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Faerie Subtype and Faerie

by Jamie Baty

First is the Faerie subtype, which plays an important role once I get to PC1, as it will apply to several of the creatures in it. Second is the Faerie creature, which makes use of the subtype.

Faerie Subtype
Faeries are a group of races within the Fey type. These creatures are associated with nature, the Dreamlands and with Oberon's Court (at least the good ones). Not all Fey are Faeries, but all Faeries are Fey.

Traits
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognise a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Faerie
MA, RC 177
Small Fey (Faerie)
Hit Dice: 1d6+1 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armour Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: 0/-5
Attack: Small dagger +3 melee (1d3 -1)
Full Attack: Small dagger +3 melee (1d3 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Flight, low-light vision, see invisible, spell-like abilities
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 8, Dex 15, Con 12, Int 13, Wis 14, Cha 12
Skills: Bluff +5, Concentration +3, Escape Artist +7, Hide +8, Listen +11, Move Silently +4, Search +5, Sense Motive +3, Spot +11
Feats: Alertness, Dodge (B), Weapon finesse (B)
Environment: Any land
Organisation: Solitary, Cluster (2-5), Pack (5-20), or Band (20-40)
Challenge Rating: 4
Treasure: No coins; 50% goods; 50% items
Alignment: Any
Advancement: by character class
Level Adjustment: +3

The true faeries inhabit the air and clouds. True faeries are close relatives of the demihumans, with features of each race: they appear as halfling-sized humanoids with gossamer wings, dwarvish noses and beards, and elvish ears and eyes. A faerie's body is light and they fly with little effort.
They build their homes of "clouds" and enjoy basking in the sun while storms rage below. They have their own great empire of the wind far above the earth, commonly known only to themselves, other faerie species and a few air creatures. Other faeries, particularly those of Oberon's Court, leave them be, as they find it odd they would be comfortable so high in the air and so isolated.
Due to their isolation, Mystaran scholars have mistakenly applied their name to a whole group of related fey species. Mentioning this to a true faerie is considered rude (although the other "faeries" find it hysterical) and is likely to guarantee the offender a vicious prank in return.
True faeries speak Sylvan and Auran. Any faerie with class levels may also speak Common, Draconic, Dwarvish, Elvish, and Hin.

Combat
Faeries are content to avoid combat if at all possible. They stay invisible to mortals, and if detected will use spells to flee. If forced into combat, they will gang up on one foe. Faeries are proficient with simple weapons. They are not proficient with armour or shields.

Flight (Ex): A faerie can cease or resume flight as a free action.

See Invisible (Su): A faerie naturally see invisible creatures. No form of invisibility can shield a creature from the faerie's sight.

Spell-like Abilities (Sp): At will: Control Winds, Fog Cloud, Gaseous Form, Precipitation*. Caster level 6th. The save DCs are Charisma-based. *This spell to be converted at a later date.

Faerie Traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognise a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Skills All faeries have a +2 racial bonus on Search, Spot, and Listen checks.

Faeries as Characters
A Faerie's favoured class is sorceror or wizard. Encountered faeries are never clerics or paladins.