ezkajii
2015-05-11, 12:01 PM
Feychild
http://fc02.deviantart.net/fs70/i/2013/188/e/b/changeling_by_jurithedreamer-d6cfjoh.jpg
Source: jurithedreamer.deviantart.com
I can't thank you enough, godmother! You've changed my life!
- Delica, a half-elf feychild, to her very first godmother, Mindania
A feychild is the lucky young man or woman upon whom the fairy godmothers bestow their gifts. They are friends of good fey-kind, protected by and protecting them, while slowly learning their fairy magic and eventually becoming fey themselves.
Adventures: Feychildren travel the lands to spread joy, hope, and peace, generally, or to rid the world of some specific evil - often those abominations against nature, aberrations and the undead. Few are terribly greedy or power-hungry, seeking instead to make friends and help those friends achieve their goals - which often involves grand adventures!
Characteristics: A low-level feychild serves as an icon of nature's beauty and grace, a beacon of light in a world plagued by darkness and monsters. As they progress, they become an avatar of fairy magic, with powerful abilities to trick, evade, and disable their foes. The most powerful of feychildren are nearly impossible to remove from the world permanently, and could lead great and terrible armies to victory in battle, were they so inclined.
Alignment: The path of the feychild is one of freedom tempered by kindness. There are no evil feychildren, nor are there those devoted to the tenets of law. With these few caveats, the exact alignments of feychildren vary across the entire spectrum, from the chaotic-good vigilante to the near-druidic meditative nature of a true neutral feychild.
Religion: Feychildren revere deities of nature, of fey-kind, and those that match their own alignments. Many do not worship any particular deity in particular, instead seeking spirituality through communion with the natural world.
Background: Those pure of heart and spirit are chosen by a fairy godmother to be their charge; of those, some of the recipients of these gifts choose to follow in the footsteps of their benevolent matrons. These aspirants are called feychildren, and can come from almost any background - a wealthy noble familiy, a lowly farmer's child, or even a pariah in a remote barbarian clan.
Races: Feychildren are not united by race, per se, though any races with a closer relationship to nature, freedom, or magic are more likely to produce the kind of pure-hearted individuals the godmothers seek out. Thus, elves tend to produce slightly more feychildren, while dwarves, with their heavy lawful bent, produce fewer.
Other Classes: Any class can appreciate the kind of support having a feychild friend produces. One might suspect that feychildren would refuse to help some characters for one reason or another - they are evil, they have illithid heritage, they aspire to lichdom - but instead, they view these individuals as lost souls who simply need the love and support that the fairies provide to truly find themselves. No one is beyond redemption, and no one is worth abandoning. In fact, this outlook often gets them in trouble when confronting great evil as a group - while most adventurers are content (eager, even) to thrust their sword through the heart of a tyrant, the feychild would much rather get to know the person behind the darkness. Exceptions are made, of course, for creatures for whom evil is in their very nature - evil outsiders and any creature with the (evil) subtype.
Role: Feychildren primarily play the support role in a party, helping increase their party's odds of success or simply healing their wounds. They have just enough ability to survive in solo encounters, but are far more capable of eluding/escaping their foes than defeating them in direct combat.
Adaptation: These mechanics could be subsituted thematically into a number of situations. The fairy godmother system, in particular, is similar to the vestige system that binders use. This class, then, could be adapted into a variant binder of sorts. Likewise, a character chosen by and who reveres specific, ancient dragon patrons could use a similar system as well. It could even be adapted for divine casting, using lesser/cult gods in place of the matrons or simply substituting domains in their place. In all of these cases, substitutions would need to be made for the creature types affected by nature's turning and rebuking and for the transformation gained at 16th level.
GAME RULE INFORMATION
Feychildren have the following game statistics.
Abilities: Charisma is the key ability score for a feychild, determining its bonus spells per day, the highest spell she can cast, and the save DC of her spells and abilities. Due to the low hit dice of the class, a high Constitution score and Dexterity score (for making ranged attacks) are also important.
Alignment: Any nonevil and nonlawful.
Hit Die: d4
Starting Age: As bard.
Starting Gold: As sorcerer.
Class Skills
The feychild's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
The Feychild
S
P
E
L
L
S
/
D
A
Y
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Damage
Reduction
Deflection
Bonus
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Fairy godmother (first), fairy magic
-
+0
4
2
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3
-
+0
5
3
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
Fairy godmother (second), nature's turning and rebuking
DR 1/cold iron
+0
5
4
-
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
Eschew Materials, fey mind (+2)
DR 1/cold iron
+1
5
5
2
-
-
-
-
-
-
-
5th
+2
+1
+1
+4
Selfless Spell
DR 2/cold iron
+1
5
5
3
-
-
-
-
-
-
-
6th
+3
+2
+2
+5
Fey companion
DR 2/cold iron
+2
5
5
4
2
-
-
-
-
-
-
7th
+3
+2
+2
+5
DR 2/cold iron
+2
5
5
5
3
-
-
-
-
-
-
8th
+4
+2
+2
+6
Fairy godmother (third), fey mind (+4)
DR 2/cold iron
+3
5
5
5
4
2
-
-
-
-
-
9th
+4
+3
+3
+6
DR 2/cold iron
+3
5
5
5
5
3
-
-
-
-
-
10th
+5
+3
+3
+7
DR 5/cold iron
+4
5
5
5
5
4
2
-
-
-
-
11th
+5
+3
+3
+7
Fairy godmothers (two active)
DR 5/cold iron
+4
5
5
5
5
5
3
-
-
-
-
12th
+6/+1
+4
+4
+8
Fey mind +6
DR 5/cold iron
+5
5
5
5
5
5
4
2
-
-
-
13th
+6/+1
+4
+4
+8
Fairy godmother (fourth)
DR 5/cold iron
+5
5
5
5
5
5
5
3
-
-
-
14th
+7/+2
+4
+4
+9
DR 5/cold iron
+6
5
5
5
5
5
5
4
2
-
-
15th
+7/+2
+5
+5
+9
DR 10/cold iron
+6
5
5
5
5
5
5
5
3
-
-
16th
+8/+3
+5
+5
+10
Fey mind (immunity), feytouched body
DR 10/cold iron
+7
5
5
5
5
5
5
5
4
2
-
17th
+8/+3
+5
+5
+10
DR 10/cold iron
+7
5
5
5
5
5
5
5
5
3
-
18th
+9/+4
+6
+6
+11
Fairy godmother (fifth)
DR 10/cold iron
+8
5
5
5
5
5
5
5
5
4
2
19th
+9/+4
+6
+6
+11
Fairy godmothers (three active)
DR 10/cold iron
+8
5
5
5
5
5
5
5
5
5
4
20th
+10/+5
+6
+6
+12
Fey discorporation
DR 15/cold iron
+8 or +Cha,
whichever is greater
5
5
5
5
5
5
5
5
5
5
Class Features
All of the following are class features of the feychild.
Weapon and Armor Proficiencies: The feychild is proficient with the club, dagger, longbow, longspear, quarterstaff, shortbow, shortspear, sickle, sling, and spear, with darts and javelins, and with light armor and shields (except tower shields). Their armor and shields may be made out of any material except iron or steel. Armor of any type interferes with a feychild's gestures, which can cause her spells with somatic components to fail (but see Fairy Magic, below).
Spells: A feychild casts arcane spells which are drawn from the fairy magic spell list (below). She can cast any spell she knows without preparing it ahead of time, as a cleric or wizard must.
To learn or cast a spell, a feychild must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a feychild's spell is 10 + the spell level + her Charisma modifier.
Like other spellcasters, a feychild can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Charisma score.
A feychild begins play knowing three 0-level spells (or cantrips) and one 1st-level spell of your choice. At each new feychild level, she gains one or more new spells, as indicated on Table: Feychild Spells Known. These new spells must be drawn from the fairy magic spell list (but see Fairy Godmothers, below).
Upon reaching 5th level, and at each odd-numbered level after that, a feychild can choose to learn a new spell in place of one she already knows. In effect, the feychild "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level fairy magic spell the feychild can cast. A feychild may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells for the level.
Feychild Spells Known
Level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3
1
-
-
-
-
-
-
-
-
2nd
4
1
-
-
-
-
-
-
-
-
3rd
4
2
-
-
-
-
-
-
-
-
4th
5
2
1
-
-
-
-
-
-
-
5th
5
3
1
-
-
-
-
-
-
-
6th
6
3
1
1
-
-
-
-
-
-
7th
6
4
2
1
-
-
-
-
-
-
8th
7
4
2
1
1
-
-
-
-
-
9th
7
4
3
2
1
-
-
-
-
-
10th
8
4
3
2
1
1
-
-
-
-
11th
8
4
4
3
2
1
-
-
-
-
12th
8
4
4
3
2
1
1
-
-
-
13th
8
4
4
3
3
2
1
-
-
-
14th
8
4
4
3
3
2
1
1
-
-
15th
8
4
4
3
3
3
2
1
-
-
16th
8
4
4
3
3
3
2
1
1
-
17th
8
4
4
3
3
3
2
2
1
-
18th
8
4
4
3
3
3
2
2
1
1
19th
8
4
4
3
3
3
2
2
2
1
20th
8
4
4
3
3
3
2
2
2
2
Fairy Magic: The magic of a feychild is unlike ordinary arcane magic, and comes with several modifications and restrictions, both generally and for specific spells (see Sidebar: Fairy Magic Spell Modifications/Restrictions). The most notable of these modifications is in the casting of the spells themselves - as a feychild gains levels in this class, she becomes able to alter the display and required components of spells she casts, eventually learning to cast some spells as special spell-like abilities. The following modifications are mutually exclusive unless otherwise specified, and apply only to spells gained by virtue of levels in this class.
Invisible Spell: Whenever a feychild casts a spell whose level is at least three levels below the highest fairy magic spell level she can cast, she can choose for that spell to manifest without any visible components, as if affected by the Invisible Spell metamagic feat, but without any change to the spell's level, spell slot used, or casting time.
Deceptive Spell: A feychild casting a spell whose level is at least four levels lower than the highest fairy magic spell level she can cast can choose to modify the spell to appear to originate from some point other than it truly does, as though modified by the Deceptive Spell metamagic feat, but without any change to the spell's level, spell slot used, or casting time.
Still or Silent Spell: When a feychild casts a spell whose level is at least five levels lower than the highest fairy magic spell level she can cast can choose to ignore either the verbal or somatic components of the spell, as if modified by either the Still Spell or Silent Spell metamagic feats, as appropriate, but without any change to the spell's level, spell slot used, or casting time. This modification can occur in conjunction with either Invisible Spell or Deceptive Spell.
Feycasting: Once a feychild is capable of casting 6th-level fairy magic spells, she gains a particularly powerful spellcasting modification. Three times per day per spell level, a feychild can cast a spell which is at least six levels lower than the highest fairy magic spell level she can cast as a special spell-like ability. It functions just as if she cast the spell, except that it requires no verbal, somatic, or focus components, nor does it require any inexpensive material components (such as those provided by a spell component pouch). Any expensive material components must be on the feychild's person at the time of casting, and are consumed normally, any XP cost must be paid, and any other spell component must be provied (such as a sacrifice component). Though the spell is cast as though it were a spell-like ability, the spell slot it would normally use is expended normally.
Greater Feycasting: Any spell the feychild can cast which is at least eight levels lower than the highest fairy magic spell she can cast can be used as a true spell-like ability (following the rules described in the Player's Handbook), useable at-will and without expending the associated spell slot. The feychild can choose to cast these spells normally as well.
At 20th level, the feychild's fairy magic improves once more, decreasing the level difference requirement to use the above abilities by one (so a 7th-level spell can be made invisible, a 2nd-level spell can be used as an at-will spell-like ability, and so on.) Refer to Table: Fairy Magic Advancement for easy reference.
The following restrictions and modifications apply to spells cast by a feychild: Any spells that have variant effects depending on the class of the caster treat a feychild as a sorcerer first, then druid, then bard. Any spells that specifically affect a familiar or animal companion may instead be used to affect the feychild's fey companion. Any spells whose spell descriptions specifically refer to a divine caster level use the character's fairy magic caster level instead. Finally, any spells of the polymorph subschool cannot be used to assume the form of an aberration, construct, or undead creature.
Additionally, the following spells carry specific modifications:
Blood of the Martyr is a transmutation
Cold Fire can only be used to affect a fire source
Deathwatch is a divination
Death Ward and Mass Death Ward are abjurations
Glowing Orb can be modified with Selfless Spell to allow the holder of the orb to control its light output as if they were the original caster
Kelpstrand uses the caster's Charisma modifier instead of her Wisdom modifier to determine the grapple check
Mark of the Wild is cast as though the caster possessed a lesser dragonmark, unless she possesses a greater or Siberys dragonmark
Mending affects natural, non-iron materials only
Naturewatch is a divination
Phoenix Fire in an evocation [good, fire]
Return to Nature affects any creature with fairy magic as a fey creature, regardless of their actual type
Sun Scepter can be modified with Selfless Spell to allow the scepter to be handed to an ally and continue to function, as if the ally were the caster
Tyche's Touch can only be used to produce the protection effect
Undying Vigor of the Dragonlords can be used by sacrificing a fairy magic spell slot in place of a sorcerer spell slot
Weighed in the Balance is an evocation
Highest-Level
Spell Available
Highest Level:
Invisible Spell
Highest Level:
Invisible or Deceptive Spell
Highest Level:
Still or Silent Spell
Highest Level:
Feycasting
Highest Level:
Greater Feycasting
3rd
0
-
-
-
-
4th
1
0
-
-
-
5th
2
1
0
-
-
6th
3
2
1
0
-
7th
4
3
2
1
-
8th
5
4
3
2
0
9th
6
5
4
3
1
20th level
7
6
5
4
2
Fairy Godmothers: At 1st level, a feychild is chosen by a legendary fey creature known as a Fairy Godmother to receive her blessing and magical knowledge. The feychild selects one fairy godmother (list given below) to be her matron. She gains an additional godmother at 3rd, 8th, 13th, and 18th level. Initially, only one godmother can be active on the feychild at a time; the active godmother is selected by the feychild during a brief period of meditation each morning (requiring at least 10 minutes of uninterrupted concentration). She cannot change which godmothers are active until the following morning. At 11th level, a feychild can have two godmothers' powers active on her at once, and at 19th level, she may have three.
Each godmother bestows two pieces of magical power unto the feychild: a blessing and a special list of spells known. A godmother's blessing is active from the moment the godmother is selected (at the conclusion of morning meditation) until the following morning if it is a continuous ability; if a blessing requires activation by the feychild, it is useable once during the same period. The godmother's spell list is added to the feychild's list of spells known (up to the highest spell level she can cast), and she can select from among them whenever she casts a spell just as if she had learned them from her normal spellcasting advancement. When the godmother granting a known spell is no longer active on the feychild, knowledge of (and therefore access to) these spells disappears; they are a result of the special, focused magical energies that particular godmother provides, and go away when she does.
Fairy Protection (Su): Feychildren are granted powerful protection by the fairy creatures they associate with. At third level, the feychild must select whether this protection comes in the form of damage reduction (overcome only by cold iron weapons), or a deflection bonus to their Armor Class. Once made, this choice cannot be changed. Both the damage reduction and deflection bonuses are listed in Table: The Feychild; note that a feychild who selects the deflection bonus protection does not receive her first benefit until fourth level.
Nature's Turning and Rebuking (Su): A feychild of at least 3rd level has the power to affect both unnatural creatures, and those creatures who exemplify nature, by channeling raw natural energy through her body. Initially, this power is limited. A 3rd-level feychild can turn aberrations just as a good cleric turns undead, and rebuke animal and plant creatures just as an evil cleric rebukes undead. For the purposes of turning checks and turning damage, treat the feychild as a cleric whose level equals her feychild level minus three.
At 6th level, a feychild's turning/rebuking power increases. She can now turn constructs and undead as well, using her feychild level minus six for all turning calculations. In addition, she can rebuke giants and those magical beasts with Intelligence of 1 or 2 as well (at the same level she rebukes animals and plants).
Upon gaining 9th level, a feychild can rebuke elemental creatures as well, using her feychild level minus six for these calculations. In addition, her existing rebuking power increases; against giants and magical beasts, treat her cleric level as equal to her feychild level minus three, and against animals and plants, as equal to her feychild level.
Any creature type that the feychild can turn is considered a favored enemy for the purposes of spells whose effect depends upon a creature's status as a favored enemy. The feychild can qualify for the following feats as if she were a cleric turning or rebuking undead: Azure TurningMoI, Combine TurningGW, Empower TurningCD, Heighten TurningLM, and Quicken TurningCD.
Eschew Materials: At 4th level, a feychild gains Eschew Materials as a bonus feat.
Fey Mind: Starting at 4th level, a feychild begins to drift away from the firmly-rooted reality of humanoid existence and into the magical and flighty nature of the fey. She gains a +2 resistance bonus on all saves made to resist enchantment or mind-affecting effects of any kind. This bonus increases to +4 at 8th level and to +6 at 12th level. Upon gaining 16th level as a feychild, she becomes completely immune to these effects.
Selfless Spell: At 5th level, a feychild gains Selfless Spell as a bonus feat. (See New Feats, below.)
Fey Companion: Starting at 6th level, the feychild gains a loyal fey companion. She does not control this companion, but it is loyal and devoted to helping the feychild whenever possible. Initially, the feychild can be an individual of any of the following kinds of creature, chosen by the feychild: domovoiFrost, einsaung natOA, faunDei&Demi, grig, hybsil (w/o sleep arrows)Monsters of Faerun, nature spirit (small)OA, petalMM3, nixie, rusalkaFrost, or uldraFrost. It is a completely typical member of its kind (following the creature statistics block given), except as described below in Sidebar: The Fey Companion. If a feychild chooses, she can dismiss the fey companion, spending 24 hours in meditation to attract a new one.
A feychild of 6th level or higher can select a fey companion from an alternate list (see below). Should she select a fey companion from one of these alternate lists, the creature gains abilities as if the character's feychild level were lower than it actually is. Subtract the value indicated inthe appropriate list header from the character's feychild level to determine the fey companion's powers. (If this adjustment would reduce the feychild's effective level to 0 or lower, she cannot select that option as a fey companion.)
Feychild
Level
Deflection
Bonus
Bonus hp
per HD
Charisma
Adjustment
Speed
Enhancement
Special
6th-7th
+0
+0
+0
+0ft
Evasion, telepathic link 60ft, wandering fey
8th-9th
+1
+0
+0
+0ft
Share spells, +1 spell-like ability use
10th-11th
+1
+1
+2
+5ft
Fast healing 1, share pain, telepathic link 120ft
12th-13th
+2
+1
+4
+5ft
DR 5/cold iron, improved evasion, +1 spell-like ability use
14th-15th
+3
+1
+4
+10ft
Miniature fey, fast healing 2, telepathic link 1000ft
16th-17th
+3
+2
+6
+10ft
DR 10/cold iron, +1 spell-like ability use
18th-19th
+4
+2
+8
+15ft
Fast healing 3, telepathic link 1 mile
20th
+5
+2
+8
+15ft
Dr 15/cold iron, +1 spell-like ability use
Fey Companion Basics
Use the base statistics for a creature of the companion's kind, but make the following changes. Note that the fey companion advances only according to the table and as described here, and does not gain experience, class levels, or HD of its own.
Deflection Bonus (Su): The fey companion gets a deflection bonus to its AC equal to (or an existing deflection bonus improves by) the amount given on the table.
Bonus hp per HD: The fey companion is physically strengthened by its bond with the feychild, granting it additional hit points per HD as indicated on the table.
Charisma Adjustment: Add this value to the fey companion's Charisma score.
Speed Enhancement: Add this value to the fey companion's base land speed and any fly speed it might possess.
Evasion (Ex): If a fey companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful save.
Telepathic Link (Su): The feychild and the fey companion share a telepathic bond. They can communicate in both directions telepathically as a free, purely mental action as long as they are within the range indicated on the table of each other. This telepathic link does not function across planes.
Wandering Fey (Ex): A fey companion ignores any racial restrictions on its location or travels, such as that which a dryad possesses.
Share Spells: At the feychild's option, she may have any spell (but not spell-like ability, including fairy magic spells cast via feycasting or greater feycasting) that she casts upon herself also affect her fey companion. The fey companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the fey companion if it moves farther than 5 feet away and will not affect the fey companion again even if it returns to the feychild before the duration expires. Additionally, the feychild may cast a spell with a target of "You" on her fey companion (as a touch range spell) instead of on herself. If the fey companion has any innate spellcasting ability, it can share its spells with the feychild in the same manner.
A feychild and her fey companion can share spells even if the spells normally do not affect creatures of the other's type.
+1 Spell-like Ability Use: At each level indicated, if the fey companion has any spell-like abilities with a limited number of uses per day (such as 3/day), the feychild selects a single such ability to improve, granting one additional use of that spell-like ability per day.
Fast Healing (Ex): The fey companion gains fast healing in the amount indicated.
Share Pain (Su): Whenever the feychild is dealt hit point damage, she can choose to transfer a portion of the damage to her fey companion. The fey companion must be within 60ft of the feychild at the time that the damage is dealt, and is always considered willing to accept the damage (even if it would kill it). The feychild can transfer up to one-half the damage she would receive to her fey companion. If she decides, she can likewise absorb up to one-half the damage her fey companion would be dealt instead. Choosing to share damage is a free action that can be taken out of turn. The damage dealt via this ability cannot be avoided, reduced, or negated by any ability.
Damage Reduction (Ex): The fey companion gains damage reduction as indicated on the table. This damage reduction overlaps with (does not stack with) any damage reduction the fey companion already possesses.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a fey companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Miniature Fey (Ex): The fey companion's size is permanently reduced by one size category. Its ability scores and natural armor are unchanged; this simply changes the size modifiers the creature possesses.
Alternative Fey Companions
A feychild of sufficiently high level can select her fey companion from one of the following lists, applying the indicated adjustment to the feychild's level for purposes of determining the companion's characteristics and special abilities. Alternatively, she can select from a lower-level's list and apply templates from the given list up to the maximum allowed level adjustment.
10th Level or Higher (level -4): dryad, hkum yeng natOA, nature spirit (medium)OA, satyr (w/o pipes), sprigganFF, vodyanoiFrost | Or from the 6th level list, plus templates up to +2LA
15th Level or Higher (level -9): bisanOA, fossergrimFF, glaistigMM3, nature spirit (large)OA, pixie (without Otto's irresistible dance), sirineMM2, thornMM3, yuki-on-naFrost | Or from the 6th or 10th level list plus templates up to +3LA
20th Level or Higher (level -14): apsaraOA, crossroads guardianMagic of Faerun, glouraUnderdark, nymph, oreadFF, rimefire eidolonFrost | Or from the 6th or 10th level list, plus templates up to +7LA; or from 15th level list, plus templates up to +4LA
Templates (LA): anarchicPlanar HB (+5), celestial (+2), chameleonUnderdark (+1), draconicRotD (+1), mineral warriorUnderdark (+1), seelie court feyDrC (+1), woodlingMM3 (+3)
Feytouched Body: At 16th level, the feychild's long journey with the fey creatures has so thoroughly impacted her metaphysical self that it begins to impact her physical self. Her type forever changes to fey, although any spells she casts or spell-like abilities she uses on herself treat her as either a fey creature or as her original type, at the feychild's discretion.
Fey Discorporation (Su): A 20th level feychild has reached the pinnacle of fairy magic, and is a great friend an ally to feykind and nature in general. Once per week, when subjected to a death effect (one which offers no save or against which she failed her saving throw), or when reduced to -10hp or below, a feychild automatically discorporates into raw fairy energy, which is distributed into and stored within all non-creature plant life in a 50ft-radius burst. If no plant life is present, this ability automatically fails. 24 hours after discorporating, this life force coalesces into a physical form once again. In effect, the slain feychild returns to life 24 hours later, as though subjected to a true resurrection spell. If the plant life containing her form is killed or destroyed, her life energies are released, and her soul passes on normally.
Ex-Feychildren: A feychild whose alignment changes to evil or lawful, or who casts any necromancy spell or spell-like ability, or a spell or spell-like ability with the [evil] descriptor (including using these spells via another class or from a magic item via Use Magic Device) loses access to feychild spellcasting, fairy magic, fairy godmothers, and its fey companion, and cannot progress in the class, but retains all other class abilities. It must atone before resuming progress in this class.
http://fc02.deviantart.net/fs70/i/2013/188/e/b/changeling_by_jurithedreamer-d6cfjoh.jpg
Source: jurithedreamer.deviantart.com
I can't thank you enough, godmother! You've changed my life!
- Delica, a half-elf feychild, to her very first godmother, Mindania
A feychild is the lucky young man or woman upon whom the fairy godmothers bestow their gifts. They are friends of good fey-kind, protected by and protecting them, while slowly learning their fairy magic and eventually becoming fey themselves.
Adventures: Feychildren travel the lands to spread joy, hope, and peace, generally, or to rid the world of some specific evil - often those abominations against nature, aberrations and the undead. Few are terribly greedy or power-hungry, seeking instead to make friends and help those friends achieve their goals - which often involves grand adventures!
Characteristics: A low-level feychild serves as an icon of nature's beauty and grace, a beacon of light in a world plagued by darkness and monsters. As they progress, they become an avatar of fairy magic, with powerful abilities to trick, evade, and disable their foes. The most powerful of feychildren are nearly impossible to remove from the world permanently, and could lead great and terrible armies to victory in battle, were they so inclined.
Alignment: The path of the feychild is one of freedom tempered by kindness. There are no evil feychildren, nor are there those devoted to the tenets of law. With these few caveats, the exact alignments of feychildren vary across the entire spectrum, from the chaotic-good vigilante to the near-druidic meditative nature of a true neutral feychild.
Religion: Feychildren revere deities of nature, of fey-kind, and those that match their own alignments. Many do not worship any particular deity in particular, instead seeking spirituality through communion with the natural world.
Background: Those pure of heart and spirit are chosen by a fairy godmother to be their charge; of those, some of the recipients of these gifts choose to follow in the footsteps of their benevolent matrons. These aspirants are called feychildren, and can come from almost any background - a wealthy noble familiy, a lowly farmer's child, or even a pariah in a remote barbarian clan.
Races: Feychildren are not united by race, per se, though any races with a closer relationship to nature, freedom, or magic are more likely to produce the kind of pure-hearted individuals the godmothers seek out. Thus, elves tend to produce slightly more feychildren, while dwarves, with their heavy lawful bent, produce fewer.
Other Classes: Any class can appreciate the kind of support having a feychild friend produces. One might suspect that feychildren would refuse to help some characters for one reason or another - they are evil, they have illithid heritage, they aspire to lichdom - but instead, they view these individuals as lost souls who simply need the love and support that the fairies provide to truly find themselves. No one is beyond redemption, and no one is worth abandoning. In fact, this outlook often gets them in trouble when confronting great evil as a group - while most adventurers are content (eager, even) to thrust their sword through the heart of a tyrant, the feychild would much rather get to know the person behind the darkness. Exceptions are made, of course, for creatures for whom evil is in their very nature - evil outsiders and any creature with the (evil) subtype.
Role: Feychildren primarily play the support role in a party, helping increase their party's odds of success or simply healing their wounds. They have just enough ability to survive in solo encounters, but are far more capable of eluding/escaping their foes than defeating them in direct combat.
Adaptation: These mechanics could be subsituted thematically into a number of situations. The fairy godmother system, in particular, is similar to the vestige system that binders use. This class, then, could be adapted into a variant binder of sorts. Likewise, a character chosen by and who reveres specific, ancient dragon patrons could use a similar system as well. It could even be adapted for divine casting, using lesser/cult gods in place of the matrons or simply substituting domains in their place. In all of these cases, substitutions would need to be made for the creature types affected by nature's turning and rebuking and for the transformation gained at 16th level.
GAME RULE INFORMATION
Feychildren have the following game statistics.
Abilities: Charisma is the key ability score for a feychild, determining its bonus spells per day, the highest spell she can cast, and the save DC of her spells and abilities. Due to the low hit dice of the class, a high Constitution score and Dexterity score (for making ranged attacks) are also important.
Alignment: Any nonevil and nonlawful.
Hit Die: d4
Starting Age: As bard.
Starting Gold: As sorcerer.
Class Skills
The feychild's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
The Feychild
S
P
E
L
L
S
/
D
A
Y
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Damage
Reduction
Deflection
Bonus
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Fairy godmother (first), fairy magic
-
+0
4
2
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3
-
+0
5
3
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
Fairy godmother (second), nature's turning and rebuking
DR 1/cold iron
+0
5
4
-
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
Eschew Materials, fey mind (+2)
DR 1/cold iron
+1
5
5
2
-
-
-
-
-
-
-
5th
+2
+1
+1
+4
Selfless Spell
DR 2/cold iron
+1
5
5
3
-
-
-
-
-
-
-
6th
+3
+2
+2
+5
Fey companion
DR 2/cold iron
+2
5
5
4
2
-
-
-
-
-
-
7th
+3
+2
+2
+5
DR 2/cold iron
+2
5
5
5
3
-
-
-
-
-
-
8th
+4
+2
+2
+6
Fairy godmother (third), fey mind (+4)
DR 2/cold iron
+3
5
5
5
4
2
-
-
-
-
-
9th
+4
+3
+3
+6
DR 2/cold iron
+3
5
5
5
5
3
-
-
-
-
-
10th
+5
+3
+3
+7
DR 5/cold iron
+4
5
5
5
5
4
2
-
-
-
-
11th
+5
+3
+3
+7
Fairy godmothers (two active)
DR 5/cold iron
+4
5
5
5
5
5
3
-
-
-
-
12th
+6/+1
+4
+4
+8
Fey mind +6
DR 5/cold iron
+5
5
5
5
5
5
4
2
-
-
-
13th
+6/+1
+4
+4
+8
Fairy godmother (fourth)
DR 5/cold iron
+5
5
5
5
5
5
5
3
-
-
-
14th
+7/+2
+4
+4
+9
DR 5/cold iron
+6
5
5
5
5
5
5
4
2
-
-
15th
+7/+2
+5
+5
+9
DR 10/cold iron
+6
5
5
5
5
5
5
5
3
-
-
16th
+8/+3
+5
+5
+10
Fey mind (immunity), feytouched body
DR 10/cold iron
+7
5
5
5
5
5
5
5
4
2
-
17th
+8/+3
+5
+5
+10
DR 10/cold iron
+7
5
5
5
5
5
5
5
5
3
-
18th
+9/+4
+6
+6
+11
Fairy godmother (fifth)
DR 10/cold iron
+8
5
5
5
5
5
5
5
5
4
2
19th
+9/+4
+6
+6
+11
Fairy godmothers (three active)
DR 10/cold iron
+8
5
5
5
5
5
5
5
5
5
4
20th
+10/+5
+6
+6
+12
Fey discorporation
DR 15/cold iron
+8 or +Cha,
whichever is greater
5
5
5
5
5
5
5
5
5
5
Class Features
All of the following are class features of the feychild.
Weapon and Armor Proficiencies: The feychild is proficient with the club, dagger, longbow, longspear, quarterstaff, shortbow, shortspear, sickle, sling, and spear, with darts and javelins, and with light armor and shields (except tower shields). Their armor and shields may be made out of any material except iron or steel. Armor of any type interferes with a feychild's gestures, which can cause her spells with somatic components to fail (but see Fairy Magic, below).
Spells: A feychild casts arcane spells which are drawn from the fairy magic spell list (below). She can cast any spell she knows without preparing it ahead of time, as a cleric or wizard must.
To learn or cast a spell, a feychild must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a feychild's spell is 10 + the spell level + her Charisma modifier.
Like other spellcasters, a feychild can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Charisma score.
A feychild begins play knowing three 0-level spells (or cantrips) and one 1st-level spell of your choice. At each new feychild level, she gains one or more new spells, as indicated on Table: Feychild Spells Known. These new spells must be drawn from the fairy magic spell list (but see Fairy Godmothers, below).
Upon reaching 5th level, and at each odd-numbered level after that, a feychild can choose to learn a new spell in place of one she already knows. In effect, the feychild "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level fairy magic spell the feychild can cast. A feychild may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells for the level.
Feychild Spells Known
Level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3
1
-
-
-
-
-
-
-
-
2nd
4
1
-
-
-
-
-
-
-
-
3rd
4
2
-
-
-
-
-
-
-
-
4th
5
2
1
-
-
-
-
-
-
-
5th
5
3
1
-
-
-
-
-
-
-
6th
6
3
1
1
-
-
-
-
-
-
7th
6
4
2
1
-
-
-
-
-
-
8th
7
4
2
1
1
-
-
-
-
-
9th
7
4
3
2
1
-
-
-
-
-
10th
8
4
3
2
1
1
-
-
-
-
11th
8
4
4
3
2
1
-
-
-
-
12th
8
4
4
3
2
1
1
-
-
-
13th
8
4
4
3
3
2
1
-
-
-
14th
8
4
4
3
3
2
1
1
-
-
15th
8
4
4
3
3
3
2
1
-
-
16th
8
4
4
3
3
3
2
1
1
-
17th
8
4
4
3
3
3
2
2
1
-
18th
8
4
4
3
3
3
2
2
1
1
19th
8
4
4
3
3
3
2
2
2
1
20th
8
4
4
3
3
3
2
2
2
2
Fairy Magic: The magic of a feychild is unlike ordinary arcane magic, and comes with several modifications and restrictions, both generally and for specific spells (see Sidebar: Fairy Magic Spell Modifications/Restrictions). The most notable of these modifications is in the casting of the spells themselves - as a feychild gains levels in this class, she becomes able to alter the display and required components of spells she casts, eventually learning to cast some spells as special spell-like abilities. The following modifications are mutually exclusive unless otherwise specified, and apply only to spells gained by virtue of levels in this class.
Invisible Spell: Whenever a feychild casts a spell whose level is at least three levels below the highest fairy magic spell level she can cast, she can choose for that spell to manifest without any visible components, as if affected by the Invisible Spell metamagic feat, but without any change to the spell's level, spell slot used, or casting time.
Deceptive Spell: A feychild casting a spell whose level is at least four levels lower than the highest fairy magic spell level she can cast can choose to modify the spell to appear to originate from some point other than it truly does, as though modified by the Deceptive Spell metamagic feat, but without any change to the spell's level, spell slot used, or casting time.
Still or Silent Spell: When a feychild casts a spell whose level is at least five levels lower than the highest fairy magic spell level she can cast can choose to ignore either the verbal or somatic components of the spell, as if modified by either the Still Spell or Silent Spell metamagic feats, as appropriate, but without any change to the spell's level, spell slot used, or casting time. This modification can occur in conjunction with either Invisible Spell or Deceptive Spell.
Feycasting: Once a feychild is capable of casting 6th-level fairy magic spells, she gains a particularly powerful spellcasting modification. Three times per day per spell level, a feychild can cast a spell which is at least six levels lower than the highest fairy magic spell level she can cast as a special spell-like ability. It functions just as if she cast the spell, except that it requires no verbal, somatic, or focus components, nor does it require any inexpensive material components (such as those provided by a spell component pouch). Any expensive material components must be on the feychild's person at the time of casting, and are consumed normally, any XP cost must be paid, and any other spell component must be provied (such as a sacrifice component). Though the spell is cast as though it were a spell-like ability, the spell slot it would normally use is expended normally.
Greater Feycasting: Any spell the feychild can cast which is at least eight levels lower than the highest fairy magic spell she can cast can be used as a true spell-like ability (following the rules described in the Player's Handbook), useable at-will and without expending the associated spell slot. The feychild can choose to cast these spells normally as well.
At 20th level, the feychild's fairy magic improves once more, decreasing the level difference requirement to use the above abilities by one (so a 7th-level spell can be made invisible, a 2nd-level spell can be used as an at-will spell-like ability, and so on.) Refer to Table: Fairy Magic Advancement for easy reference.
The following restrictions and modifications apply to spells cast by a feychild: Any spells that have variant effects depending on the class of the caster treat a feychild as a sorcerer first, then druid, then bard. Any spells that specifically affect a familiar or animal companion may instead be used to affect the feychild's fey companion. Any spells whose spell descriptions specifically refer to a divine caster level use the character's fairy magic caster level instead. Finally, any spells of the polymorph subschool cannot be used to assume the form of an aberration, construct, or undead creature.
Additionally, the following spells carry specific modifications:
Blood of the Martyr is a transmutation
Cold Fire can only be used to affect a fire source
Deathwatch is a divination
Death Ward and Mass Death Ward are abjurations
Glowing Orb can be modified with Selfless Spell to allow the holder of the orb to control its light output as if they were the original caster
Kelpstrand uses the caster's Charisma modifier instead of her Wisdom modifier to determine the grapple check
Mark of the Wild is cast as though the caster possessed a lesser dragonmark, unless she possesses a greater or Siberys dragonmark
Mending affects natural, non-iron materials only
Naturewatch is a divination
Phoenix Fire in an evocation [good, fire]
Return to Nature affects any creature with fairy magic as a fey creature, regardless of their actual type
Sun Scepter can be modified with Selfless Spell to allow the scepter to be handed to an ally and continue to function, as if the ally were the caster
Tyche's Touch can only be used to produce the protection effect
Undying Vigor of the Dragonlords can be used by sacrificing a fairy magic spell slot in place of a sorcerer spell slot
Weighed in the Balance is an evocation
Highest-Level
Spell Available
Highest Level:
Invisible Spell
Highest Level:
Invisible or Deceptive Spell
Highest Level:
Still or Silent Spell
Highest Level:
Feycasting
Highest Level:
Greater Feycasting
3rd
0
-
-
-
-
4th
1
0
-
-
-
5th
2
1
0
-
-
6th
3
2
1
0
-
7th
4
3
2
1
-
8th
5
4
3
2
0
9th
6
5
4
3
1
20th level
7
6
5
4
2
Fairy Godmothers: At 1st level, a feychild is chosen by a legendary fey creature known as a Fairy Godmother to receive her blessing and magical knowledge. The feychild selects one fairy godmother (list given below) to be her matron. She gains an additional godmother at 3rd, 8th, 13th, and 18th level. Initially, only one godmother can be active on the feychild at a time; the active godmother is selected by the feychild during a brief period of meditation each morning (requiring at least 10 minutes of uninterrupted concentration). She cannot change which godmothers are active until the following morning. At 11th level, a feychild can have two godmothers' powers active on her at once, and at 19th level, she may have three.
Each godmother bestows two pieces of magical power unto the feychild: a blessing and a special list of spells known. A godmother's blessing is active from the moment the godmother is selected (at the conclusion of morning meditation) until the following morning if it is a continuous ability; if a blessing requires activation by the feychild, it is useable once during the same period. The godmother's spell list is added to the feychild's list of spells known (up to the highest spell level she can cast), and she can select from among them whenever she casts a spell just as if she had learned them from her normal spellcasting advancement. When the godmother granting a known spell is no longer active on the feychild, knowledge of (and therefore access to) these spells disappears; they are a result of the special, focused magical energies that particular godmother provides, and go away when she does.
Fairy Protection (Su): Feychildren are granted powerful protection by the fairy creatures they associate with. At third level, the feychild must select whether this protection comes in the form of damage reduction (overcome only by cold iron weapons), or a deflection bonus to their Armor Class. Once made, this choice cannot be changed. Both the damage reduction and deflection bonuses are listed in Table: The Feychild; note that a feychild who selects the deflection bonus protection does not receive her first benefit until fourth level.
Nature's Turning and Rebuking (Su): A feychild of at least 3rd level has the power to affect both unnatural creatures, and those creatures who exemplify nature, by channeling raw natural energy through her body. Initially, this power is limited. A 3rd-level feychild can turn aberrations just as a good cleric turns undead, and rebuke animal and plant creatures just as an evil cleric rebukes undead. For the purposes of turning checks and turning damage, treat the feychild as a cleric whose level equals her feychild level minus three.
At 6th level, a feychild's turning/rebuking power increases. She can now turn constructs and undead as well, using her feychild level minus six for all turning calculations. In addition, she can rebuke giants and those magical beasts with Intelligence of 1 or 2 as well (at the same level she rebukes animals and plants).
Upon gaining 9th level, a feychild can rebuke elemental creatures as well, using her feychild level minus six for these calculations. In addition, her existing rebuking power increases; against giants and magical beasts, treat her cleric level as equal to her feychild level minus three, and against animals and plants, as equal to her feychild level.
Any creature type that the feychild can turn is considered a favored enemy for the purposes of spells whose effect depends upon a creature's status as a favored enemy. The feychild can qualify for the following feats as if she were a cleric turning or rebuking undead: Azure TurningMoI, Combine TurningGW, Empower TurningCD, Heighten TurningLM, and Quicken TurningCD.
Eschew Materials: At 4th level, a feychild gains Eschew Materials as a bonus feat.
Fey Mind: Starting at 4th level, a feychild begins to drift away from the firmly-rooted reality of humanoid existence and into the magical and flighty nature of the fey. She gains a +2 resistance bonus on all saves made to resist enchantment or mind-affecting effects of any kind. This bonus increases to +4 at 8th level and to +6 at 12th level. Upon gaining 16th level as a feychild, she becomes completely immune to these effects.
Selfless Spell: At 5th level, a feychild gains Selfless Spell as a bonus feat. (See New Feats, below.)
Fey Companion: Starting at 6th level, the feychild gains a loyal fey companion. She does not control this companion, but it is loyal and devoted to helping the feychild whenever possible. Initially, the feychild can be an individual of any of the following kinds of creature, chosen by the feychild: domovoiFrost, einsaung natOA, faunDei&Demi, grig, hybsil (w/o sleep arrows)Monsters of Faerun, nature spirit (small)OA, petalMM3, nixie, rusalkaFrost, or uldraFrost. It is a completely typical member of its kind (following the creature statistics block given), except as described below in Sidebar: The Fey Companion. If a feychild chooses, she can dismiss the fey companion, spending 24 hours in meditation to attract a new one.
A feychild of 6th level or higher can select a fey companion from an alternate list (see below). Should she select a fey companion from one of these alternate lists, the creature gains abilities as if the character's feychild level were lower than it actually is. Subtract the value indicated inthe appropriate list header from the character's feychild level to determine the fey companion's powers. (If this adjustment would reduce the feychild's effective level to 0 or lower, she cannot select that option as a fey companion.)
Feychild
Level
Deflection
Bonus
Bonus hp
per HD
Charisma
Adjustment
Speed
Enhancement
Special
6th-7th
+0
+0
+0
+0ft
Evasion, telepathic link 60ft, wandering fey
8th-9th
+1
+0
+0
+0ft
Share spells, +1 spell-like ability use
10th-11th
+1
+1
+2
+5ft
Fast healing 1, share pain, telepathic link 120ft
12th-13th
+2
+1
+4
+5ft
DR 5/cold iron, improved evasion, +1 spell-like ability use
14th-15th
+3
+1
+4
+10ft
Miniature fey, fast healing 2, telepathic link 1000ft
16th-17th
+3
+2
+6
+10ft
DR 10/cold iron, +1 spell-like ability use
18th-19th
+4
+2
+8
+15ft
Fast healing 3, telepathic link 1 mile
20th
+5
+2
+8
+15ft
Dr 15/cold iron, +1 spell-like ability use
Fey Companion Basics
Use the base statistics for a creature of the companion's kind, but make the following changes. Note that the fey companion advances only according to the table and as described here, and does not gain experience, class levels, or HD of its own.
Deflection Bonus (Su): The fey companion gets a deflection bonus to its AC equal to (or an existing deflection bonus improves by) the amount given on the table.
Bonus hp per HD: The fey companion is physically strengthened by its bond with the feychild, granting it additional hit points per HD as indicated on the table.
Charisma Adjustment: Add this value to the fey companion's Charisma score.
Speed Enhancement: Add this value to the fey companion's base land speed and any fly speed it might possess.
Evasion (Ex): If a fey companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful save.
Telepathic Link (Su): The feychild and the fey companion share a telepathic bond. They can communicate in both directions telepathically as a free, purely mental action as long as they are within the range indicated on the table of each other. This telepathic link does not function across planes.
Wandering Fey (Ex): A fey companion ignores any racial restrictions on its location or travels, such as that which a dryad possesses.
Share Spells: At the feychild's option, she may have any spell (but not spell-like ability, including fairy magic spells cast via feycasting or greater feycasting) that she casts upon herself also affect her fey companion. The fey companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the fey companion if it moves farther than 5 feet away and will not affect the fey companion again even if it returns to the feychild before the duration expires. Additionally, the feychild may cast a spell with a target of "You" on her fey companion (as a touch range spell) instead of on herself. If the fey companion has any innate spellcasting ability, it can share its spells with the feychild in the same manner.
A feychild and her fey companion can share spells even if the spells normally do not affect creatures of the other's type.
+1 Spell-like Ability Use: At each level indicated, if the fey companion has any spell-like abilities with a limited number of uses per day (such as 3/day), the feychild selects a single such ability to improve, granting one additional use of that spell-like ability per day.
Fast Healing (Ex): The fey companion gains fast healing in the amount indicated.
Share Pain (Su): Whenever the feychild is dealt hit point damage, she can choose to transfer a portion of the damage to her fey companion. The fey companion must be within 60ft of the feychild at the time that the damage is dealt, and is always considered willing to accept the damage (even if it would kill it). The feychild can transfer up to one-half the damage she would receive to her fey companion. If she decides, she can likewise absorb up to one-half the damage her fey companion would be dealt instead. Choosing to share damage is a free action that can be taken out of turn. The damage dealt via this ability cannot be avoided, reduced, or negated by any ability.
Damage Reduction (Ex): The fey companion gains damage reduction as indicated on the table. This damage reduction overlaps with (does not stack with) any damage reduction the fey companion already possesses.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a fey companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Miniature Fey (Ex): The fey companion's size is permanently reduced by one size category. Its ability scores and natural armor are unchanged; this simply changes the size modifiers the creature possesses.
Alternative Fey Companions
A feychild of sufficiently high level can select her fey companion from one of the following lists, applying the indicated adjustment to the feychild's level for purposes of determining the companion's characteristics and special abilities. Alternatively, she can select from a lower-level's list and apply templates from the given list up to the maximum allowed level adjustment.
10th Level or Higher (level -4): dryad, hkum yeng natOA, nature spirit (medium)OA, satyr (w/o pipes), sprigganFF, vodyanoiFrost | Or from the 6th level list, plus templates up to +2LA
15th Level or Higher (level -9): bisanOA, fossergrimFF, glaistigMM3, nature spirit (large)OA, pixie (without Otto's irresistible dance), sirineMM2, thornMM3, yuki-on-naFrost | Or from the 6th or 10th level list plus templates up to +3LA
20th Level or Higher (level -14): apsaraOA, crossroads guardianMagic of Faerun, glouraUnderdark, nymph, oreadFF, rimefire eidolonFrost | Or from the 6th or 10th level list, plus templates up to +7LA; or from 15th level list, plus templates up to +4LA
Templates (LA): anarchicPlanar HB (+5), celestial (+2), chameleonUnderdark (+1), draconicRotD (+1), mineral warriorUnderdark (+1), seelie court feyDrC (+1), woodlingMM3 (+3)
Feytouched Body: At 16th level, the feychild's long journey with the fey creatures has so thoroughly impacted her metaphysical self that it begins to impact her physical self. Her type forever changes to fey, although any spells she casts or spell-like abilities she uses on herself treat her as either a fey creature or as her original type, at the feychild's discretion.
Fey Discorporation (Su): A 20th level feychild has reached the pinnacle of fairy magic, and is a great friend an ally to feykind and nature in general. Once per week, when subjected to a death effect (one which offers no save or against which she failed her saving throw), or when reduced to -10hp or below, a feychild automatically discorporates into raw fairy energy, which is distributed into and stored within all non-creature plant life in a 50ft-radius burst. If no plant life is present, this ability automatically fails. 24 hours after discorporating, this life force coalesces into a physical form once again. In effect, the slain feychild returns to life 24 hours later, as though subjected to a true resurrection spell. If the plant life containing her form is killed or destroyed, her life energies are released, and her soul passes on normally.
Ex-Feychildren: A feychild whose alignment changes to evil or lawful, or who casts any necromancy spell or spell-like ability, or a spell or spell-like ability with the [evil] descriptor (including using these spells via another class or from a magic item via Use Magic Device) loses access to feychild spellcasting, fairy magic, fairy godmothers, and its fey companion, and cannot progress in the class, but retains all other class abilities. It must atone before resuming progress in this class.