Fey

Fey (12 RP)

Small Fey (fey)

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength (0 RP)
  • Fey: Fey are supernatural creatures with strong ties to Nature, they have the fey subtype. (2 RP)
    • Lowlight Vision: Fey can see twice as far as a race with normal vision in conditions of dim light.
    • Eternal Youth: Fey don’t age like mortals, and cannot die from old age. Upon reaching adulthood Fey can stop physical aging at any point they choose. They can look like a child, adult or wizened.
  • Small: Fey gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth (0 RP)
  • Standard Speed: Fey have a movement of 30 feet. (0 RP)
  • Fey Affinity (choose one): The fey gains a +2 racial skill bonus pertaining to this affinity [gaining a (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc) [ +2 to the DC of the spell school chosen.]
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey Damage Resistance: Fey gain DR 5/cold iron. (2 RP).
  • Fey Blood: Fey are immune to magic sleep effects, disease and gain a +2 racial bonus on saving throws made against enchantment spells and effects. This bonus increases by +1 for every two levels the Fey attains. (2 RP)
  • Lucky, lesser: Fey gain a +1 bonus to all saving throws. (1 RP)
  • Fey powers [Choose one]: (3 RP)
    • Bond to the Land: Fey gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
    • Fey Sight: Fey are not fooled by illusions. They see through them as if they had True Seeing cast on them. This also makes them immune to the effects of glamour, and they may see the true identity of anyone they encounter, even if the individual has been polymorphed.
    • Glamour: Fey are so in tune with the natural world that they can appear as an animal, insect or plant; this is not invisibility but a form of natural camouflage. They gain a +4 racial bonus to Stealth, some humans with a strong Will can see through it (30% chance). Will save at DC 16
    • Vanish (Su): As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
    • Treesinger: Fey can create objects out of wood by singing to a tree, causing it to shape itself (or part of itself) into the object in question. They gain the Craft (treesinging) skill. The skill may be used untrained but the items created will be primitive and not refined.
    • Fascination: Once per day, a Fey can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier).
    • Spell Resistance (Ex): A Fey gains SR equal to 11 + its CR.
    • Long Step (Su): Fey can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
    • Polymorph Self: Fey can shapeshift 2/day. They can transform themselves into any creature from Diminutive to Medium size. The transformation lasts for their Wisdom modifier + ½ their level in rounds. The drawback is that it’s not perfect; there is always something that looks wrong.
  • Languages: Sylvan and Common. Bonus: Draconic, Dwarf, Elf, Etherian and Nagan. (0 RP)

 

Alternate Racial Traits

  • Wild Empathy: This ability works like the druid’s wild empathy class feature, except that a fey has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Trackless Step: A Fey does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires. Replaces fey sight.
  • Woodland Stride: A Fey can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. Replaces fey immunities.
  • Flight: Fey have a fly speed of 30 feet with clumsy maneuverability.Replaces fey powers.
  • Spell-like Abilities: Fey gain the at will spell-like ability (choose 1)– ghostsound dancing lights or minor image. 1/day (choose 2)—blink, chaos, confusion, cure light wounds, dazzle, entangle, hold person, illusion, fairy feast, mirror image, polymorph object or polymorph person. 1/week (choose 1)—blight, curse, grant wish, restore, magic item or reincarnate. These abilities are as the spell cast by a sorcerer of the Fey’s character level. Replaces fey powers.

Originally, Fey came from another plane called the Feywild. Like others on Aquatica, they were pulled here during the Chaos Wars. Now they live on Feyland, a surreal land of giant trees, mushrooms and other flora and fauna. These are found nowhere else on Aquatica. Normal laws of physics don’t apply here, because the land itself came from the Feywild many of its qualities stayed. Fey come from a supernatural world where distances are fluid and based on misdirection or force of will.

These fey live in a South American style society, they are peaceful unless provoked.

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Flowerling

Flowering 12 RP
Small Fey (fey)

Racial Traits

  • +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
  • Fey: Flowerlings are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype.  (2 RP)
    • Lowlight Vision: Flowerlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Small: Flowerlings are small creatures gain a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Slow Speed: Flowerlings have a movement of 20 feet, (-1 RP)
  • Spores (sleep): Flowerlings gain the ability to put opponents asleep. At Will, as the sleep spell. (1 RP)
  • Commune with Nature: Flowerlings choose 1 from the following abilities (2 RP):
    • Sense Water: Flowerlings can sense water 1 mile away, +1 mile/3 levels. They can also sense if the water is clean or poisoned.
    • Plant Growth (minor): Flowerlings gain the ability to cast a minor version of plant growth (as spell). The range is reduced to touch or 10 ft +10 ft/level, the area is equal to the range. This ability can be reversed as diminish plants.
    • Whispering Wind: Flowerlings gain the ability to use whispering wind to talk to each other and nearby plants at will (as spell). Range 1 mile/level, area 10 ft radius. The message is limited to 25 words.
    • Mending (natural): Flowerlings can mend (as spell) natural objects, this also heals plants 1d4 hp/level. Range 10 ft, 1 object of up to 1 lb/level, Will saving throw negates.
  • Take Root: Flowerlings gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
  • Woodland Stride (forest): Flowerlings gain the ability woodland stride, to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them. (2 RP)
  • Camouflage, greater: Flowerlings are able to appear as any flowering plant/shrub of their size or a group of smaller plants. While in flower form, they can observe all that transpires around them just as if they were in their normal form and their hit points and save bonuses remain unaffected. They gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. They are immune to critical hits while in flower form. All clothing and gear carried or worn changes with them. They can dismiss flower shape as a free action (instead of as a standard action). (4 RP)
  • Language: Treespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)

Alternate Racial Traits

  • Thorn Growth: Flowerlings gain a +1 racial bonus to AC and 1d4 damage (as armor spikes). Replaces camouflage, greater.
  • Quills: Flowerlings grow quills and gain the ability to launch them 20’ away (as dart), 1d4 damage. Replaces commune with nature.
  • Life Infusion (heal): Flowerlings gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spores (sleep).
  • Color Spray (burst): Flowerlings gain the ray ability of color spray (as the spell). This is a cone-shaped burst, Will save negates. Creatures that fail become stunned, blinded or fall unconscious. Replaces woodland stride.

Flowerlings are a small fey race and a very friendly people. They all have a small frill circling their neck that looks like a flower from the area, their skin comes in varying shades of green. Their hair can be any shade of their flower frill. They have a short lifespan, 1/4 that of humans.
Flowerlings live in meadows and light forests. They rarely travel far from where they sprouted. Tending to plants near them (grow/heal). Mating is done like flowers (flowers and pollen), the young start as seeds that can be carried far afield to begin new flowerling meadows; a cutting can also be planted to save a dying flowerling.
They are terrified of fire. Most are peaceful pacifists that rarely argue or raise their voices (except when singing), but will defend their home, family and innocents in need.

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Mycili

Mycili 14 RP
Small or Medium Fey (fey)c36fb721e98726e4950298d041a51f45

Racial Traits

  • +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
  • Fey: Mycili are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype. (2 RP)
    • Mycili gain a +2 resistance to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.
  • Small: Mycili are small creatures, +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide check. (0 RP)
  • Slow Speed: Mycili have a movement of 20 feet. (-1 RP)
  • Blind: Mycili have no eyes. (-2 RP)
  • Carrion Sense: Mycili have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. This racial trait give them a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). (1 RP)
  • Sporespeech: Mycili are physically incapable of speaking and instead communicate with others that have been exposed to their spores via a limited form of telepathy called “sporespeech.” Mycili may still cast spells with verbal components and/or make use of bardic music abilities (and any other effect that requires audible communication) using sporespeech just as well as a speaking creature can. Their passive spores travel as far as a voice can carry and a mycili can choose who “hears” their sporespeech about as well as a normal person can (in a manner similar to adjusting the volume of one’s voice). Sporespeech can be “overheard” with a Perception check just as easily as a normal voice can. Mycili who are sufficiently bound cannot use sporespeech as it prevents the spread of their spores. A Mycili may still use Silent Spell to cast spells while so bound, or without anyone “hearing” the verbal component of their spells. (2 RP)
  • Spore Cloud (Sleep): Mycili gain the ability to create a cloud of spores (sleep), range 10 feet. At Will: These spores affect all breathing creatures as a sleep spell . They must make a Will save (DC 12). If they fail they fall asleep for 1d4+4 rounds. If they save for 1/2, they are slowed for the same amount of time. (1 RP)
  • Grasping Tendrils: Mycili gain the Improved Grapple Feat, they are able to grapple with opponents 1 size smaller or less. They have 2 tendrils that can whip out and deal 1d4 damage per tendril that hits (2 RP)
  • Take Root: Mycili gain the ability to take root 2/day to heal injuries as normal healing from sleep.  (2 RP)
  • Camouflage, greater: Mycili gain the ability to appear as any fungus species including Myconids, of their size. (3 RP)
  • Sticky Tendril: Mycili use one of their Tendrils as a tongue/lure. They are able to grab nearby objects as if it had the attach quality. This tendril has a toxic gel coating it that imparts paralysis to the creature grabbed.   (3 RP)
  • Language: Sporespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)

Alternate Racial Traits

  • Life Infusion (heal): Mycili gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spore cloud.
  • Impaling Tendrils: Mycili gain the ability to stiffen their Tendrils into spears, 1d8 damage, 2/day. Replaces camouflage.
  • Improved Sticky Tongue: Mycili gain the ability to pull objects of their own size with their sticky tongue tendril. (Keeps the previous traits) Replaces sticky tendril.
  • Low-Light Vision: Mycili can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Replaces carrion sense.
  • Tremorsense: Mycili gain tremorsense out to 30 feet. Replaces carrion sense.

This a race of humanoid mushrooms, they come in a variety of shapes and sizes. They are often mistaken for Myconids, but are Fey instead of Plants.