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The Feytouched/Half-Fey Transition Class

The Feytouched/Half-Fey Transition Class

Feytouched creatures bear the fingerprint of the weird and pay for it with a +1 level adjustment. Those who embrace their wild side can go on to become half-fey, and this transition requires only one level instead of the normal two for the standard template class.

Table SP-28: The Feytouched/Half-Fey Transition Class

1st+1Wis +2, Cha +2, immunity to enchantments, spell-like abilities, wings

Feytouched/Half-Fey Transition Class Features

All of the following are class features of the feytouched/half-fey transition class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Immunity to Enchantments (Ex): A feytouched/half-fey is immune to all spells and effects from the Enchantment school.

Spell-Like Abilities: Starting at 1st level, a feytouched/half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on her character level, according to the following table. In each case, the caster level equals the feytouched/half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + feytouched/half-fey's Charisma modifier).

Character Level
Spell-Like Abilities Gained
1stCharm person at will, faerie fire or glitterdust 1/day, hypnotism 1/day
3rdDetect law 3/day, enthrall or sleep 1/day
5thProtection from law 3/day
7thConfusion or emotion 1/day
9thEyebite or lesser geas 1/day
11thDominate person or hold monster 1/day
13thMass invisibility 1/day
15thGeas/quest or mass suggestion 1/day
17thInsanity or mass charm 1/day
19thOtto's irresistible dance 1/day

Wings (Ex): A feytouched/half-fey grows insectlike wings (usually butterfly-type), which she may use to fly at up to double her base land speed with good maneuverability.