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hr:half-fey

Half-Fey Savage Progression

This Savage Progression is inspired by this article on the WotC site and the original entry in Fiend Folio.

Half-Fey is an aquired template. It is a LA +2 template normally. To avoid this a PC can take these two Savage Progression levels. These levels can be taken at any time after first.

First Level

The creature gains bonusses to abilities and saving throws, the Fey subtype, low-light vision, a change in hit dice and skill points and some spell-like abilities.

Ability Score Changes

DEX +2, CHA +2, CON -2. These changes are cumulative.

Fey Type

At 1st level, the half-fey completes her metamorphosis, and her type changes to Fey. She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.

Hit Dice

All Racial and Class hit die change to d6.

Low-Light Vision

At 1st-level, the half-fey gains low-light vision as an extraordinary ability.

Saving Throw Bonusses

At 1st level, a half-fey gains a +4 racial bonus on saving throws against spells and effects from the Enchantment school.

Skills

a half-fey has (6+ INT) x (Hit Dice +3) skill points. In effect this changes the skill points gained through racial hit dice. Treat skills possessed by the base creature as class skills and all others as cross-class skills.

If the creature has a class, it gains 2 more skill points per class level. This bonus is cumulative with other skill point bonuses like the human skill point bonus.

Spell-Like Abilities

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

Minimum Character Level Spell-Like Abilities Gained
1st Charm person at will, hypnotism 1/day
3rd Detect law 3/day
5th Protection from law 3/day
9th Eyebite or lesser geas 1/day
13th Mass invisibility 1/day
17th Insanity or mass charm 1/day

Second Level

The PC gains bonusses to abilities, immunity to some spells, the ability to fly and some spell-like abilities.

Ability Score Changes

WIS+2, CHA +2. These changes are cumulative.

Immunity to Enchangtments

At 2nd level, a half-fey becomes immune to all spells and effects from the Enchantment school. This ability replaces the saving throw bonus against these effects included in the half-fey's base racial features.

Wings

At 2nd level, a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.

Spell-Like Abilities

At 2nd level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities in addition to the spell-like abilities gained at the first level. The exact abilities gained depend on the half-fey's character level, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).

Minimum Character Level Spell-Like Abilities Gained
1st Faerie fire or glitterdust 1/day
3rd Enthrall or sleep 1/day
7th Confusion or emotion 1/day
11th Dominate person or hold monster 1/day
15th Geas/quest or mass suggestion 1/day
19th Otto's irresistible dance 1/day
hr/half-fey.txt · Last modified: 2014/04/07 21:44 by arjan