ECL: +2
Reaction Level (if known): Level 2 (Tolerated)
Dalliances between mortals and fey are not unknown, and the half-blooded progeny of such unions bear some of the fey nature of their otherworldly parent. Sometimes called Changelings, half-fey often are by nature of two worlds, and in some situations are even forced to choose between their heritages; others linger in the twilight between Mortality and Faerie for years on end, never fully of either existence.
Type Change: Fey
Subrace Field: Half-Fey
+2 Dex, -2 Con, +2 Wis, +4 Cha
On skin:
Spell School Immunity: Enchantment
Feats:
(354) Lowlight Vision
(1178) Charm person at will
(1179) Detect law 3/day
(1180) sleep or enthrall (RP only) 1/day
(1316) Faerie Fire 1/day
(1345) ECL +2
Feats by Level:
6: (1181) Protection from law 3/day and (1182) Tasha's hideous laughter 1/day
8: (1183) Confusion 1/day
12: (1184) Dominate person or (1185) hold monster 1/day
18: (1195) Insanity or (1322) mass charm 1/day
Wings
Bonus Language: Sylvan
Same as the standard Half-Fey, except for:
Half-Joystealer loses the spell-like ability Sleep 1/day, but gain the following RP Only ability:
Subrace Field: Half-Joystealer
Less often [than other combinations] but noteworthy enough for poets to create epic sagas of romance and passion, gentle woodland nymphs fall in love with those who live in their woods, men or elves who treat the land and animals with the reverence and awe such things deserve. These relationships almost never last, as nymphs are fickle creatures and become bored with mundane mortals. However, on rare occasions, such liaisons lead to a child, always female, who mixes the best traits of the nymph with those of her lover. Many nymphs are so overjoyed by the beauty of their children that they raise them as their own daughters, teaching them the ways of the trees and wilderness, while others find the mixing of their fey blood with mortal baseness abhorrent, and they leave the child in care of the father and fade away, never to be seen again.
Subrace field: Half-Nymph
Type Change: Fey
+2 DEX, +2 INT, +2 WIS, +4 CHA
Add 4 skill points
Skin:
Same as standard Half-Fey (immunity to enchantment)
Feats:
(354) Low-light Vision
(1196) Blinding Beauty (Cloak of Fear) (3x/day)
(1345) Racial ECL +2
Bonus Language: Sylvan
Reaction Level (if known): Level 2 (Tolerated) – 5/6 if seen with head detached.
Dullahan – Headless riders, as some know them, are not typical fey. They aren’t charming or quirky in a fun way. They aren’t charismatic in the way that anyone wishes to know them. Most are glum sorts, members of the Unseelie Court, but not truly members of the welcomed fey. They are created around the natural edifice of death. This shows in their demeanor more often than not. They are often tasked as messengers or strongarms, those that deliver the worst sort of news. Rare is it that they are seen in the mortal realms. Often they’re harbingers of a mortal’s doom, heralding the death of one that has angered or upset one of their kind.
The headless riders are often seen riding upon dark steeds, holding their favored weapon of a humanoid spine crafted into a whip. They roam the lands of their lords, often lighting the way with candles kept inside of hollowed skulls. Some ride in carriages made of skin and bone, preferring everything macabre and close to the death which they find most comforting. Those they pass cower away, holding up one of the few things that can often drive a Dullahan back – Talismans and effigies of purest gold.
Half-fey born of a Dullahan (Which tend to be rare for obvious reasons) range from the fair skin of typical fey to a sallow, death-like pallor. Generally, they tend towards features that aren’t conventionally beautiful. Like most races, not all can be categorized into a single bunch. However, most half-dullahan tend to be morbid in their outlook and demeanor. They often glorify the natural side of death and everything it involves without reverence to corpses or the sanctity of a creature’s form.
Half-Dullahan retain some of the features of their forebears, such as being able to deliver a sense of doom and misfortune with a look, and the uncanny ability to remove their head. This gives them some magical ability to sense and see what may be hidden. More powerful half-dullahan have been known to tap into the strength of their bloodline to travel unhindered through the roughest terrain or magical barriers.
Their banes and lures are often opposing that of the typical fey. Many do not like gold, some do not like to be watched or stared at. They take their bets and dares seriously, especially enjoying those that have terribly high and often mortal stakes.
Type Change: Fey
+4 Str, +2 CON, +2 Wis, -2 CHA
On skin:
Spell School Immunity: Enchantment
Immunity: Vorpal (RP only, since this would entail critical hit immunity mechanically.)
Feats:
(354) Lowlight Vision
(1205) Baleful Glare (Bane) at-will
(1206) Deathly Doom (Doom) 3x/day
(1207) See Invisibility 3x/day
(1345) ECL +2
(1316) Faerie Fire
At Level:
10: (1208) True Seeing 3x/day
15: (1209) Relentless Advance (Freedom of Movement) 1x/day
Bonus Language: Sylvan
RP Ability – A half-fey Dullahan may remove their head at will without penalty. The head may speak, look, and otherwise act as normal. The body will always attempt to return to the head if separated.
Faun tend to be considered one of the most jovial and hedonistic of the fey variants. They have a high enjoyment of revelry, games, and partying. Many are selfish and don't care for anything except for food, wine, and debauchery. They tend to be connected closely with the wilds and nature, though not any particular type of wilderness. They're as likely to be found on the edge of an ocean as in a forest, or capering around desert dunes. They are often happy enough to find companionship in others, though they don't readily seek out humans or other beings when pressed to protect their wilds.
Half-fey faun characters are often led to chaotic lives in taking after their progenitors. Their fey parent is sometimes, but rarely still around, finding the care of their young fun at times, but not built on a foundation of order and structure. They tend to be human sized or smaller, and vary on the more slender or lithe side as compared to the Satyr for which they are often confused. Half-Faun characters tend to have small, goat-like corns, and may have digitigrade legs covered in a soft fur that is typically brown, black, or white. Otherwise their colorings most often match human standards in hair, eye, and skin color. They also tend towards chaotic alignments due to both their upbringing and the call of their blood towards revelry.
Adventurous half-fauns typically stem from those that take a bent towards protecting nature and the wild vistas of the world, no matter what that environment is. Some adventure as bards and wandering minstrels, though there are no restrictions on what they might enjoy or do. Finding a half-faun that has taken up life as a paladin or monk is practically unheard of, as their temperment rarely suits the strict adherence to a code.
Type Change: Fey
+2 STR
+4 DEX
+2 CHA
Feats:
Improved Initiative (377)
Still Mind (208)
Low-Light Vision (354)
Artist (378)
ECL +2 (1345)
Skin:
+2 Hide
+2 Move Silently
+4 Perform
+2 Survival
Bonus Language: Sylvan
Create the base as HUMAN. NOTE the feat number for removal in the template.