Half Fey Template [Ranger Wickett]

Angelsboi

First Post
i seem to have lost my copy and am building a brothel with a doppleganger sorcerer who uses enchantment magick and is 1/2 fey ...

Can you please post it for me?
 

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I sure will! It will be a quite unique character. In my campaign, sorcerrers have to have a reason for their bloodline to be magical: Elemental, Celestial, Infernal, draconic or Fey. I take XP points from the characters and when the other PCs shadow them in levels, i slap the appropriate 1/2 template on them

:D
 



Is this the one you're talking about? (I saved a thread on it awhile back.)


Blood of the High Fey Template:
originally posted by RangerWickett

The magical nature of the High Fey allows them to crossbreed with virtually any humanoid creature. This occasionally occurs after a mortal has been enticed or charmed into the Faerie Realms, where he or she lives in timeless pleasure until the whim of the Fey determines it is time for the outsider to go back to Terra, though most often it is simply a High Fey bedding with a Middle or Low Fey. Most half-fey children are born in the Faerie Realm to dryads, nymphs, or other feminine spirits, but sometimes women emerge from Gaia pregnant with half-Satyr children, or a nymph might remain on Terra long enough to bear the child of a handsome human lover.

Feyblood children always appear more exotic and magical than their mortal counterparts, occasionally more fragile, but charged with the enchanting power of their fey blood. Even people with a Fey ancestor retain the same otherworldly appearance. Their appearance usually betrays their nature—flawless skin for nymph blood, shaggy legs and subtle horns for the son of a satyr, leaves constantly stuck in the hair of the daughter of a dryad, and almost always very vivid, piercing eyes.

Creating a Blood of the High Fey character:
“Blood of the High Fey” is a template that can be added to any Humanoid or Monstrous Humanoid (referred to hereafter as the “base creature”). The creature type changes to “Fey.” It uses all the base creature’s statistics and special abilities except as noted here.

Special Attacks: A High Feyblood character retains all the special attacks of the base creature and also gains the following.

Fey Influence (Sp): To reflect the various heritages of High Feyblood characters, choose two of the following spells. The High Feyblood can use his or her powers in an appropriate form to use either spell once per day as a spell-like ability. Possible spells: cause fear, change self, charm person, ghost sound, sleep, speak with animals, or speak with plants. Others may be added at the GM’s approval. This spell-like ability functions as though cast by a sorcerer of the character’s level, or of 10th level, whichever is lower.

Special Qualities: A Feyblood character retains all the special qualities of the base creature and also gains the following.


Feysight: If the character is descended from a Seelie Fey, she gains Low-light vision. If she has Unseelie blood, she has Darkvision, but also suffers Light Blindness. Abrupt exposure to bright light, such as sunlight or the Daylight spell, blinds the High Feyblood for 1 round. In addition, she suffers a –1 penalty to all attack rolls, saves, and checks while operating in bright light.

Damage Reduction: The Feyblood has DR 5/cold iron or wood. The true High Fey can only be readily harmed by items native to the land of the Fey. Magic affects them normally, but any manner of heat-forged weapon is part of humanity’s world, and thus not sympathetically aligned with the Fey. Cold iron weapons, however, are forged without being fired, simply beaten into shape with pure strength or melded with magic. Cold iron and wood can harm High Feybloods normally.

Vulnerability to Iron: A Feyblood character takes 1 extra point of damage whenever she takes damage from a cold iron weapon.


Abilities: Increase from the base creature as follows: Str -2, Dex +2, Con +0, Int +0, Wis +0, Cha +4.
Skills: As the base creature, plus a +2 racial bonus to Animal Empathy, Hide, and Move Silently checks. The High Feyblood also automatically can speak Sylvan.
Challenge Rating: Up to 3 HD, same as the base creature. 4 HD or more, base creature's CR +1.
Equivalent Character Level: Same as the base creature +2.


edit: Sorry for the initial formatting problems.
 
Last edited:

Ryan, you actually posted this on a thread in the House Rules forum a little while back. You could've just done a search for it:

Angelsboi said:
Here is what Ryan Nock (Ranger Wickett) made for me ...

Half-Fey

Feykind's magical nature allows them to crossbreed with virtually any humanoid creature. This usually occurs after a mortal has been enticed or charmed into the Faerie Realms, where he or she lives in timeless pleasure until the whim of the Fey determines it is time for the outsider to go back to the Mortal Realm. Most half-fey children are born in the Faerie Realm to dryads, nymphs, or other feminine spirits, but sometimes women emerge from the Faerie Realms pregnant with half-Satyr children, or a nymph might remain in the Mortal Realm long enough to bear the child of a handsome Elvish lover.

Half-fey children always appear more exotic and magical than their mortal counterparts, occasionally more fragile, but charged with the enchanting power of their fey blood. Their appearance usually betrays their nature--flawless skin for nymph blood, shaggy legs and subtle horns for the son of a satyr, leaves constantly stuck in the hair of the daughter of a dryad, and almost always very vivid, piercing eyes.

Creating a Half-Fey

"Half-fey" is a template that can be added to any humanoid creature (referred to hereafter as the "base creature"). The creature type changes to "Fey." It uses all the base creature's statistics and special abilities except as noted here.
Special Attacks: A half-fey retains all the special attacks of the base creature and also gains the following.

Fey Influence (Sp): To reflect the various heritages of half-fey mortals, choose one of the following spells. The half-fey can use his or her powers in an appropriate form to use that spell once per day as a spell-like ability. Possible spells: cause fear, change self, charm person, sleep, speak with animals, or speak with plants. This spell-like ability functions as though cast by a sorcerer of the character's level, or of 10th level, whichever is lower.

Special Qualities: A half-fey creature retains all the special qualities of the base creature and also gains the following.

*Low-light vision.

*Vulnerability to Iron: A half-fey takes 1 extra point of damage whenever he or she takes damage from an iron weapon. If the half-fey has damage reduction, an iron weapon counts as at least +1 enchantment when determining if it can breach the half-fey's resistance.

Abilities: Increase from the base creature as follows: Str -2, Dex +2, Con +0, Int +0, Wis +0, Cha +4.
Skills: Half-fey receive a +2 racial bonus to Animal Empathy, Hide, and Move Silently checks. The half-fey also automatically can speak Sylvan.

Challenge Rating: Same as the base creature.

Equivalent Character Level: Same as the base creature +1.

However, I think the Blood of the High Fey template (which I made later) can work just as well. The BotHF template has mild damage reduction, which is very useful, and has a slightly larger spell-like ability selection, which is why it has a higher level adjustment.
 


"Madame Illustria Empyrean" female Doppleganger 1/2 Fey Sorcerer 6: CR 10; AL LE; Size M; HD 4d8+12+6d4+18; hp 75 (75); Init 3; Spd 30 ft.; AC 19 (Touch 14, Flat-footed 15); Atk +6/1 (Melee +7/2 Flail 1d8+1 x2 / Slam 1d6+1), or +6/1 (Ranged +10/5); SV Fort +9, Ref +10, Will +13; Str 12, Dex 18, Con 16, Int 17, Wis 18, Cha 24; Height 5 ft. 4 in.; Exp: 36,000

Languages Spoken: Common, Abysal, Sylvan, Draconic

+7 / +5

Skills (ranks are in parenthesis): Spot 10 (4), Listen 13 (7), Search 3 (0), Intimidate 9 (2), Bluff 14 (7), Disguise 14 (7), Animal Empathy 9 (0), Hide 5 (0), Move Silently 5 (0), Diplomacy 10 (3), Knowledge (Religion) 6 (3), Knowledge (Arcana) 13 (10), Sense Motive 8 (4), Spellcraft 13 (4), Profession (Madame) 13 (9), Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Craft Wonderous Items, Alertness, Dodge, Weapon Proficency (Simple) Weapon Proficiency (Martial)

Class Abilities: Summon Familiar

Doppleganger Racial Abilities: +2 Str, +2 Dex, +2, Con, +2 Int, +4 Wis, +2 Cha, +4d8 HD, +3 BAB, +4 Fort, +4 Ref, +4 Will, +4 Natural AC, Alertness, Dodge, Weapon Proficiency, Alter Self (18th Level Sorcerer), Detect Thoughts (18th Level Sorcerer (DC 13)), Immune to Sleep and Charm Effects, +4 Racial vs Bluff, +4 Racial vs Disguise (If using Alter Self, it gets a +10 to Disguise; if it uses Detect Thoughts, it gets another +4)
1/2 Fey Racial Abilities: Str -2, Dex +2, Con +0, Int +0, Wis +0, Cha +4, Fey Influence (Emotion 1/day 10th Level Sorcerer), Vulnerability to Iron: A half-fey takes 1 extra point of damage whenever he or she takes damage from an iron weapon. If the half-fey has damage reduction, an iron weapon counts as at least +1 enchantment when determining if it can breach the half-fey's resistance, +2 racial bonus to Animal Empathy, Hide, and Move Silently checks.
Spells Known: 0- Detect Magic, Read Magic, Daze, Arcane Mark, Prestidigitation, Ghost Sound, Mending; 1st - Charm Person, Hypnotism, Sleep, Unseen Servent, 2nd - Tasha's Hideous Laughter, Arcane Lock; 3rd - Suggestion

Spells A Day (6/7/6/4; base DC = 17 + spell level/Enchantment DC 21 + Spell Level)

Possessions: Masterworked Light Flail, Earrings of Charisma (+2), Bracelets of Armor (+1), Noble Clothes, 4 Rings (30 go each (2 Ruby, 2 Diamond), Garnet Necklace (50 gp), 4 platnium, 7 gp

"Lilith" [Familiar]
Tiny Sized Viper
Hit Dice: 6 (18 hp)
Initiative: +3 (Dex)
Speed: 15ft; Climb 15 ft; Swim 15 ft
AC: 21 (+6 natural, +3 Dex, +2 Size)
Attacks: Bite +5
Damage: Bite 1d4-2 + Poison
Special Attacks: Poison
Special Qualities: Alertness, Improved Evasion, Share Spells, Empathic Link, Touch, Speak With Master
Saves: Fort +3, Ref +6, Will +6 (3/3/5)
Abilities: Str 6, Dex 17, Con 11, Int 8, Wis 12, Cha 2
Skills: Balance 11, Climb 12, Hide 18, Listen 8, Spot 8,
Feats: Weapon Finesse (bite)
Challenge Rating: 1
 

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