Half-Faen

Faen are a race native to The Spirit World, but there are those among the mortal races who have been touched by their presence. Adventuresome satyrs and lonely nymphs have been known to produce offspring with humans, resulting in half-faen. While uncommon in the Imperial lands, half-faen are prolific in the Dragon Isles and the Southern League. Most dislike cities, preferring a natural climate, but some thrive on the chaotic social energy to be found in major urban centers. In other words, they're here, they're queer, get used to it.

Half-Nymph

The origin of half-nymphs is obvious, but despite the...prolific...nature of their mothers, half-nymphs are rare. Nymphs do not often bear the offspring of mortals, and when they do, they often are more at home in the spirit world than the mortal world, eventually becoming true nymphs themselves.

Racial Traits

Half-Nymphs have the following racial traits:

  • -2 Str, +2 Dex, -2 Con, +2 Cha
  • Wild Empathy (Ex): This power works like the druid?s wild empathy class feature.
  • Dazzling Beauty (Su):This ability affects all humanoids within 30 feet. Those who look directly at you must succeed on a Fortitude save (Cha-based) or be dazzled. This ability can be suppressed or resumed as a free action.
  • Stunning Glance (Su):Once per day as a standard action, you can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (Cha-based) or be stunned for 2d4 rounds.
  • Unearthly Grace (Su):You gain a +1 bonus to all saving throws, and a +1 deflection bonus to Armor Class.
  • Low-light Vision

Racial Levels

Hit Points
4 per level
Skills
Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Ride, Sense Motive, Spot, Swim, Use Rope.
Skill Points
6 + Int
Proficiencies
Simple weapons.
Class Synergy
Druid. Levels in Half-Nymph stack with Druid levels for caster level, spell access, and any special abilities whose primary numeric effect is based solely on level (such as shapeshifting forms).

{{Class Chart

|Max Level=3

|Base Attack=Low

|Fort Save=Low

|Ref Save=High

|Will Save=High

|Special1=+2 Cha, +2 Wis, stunning glance 3/day

|Special2=+2 Cha, +2 Int, dimension door 1/day

|Special3=+2 Cha, +2 Dex, blinding beauty 1/day

}}

Blinding Beauty
Once per day, a half-nymph can permanently blind all humanoids within 30 ft who fail a Fortitude save (Cha-based).

Half-Dryad

Rarer even than half-nymphs, the elusive half-dryad is born only when a tree spirit has formed a very powerful bond with a mortal. Sadly, dryads cannot truly understand their offspring, since half-dryads are not bound to trees as they are. Still, their children possess an undeniable affinity for woodlands.

Racial Traits

Half-dryads have the following racial traits:

  • -2 Str, +2 Dex, -2 Con, +2 Cha
  • Wild Empathy (Ex): This power works like the druid?s wild empathy class feature.
  • Spell-like Abilities (Sp): 1/day - entangle, speak with plants, tree shape.
  • Commune with Woodlands (Sp): Once per day, a half-dryad can commune with the forest spirits and learn the lay of the land for miles in every direction. This is just as the druid spell commune with nature, but functions only in wooded areas.

Racial Levels

Hit Points
4 per level
Skills
Escape Artist, Handle Animal, Hide, Knowledge (nature), Listen, Move Silently, Ride, Spot, Survival, Use Rope.
Skill Points
6 + Int
Proficiencies
Simple weapons.
Class Synergy
Druid. Levels in Half-Nymph stack with Druid levels for caster level, spell access, and any special abilities whose primary numeric effect is based solely on level (such as shapeshifting forms).

{{Class Chart

|Max Level=3

|Base Attack=Low

|Fort Save=Low

|Ref Save=High

|Will Save=High

|Special1=+2 Cha, +2 Wis, lesser spell-like abilities 3/day

|Special2=+2 Cha, +2 Int, greater spell-like abilities 1/day

|Special3=+2 Cha, +2 Dex, +2 natural armor, suggestion 1/day

}}

Lesser Spell-like Abilities
Entangle, speak with plants, tree shape.
Greater Spell-like Abilities
Charm person, deep slumber, tree stride.

Half-Satyr

Most half-satyrs are male, and virtually all have fiery red or deep chestnut hair, usually in untamed abundance on their heads and elsewhere. Half-satyrs tend to have hairy, powerful feet and ankles, as well as thick skin. All have thick skulls and slightly ridged foreheads; some have small horns. They tend to be vivacious and rowdy, with a hearty appetite for the pleasures of life.

Racial Traits

  • +2 Cha
  • +10 ft base movement
  • +2 natural armor bonus
  • +4 racial bonus to Perform checks
  • Head butt attack (1d4)
  • Low-light vision
  • Synergy: bard

Racial Class

Hit Points
4 per level
Skills
Bluff, Diplomacy, Disguise, Hide, Intimidate, Knowledge (nature), Listen5, Move Silently, Perform, Spot, Survival
Skill Points
6 + Int
Proficiencies
Simple weapons.

{{Class Chart

|Max Level=3

|Base Attack=Low

|Fort Save=Low

|Ref Save=High

|Will Save=High

|Special1=+2 Dex, +2 Int, pipes 1/day, DR 1/cold iron

|Special2=+2 Con, +2 Wis, pipes 2/day, +2 natural armor, DR 3/cold iron

|Special3=+2 Cha, +2 Str, Head butt (d6), Pipes 3/day, DR 5/cold iron

}}

Pipes (Su)
As a standard action, by playing a set of pan pipes, you can affect all creatures within 60 ft (except satyrs and half-satyrs) with either charm person, sleep, or fear.

Half-Nixie

Racial Traits

  • Small size
  • Land speed 20 ft
  • +4 Dex, +2 Cha, -2 Con, -2 Str
  • Aquatic: can breathe and function normally underwater
  • Swim speed 30 ft
  • Amphibious: can breathe and function normally above water
  • Wild Empathy:As a druid.
  • Low-light vision.

Racial Levels

blah

{{Class Chart

|Max Level=3

|Base Attack=Low

|Fort Save=Low

|Ref Save=High

|Will Save=High

|Special1=+2 Cha, +2 Int, charm person 3/day

|Special2=+2 Cha, +2 Wis, spell resistance 11+level

|Special3=+2 Cha, +2 Dex, DR 3/cold iron

}}

Half-Pixie

Racial Traits

Half-pixies have the following racial traits:

  • -2 Str, +2 Dex, -2 Con, +2 Cha
  • Wild Empathy (Ex): This power works like the druid?s wild empathy class feature.
  • Alternate Form (Su): For up to 10 rounds per level per day, you may assume an alternate form. You become small, and gain a fly speed of 30 ft (good), though your walking speed is reduced to 20 ft. The rounds need not be contiguous.
  • Low-light Vision

Racial Levels

Hit Points
4 per level
Skills
Bluff, Concentration, Escape Artist, Hide, Listen, Move Silently, Ride, Search, Sense Motive, Spot
Skill Points
6 + Int
Proficiencies
Simple weapons.

{{Class Chart

|Max Level=3

|Base Attack=Low

|Fort Save=Low

|Ref Save=High

|Will Save=High

|Special1=+2 Cha, +2 Wis, spell-like abilities

|Special2=+2 Cha, +2 Int, invisibility

|Special3=+2 Cha, +2 Dex, spell resistance 11 + level

}}

Spell-like Abilities (Sp)
1/day?lesser confusion, dancing lights, detect thoughts, dispel magic, silent image.
Invisibility (Su)
When you take alternate form, you become invisible (as the invisibility spell).

Half-Sirine

Racial Traits

  • -2 Str, +2 Dex, -2 Con, +2 Cha
  • Wild empathy
  • Low-light vision
  • Swim speed 30 ft
  • Aquatic (can breathe and function normally underwater)
  • Amphibious (can breathe and function normally above water)
  • Vocalize (Su): Once per day, automatically dispel any silence effects within 15 ft, as well as becoming immune to all further effects for 1 minute.
  • +2 racial bonus to Perform checks.

Racial Levels

Hit Points
4 per level
Skills
As bard
Skill Points
6 + Int
Proficiencies
As bard
Synergy
Bard. Levels in this class stack with bard levels for the purposes of bardic music, bardic lore, and spellcasting ability.

{{Class Chart

|Max Level=3

|Base Attack=Medium

|Fort Save=Low

|Ref Save=High

|Will Save=High

|Special1=+2 Cha, alluring song

|Special2=+2 Dex, deflection

|Special3=+2 Wis, +2 to perform checks, charming song

}}

Alluring Song
As a use of bardic music, you can compel creatures within 90 ft to come toward you by taking a single move action per round. Creatures are allowed a Will save against your Perform check DC to resist. This works otherwise as the fascinate ability of bardic music. If you do not have bardic music, you may use this once per day. If you do, you gain an additional use of bardic music per day.
Deflection
While wearing no armor, a half-sirine gains a deflection bonus to AC equal to her Charisma bonus or her level, whichever is lower.
Charming Song
As a use of bardic music, you can charm all humanoids within 90 ft, with a Will save to negate (vs your Perform check result). This is identical to charm person. This is a use of bardic music. If you do not have bardic music, you gain one use per day. If you have bardic music, you gain an additional use of bardic music per day.
files
  • (up)
  • (cur)
  • !
  • Aio.jpg
  • Aio
  • Alchemist's fire, greater
  • AlphonsoSweene
  • Alter
  • Anchorite
  • Arbalester
  • Artificer
  • AtEase.jpg
  • Automata
  • Baikili
  • Base Attack Bonus
  • Biomancer (Prestige Class)
  • Black Knight (Prestige Class)
  • Blood Oath Combat Sheet
  • Calendar
  • Calyx.jpg
  • Calyx
  • Cannons
  • Cast iron cannoneer
  • Catfolk
  • Cave of the Fire God
  • Caylix
  • Channeler
  • Character Creation Rules
  • Character
  • Characters
  • Chimera
  • Circe.jpg
  • Circe
  • Class Chart Level
  • Class Chart
  • Class table
  • Classes
  • Claudius Palorma Verita
  • Complete Ship Speed Table
  • Dalai.jpg
  • Dalai
  • DaveenBloomquist905
  • Dedicated Wright
  • Deity
  • Druidism
  • Epinora.jpg
  • Epinora
  • Equipment
  • Ethnic Groups
  • Experience
  • Feats
  • Fiction:Duties
  • Fiction:Waking the Storm
  • Fire crocus
  • Firearms
  • FreedHouseholder175
  • Future Rule Ideas
  • Gecko.jpg
  • Gecko
  • Generic Class Table
  • Generic Table
  • Geography
  • GladGrice214
  • Gnollius.jpg
  • Gun Mage (Prestige Class)
  • Half-Faen
  • Hawk (Character)
  • Hawk.jpg
  • Hawk
  • History
  • How to contact the DM
  • Human
  • Imperial (ethnic group)
  • Imperial (race)
  • Imperial Chronology
  • Index.php
  • Inventory
  • Inventory:Calyx
  • Inventory:Circe
  • Inventory:Claudius
  • Inventory:Epinora
  • Inventory:Hawk
  • Inventory:Limbo
  • Inventory:Medine
  • Inventory:Nausicaa
  • Inventory:Saranac
  • Iron Defender
  • Koolapoo.jpg
  • Koolapoo
  • Koukora
  • Languages
  • Leonal
  • Lizardfolk
  • Magical Traditions
  • Magitek Artisan (Prestige Class)
  • Main
  • Malchor
  • MaraLilley874
  • Mechanical mariner
  • Medine.jpg
  • Medine
  • Monk Feats
  • Monk
  • Monster
  • Mt. Otemba
  • MurielBickford535
  • Nar (ethnic group)
  • Nar (race)
  • Nausicaa
  • Ninja
  • Odd or Even
  • Official Rules of the Game
  • Old Monk Ideas
  • Onaona.gif
  • Onaona
  • Orbs
  • Ordinal
  • Otemba.jpg
  • PC Map 1.jpg
  • PC Map 1.png
  • PC Maps
  • Packmate
  • Pantheran.jpg
  • Persistent Harrier
  • Philng
  • Pre Session 7
  • Priest Spells Known
  • Priest Spells per Day
  • Priest
  • Promontory Peak
  • Quartermasters Log
  • Question:WTF is up with "a@t" and stuff?
  • Question:What patches are in the Robe of Useful Items?
  • Races
  • Religion
  • Religions
  • Saranac-wiki.jpg
  • Saranac.jpg
  • Saranac
  • Save Bonus
  • Screecher.jpg
  • Screecher
  • Session 1
  • Session 10
  • Session 11
  • Session 2
  • Session 3
  • Session 4
  • Session 5
  • Session 6
  • Session 7
  • Session 8
  • Session 9
  • Session Log
  • Shaman Spell List
  • Shaman
  • Ship Combat Cheat Sheet
  • Ship Combat Rules
  • Ship
  • Ships
  • ShirleyArvin764
  • Shocking Burst
  • Skulker
  • Skulkers.jpg
  • Slimer
  • Spell Progression
  • Starting wealth
  • The Circle of Nine
  • The Dragon Crescent
  • The Dragon Isles
  • The Mysterious Draconian
  • Tigran
  • Tin Soldier.jpg
  • Tin titan
  • Tin trooper
  • Treasure, Session 1
  • Treasury
  • Trident of the Storm
  • VC
  • Vaishnavist Zandarism
  • Varuna.jpg
  • Varuna
  • Vedic Chronology
  • Veruna Ship.pdf
  • Waking the Storm
  • Warlock Spell List
  • Warlock
  • Warspear
  • Weapon
  • Wingship Combat Sheet
  • Wingship
  • Zandarism
  • _home