penetration
checks of any of its spell or spell-like
ability with the “Mind-Affecting” or “Shadow” descriptor.

Dream Aspect, Lesser

Benefit: When choosing known spells for its sorcerer spell-casting ability,
the sidhe may choose any arcane or divine spell from the Enchantment or Illusion
school (from any spell list), in addition to the spells normally allowed to
sidhe. When arcane and divine versions of the same spell have different levels,
then the sidhe may learn either version, depending on the slot it has available.
All spells are cast as arcane spells. In addition, the sidhe is immune to sleep
effects.

Green Aspect, Greater

Prerequisite: Lesser Green Aspect, Spring or Summer Aspect, Knowledge (nature)
8+

Benefit: The sidhe adds command plants (3/day max) and plant growth (1/day maximum)
to its list of Sidhe Powers. It also gains a +2 bonus to Knowledge (nature)
checks.

Green Aspect, Lesser

Prerequisite: Lesser Spring or Lesser Summer Aspect, Knowledge (nature) 6+

Benefit: The sidhe adds speak
with plants
to its list of Lesser Sidhe Powers.

Harvest Aspect

Prerequisite: Autumn Aspect, 6 Hit Dice

Benefit: The sidhe replaces its create food & water spell-like ability with
heroes feast (3/day maximum). It also gains a +2 bonus to any one of the following
skills: any Craft, any Knowledge, Survival. You can reallocate this bonus at
the start of each autumn, or whenever entering the Realm of Eternal Autumn,
but never more than once a season (approximately 3 months).

Ice Aspect

Prerequisite: Winter Aspect

Benefit: The sidhe adds flash-freeze (Frostburn, pg 94) (5/day max) and ice
shape (Frostburn, pg 99) (3/day max) to its list of Sidhe Powers. Sidhe can
(and often do) make beautiful sculptures with this ability, crafting intricate
forms in the exact same manner as their major
creation
Sidhe Power.

Mist Aspect, Greater

Prerequisite: Lesser Mist Aspect

Benefit: The side adds gaseous form (3/day maximum) to its list of Sidhe Powers.

Mist Aspect, Lesser

Prerequisite: Lesser Autumn, Lesser Shadow or Lesser Sky Aspect

Benefit: The sidhe adds obscuring
mist
(3/day maximum) to its list of Lesser
Sidhe Powers.

Moon Aspect

Prerequisite: Lesser Dream or Lesser Sky Aspect

Benefit: The sidhe may add faerie fire to its list of Lesser Sidhe Powers. In
addition, while within sight of the moon, any spells or spell-like effects of
the Illusion school that it casts gain an additional +1 bonus to caster level
and saving throw DC.

Nightmare Aspect

Prerequisite: Dream or Shadow Aspect

Benefit: The sidhe adds nightmare (1/day maximum) and phantasmal
killer
(1/day
maximum) to its list of Sidhe Powers. In addition, when interacting with any
other creature through dreams, or whenever the sidhe is on the Plane of Dreams,
the Plane of Shadow, The Endless Sands, The Shadowlands, or it’s own mordenkainen’s
mansion, it gains a +2 circumstance penalty to any Intimidation check, and a
-4 penalty to any other CHR-based skill check (other than the feint in combat
use of Bluff).

Shadow Aspect

Prerequisite: Lesser Shadow Aspect, 6 Hit Dice

Benefit: The sidhe gains the Evasion ability of a rogue. In addition, the sidhe’s
Low-Light
Vision
improves, allowing the sidhe to see four times as far as a
mortal in conditions of dim lighting.

Shadow Aspect, Greater

Prerequisite: Shadow Aspect, 9 Hit Dice

Benefit: The sidhe adds shadow
walk
(1/day maximum) to its list of Greater Sidhe
Powers. In addition, as long as the sidhe is not illuminated by natural daylight,
the daylight spell, or a similar magical light, it gains the ability to Hide
in plain sight. While in such dim light conditions, the sidhe may use the Hide
skill even while being observed, without needing anything to actually hide behind.
The sidhe also gains the light sensitivity trait (dazzled in bright light, such
as sunlight or a daylight spell).

Shadow Aspect, Lesser

Benefit: When choosing known spells for its sorcerer spell-casting ability,
the sidhe may choose any arcane or divine spell with the “Darkness”
descriptor, in addition to the spells normally allowed to sidhe. When arcane
and divine versions of the same spell have different levels, then the sidhe
may learn either version, depending on the slot it has available. All spells
are cast as arcane spells. In addition, the sidhe gains Hide as a class skill.

Sky Aspect

Prerequisite: Lesser Sky Aspect, 6 Hit Dice

Benefit: The sidhe adds Gust
of wind
to its list of Sidhe Powers. In addition,
the sidhe considered to be two size categories larger than it really is for
purposes of resisting the effects of strong winds.

Sky Aspect, Greater

Prerequisite: Sky Aspect, 9 Hit Dice

Benefit: The sidhe adds control winds (1/day maximum) to its list of Greater
Sidhe Powers, and fly (5/day maximum) to its list of Sidhe Powers. The sidhe
is considered to be three size categories larger that it really is for purposes
of resisting the effects of strong winds.

Sky Aspect, Lesser

Benefit: The sidhe gains a bonus to its “Fly” speed equal to + (5’/Hit
Die from sidhe levels). This is considered an enhancement bonus.

Spring Aspect

Prerequisite: Lesser Spring Aspect, 6 Hit Dice

Benefit: The sidhe gains the Lay on Hands ability of a paladin of it’s
character level – 3, and the Wild Empathy ability of a druid. In addition,
the sidhe gains a +1 bonus to skill and attribute checks while in the realm
of Eternal Spring, or on the mortal plane during the season of spring.

Spring Aspect, Greater

Prerequisite: Spring Aspect, 9 Hit Dice

Benefit: The sidhe adds heal (3/day maximum) and restoration (1/day maximum)
to its list of Greater Sidhe Powers. In addition, the sidhe gains a +1 bonus
to Natural Armor and Spell
Resistance
while in the realm of Eternal Spring,
or on the mortal plane during the season of spring.

Spring Aspect, Lesser

Benefit: When choosing known spells for its sorcerer spell-casting ability,
the sidhe may choose spells from the druid spell list, in addition to the spells
normally allowed to sidhe. All spells are cast as arcane spells. In addition,
the sidhe gains a +1 bonus to all saving throws while in the realm of Eternal
Spring, or on the mortal plane during the season of spring.

Stars Aspect

Prerequisite: Dream or Sky Aspect

Benefit: When choosing known spells for its sorcerer spell-casting ability,
the sidhe may choose any divination spell, from any list, in addition to the
spells normally allowed to sidhe. When arcane and divine versions of the same
spell have different levels, then the sidhe may learn either version, depending
on the slot it has available. All spells are cast as arcane spells. All spells
or spell-like abilities from the school of divination that the sidhe casts while
being able to see the stars of the night sky gain a +2 bonus to caster level
and save DC’s. This ability only affects level variable components of
a spell, not spells known or spells available per level. Also, while standing
under starlight, the sidhe gains a +1 bonus to all saving throws.

Storm Aspect

Prerequisite: Sky Aspect, 9 Hit Dice

Benefit: The sidhe adds call lightning
storm
(1/day maximum) to its list of
Greater Sidhe Powers, and gains +10 to Electricity Resistance.

Summer Aspect

Prerequisite: Lesser Summer Aspect, 6 Hit Dice

Benefit: The sidhe adds heroism (3/day maximum) to its list of Sidhe Powers.
In addition, the sidhe gains a +1 bonus to skill and attribute checks while
in the realm of Eternal Summer, or on the mortal plane during the season of
summer.

Summer Aspect, Greater

Prerequisite: Summer Aspect, 9 Hit Dice

Benefit: The sidhe gains an ability called Summer’s Rage, that acts as
a combined tenser’s transformation and stoneskin (1/day maximum), to its
list of Greater Sidhe Powers. The effect follows all the parameters of tenser’s
transformation, but requires no components. While under this effect the sidhe’s
Resistance (fire) increases by +10. In addition to summer’s rage, the
sidhe gains a +1 bonus to Natural Armor and Spell
Resistance
while in the realm
of Eternal Summer, or on the mortal plane during the season of summer.

Summer Aspect, Lesser

Benefit: The sidhe gains Resistance (fire 5). In addition, the sidhe gains a
+1 bonus to all saving throws while in the realm of Eternal Summer, or on the
mortal plane during the season of summer.

Sun Aspect, Greater

Prerequisite: Lesser Sun Aspect

Benefit: The sidhe may add a variant of body
of the sun
(1/day maximum) to its list of Greater Sidhe Abilities. In addition
to the normal benefits of the spell, the flames created illuminate with bright
light to a radius of 20’, with dim light out to an additional 20’
(40’ total). This light is considered to be natural sunlight (for purposes
of adjudicating the effects of the light on creatures with a special reaction
to natural sunlight, such as certain undead), though it is susceptible to a
creature’s Spell
Resistance
.

Sun Aspect, Lesser

Prerequisite: Summer or Sky Aspect

Benefit: The sidhe may add daylight to its list of Sidhe Abilities. In addition,
the sidhe is never blinded or impaired by conditions of bright light, regardless
of the source.

Water Aspect

Prerequisite: Lesser Water Aspect, 6 Hit Dice

Benefit: The sidhe adds control water (1/day maximum) and water
breathing
to
its list of Sidhe Powers , and adds Create Water to its list of Lesser Sidhe
Powers. In addition, the sidhe gains a +1 bonus to all saving throws while at
least mostly submerged in water.

Water Aspect, Greater

Prerequisite: Water Aspect, 9 Hit Dice

Benefit: The sidhe adds quench to its list of Sidhe Powers. The sidhe gains
the Rebuke ability of a neutral cleric of its character level -4, except that
the power works against any animal, elemental, fey, magical
beast
, outsider,
plant, or vermin with the “Aquatic” or “Water” subtype,
both standard and “Faerie” versions of such creatures. Such creatures
have a turn resistance equal to their Wisdom modifier for purposes of resisting
this power. Other water sidhe are immune to this ability. In all other ways,
it is treated as the negative-energy aligned clerical Rebuke undead ability.
The sidhe gains a +2 bonus to Natural Armor while at least mostly submerged
in water.

Water Aspect, Lesser

Benefit: The sidhe gains the “amphibious” special quality (able
to breathe both air and water). In addition, it gains a Swim speed of 40’
+ 10’ per 3 full Hit Dice.

Winter Aspect

Prerequisite: Lesser Winter Aspect, 6 Hit Dice

Benefit: The sidhe gains the “Cold” subtype. In addition, it adds
lesser aura of cold (Frostburn, pg 88) (5/day maximum) to its Sidhe Powers.

Winter Aspect, Greater

Prerequisite: Winter Aspect, 9 Hit Dice

Benefit: If the natural, ambient temperature of the area is below freezing,
the sidhe gains a +4 bonus to the caster level and +2 to saving throw DC’s
of any spell or spell-like ability with the “Cold” descriptor. This
bonus even applies to magical items used. This ability does not affect spells
known or spells available per level. This bonus does not apply if the temperature
was lowered by magical means, short of divinity-level power. In addition, the
sidhe gains a +1 bonus to Natural Armor and Spell
Resistance
while in the realm
of Eternal Winter, or on the mortal plane during the season of winter.

Winter Aspect, Lesser

Benefit: When choosing known spells for its sorcerer spell-casting ability,
the sidhe may choose any arcane or divine spell with the “Cold”
descriptor, in addition to the spells normally allowed to sidhe. When arcane
and divine versions of the same spell have different levels, then the sidhe
may learn either version, depending on the slot it has available. All spells
are cast as arcane spells. In addition, the sidhe gains a +1 bonus to all saving
throws while in the realm of Eternal Winter, or on the mortal plane during the
season of winter.

—————————————————————————————-

The Calling: If the realm
of Faerie is so much more beautiful and majestic than the mortal world could
ever be, why would the sidhe ever leave? Well, the main reason is boredom. For
the timeless fey, one beautiful, predictable day can seamlessly, relentlessly
blend into another, stretching into centuries and eons. The mortal worlds promise
unpredictability and adventure. Other sidhe are simply curious, and want to
explore a land of (for them) strange creatures and customs.

Whatever the reason, the
rare sidhe who succumb to the temptation to leave Faerie for the mortal world
are said to have heard “The Calling”. Some follow the Calling sporadically,
making only occasional, short trips down the trods. Others will linger in the
mortal world for months or even years, only sporadically returning to Faerie
for brief visits. Seasonal sidhe are the ones most likely to feel the Calling,
usually (not surprisingly) during their appropriate season.

Magical Zones: Different
zones of magical effect can have drastic effects on sidhe, as well. When standing
within the area of a wild magic zone, a sidhe acts as if under the effects of
a confusion spell (no save allowed). The sidhe’s glamour manifests uncontrollable
(though still harmless) effects

A sidhe who’s maximum
range of glamour ability overlaps with an antimagic or dead magic zone feels
it as an almost physical pain. This discomfort will alert the sidhe to the presence
of such areas, preventing it from wandering fully into such zones by mistake.
A sidhe automatically becomes undone if it actually enters a dead magic zone.
The dead magic zone is temporarily dampened (allowing normal magical use in
a 30 foot burst centered on the sidhe) for a short time (a number of rounds
equal to the sidhe’s HD) after such an event, due to the influx of such
strong fey magic. An antimagic spell also has a chance of undoing a sidhe, but
it must be cast directly on the sidhe specifically for that purpose, and the
spell must overcome the sidhe’s magic resistance. If a sidhe enters a
zone of antimagic created by a spell, it behaves as any other creature would,
but also is considered shaken (no save) until it leaves the area of effect.

Sidhe do not seem to like
the sensation of a strong divine presence. When in the following spell areas,
the sidhe suffers -1 penalty to attack, saving throw, and skill checks: consecrate,
desecrate, hallow, or unhallow. The actual alignment of the sidhe is irrelevant,
as all sidhe take the penalties when within any of the various effects.

Cold-Iron: This substance
is anathema to the sidhe. If a sidhe is hit with a weapon of cold-iron, it must
succeed at a Will save [DC 7 + damage dealt] or be shaken for 1 rd. + 1/3 full
hp of damage. They are treated as stunned if bound with cold-iron chains, in
a cold-iron cage, wearing cold-iron armor, or wielding a cold-iron weapon. Even
if they somehow overcome this limitation through magic, cold-iron armor also
imparts a risk of spell failure for any spell-like ability or spell cast, arcane
or divine, while it is worn. The chance is equal to triple the armor’s
normal arcane spell failure. Sidhe can automatically detect appreciable amounts
of cold-iron (i.e.: an amount able to affect them) within 10 feet of themselves…for
sidhe, the substance gives off an unpleasant odor. Treat all sidhe as having
the Scent feat, but only for purposes of detecting cold-iron.

If a sidhe receives enough
damage from a cold-iron weapon to require a “death from massive damage”
roll, then he is also required to make an identical Will saving throw (assuming
he survives the first save, that is). If he fails this second save, then he
becomes undone, as well.

Those wearing cold-iron
armor gain an additional protection against the sidhe; a bonus to any saving
throw made against the sidhe’s spells or spell-like abilities equal to
half the (mundane) protective value of the armor. Finally, cold-iron weapons
ignore half a sidhe’s racial natural armor.

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Worlds of Mankind is owned and created by Mark John Goodwin

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and are used according to the terms of the d20 System License version 6.0.

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