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.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.