by Tim Wallace
Fey Base Races
Hybrid Fey
have these additional rules.
-
Tiny races can only breed with other Tiny
races and Small races. If they breed with a Small race, you may choose whether
the resulting hybrid race is a Tiny or Small (and therefore whether or not you
want to pay the 4 RP for the Tiny size race trait).
-
When bred with a Humanoid or Monstrous
Humanoid, the result is a Fey. When bred with a Dragon, you may choose whether
the resulting hybrid race is a Fey or a Dragon. When bred with a native outsider, the resulting hybrid race is Outsider (native). For more information on
interbreeding different creature types, check out Part 2.
Brownies (standard ability scores: +2 Dexterity, +2 Charisma,
–2 Strength)
Brownies make
their homes in the trunks of hollow trees, small earthy burrows, and even under
porches and within the crawlspaces of farmhouses. Often attired in clothes that
appear to be made of plants or leaves, brownies wear belts lined with pouches and
tools. Whatever language they choose to speak is often is riddled with odd pronunciations
and colloquialisms. Brownies stand barely 2 feet tall and weigh 20 pounds.
Essential Traits (6 RP)
-
Fey (1 RP)
-
Tiny (4 RP): Brownies are Tiny
creatures and gain a +2 size bonus to Dexterity and a –2 size penalty to Strength.
Brownies gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2
penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth
checks. Brownies take up a space of 2-1/2 feet by 2-1/2 feet, so up to four Tiny
creatures can fit into a single square. Brownies have a natural reach of 0 feet,
meaning they can't reach into adjacent squares. They must enter an opponent's square
to attack it in melee. This provokes an attack of opportunity from the opponent.
Since they have no natural reach, they do not threaten the squares around them.
Other creatures can move through those squares without provoking attacks of opportunity.
Brownies cannot flank an enemy.
-
Slow Speed (–1 RP): Brownies have a base speed of 20 feet.
-
Low-Light Vision (1 RP): Brownies can see twice as far as
humans in conditions of dim light.
-
Illusion Resistance (1 RP): Brownies gain a +2 racial bonus on saving throws against
illusion spells or effects.
-
Languages: Brownies begin
play speaking Common and Sylvan. Brownies with high Intelligence scores can choose
from the following: Draconic, Dwarven, Elven, Giant, and Gnome.
Standard Traits
-
Brownie Magic (2 RP): Brownies add +1 to the DC of any saving throws
against illusion spells that they cast. Brownies with a Charisma score of 11 or
higher also gain the following spell-like abilities: 1/day—dancing lights, mending, prestidigitation, ventriloquism. The caster level
for these effects is equal to the brownie’s level. The DC for the spells is equal to 10 + the spell's
level + the caster's Charisma modifier.
-
Camouflage (1 RP):
Brownies gain a +4 racial bonus on Stealth checks in forests
-
Enhance Arrows (1 RP): A
brownie may choose to spend his life force to enhance nonmagical arrows fired
from his bow. The functions exactly like the arcane archer supernatural ability
(substituting the brownie’s character level for his effective arcane archer
level); except, every time the brownie chooses to use this ability he takes 1
hp of damage. This is untyped damage that cannot be negated by damage
reduction.
-
Weapon Familiarity (1
RP):
Brownies are proficient
with bows and short swords.
Expanded Traits
-
Fey Damage Resistance
(3 RP): Brownies gain DR 2/cold iron. This DR
increases by 1/cold iron for every three character levels beyond 1st (to a
maximum of 5/cold iron at 10th level).
-
Fey Travel (4 RP): Brownies with a Charisma score
of 11 or higher gain the following spell-like ability: 1/day—dimension door. The caster
level for this effect is equal to the brownie’s level.
-
Keen Senses (2 RP): Brownies receive a +2 racial bonus
on Perception skill checks.
-
Superior Brownie Magic (4 RP): Brownies with a Charisma score of 11 or higher
gain the following spell-like abilities: At will—dancing lights, mending, prestidigitation; 1/day—lesser confusion, mirror image. The caster level
for these effects is equal to the brownie’s level. The DC for the spells is equal
to 10 + the spell's level + the caster's Charisma modifier. You must
have the brownie magic trait to take this trait.
-
Superior Spell Resistance
(3 RP): Brownies gain spell resistance equal to 11 + their character level.
Dryads (standard ability scores: +2 Dexterity, +2 Charisma,
–2 Strength)
Dryads are tree-fey
who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main
interests are their own survival and that of their beloved forests, and they have
been known to magically coerce passersby into aiding them in tasks they cannot complete.
They are more likely to be friendly to non-evil druids and rangers, as they recognize
a mutual respect for or empathy with nature.
Essential Traits (5 RP)
-
Fey (1 RP)
-
Medium: Dryads are Medium creatures and
receive no bonuses or penalties due to their size.
-
Normal Speed: Dryads have a base speed of 30 feet.
-
Low-Light Vision (1
RP):
Dryads can see twice as far
as humans in conditions of dim light.
-
Tree Meld (3 RP):
A dryad can
meld with any tree, similar to how the spell meld into stone functions. She
can remain melded with a tree as long as she wishes.
-
Treespeech (2 RP): Dryads have the ability to converse with plants as if subject
to a continual speak with plants spell.
-
Tree Dependent (–2 RP): A dryad is mystically bonded to a single, enormous tree and
must never stray more than 300 yards from it. Most dryad trees are oak trees, but
other trees function as well (often having subtle influences on a specific dryad's
personality and appearance). A dryad who moves 300 yards beyond her bonded tree
immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude
save to resist becoming nauseated for an hour. A dryad that is out of range of her
bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6
points of Constitution damage every day that follows—eventually, this separation
kills the dryad. A dryad can forge a bond with a new tree by performing a 24-hour
ritual and making a successful DC 20 Will save.
-
Languages: Dryads begin
play speaking Common and Sylvan. Dryads with high Intelligence scores can choose
from the following: Draconic, Dwarven, Elven, Giant, and Gnome.
Standard Traits
-
Dryad Magic (3 RP): Dryads with this trait gain the following spell-like
abilities: 1/day—entangle, tree shape, wood shape (1 lb. only). The caster
level for these effects is equal to the dryad’s level. The DC for the spells is equal to 10 + the spell's
level + the caster's Charisma modifier.
-
Natural Armor (2 RP): Dryads gain a +1
natural armor bonus to their Armor Class.
-
Forest Travel (2 RP): When a dryad reaches 9th level in any combination of classes,
she gains
the following spell-like ability: 1/day—tree stride. The caster level
for this effect is equal to the dryad’s level.
Expanded Traits
-
Dryad Enchantment (6 RP): Dryads with this trait gain the following spell-like
abilities: 1/day—charm person, deep slumber, suggestion. The caster level for
these effects is equal to the dryad’s level. The
DC for the spells is equal to 10 + the spell's level + the caster's Charisma modifier.
-
Fey Damage Resistance
(3 RP): Dryads gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Superior Dryad Magic (3 RP): Dryads with this trait gain the following spell-like abilities: At
will—entangle, tree shape, wood shape (1 lb. only). The caster
level for these effects is equal to the dryad’s level. The DC for the spells is
equal to 10 + the spell's level + the caster's Charisma modifier. You must
have the dryad magic trait to take this trait.
-
Unfetter (1 RP):
A dryad with this trait can travel more than 300 yards from her bonded tree without
penalty for up to 10 minutes per character level per day. This duration can be broken
up into 10 minute intervals. If this effect ends while the dryad is farther than
300 yards from her bonded tree, she immediately becomes sickened (see tree dependent
trait above). In addition, she also gains a +4 racial bonus on Will saves to forge
a bond with a new tree.
-
Wanderer (1 RP):
A dryad with this trait gains a +4 bonus on Fortitude saves to resist becoming nauseated
when separated from her bonded tree and on Will saves to bond with a new tree.
-
Weapon Familiarity (1
RP):
Dryads are proficient with
bows and daggers.
-
Wild Empathy (4 RP): This works like the druid's wild empathy
class feature, except the dryad uses her character level as her effective druid
level.
-
Woodcraft (3 RP):
A dryad gains a racial bonus equal to her character level on all Craft or Profession
checks to create objects from wood, and is always treated as if she had masterwork
artisan's woodworking tools when making such checks.
Fauns (standard ability scores: +2 Dexterity, +2 Charisma,
–2 Intelligence)
Often mistaken
for satyrs, fauns are far more benevolent than their unpredictable cousins. Many
people use the two names interchangeably, a fact that irritates both fauns and satyrs.
The vast majority of fauns are male, although unlike satyrs, females of this species
do exist—they're simply less common than male fauns.
Essential Traits (4 RP)
-
Fey (1 RP)
-
Medium: Fauns are Medium creatures and receive
no bonuses or penalties due to their size.
-
Normal Speed: Fauns have a base speed of 30 feet.
-
Low-Light Vision (1
RP):
Fauns can see twice as far
as humans in conditions of dim light.
-
Panpipes (2 RP):
Faun characters begin play with masterwork panpipes (and therefore gain a +2 circumstance
bonus on Perform (wind instruments) checks with them). In addition, three times
per day the faun can use the pipes to augment the spell-like abilities included
in faun magic (see below). Doing so is a swift action that adds +2 to the
DC of the next faun magic spell-like ability it uses.
-
Languages: Fauns begin
play speaking Common and Sylvan. Fauns with high Intelligence scores can choose
from the following: Dwarven, Elven, Gnome, Goblin, and Halfling.
Standard Traits
-
Faun Magic (3 RP): Fauns with a Charisma score of 11 or higher gain
the following spell-like abilities: At will—ghost sound; 1/day—sleep. The caster level for these
effects is equal to the faun’s level.
The DC for
the spells is equal to 10 + the spell's level + the caster's Charisma modifier.
-
Fey Damage Resistance
(3 RP): Fauns gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Natural Armor (2 RP): Fauns gain a +1 natural
armor bonus to their Armor Class.
Expanded Traits
-
Superior Faun Magic (5 RP): Fauns with a Charisma score of 11 or higher gain
the following spell-like abilities: At will—hideous laughter, sleep. The caster level for
these effects is equal to the faun’s level. The DC for the spells is equal to 10
+ the spell's level + the caster's Charisma modifier. You must have the faun magic trait to take
this trait.
-
Weapon Familiarity (1
RP):
Fauns are proficient with bows and daggers.
Gathlains (standard ability scores: +2 Dexterity, +2 Charisma, –2 Constitution)
These
strange fey creatures have a symbiotic relationship with an ivy-like plant that
serves as their wings. The relationship is so close, it is impossible to
separate fey from plant. Gathlains are sometimes helpful, often mischievous,
and native to deep primeval forests and jungles, but are also prone to
wanderlust and adventuring.
Essential Traits (5 RP)
-
Fey (1 RP)
-
Small: Gathlains
are Small creatures and gain a +1 size bonus to their AC, a +1 size
bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat
Maneuver Defense, and a +4 size bonus on Stealth checks.
-
Normal Speed: Gathlains have a base speed of
30 feet.
-
Flight (3 RP):
Gathlains have a
fly speed of 20 feet with clumsy maneuverability (–8 penalty on Fly checks).
-
Low-Light Vision (1
RP):
Gathlains can see twice
as far as humans in conditions of dim light.
-
Languages: Gathlains begin
play speaking Common and Sylvan. Gathlains with high Intelligence scores can choose
from the following: Auran, Elven, Gnome, Goblin, and Halfling.
Standard Traits
-
Gathlain Magic (2 RP):
Gathlains
with a Charisma score of 11 or higher gain the following spell-like abilities:
1/day—entangle, feather step. The caster
level for these effects is equal to the gathlain’s level.
-
Natural Armor (2 RP): Gathlains gain a +1 natural armor bonus to their
Armor Class.
-
Superior Flight (3 RP): The
fly speed of a gathlain with this trait improves to 40 feet with poor
maneuverability (–4 penalty on Fly checks).
Expanded Traits
-
Fertile Soil (2 RP): Sorcerer gathlains with the verdant bloodline treat their
Charisma score as 2 points higher for all sorcerer spells and class abilities.
Cleric gathlains with the Plant domain use their domain powers and spells at +1
caster level. This trait does not give members of this race early access to
level-based powers; it only affects powers that they could already use without
this trait.
-
Fey Damage Reduction (3 RP): Gathlains gain DR 2/cold iron. This DR increases by 1/cold iron for every three
character levels beyond 1st (to a maximum of 5/cold iron at 10th level).
-
Treespeech (2 RP): Gathlains have the ability to converse with
plants as if subject to a continual speak with plants spell.
-
Weapon Familiarity (1 RP): Gathlains are proficient with slings and spears.
-
Weather Savvy (1 RP):
Gathlains are so in tune with the air and sky they can
sense the slightest change in atmospheric conditions. They can spend a
full-round action to predict the weather in an area for the next 24 hours. This
prediction is always accurate, but cannot account for spells or supernatural
effects that might alter the forecast.
Grigs (standard ability scores: +2 Dexterity, +2 Charisma,
–2 Strength)
Grigs are tiny
fey with the upper bodies of elf-like sprites and cricket bodies below. Their humanoid
features vary wildly in individual appearance, but they usually wear their brown,
silver, or green hair long and uncombed. In most cases, grigs' skin bears gold or
green stripes or markings, and their legs are brightly colored. They prefer to eschew
clothes entirely, wearing clothing only when such apparel has desirable magical
effects. Grigs stand 1-1/2 feet tall, and weigh just under 10 pounds.
Essential Traits (7 RP)
-
Fey (1 RP)
-
Tiny (4 RP): Grigs are Tiny creatures
and gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Grigs gain
a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat
maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Grigs take
up a space of 2-1/2 feet by 2-1/2 feet, so up to four Tiny creatures can fit into
a single square. Grigs have a natural reach of 0 feet, meaning they can't reach
into adjacent squares. They must enter an opponent's square to attack it in melee.
This provokes an attack of opportunity from the opponent. Since they have no natural
reach, they do not threaten the squares around them. Other creatures can move through
those squares without provoking attacks of opportunity. Grigs cannot flank an enemy.
-
Normal Speed: Grigs have a base speed of 30 feet.
-
Low-Light Vision (1
RP):
Grigs can see twice as far
as humans in conditions of dim light.
-
Fiddle (1 RP): Grigs are capable of rubbing their legs together like a cricket
to create a surprisingly pleasant sound not unlike that of a tiny fiddle. As a standard
action, a grig can create a catchy tune that compels any creature within a 20-foot
spread to dance and caper. A creature can resist this compulsion by making a Will
save (DC 10 plus the grig’s Charisma modifier). Creatures that fail are compelled
to dance and shuffle their feet, and are effectively staggered as long as the grig
continues to fiddle. A grig can maintain this effect for up to 10 rounds per day
by concentrating. Once a creature makes the save against a grig's fiddle, it is
immune to further fiddle effects from that grig for 24 hours. This is a sonic mind-affecting
effect.
-
Languages: Grigs begin
play speaking Common and Sylvan. Grigs with high Intelligence scores can choose
from the following: Draconic, Elven, Gnome, Goblin, and Halfling.
Standard Traits
-
Fey Damage Resistance
(3 RP): Grigs gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Flight (3 RP):
Grigs with this trait have wings that grant them a fly speed of 20 feet with clumsy maneuverability
(–8 penalty on Fly checks).
Expanded Traits
-
Grig Illusion (3 RP): Grigs with this trait gain the following spell-like
abilities: 3/day—disguise self, invisibility (self only).
-
Grig Transmutation (5 RP): Grigs with this trait gain the following spell-like
abilities: 3/day—entangle, pyrotechnics. The caster level for
these effects is equal to the grig’s level. The
DC for the spells is equal to 10 + the spell's level + the caster's Charisma modifier.
-
Superior Flight (4 RP): The fly speed of
grigs with this trait improves to 40 feet with average maneuverability (+0 bonus
on Fly checks). You must have the flight trait to take
this trait.
-
Superior Spell Resistance
(3 RP): Grigs gain spell resistance equal to 11 + their character level.
-
Weapon Familiarity (1
RP):
Grigs are proficient with
bows and short swords.
Korreds (standard ability scores: +4 Strength, –2 Intelligence,
–2 Wisdom, –2 Charisma; 1 RP)
Korreds are an
ancient fey race who like forested areas with nice, rocky ground. They resemble
small, wild-haired humanoids with wild, knotted hair. Korreds especially like to
dance in ancient stone circles within forest glades, often led by satyrs with panpipes.
They are a shy race and do not take kindly to outsiders discovering them, even by
accident.
Essential Traits (5 RP; 6 RP
with standard ability scores)
-
Fey (1 RP)
-
Small: Korreds are
Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense,
and a +4 size bonus on Stealth checks.
-
Normal Speed: Korreds have a base speed of 30
feet.
-
Low-Light Vision (1
RP):
Korreds can see twice as far
as humans in conditions of dim light.
-
Animated Hair (3 RP): A korred's hair is
constantly writhing and twitching. As a free action, a korred can cause its long
hair to reach out and interfere with adjacent creatures—tugging at clothes and weapons,
tangling feet and arms, tickling, and generally making a nuisance of itself. The
korred can select which adjacent targets are affected by its animated hair. These
targets must make a successful Reflex save (DC 10 + 1/2 the korred's character level
+ the korred's Dexterity modifier) each round to avoid becoming entangled for 1
round.
-
Languages: Korreds begin
play speaking Common and Sylvan. Korreds with high Intelligence scores can choose
from the following: Draconic, Dwarven, Gnome, Goblin, and Orc.
Standard Traits
-
Animate Rope (2 RP): Korreds with a Charisma score
of 11 or higher gain the following spell-like ability: At will—animate rope. The caster level
for this effect is equal to the korred's
level.
-
Natural Armor (2 RP): Korreds gain a +1
natural armor bonus to their Armor Class.
-
Rock Throwing (2 RP): Korreds with this trait can hurl
rocks and has a +1 racial bonus on attack rolls with thrown rocks. A "rock"
is any large, bulky, and relatively regularly shaped object made of any material
with a hardness of at least 5. A thrown rock has a range increment of 100 feet.
The korred can hurl the rock up to five rage increments. Damage from a thrown rock
is 1d6 plus korred's Strength bonus.
Expanded Traits
-
Fey Damage Resistance
(3 RP): Korreds gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Shatter (2 RP):
Korreds with this trait gain
the following spell-like ability: 1/day—shatter. The caster level for this effect is
equal to the korred's level. The DC for the spells is equal to 10 + the spell's
level + the caster's Charisma modifier.
-
Stone Shape (4 RP): Korreds with this trait gain the following spell-like
ability: 1/day— stone shape.
The caster level for this effect is equal to the korred's level.
-
Stone Stride (4 RP): This ability
works like tree stride, except it requires
loose boulders at least as large as the korred, and only has a range of 30 feet.
The korred can use this ability once per round as a standard action.
-
Stunning Laugh (3 RP): Three times per day
as a standard action, a korred can unleash a strange laugh that forces all creatures
within a 30-foot burst to make a successful Fortitude save (DC 10 + 1/2 the korred's
character level + the korred's Charisma modifier) or become stunned for 1d2 rounds.
This is a sonic, mind-affecting effect. Fey are immune to this ability.
-
Superior Spell Resistance
(3 RP): Korreds gain spell resistance equal to 11 + their character level.
-
Weapon Familiarity (1
RP):
Korreds are proficient with
clubs and greatclubs.
Leprechauns (standard ability scores: +2 Dexterity,
+2 Charisma, –4 Strength; –1 RP)
Leprechauns are
small, fun-loving tricksters. They are most commonly found in forests and share
the close connection with nature that is possessed by most fey creatures. Leprechauns
love playing tricks on unknowing passersby—almost as much as they love a fine bottle
of wine and a plateful of hot food in their bellies. They often steal something
of worth from adventurers just to provoke a chase. Using their ability to disappear
at will to its full potential, they wait until their victims appear to be about
to give up the chase before reappearing once more to let the chase resume. They
are not greedy creatures, and eventually drop what they've stolen, slipping away
while their angry pursuers claim the lost property. The exception is gold—leprechauns
love gold and often hoard it in secret, hidden places.
Essential Traits (7 RP; 6 RP
with standard ability scores)
-
Fey (1 RP)
-
Small: Leprechauns
are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus
on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver
Defense, and a +4 size bonus on Stealth checks.
-
Fast Speed (1 RP): Leprechauns have a base speed of
40 feet.
-
Low-Light Vision (1
RP):
Leprechauns can see twice
as far as humans in conditions of dim light.
-
Quick Hands (4 RP): Leprechauns gain a +2 racial bonus
on Sleight of Hand checks and can make such checks untrained. Sleight of Hand is
always considered a class skill for leprechauns. If they choose a class that has Sleight of Hand as a class
skill, their racial bonus on Sleight of Hand checks increases to +4.
-
Languages: Leprechauns
begin play speaking Common and Sylvan. Leprechauns with high Intelligence scores
can choose from the following: Catfolk, Elven, Gnome, Goblin, Halfling, and Vanaran.
Standard Traits
-
Leprechaun Magic (4 RP): Leprechauns with a Charisma score
of 11 or higher gain the following spell-like abilities: At will—dancing lights, ghost sound, mage hand, prestidigitation. The caster level for
these effects is equal to the leprechaun’s
level. The DC for the spells is equal to 10 + the spell's level + the
caster's Charisma modifier.
-
Shillelagh (2 RP):
Any nonmagical club or quarterstaff wielded by a leprechaun becomes a weapon with
a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement
for both ends of the weapon. It deals damage as if it were two size categories larger
(a Small club or quarterstaff so transmuted deals 1d8 points of damage), +1 for
its enhancement bonus. These effects only occur when the weapon is wielded by the
leprechaun.
Expanded Traits
-
Fey Damage Resistance
(3 RP): Leprechauns gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Greater Leprechaun Magic (4 RP): Leprechauns with a Charisma score
of 11 or higher gain the following spell-like abilities: At will—ventriloquism; 3/day—invisibility (self only). The caster level for these
effects is equal to the leprechaun’s
level. The DC for the spells is equal to 10 + the spell's level + the
caster's Charisma modifier. You must have the leprechaun magic trait to take
this trait.
-
Sharp Eyes (5 RP): Leprechauns gain a +4 racial bonus
on Perception checks.
-
Superior Leprechaun Magic (6 RP): Leprechauns with a Charisma score
of 11 or higher gain the following spell-like abilities: 3/day—color spray, fabricate (1 cubic foot of material only).
The caster level for these effects is equal to the leprechaun’s level. The DC for the spells is equal
to 10 + the spell's level + the caster's Charisma modifier. You must have the greater leprechaun magic trait to take this trait.
-
Superior Spell Resistance
(3 RP): Leprechauns gain spell resistance equal to 11 + their character level.
-
Weapon Familiarity (1
RP):
Leprechauns are proficient
with clubs and quarterstaffs.
LeShay (standard ability scores: +2 Dexterity, +2 Charisma, –2 Strength)
Some scholars presume leShay are the
product of elves breeding with azatas in the distant past. Others assume leShay were the first Fey to walk Færie. Either or both may be true, but the leShay themselves do not speak of their origins to any but their own; not even other Fey. LeShay
are the lords and protectors of all Fey, and can be found guarding the secret
portals connecting the Material Plane and Færie. LeShay are similar to quintessential elves in appearance, except the points of their ears are not as prominent and the white's of their eyes are multihued; giving them an otherworldly countenance.
In addition to the
standard and expanded traits below, a leShay may also select traits from
standard and expanded traits available to elves (see Part 1). This is a variation on
the leShay race (found here).
Essential Traits (6 RP)
-
Fey (1 RP)
-
Medium: LeShay are Medium creatures and
receive no bonuses or penalties due to their size.
-
Normal Speed: LeShay have a base speed of 30
feet.
-
Low-Light Vision (1
RP):
LeShay can see twice as
far as humans in conditions of dim light.
-
LeShay Immunities (2 RP): LeShay are immune to magic sleep effects and get a +2
saving throw bonus against enchantment spells and effects.
-
Spirit Weapon (2 RP): As
a move action, a leShay can form a weapon from her very life essence. The
leShay chooses whether it will deal bludgeoning, piercing, or slashing damage.
The leShay may change the damage type of an existing weapon, or may summon a
new spirit weapon with a different damage type, as a full-round action;
otherwise, the spirit weapon retains the last damage type chosen every time it
is summoned. Regardless of the damage type, the weapon deals 1d6 points of
damage and has a critical range of 19-20/x2. The weapon can be broken (it has
hardness 10 and 10 hit points); however, a leShay can simply create another on
her next move action. The moment she relinquishes her grip on her weapon, it
dissipates. A spirit weapon is considered a magic weapon for the purpose of
overcoming damage reduction. A leShay is proficient with her spirit weapon.
-
Languages: LeShay begin play speaking
Elven and Sylvan. LeShay with high Intelligence scores can choose from the
following: Celestial, Common, Draconic, Gnome, Halfling, Lashunta, and Undercommon.
Standard Traits
-
Duplicit Magic (2 RP):
LeShay add a +1 bonus to the DC of any saving throws against illusion spells
that they cast. LeShay with
a Charisma score of 11 or higher also gain the following spell-like ability: 1/day—disguise self (any drow, elf,
or half-elf). The caster level for this effect is equal to the leShay’s level.
-
Magical Linguist (2 RP): LeShay
add a +1 bonus to the DC of spells they cast that have the language-dependent
descriptor or that create glyphs, symbols, or other magical writings. They also
gain a +2 racial bonus on saving throws against such spells. LeShay with a Charisma score
of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level
for these effects is equal to the leShay’s
level.
-
Suspicious (2 RP): Many
leShay are secretive and do not like other creatures interfering with their
activities. LeShay with this trait gain a +1 racial bonus on Bluff and Sense
Motive checks.
Expanded Traits
-
Detect Magic (3 RP): LeShay
can use detect magic as a constant
spell-like ability.
The caster level for this effect is equal to the leShay’s level.
-
Fey Damage Resistance
(3 RP): LeShay gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Gifted Linguist (2 RP):
LeShay gain a +4 racial bonus on Linguistics checks, and learn 2 languages each
time they gain a rank in Linguistics.
-
Soul Bond (4 RP): Some leShay gain an external manifestation of their
soul in the form of a familiar. This functions like the wizard's arcane bond class feature
(treating the leShay’s character level as her effective wizard level), except as noted
here. This familiar is actually a part of the leShay’s soul. If it is killed,
the leShay is no longer immortal. Her lifespan becomes that of an elf. At 3rd
level or later, a leShay may transform her familiar into an improved familiar
by taking the Improved Familiar feat (treating
the leShay’s character level as her effective wizard level for meeting the prerequisites)
and performing a ritual which costs 100 gp in materials times the minimum
arcane caster level for the improved familiar. If the leShay takes levels in a
class that grants the arcane bond class feature, she may take bonded object
option, gain a second familiar, or gain Improved Familiar as a bonus feat,
though she may not benefit from the Improved Familiar bonus feat until she reaches character
level 3rd.
-
Superior Duplicit Magic (2 RP): The leShay’s disguise self (any drow, elf, or
half-elf) spell-like ability improves to the following spell-like ability: At
will—disguise self (any drow, elf,
or half-elf). The caster level for this effect is equal to the leShay’s level. You
must have the duplicit magic trait to take this trait.
-
Superior Spell Resistance
(3 RP): LeShay gain spell resistance equal to 11 + their character level.
-
Weapon Training (0 RP): Some leShay are not born with the innate talent to
summon forth a weapon from their very essence. Such leShay choose a number of
martial or exotic weapons equal to 2 + their Intelligence bonus, and gain
proficiency with these weapons. In addition, these leShay take a –2 penalty on
Charisma-based checks (except for Intimidate) against other leShay because
“something” seems aberrant about them. This racial trait replaces spirit weapon.
Nixies (standard ability scores: +2 Dexterity, +2 Charisma,
–4 Strength; –1 RP)
Nixies are guardians
of ponds, rivers, lakes, and springs. They prefer dwelling in idyllic places, which
they protect from the depredations of predators and careless humanoids. While this
often involves confusing enemies and driving foes away, nixies are not afraid of
spilling blood to protect their homes—though they prefer not to resort to such means
unless completely necessary. Nixies are 4 feet tall and rarely weigh more than 45
pounds.
Essential Traits (5 RP; 4 RP
with standard ability scores)
-
Fey (aquatic) (1 RP)
-
Small: Nixies are
Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense,
and a +4 size bonus on Stealth checks.
-
Slow Speed (–1 RP): Nixies have a base speed of 20 feet.
-
Swim (2 RP): Nixies have a swim speed of 30 feet and gain the +8 racial
bonus on Swim checks that a swim speed normally grants.
-
Low-Light Vision (1
RP):
Nixies can see twice as far
as humans in conditions of dim light.
-
Amphibious (2 RP): Nixies are amphibious and can breathe both air and water.
-
Languages: Nixies begin
play speaking Aquan and Sylvan. Nixies with high Intelligence scores can choose
from the following: Common, Elven, Gnome, Goblin, and Halfling.
Standard Traits
-
Nixie Magic (3 RP): Nixies with a Charisma score
of 11 or higher gain the following spell-like ability: 3/day—charm person. The caster
level for this effect is equal to the nixie’s level. The DC for the spells is equal to 10 + the spell's
level + the caster's Charisma modifier.
-
Wild Empathy (4 RP): This works like the druid's wild empathy
class feature, except the nixie uses her character level as her effective druid
level.
Expanded Traits
-
Superior Nixie Magic (2 RP): Nixies with a Charisma score
of 11 or higher gain the following spell-like ability: 1/day—water breathing. The caster
level for this effect is equal to the nixie’s level. You must have the nixie magic trait to take this trait.
-
Superior Spell Resistance
(3 RP): Nixies gain spell resistance equal to 11 + their character level.
-
Weapon Familiarity (1
RP):
Nixies are proficient with
crossbows and short swords.
Nymphs (standard ability scores: +4 Charisma, –2 Strength, –2
Intelligence; 2 RP)
Many have lost
their lives in vain search of the beauty of the nymph, and many more to the madness
and obsession their grace has upon minds and bodies unprepared for their companionship.
Yet the nymph herself is not a cruel creature—a guardian of nature's purest places
and most beautiful realms, she treats those who respect her and her abode with kindness,
and may even favor someone who takes her fancy with magical gifts. Yet those who
would seek to abuse or harm her or her home quickly find that behind her beauty
is a fierce protector more than capable of defending her charge.
Essential Traits (6 RP; 8 RP
with standard ability scores)
-
Fey (1 RP)
-
Medium: Nymphs are Medium creatures and
receive no bonuses or penalties due to their size.
-
Normal Speed: Nymphs have a base speed of 30 feet.
-
Swim (1 RP): Nymphs have a swim speed of 20 feet and gain the +8 racial
bonus on Swim checks that a swim speed normally grants.
-
Low-Light Vision (1
RP):
Nymphs can see twice as far
as humans in conditions of dim light.
-
Inspiration (3 RP): A nymph can choose an intelligent creature to inspire and
serve as a muse by giving that creature some token of her affection (typically a
lock of her hair). As long as the nymph retains her favor for this creature and
as long as the creature carries the nymph's token, the creature gains a +4 insight
bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has
a nymph for a muse in this way can use his bardic performance for an additional
number of rounds per day equal to his nymph muse's Charisma modifier. The nymph
retains a link to her token and its carrier as if she had cast a status spell on the carrier. The
nymph can end this effect at any time as a free action. A single nymph may only
inspire one creature at a time in this manner.
-
Languages: Nymphs begin
play speaking Common and Sylvan. Nymphs with high Intelligence scores can choose
from the following: Elven, Gnome, Goblin, Halfling, and Lashunta.
Standard Traits
-
Fey Damage Resistance
(3 RP): Nymphs gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Stunning Glance (3 RP): As a standard action,
a nymph can stun a creature within 30 feet with a look. The target must succeed
on a Fortitude save (DC 10 + 1/2 the nymph's character level + the nymph's Charisma
modifier) or be stunned for 1d2 rounds.
Expanded Traits
-
Blinding Beauty (6 RP): This ability affects
all humanoids within 30 feet of a nymph. Those who look directly at a nymph must
succeed on a Fortitude save (DC 10 + 1/2 the nymph's character level + the nymph's
Charisma modifier) or be blinded permanently. A nymph can suppress or resume this
ability as a free action.
-
Fey Travel (4 RP): Nymphs with a Charisma score
of 11 or higher gain the following spell-like ability: 1/day—dimension door. The caster
level for this effect is equal to the nymph’s level.
-
Unearthly Grace (7 RP): A nymph adds her
Charisma modifier as a racial bonus on all her saving throws, and as a deflection
bonus to her Armor Class.
-
Weapon Familiarity (1
RP):
Nymphs are proficient with
daggers and short swords.
-
Wild Empathy (4 RP): This works like the druid's wild empathy
class feature, except the nymph uses her character level as her effective druid
level.
Pechs (standard ability scores: +2 Strength, +2 Wisdom; 2
RP)
Untold ages ago,
the pechs served forgotten masters in the deepest caverns of the world. In time,
their masters moved on, leaving the pechs bereft of guidance. Some sought refuge
in seemingly safer tunnels nearer the surface. The unspeakable horrors they encountered
there transformed them into derros over the course of several generations. Those
pechs that stayed close to their ancestral caverns survive to this day, though in
such small numbers and in such isolation that few of the surface world know of their
existence.
Essential Traits (3 RP; 5 RP with standard ability scores)
-
Fey (earth) (1 RP)
-
Small: Pechs are
Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense,
and a +4 size bonus on Stealth checks.
-
Slow Speed (–1 RP): Pechs have a base speed of 20 feet.
-
Darkvision (2 RP): Pechs can see in the dark up to 60 feet.
-
Low-Light Vision (1
RP):
Pechs can see twice as far
as humans in conditions of dim light.
-
Pech Immunities (2 RP): Pechs are immune to petrification.
-
Light Blindness (–2 RP): Abrupt exposure to bright light blinds pechs for 1 round;
on subsequent rounds, they are dazzled as long as they remain in the affected area.
-
Languages: Pechs begin
play speaking Terran and Undercommon. Pechs with high Intelligence scores can choose from
the following: Aklo, Common, Draconic, Dwarven, Elven, Gnome, Goblin, and Orc.
Standard Traits
-
Earth Mastery (1 RP): A pech
gains a +1 bonus on attack and damage rolls if both it and its foes are touching
the ground. If an opponent is airborne or waterborne, the pech takes a –4 penalty
on attack and damage rolls.
-
Master Craftsman (3 RP): Pechs gain a +4 racial
bonus on all Craft and Profession checks related to stone.
-
Stone Magic (4 RP):When a pech reaches 9th
level in any combination of classes, he gains stone shape as a spell-like ability
usable once per day, and at 13th level, he gains stone tell usable once per day.
A pech's caster level is equal
to his total Hit Dice.
Expanded Traits
-
Fey Damage Resistance
(3 RP): Pechs gain DR 2/cold iron. This DR increases by 1/cold iron for every three character
levels beyond 1st (to a maximum of 5/cold iron at 10th level).
-
Knobby Skin (3 RP): A pech gains a +2 natural armor bonus to Armor Class.
-
Stone Knowledge (3 RP): A pech's knowledge of earth and stone
grants a +1 racial bonus on attack and damage rolls and the benefits of the Improved Critical feat against creatures
and objects made of stone or earth or with the earth subtype. Knowledge (dungeoneering),
Knowledge
(engineering) and Profession (miner) are always class skills for a pech.
-
Superior Spell Resistance
(3 RP): Pechs gain spell resistance equal to 11 + their character level.
-
Superior Stone Magic (2
RP):
When a pech reaches 9th level in any combination of classes, he gains stone shape as a spell-like ability
usable three times per day, and at 13th level, he gains stone tell usable three times
per day. A pech's caster level
is equal to his total Hit Dice. You must have the stone magic trait to take this
trait.
-
Weapon Familiarity (1
RP):
Pechs are proficient with light picks and heavy picks.
Pixies (standard ability scores: +4 Dexterity, +2 Intelligence,
+2 Wisdom, +2 Charisma, –2 Strength; 4 RP)
Perhaps the best-known
and most elusive of all fey creatures, pixies live in the deepest, most pristine
forests, but their insatiable curiosity often leads them far from home. Most pixies
stand just over 2 feet tall—though they typically fly about the eye level of creatures
they're conversing with in order to maintain eye contact—and weigh about 30 pounds.
Pixies talk quickly and easily become overexcited.
Essential Traits (5 RP; 9 RP with standard ability scores)
-
Fey (1 RP)
-
Small: Pixies are
Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense,
and a +4 size bonus on Stealth checks.
-
Slow Speed (–1 RP): Pixies have a base speed of 20 feet.
-
Flight (4 RP): Pixies have
a fly speed of 20 feet with poor maneuverability (–4 penalty on Fly checks).
-
Low-Light Vision (1 RP): Pixies can see twice as far as humans
in conditions of dim light.
-
Languages: Pixies begin
play speaking Common and Sylvan. Pixies with high Intelligence scores can choose from
the following: Auran, Draconic, Elven, Gnome, and Halfling.
Standard Traits
-
Detect Alignment (3 RP): At
will, a pixie can use detect chaos, detect evil, detect good, or detect law. She can only use
one of these at any given time. The caster level for this effect is equal to
the pixie’s level.
-
Invisibility (3 RP): Pixies gain the following
spell-like ability: 3/day—invisibility (self only). The caster level for this
effect is equal to the pixie’s level.
-
Pixie Magic (2 RP): Pixies with a Charisma score
of 11 or higher gain the following spell-like abilities: 1/day—dancing lights, entangle, lesser confusion, shield. The caster level for
these effects is equal to the pixie’s
level. The DC for the spells is equal to 10 + the spell's level + the
caster's Charisma modifier.
Expanded Traits
-
Fey Damage Resistance
(3 RP): Pixies gain DR 2/cold iron. This DR increases
by 1/cold iron for every three character levels beyond 1st (to a maximum of 5/cold
iron at 10th level).
-
Greater Flight (3 RP): The
fly speed of a pixie with this trait improves to 40 feet with average maneuverability
(+0 bonus on Fly checks).
-
Greater Invisibility (3
RP):
The pixie’s invisibility (self only) spell-like ability
improves to the following spell-like ability: 3/day—greater invisibility
(self only). The caster
level for this effect is equal to the pixie’s level. You must have the invisibility trait
to take this trait.
-
Natural Armor (2 RP): Pixies gain a +1
natural armor bonus to their Armor Class.
-
Superior Flight (3 RP): The
fly speed of a pixie with this trait improves to 60 feet with good maneuverability
(+4 bonus on Fly checks). You must have the greater flight trait to take
this trait.
-
Superior Invisibility
(3 RP):
The pixie’s greater invisibility
(self only) spell-like
ability improves to the following spell-like ability: Constant—greater invisibility
(self only). The pixie
can suppress or resume it as a free action. The caster level for this effect is
equal to the pixie’s level. You must have the greater invisibility trait
to take this trait.
-
Superior Pixie Magic (3 RP): Pixies with a Charisma score of 11 or higher gain the following spell-like
abilities: 1/day—detect thoughts, dispel magic. The caster
level for these effects is equal to the pixie’s level. The DC for the spells is equal to 10 + the spell's
level + the caster's Charisma modifier. You must have the pixie magic trait to take this trait.
-
Superior Spell Resistance
(3 RP): Pixies gain spell resistance equal to 11 + their character level.
-
Weapon Familiarity (1
RP):
Pixies are proficient with
bows and short swords.
Satyrs (standard ability scores: +4 Charisma, –2 Strength, –2
Intelligence; 2 RP)
Satyrs, known
in some regions as fauns, are debauched and hedonistic creatures of the deepest,
most primeval parts of the woods. They adore wine, music, and carnal delights, and
are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys
and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.
Essential Traits (9 RP; 11 RP with standard ability scores)
-
Fey (1 RP)
-
Medium: Satyrs are Medium creatures and
receive no bonuses or penalties due to their size.
-
Fast Speed (1 RP): Satyrs have a base speed of 40 feet.
-
Low-Light Vision (1 RP): Satyrs can see twice as far as
humans in conditions of dim light.
-
Pipes (6 RP): A satyr can
focus and empower his magic by playing haunting melodies on his panpipes. When he
plays, all creatures within a 60-foot radius must make a Will save DC 10 + 1/2 the
nymph's character level + the satyr’s Charisma modifier) or be affected by charm person, fear, sleep, or suggestion, depending on what
tune the satyr chooses. A creature that successfully saves against any of the pipes'
effects cannot be affected by the same set of pipes for 24 hours, but can still
be affected by the satyr's other spell-like abilities as normal. The satyr's use
of his pipes does not count toward his uses per day of his spell-like abilities,
and if separated from them he may continue to use his standard abilities. The pipes
themselves are masterwork (and therefore grant the satyr a +2 circumstance bonus
on Perform (wind instruments) checks with them), and a satyr can craft a replacement
with 1 week of labor.
-
Languages: Satyrs begin play speaking Common and Sylvan.
Satyrs with high
Intelligence scores can choose from the following: Draconic, Elven,
Giant, Gnome, and Halfling.
Standard Traits
-
Horns (1 RP): Satyrs
have a pair of horns, and can use them to make attacks. These horns are a
secondary attack that deal 1d6 points of damage plus 1/2 the satyr’s Strength
modifier.
Expanded Traits
-
Fey Damage Resistance
(3 RP): Satyrs gain DR 2/cold iron. This DR
increases by 1/cold iron for every three character levels beyond 1st (to a
maximum of 5/cold iron at 10th level).
-
Natural Armor (2 RP): Satyrs gain a +1
natural armor bonus to their Armor Class.
-
Rake (4 RP): Satyrs gain a +4 racial bonus on Perform checks, and Perception
and Stealth become class skills for them. If they choose a class that has
either of these skills as class skills, they gain a +2 racial bonus on those
skills instead.
-
Satyr Magic (2 RP): ): Satyrs with a Charisma score
of 11 or higher gain the following spell-like abilities: At will—dancing lights, ghost sound. The caster level
for these effects is equal to the satyr’s
level. The DC for the spells is equal to 10 + the spell's level + the
caster's Charisma modifier.
-
Superior Satyr Magic (3 RP): Satyrs with a Charisma score of 11 or higher gain the following
spell-like ability: 1/day—summon nature's ally III. The
caster level for this effect is equal to the satyr’s level.
-
Weapon Familiarity (1
RP):
Satyrs are proficient with
bows and daggers.
Example Races
Here are a
few examples made using these new rules, as well as the rules found in Parts 1, 2, 3, and 4.
Brownie/Halfling
Hybrid
TYPE
|
||
Fey
(halfling) [hybrid]
|
2 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Dexterity, +2 Charisma, –2 Strength)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Fearless
|
1 RP
|
|
Illusion
Resistance
|
1 RP
|
|
Halfling
Luck
|
2 RP
|
|
Feats
and Skills Racial Traits
|
||
Camouflage
|
1 RP
|
|
Senses
Racial Traits
|
||
Low-Light
Vision
|
1 RP
|
|
Magic
Racial Traits
|
||
Halfling
Jinx
|
2 RP
|
|
Movement
Racial Traits
|
||
Swift
as Shadows
|
3 RP
|
|
TOTAL
12 RP
|
Dryad/ Lashunta
Hybrid
TYPE
|
||
Fey
(lashunta) [hybrid]
|
2 RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Normal
|
— RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
1 RP
|
|
(+2
Intelligence, +2 Charisma, –2 Constitution)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Senses
Racial Traits
|
||
Low-Light
Vision
|
1 RP
|
|
Magic
Racial Traits
|
||
Limited
Telepathy
|
3 RP
|
|
Magical
Linguist
|
2 RP
|
|
Tree
Meld
|
3 RP
|
|
Other
Racial Traits
|
||
Treespeech
|
2 RP
|
|
Weakness
Racial Traits
|
||
Tree
Dependent
|
–2 RP
|
|
TOTAL
12 RP
|
Korred/Pech Hybrid
TYPE
|
||
Fey
(earth) [hybrid]
|
2 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
to One Ability Score)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Fey
Damage Resistance
|
3 RP
|
|
Pech
Immunities
|
2 RP
|
|
Offense
Racial Traits
|
||
Animated
Hair
|
3 RP
|
|
Rock
Throwing
|
2 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
Low-Light
Vision
|
1 RP
|
|
Weakness
Racial Traits
|
||
Light
Blindness
|
–2 RP
|
|
TOTAL
12 RP
|
Nixie/Dragonkin
(Silver Bloodline) Hybrid
TYPE
|
||
Fey
(aquatic, dragonkin) [hybrid]
|
2 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
–1 RP
|
|
(+2
Dexterity, +2 Charisma, –4 Strength)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Movement
Racial Traits
|
||
Swim
|
2 RP
|
|
Offense
Racial Traits
|
||
Paralyzing
Breath
|
3 RP
|
|
Other
Racial Traits
|
||
Amphibious
|
2 RP
|
|
Dragonkin
Essential Traits
|
5 RP
|
|
(including
Low-Light Vision)
|
||
TOTAL
12 RP
|
Pixie/Sylph Hybrid
TYPE
|
||
Outsider
(native) [hybrid]
|
2 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Dexterity, +2 Intelligence, –2 Constitution)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Electricity
Resistance
|
1 RP
|
|
Thunderous
Resilience
|
1 RP
|
|
Magic
Racial Traits
|
||
Pixie
Magic
|
1 RP
|
|
Movement
Racial Traits
|
||
Flight
|
4 RP
|
|
(20
ft. with poor maneuverability)
|
||
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
Low-Light
Vision
|
1 RP
|
|
Other
Racial Traits
|
||
Sky
Speaker
|
1 RP
|
|
TOTAL
12 RP
|
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