Fae (3.5e Race)
From D&D Wiki
Fae are relatively reclusive. They would rather spend their time frolicking in woodland glades than cavorting with other races. They are the consummate trickster, often devising elaborate ruses to lead strangers away from their glades. They do love visitors though, even if it is just to have a target for their tricks. They also have a love of stories and magic... Bards are therefore almost always welcome in a glade. Monks are greatly cherished as visitors as well, due to their ingrained resilience to faerie glamor. Competitions are held to see who can trick the monk, with the winner crowned prince of glamor for the day. It should be noted though, then monks are generally not harmed in order to encourage their return.
They also posses an utterly alien sense of morals. They would completely erase a mortals memory, or put one to sleep for a year without thought to the consequences. There chaotic behavior often stems from this lack of concern for consequences as Fae tend to understand the term in a different light than mortals. Likewise, harm to a mortal is often disregarded in the same manner. The saying "Its all fun and games until someone losses an arm... then its just hilarious" is very applicable here.
Fae rarely make good adventurers. Reclusiveness aside, they bore easily and find it hard to stick to a cause for very long. When they do go forth into the world, their strange beliefs and morals make it hard to determine what, exactly, their cause is. Although, many a faerie will go on an adventure just for the fun of doing so... with no cause what-so-ever. However, would-be invaders should beware, faeries will defend their homes and glades with a single-minded passion that could put a crusader to shame.
 Physical Description
Fae come in a variety of shapes and sizes, much like any other race, but they then to posses an unearthly beauty. They are generally just over a foot tall and weigh less than a small cat. Most have the typical insect-type wings... butterfly and dragonfly wings are common.
If they dress at all it tends to be made of natural materials... vines, leaves, bark, etc, although a few do fashion cloth out of the materials available.
Other races relations with fae are indifferent at best, but unfriendly is generally the norm. They tend to congregate with other fey and sylvan beings. Dryads are particularly common, but it is not unusual to find nymphs and sprites living in the community. Elves are also generally accepted in faerie glades... or at least will be given a chance to explain themselves before being driven off. Races known for wanton destruction the wilderness are abhorred and will be killed or driven off on site (depending on the Fae's mood).
With that being said, a race does not define a person and, generally, a person's relation to nature is more important to the Fae. Druids are always welcome in a Faerie glen. They often bring news of the outside world and the Fae love to hear of their travels. They are respected as defenders of the wilderness will often be given any aid the Fae can render. Likewise, wilderness rangers are generally welcome in by the Fae, those this may depend more on the individuals actions. Bards and the occasional ascetic monk are welcomed as well... although woe be to the guest who doesn't come prepared.
Fae tend to inhabit deep sylvan area. They congregate around the typical foci (forest glades, mushroom rings, forested hillocks, etc.) far away from the 'civilized' lands of other humanoids. These lands are often sacred wilderness sites as the primal energy tends to draw them like moths to a flame. They make their 'cities' in the treetops nearby. Trespassers are often playfully and not-so-gently redirected away from fae lands. However, druids are almost always welcome.
Fae have no set religion, often revering the raw primal energy of nature. Those that do choose deities tend follow gods of nature and wilderness. However, gods of the 'civilized' aspects of natures, such as deities of the harvest, are shunned.
Sylvan and Common. Many also know Elven, Gnome, and Halfling.
Fae names are as varied as fae themselves are but tend to incorporate nature in some way... particularly flowers and trees.
 Racial Traits
- -4 Strength, +10 Dexterity, +6 Charisma
- A Fae has the Fey type.
- Tiny size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, –8 penalty on grapple checks, and lifting/carrying limits 1/2 those of Medium characters. As Tiny creatures, Fae have no natural reach and must enter an opponent's square to attack.
- A Fae's base land speed is 10 feet and its fly speed is 60 feet (good).
- Low-light vision.
- Skills: Fae have a +2 racial bonus on Listen, Search, and Spot checks.
- Racial Feats: A fae receives Dodge as a bonus feat.
- Spell-Like Ability: 1/day- dancing lights, dispel magic, ghost sound, hideous laughter, lesser confusion, major image, telekinesis. At Will- detect magic. Caster level is equal to class levels. The save DCs are Charisma-based.
- Greater Invisibility(Su): A fae remains invisible even when it attacks. This ability is constant, but the fae can suppress or resume it as a free action.
- Damage reduction 10/cold iron, spell resistance equal to 15 + class levels.
- Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
- Favored Class: Ranger.
- Level Adjustment: 3
 Vital Statistics
|2 years||? years||? years||+? years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||1'||+1d12 in.||1 lb.||× (1d8) lb.|
|Female||1'||+1d12 in.||1 lb.||× (1d8) lb.|