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[Homebrew] Fey Race - Critique Requested


Suggestions/House Rules/Homebrew


The following is a custom race for my campaign setting. I'd appreciate constructive criticism, thoughts, and so on.

Faerie: Sídhe


This looks very interesting and seems pretty balanced. I'm a bit surprised you didn't use Faerie Fire in their abilities.


Thanks! It's one of the favorites among my players & this is a revision based on their feedback and a problem or two I noticed.

I used the drow "noble" feats as basic templates, then went from there. I think, overall, these are less powerful in some respects (more so in others) due to the limitations presented by the "Faerie Dust" mechanic.

I very seriously considered giving them faerie fire, but ultimately went with glitterdust instead (it felt like I was just copying the drow by use of faerie fire). I'm still working on the racial feats, as I feel it could probably use some more to round out the race and it may make an appearance in there somewhere.


Da'ath wrote:

Thanks! It's one of the favorites among my players & this is a revision based on their feedback and a problem or two I noticed.

I used the drow "noble" feats as basic templates, then went from there. I think, overall, these are less powerful in some respects (more so in others) due to the limitations presented by the "Faerie Dust" mechanic.

I very seriously considered giving them faerie fire, but ultimately went with glitterdust instead (it felt like I was just copying the drow by use of faerie fire). I'm still working on the racial feats, as I feel it could probably use some more to round out the race and it may make an appearance in there somewhere.

Ah, okay. I wouldn't have guessed about the drow. The Faerie Dust is a neat effect. Will there be a variant that saves against Illusions?


Indagare wrote:
Will there be a variant that saves against Illusions?

I'm not sure I understand - could you be more specific? I've been working on game material and playing with my daughter all day, so my brain's a little fuzzy (only so many times you can sing the "hokey pokey" before you go a little crazy).


Da'ath wrote:
Indagare wrote:
Will there be a variant that saves against Illusions?
I'm not sure I understand - could you be more specific? I've been working on game material and playing with my daughter all day, so my brain's a little fuzzy (only so many times you can sing the "hokey pokey" before you go a little crazy).

Something like:

Faerie Glamour (1 RP): Some Sídhe are masters of illusions. They add +1 to the DC of any saving throws against illusion spells that they cast. This racial trait replaces the Artistic trait.

Other possible variants:

Faerie Wordsmith (3 RP): While all Sídhe are talented in various performances, some particularly excel at songs and words. Sídhe with this racial trait gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Sídhe with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level):

1/day— comprehend languages, message, summon instrument, and read magic.
This racial trait replaces the Faerie Magic racial trait.

Faerie Desire (1 RP): Sídhe with this racial trait add +1 to their caster level when casting charm person and charm monster. This racial trait replaces the Artistic trait.

Faerie Stride (1 RP): Some Sídhe are so in-tune with their environment that they have no difficulty moving in even difficult terrain where they live. Choose a ranger favored terrain type. Sídhe with this racial trait can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally. This racial trait replaces the Artistic trait.

These come from Magical Linguist (with some tweaking), Object of Desire and Terrain Stride respectively. Thoughts?


Oh! /Thank you/. I get exactly what you're saying now - alternate racial traits. I think that's a great idea. To be honest, I hadn't even gotten that far with any of the races we currently use. The ones you presented, I'll add in now.


Da'ath wrote:
Oh! /Thank you/. I get exactly what you're saying now - alternate racial traits. I think that's a great idea. To be honest, I hadn't even gotten that far with any of the races we currently use. The ones you presented, I'll add in now.

I'm glad you liked. I think I added in the Faerie Wordsmith one just as you posted too, so I'm not sure if you'll like it or not.


Indagare wrote:
Da'ath wrote:
Oh! /Thank you/. I get exactly what you're saying now - alternate racial traits. I think that's a great idea. To be honest, I hadn't even gotten that far with any of the races we currently use. The ones you presented, I'll add in now.
I'm glad you liked. I think I added in the Faerie Wordsmith one just as you posted too, so I'm not sure if you'll like it or not.

You did. I just noticed it, lol.


Da'ath wrote:
You did. I just noticed it, lol.

It's cool. I was refreshing like crazy to make sure I didn't add it after you posted, but such is the internet.

I'd be interested to hear any reactions your players might have to these if you wouldn't mind sharing.


I don't mind at all. We're in between games right now (a break every now and then helps keep the game healthy, in my opinion) and that's when I go back through all the material to see what needs tossed, fixed, or rules created for.

I only have 29 more races (some of which are just minor subrace entries, i.e. exchange this for that and so on) to go back and tweak once this one is completed.


Da'ath wrote:

I don't mind at all. We're in between games right now (a break every now and then helps keep the game healthy, in my opinion) and that's when I go back through all the material to see what needs tossed, fixed, or rules created for.

I only have 29 more races (some of which are just minor subrace entries, i.e. exchange this for that and so on) to go back and tweak once this one is completed.

*nods* That makes sense. If you happen to want to post any of them here, I'll comment on them and put in my own two copper pieces. Good luck with the other races!


Thanks and I'll definitely do that. I definitely appreciate the help.

Sleep well when you go; time for me to hit the sack. Taking the daughter to the park tomorrow so she can wear me out.


Pathfinder Adventure Path, Roleplaying Game Subscriber

I like your including some racial feats. rounds out the piece.


Bwang wrote:
I like your including some racial feats. rounds out the piece.

Thanks, I try to be thorough, which is why I'm glad Indigare pointed out that I completely forgot the variant race traits.=)


Hey I like this mind if I borrow?? And are you going to do an unseelie flavored version


Feel free.

I actually use the Sidhe as both the Unseelie and Seelie in my campaign setting, with the idea that the choice of court is more alignment-based. However, I've been working on some alternate traits/feats to represent different types of fey. The types are based off White Wolf's Van Richten's Guide to the Shadow Fey (Alven, teg, sith, dancing men, and so on).


I added in the work I've done on updating the Faerie, Shifter and Faerie, Half-Nymph versions we use in my campaign setting, which took longer than I thought due to a side-project of trying to create a system for psionics that isn't just a re-skinned spell point system. So far, so good.

Faerie Races: Half-nymphs, Shifters, and Sídhe

I don't have any alternate racial traits, racial feats, or favored class options put in place for them just yet.

Shadow Lodge

I like these a lot. They look interesting, with consistent flavour, and appear balanced. The Faerie Dust is a neat mechanic.

Unearthly Grace would mean most of your half-nymphs would probably be unarmoured, unless you offered an alternate trait. With the Dex and Cha racial bonuses, it'd be a particularly popular race choice for sorcerers. I don't think that's a bad thing, but be prepared to see a half-nymph sorc running around with a +4 to +8 deflection bonus to AC. Also of note: if I understand correctly, a druid is considered "unarmoured" when in wild shape, barring Wild armour, even if he/she wears armour in their natural form. So a druid could also use this ability to get a modest AC boost while in wild shape.

On the flavour angle, consider replacing the Sidhe Spring Equinox and Winter Solstice gatherings with Beltane (May 1) and Samhain (Aug 31), respectively. These are huge Gaelic holidays, appropriate to the flavour of the Sidhe. They are at more directly opposite ends of the year, but they also have the appropriate connotations. Beltane is a fertility festival, and Samhain is associated with the dead and with the coming darkness. Winter Solstice, despite occurring on the darkest day of the year, tends to be more associated as a holiday with the defeat of the darkness by the returning light.


I would expect a half-nymph to have a higher than +2 to CHA considering that the full-blooded nymph is strutting around with a CHA of 25.


Xenh wrote:
I would expect a half-nymph to have a higher than +2 to CHA considering that the full-blooded nymph is strutting around with a CHA of 25.

They effectively do with Unearthly Beauty. However, they're actually a viable player race as opposed to the many versions you can find on the web rocking a +4 or +6 Charisma bonus at level 1. However, it's a "virtual" high Charisma with specificity and in no way increases their casting stats (sorcerer) or saving throws (paladins) to imbalancing levels.

Weirdo wrote:
I like these a lot. They look interesting, with consistent flavour, and appear balanced. The Faerie Dust is a neat mechanic.

Thanks. I was about time I updated them & the Faerie Dust seemed like the easiest way of giving the spells I wanted, but also limiting the amount one could use in a day.

Weirdo wrote:
Unearthly Grace would mean most of your half-nymphs would probably be unarmoured, unless you offered an alternate trait. With the Dex and Cha racial bonuses, it'd be a particularly popular race choice for sorcerers. I don't think that's a bad thing, but be prepared to see a half-nymph sorc running around with a +4 to +8 deflection bonus to AC. Also of note: if I understand correctly, a druid is considered "unarmoured" when in wild shape, barring Wild armour, even if he/she wears armour in their natural form. So a druid could also use this ability to get a modest AC boost while in wild shape.

The last game I ran before our break had a half-nymph oracle (of life I think) which proved to be fairly entertaining (I think he took the wasting curse). I'll have to double check my math again, specifically for casters and druids, on projected AC for each level. I removed all of the stat-specific boosting items from our campaign and reintroduced them with a slight modification (an item that boosts Strength by 6, for example, would provide +3 to hit & damage, not an actual strength increase). Thusfar, using a 25 point buy, it's kept abilities at a managable level.

Weirdo wrote:
On the flavour angle, consider replacing the Sidhe Spring Equinox and Winter Solstice gatherings with Beltane (May 1) and Samhain (Aug 31), respectively. These are huge Gaelic holidays, appropriate to the flavour of the Sidhe. They are at more directly opposite ends of the year, but they also have the appropriate connotations. Beltane is a fertility festival, and Samhain is associated with the dead and with the coming darkness. Winter Solstice, despite occurring on the darkest day of the year, tends to be more associated as a holiday with the defeat of the darkness by the returning light.

That's a very valid point and an excellent suggestion. I'll make the change this evening as I'll have to reference my campaign calendar (I'm on my wife's computer) which is very different from the real world calendar.

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