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:

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:

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

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

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:

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

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.