“Keep that away from meeeee!” --A Fae bard being chased with cold iron.
Hit Die: d6.

To qualify to become a fae bard, a character must fulfill all of the following criteria.
Alignment: Any nonlawful
Skills: Perform (string instruments) 8 ranks, and either perform (wind instruments) 8 ranks, or Perform (oratory) 8 ranks
Class Features: Bardic music 3/day
Feat: Fey heritage or Fey creature type.
Special: The character must have encountered at least 4 different creatures with the Fey type.

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

Skill Points at Each Level: 6 + Int modifier

Fae Bard
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +2 Bardic Music, Bardic Knowledge, Cold Iron Aversion
2nd +2 +0 +3 +3 Fey Evolution (Nixie’s Breath)
3rd +3 +1 +3 +3 Song of Nature’s Order
4th +4 +1 +4 +4 Fey Evolution (Bite of the Glaistig)
5th +5 +1 +4 +4 Grig’s Fiddle
6th +6 +2 +5 +5 Fey Evolution (Blinding Beauty)
7th +7 +2 +5 +5 Chord of Anarchy
8th +8 +2 +6 +6 Fey Evolution (Touch of the sirine)
9th +9 +3 +6 +6 Flute of the Banshrae
10th +10 +3 +7 +7 Fey Evolution (Mind Freeze Aura), Fey Heritage

Class Features
All of the following are class features of the Fae bard.

Weapon and Armor Proficiency: Fae Bards gain no additional weapon or armor proficiencies.

Bardic Music: For every level of Fae Bard they gain an additional bardic music a day.

Bardic Knowledge: Fae Bard levels stack with any other levels for the bonus to bardic knowledge, lore, or similar abilities.

New Bardic musics (Songs): Any new songs gained by a fae bard costs 1 music use (unless stated otherwise), and the DC’s equal the perform modifier of the Fae Bard.

Cold Iron Aversion: The Fae blooded gains some protection against most weapons. He gains DR/ Cold Iron equal to his character level. When he is attacked by a cold iron weapon he takes double the base damage, and the threat range against him is doubled. This stacks with other range increases (keeping in mind two doubles is a triple and so on). Finally she becomes immune to critical attacks from non-cold iron weapons, but the critical multiplier of a cold iron weapon is increased by 1.

Fey Evolution: At every level except first, fifth and tenth the Fae bard evolves to gain some of the abilities they possess. In addition for every time they experience this evolution they gain a +1 bonus on any charisma checks/skills that have to do with Fey. The Fae Bard may make an individual immune to the effects of any of its evolutionary powers by taking 1 hour to do so. The individual to gain immunity must be present the entire time. A fae bard may revoke this as a move action, and the person it is being revoked from does not need to be present.
  • Breath of the nixie: A Fae blooded becomes amphibious, able to breathe in both water and land, just like a nixie.
  • Bite of the Glaistig: A Fae bard can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.
  • Blinding Beauty: Any humanoid within 30’ of a Fae bard must succeed on a fortitude save (Dc: 10+½ level+charisma modifier) or be blinded permanently as the blindness spell. They may Suppress or resume this ability as a free action. The Fae Bard may take one hour to make a creature immune to this although they must be present for the entire hour. The Fae Bard may revoke this as a move action.
  • Touch of the Sirine: With a touch attack a fae bard can deal 1d4 intelligence damage (2d4 on a crit), or they can heal 1d6 intelligence damage caused by this ability or by an actual sirine. Fae vard’s are immune to the touch of a sirine.
  • Mind Freeze Aura: As her connection to the fae increases a Fae bard gains access to a Frostwind virago’s Mind freeze aura. At the end of each of a Fae bard’s turns, creatures within 30 feet of her must succeed on a Will save (DC=10+¼ level+Charisma modifier) or be shaken for 1 round. Those who fail by 5 or more are dazed and shaken for 1 round, and those who fail by 10 or more are saxed, shaken, and stunned for 1 round. The Fae blooded can suppress this ability at will as a free action and is immune to other mind freeze auras.

Song of Natural Order: As long as the bard concentrates on his music and two rounds after he can use this song. It grants any creature within 60’ that does not have the outsider (Nonnative), aberration, or undead type gains temporary hitpoints equal to 2d6/level of the bard. These HP are replenished each round although they do not stack with each other. Animals, plants and fey instead gain 4d6/level. Undead, outsiders (nonnative), and aberrations take 2d8/level damage a round. Will save for ½ damage.

Grig’s Fiddle: When the Fae Bard may use a bardic music attempt and play a stringed instrument, any foe within 30’ must make a will save or be affected as though by Otto’s irresistible dance for as long as the bard plays.

Chord of Anarchy: Fey tend toward chaos, the Fae bard may expend a bardic music and effect all lawful creatures with the effects of a word of chaos spell. In addition outsiders with the lawful subtype are affected as if by a banishment spell.

Flute of the Banshrae: The Bard may use a bardic music ability to produce one of the below affects. It works out to 60’ and enemies may make a will save to ignore the effects. The effects last as long as the bard concentrates.
  • Dread Dirge: This mournful tune creates deep unease. Affected creatures are shaken. This is a fear effect.
  • Gibbering Sing-Along: This melody forces listeners to blather meaningless sounds. Affected creatures fail Move Silently checks, give away their positions if invisible or hidden, cannot talk, and cannot cast spells that have verbal components.
  • Traveler’s Tune: This ditty forces affected creatures to move at least 20 feet on their turns.

Fey Heritage: The Fae Bard gains the Half Fey template.

Echo of the Fae bard (Su): Long ago there was a nymph who loved to make sound, music was her favorite. She played so well that even the gods bent to her will. The queen of gods had become jealous of this nymph and cursed her to disappear from sight, and only to be able to repeat what others had said, never to be better than what others around her had been. Either true or false a 10th level Fae Bard can make one of his Bardic music effects last for the day, although the bard no longer needs to concentrate on the song and can even begin a new song at the same time. The bard can only have two songs playing at any point in time, but may passs a song to his echo, overriding the old one.