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Feytouched are good choices for players who like exotic characters with a touch of mischief and mystery. You have been blessed by the fey courts and have become an emissary for them in the world.  

You must choose a court to align yourself with:

Feytouched Base Racial Features

All of the following are base racial abilities for the feytouched.

Ability Score Adjustments: +2 Dexterity, -2 Constitution, +2 Charisma.

Fey Type: Feytouched are fey. Thus, they are vulnerable to spells and effects that work on creatures of the fey type but immune to effects that target other types. For example, a feytouched would be subject to the extra damage from a fey bane sword but immune to hold person, since that spell affects only humanoids.

Size: Feytouched are Medium size.

Speed: Feytouched base land speed is 30 feet.

Low-Light Vision (Ex): A feytouched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Saving Throw Bonuses: A feytouched has a +4 racial bonus on saving throws against mind-affecting effects.

Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.

Favored Class: Bard or rogue. A multiclass feytouched's bard and rogue classes do not count when determining whether an experience point penalty applies.

Table SP-22: The Feytouched Racial Class

1st+0Charm person, immunities, skill bonuses

Feytouched Racial Class Features

All of the following are class features of the feytouched racial class.

Charm Person (Sp): A 1st-level feytouched may use charm person (caster level equals feytouched's character level; save DC 11 + feytouched's Cha modifier) once per day/ 5 HD.

Immunities (Ex): At 1st level, a feytouched becomes immune to all mind-affecting effects. This ability replaces the saving throw bonuses against these effects included in the feytouched's base racial features.

Skill Bonuses: At 1st level, a feytouched gains a +2 racial bonus on Stealth checks.

The Rememberers
Sometime fey will reach out to the mortal world and choose a vessel to act on its behalf. The individual is imbued with the essence of the fey that chose it. This vessel or mortal acts in two compasities. One is to be a physical representation of the essence of the fey. As long as a fey has a Remember they can not be forgotten and cannot die. In a fey's lifetime they may go through many Rememberers. The second copacity of the vesel is to carry out any quests the fey may ask of it. An inidividual must become a Remember by choice and a fey cannot charm or gease it into the Contract. The vessel must uphold all laws that its fey creater observes by court. The individual is also bound to that court; its primary allegiances must be to the court and or the fey that chose it. The Remember is welcome to carry out their own agendas as long as they do not interfere with the fey's and they can be benevelent or cruel depending on their inherent nature. Only through a Remember can a fey soul be restored to life after death. Once an individual becomes a Remember it cannot be undone. A Remember also has the capacity to take on a fey's crux if neccessary.