Land of Altriere
+2 Intelligence, +2 Charisma, and -2 Constitution.: Feykin are clever, attractive, and outgoing, yet physically frail. They gain
Type: Feykin are Outsiders with the native subtype.
Medium: Feykin are Medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Feykin have a base speed of 30 feet.
Feyspark: Once per day, as an immediate action, a Feykin can gain a racial bonus to her AC equal to her Charisma modifier for a single attack made against her. The Feykin loses this bonus if the attack is made with a weapon made of cold iron.
Personable: Feykin gain a +2 racial bonus on Diplomacy and Intimidate checks.
Spell-Like Ability: Feykin can use charm person once per day as a spell-like ability.
Low-Light Vision: Feykin can see twice as far as humans in conditions of dim light. See Additional Rules.
Fey Sorcery: Feykin sorcerers with the Fey bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Feykin begin play speaking Common and either Sylvan or Undercommon. Feykin with high intelligence scores can choose from the following: Abyssal, Aklo, Aquan, Auran, Elven, Gnome, Goblin, Halfling, Infernal, Protean, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
Alternate Racial Traits
Inspiration: Feykin that can trace their heritage back to a Nymph can channel their beauty and serve as a muse of sorts to other creatures. For a number of rounds equal to her hit dice, a Feykin can inspire those around her with her mere presence, enhancing their abilities as a swift action. All friendly creatures that can see or hear the Feykin gain a +1 morale bonus to attack rolls, saving throws, and skill checks while inspired by the Feykin. The effect can be canceled as a free action. These rounds need not be consecutive, but they must be spent in 1-round intervals. This racial trait replaces Feyspark.
Wild Empathy: Some Feykin are distantly related to a dryad and have a greater connection to the natural world than their bretheren. This trait works like the druid’s wild empathy class feature. Feykin with druid levels gain a +2 racial bonus to these checks. This racial trait replaces Spell-Like Ability.
Fey Trickery: On occasion, a Feykin shows a strong inclination towards illusion magic than other forms of spells, much like leprechauns. When casting a spell from the Illusion school, the Feykin gains a +2 racial bonus to all concentration checks made as a part of the spell, and the DCs for such spells gain a +1 racial bonus. This racial trait replaces Fey Sorcery.
Poison Use: Some Feykin have the blood of a nereid running through their veins, which grants them a natural ability to utilize poison, even if they have none of their own. These Feykin are skilled in the use of poisons and never risk accidentally poisoning themselves. This racial trait replaces Personable.
Animated Hair: Feykin born from a bloodline containing a korred are sometimes capable of manipulating and growing their hair. This ability works as the witch’s Prehensile Hair hex. This racial trait replaces Spell-Like Ability.
Favored Class Options
Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Add +1/2 to all Handle Animal and Knowledge (nature) checks.
Sorcerer: Choose a new spell in place of one your already know. The new spell’s level must be the same as that of the spell being exchanged. You cannot swap any spell gained from your bloodline.
Summoner: Add +1 skill rank to the summoner’s eidolon.
Witch: Add one spell from the Illusion school from the witch spell list to the witch’s familiar.
Wizard: Add one spell known from the Illusion school from the sorcerer spell list.
Fey Ambassador (Druid; Feykin)