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Tuesday, March 18, 2014

Easy Hybrid Races – Part 5: Fey

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—entanglefeather 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 markcomprehend languagesmessageread 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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