TEXT: UL01
  ADVENTURE PATH PLUG-INS
  A supplement devoted to the iconic romance between mortal and immortal.
  
  Credits ��������������������������������������������������������������������������������������������������������������������������
  Authors: Russ Taylor and Todd Stewart
  Artist: Mike Lowe
  Design and Layout: Timothy K. Wickham
  Legendary Games Team Members: Clinton J. Boomer, Matt Goodall, Jim Groves, Tim Hitchcock, Rob Lazzaretti, Jason Nelson, 
  Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, Timothy Wickham, and Clark Peterson
  Special Thanks ����������������������������������������������������������������������������������������������������������
  Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent Kingmaker Adventure Path. We also would like to 
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  spouses and children that are so patient and supportive to each of us in the time we take to create the very best for all of you.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Faerie Passions © 2013, Legendary Games; Author Matt Goodall.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2013, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Gamemastery Guide. © 2010, Paizo Publishing, LLC; 
  Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, 
  Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, 
  Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, 
  Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Campaign  © 2013, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Stephen Radney-MacFarland and Sean 
  K Reynolds; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, 
  Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, 
  Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Steven Townshend.
  
  Table of Contents
  Welcome to  
  Ultimate Plug-Ins!  ������������������������������������������������������������������������������1
  What you will find in Faerie Passions ������������������������������������2
  Introduction �����������������������������������������������������������������������������������������2
  Beneath Foreign Stars:  
  How Fey Approach The Mortal World  ������������������������������������3
  Legacies of Love: The Offspring of Mortal and Fey ��������5
  Changeling Physical Oddities ����������������������������������������������������6
  Sidebar: Selected Literature for Further Reading  ������7
  Alternate Fey Bloodlines ��������������������������������������������������������������7
  Dryad 
  7
  Nymph 
  9
  Nereid 
  9
  Norn 
  10
  Satyr 
  12
  Fey Archetypes ����������������������������������������������������������������������������������� 12
  Feyfriend (Druid Archetype) 
  12
  Fey Hunter (Ranger Archetype) 
  13
  Make Your Game Legendary! ������������������������������������������������������� 14
  
  1
  Welcome to 
  Adventure Path Plug-Ins!
  T
  hIS ProduCT IS A PArT of our lIne of SuPPorT mATerIAlS for exTended AdvenTure 
  Path-style campaign play for use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure 
  Path Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit directly 
  with the themes of a particular Adventure Path campaign. The all-star team of designers here at Legendary 
  Games is committed to bringing you—the busy GM or player—the absolute best third party support for your 
  Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming 
  authors, designers and layout experts so that you can feel comfortable that Legendary Games products will 
  be the most creative, rules-legal and well-designed content you can find. Though Adventure Path Plug-Ins all 
  share a theme with a specific Adventure Path campaign, they are designed to be easily incorporated into your 
  home game regardless of what campaign you may be running. 
  Hey, WHat’s WitH tHe Names?
  You will see us use phrases such as “King-Building Adventure Path” instead of the title of a very popular 
  sandbox-style kingdom-building Adventure Path. Or, you may see us use names such as the “Lost Lands,” the 
  “Faerie Queen,” the “Horned God of Hunters,” the rival “Baron and Baroness of Hookmarsh” to the west, or the 
  “Broken Kingdom” to the north that grants PCs their charter to explore and rule instead of the proper names 
  of specific characters or places from those adventures or gods from the world setting. While we can create 
  compatible products under the Open Game License, we still have to be respectful of certain content Paizo 
  owns. Because we want to be very respectful of their content and work in partnership with them, we use these 
  “replacement phrases.” Plus, this helps the product have a more general appeal to those who may be running a 
  home campaign that fits the same themes. In any event, we are 100% confident you know what we are talking 
  about and will have no problem making the required connection. 
  special electroNic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the 
  Pathfinder Reference Document, the official online compendium of game rules, as well as the d20pfsrd.com. 
  If it is in the core rulebook, we generally didn’t link to it unless the rule is an obscure one. The point is not to 
  supersede the game books, but rather to help support you, the player, in accessing the rules, especially those 
  from newer books or that you may not have memorized.
  about legeNdary games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer 
  Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in 
  our products. So check us out, and Make Your Game Legendary!
  Visit us on Facebook and follow us on Twitter @LegendaryGamesJ.
  
  2
  What You Will find Inside 
  faerie Passions
  Every Adventure Path has a type of creatures most closely associated with it, either because they are the most 
  numerous adversaries the heroes face or because the encounters with them are so iconic and memorable. These 
  creatures become a touchstone for talking about the Adventure Path as a whole, and learning to deal with them 
  informs a great deal about character choice and how you play. In the Kingdom-building Adventure Path, that iconic 
  presence is the fey. There are plenty of other foes in the course of the campaign, from trolls to dragons, undead 
  warlords to giant owlbears, to say nothing of the ordinary humans of rival kingdoms, but the touch of the fey 
  is ubiquitous in the Adventure Path. They can be found in every adventure, at times friendly and at other times 
  decidedly not, but they appear often enough to make it feel like another fairy is always lurking around the next 
  corner or under the next flower. This product is designed to help you enrich and expand the role played by the fey 
  in your campaign, with a special eye towards how faerie creatures interact with mortals, exploring the untamable 
  passions that roil and surge within their wild hearts, and what that means for the characters in 
  your campaign.
  Legendary Games was founded on the principle of delivering first-class product for your 
  Pathfinder Roleplaying Game experience, brought to you by the very authors who design and 
  contribute to the adventures, hardbacks, and campaign supplements you are already using. The 
  Legendary Games tradition is to combine rich story and background, innovative layout, beautiful 
  aesthetics, and excellence in design that is second to none. This product is the latest in that 
  tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on!
  - Jason Nelson 
  Introduction
  Too often non-human creatures end up falling into the classification of being “monsters” and there exists something 
  of a false dichotomy between “monsters” and any other NPC. As a creature type, fey straddle this distinction 
  in a strange sort of way, as among all other creature types they seem outwardly the most humanoid. There are 
  exceptions, of course, but most fey creatures appear as almost idealized humanoids, willowy and winsome, with a 
  natural beauty and flirtatious charm. Small stature or tiny wings, horns, or antennae aside, they seem little stranger 
  than everyday elves or gnomes. 
  Whether met as potential allies, sources of information, or deadly and dangerous adversaries, it is tempting to 
  play the fey as the GM in a fairly straightforward fashion, but this is a missed opportunity to bring home to your 
  players the depth, complexity, and strangeness of creatures that are simultaneously utterly natural (being the virtual 
  embodiment of nature) and wholly supernatural, or even unnatural, being creatures of a world not our own. The fey 
  are like an intensified reflection of the natural world, with every passionate impulse dialed up to inhuman intensity, 
  with a mercurial fluidity that is equally quick to take deadly offense as to erupt in undying passion.
  
  3
  Beneath foreign Stars: 
  how fey approach the 
  mortal world
  As fey influence begins to rise within a region, consider the 
  mindset of fey as if they were NPCs rather than as monsters. 
  Either individually or by their type, give them personalities, 
  motivations, and rationale behind their actions. Even if you 
  are using fey as simple adversaries, consider ways why they 
  behave the way they do. An important element of fey behavior 
  is that, unless adventurers are traveling through the fey realms 
  themselves, they are encountering the fey as strangers and 
  wanderers in an alien world. Fey enjoy observing mortals in 
  their natural habitat, so to speak, and may learn many things 
  about them with long exposure to mortal culture and customs, 
  but only rarely are they able to integrate themselves entirely. 
  Even experienced fey wanderers are no more a natural part 
  of the mortals’ culture than a modern family camping in a 
  national park is at one with the animals. 
  Fey have motivations, back-story, and personalities, but 
  they aren’t humans, elves, or any other standard fantasy 
  race. They come from another plane of existence, they’re 
  immortal, and their concerns and way of approaching the 
  world around them may seem bizarre. Noble fey can be aloof, 
  even cold and distant in how they relate to other creatures, 
  and while possessed of a deep capacity for both capricious 
  whimsy and passionate hatred, the triggers for these emotions 
  aren’t always readily obvious. Fey often exhibit several other 
  personality traits and behaviors in common, with examples 
  of each provided below. The shaded text provides optional 
  rule suggestions for implementing these fey attitudes, while 
  italicized paragraphs present sample fey and describe their 
  interactions and motivations around that attitude when 
  dealing with mortals. 
  Anxiety and Aggression: This sense of cultural dislocation 
  is far more pronounced with fey whose advent to the world of 
  mortals is more recent. Fey wandering into the mortal realm 
  can approach their new surroundings in several different ways. 
  Like lost children, they might be frightened and seek to return 
  to their brighter home and might shy away from direct contact 
  with player characters. In this instance any violence they cause 
  might simply be a reflection of their fear towards the creatures 
  of the mortal world; something especially poignant to keep in 
  mind if player characters are tasked to deal with an ostensibly 
  dangerous fey or group of fey. They are victims as much as 
  anything else, feeling themselves trapped in a strange place, 
  surrounded by creatures they do not understand. Their anxiety 
  and impulsivity lead them to preemptively lash out whenever 
  they feel threatened, which could be prompted by almost 
  anything. Subtle cues, movements, and glances could be read 
  as prelude to attack. 
  Whenever a fey creature is interacting with sentient 
  mortal creatures, make a Sense Motive check (DC equal to 10 
  plus 1d10) once every 1d6 hours to ensure that they do not 
  misinterpret interactions they have with others. If the check 
  fails, the fey’s reaction is adjusted by 1 step (equal chance of 
  being adjusted positively or negatively). If failed by 5 or more, 
  the fey creature senses imminent danger and attacks. 
  Beauty and Boredom: Other fey could see the mortal realm 
  as boring and mundane, and in their love of beauty (especially 
  of the aberrant and bizarre variety as can befit some fey) they 
  may take it upon themselves to improve their surroundings. 
  Such improvement may suit their aesthetic appreciation, 
  but it might also wreak havoc upon the local ecosystem and 
  drive wild beasts into more settled areas, or in fact be the 
  cause of more deadly strains of creatures being there in the 
  first place. This mortal world is a blank canvas, with only a 
  colorless under-sketch already applied by an artist who long 
  ago abandoned their work. They fey could see themselves as 
  applying color to that canvas even as the landscape twists and 
  shifts to something that albeit beautiful in many ways, might 
  be the death of local civilization if left unchecked.
  Alternatively, surrounded by–and possibly trapped within–a 
  world bereft of their own notions of beauty, some fey could 
  react negatively. Either the mortal world bereft of true beauty 
  isn’t as real to them and thus they have no qualms about 
  harming or tinkering with it, or out of pity like a farmer to 
  a deformed newborn calf, a violent fey might act out of pity 
  more than malice. Destroying or warping the landscape to suit 
  their aesthetics isn’t out of the question, and the wilder terrain 
  at the heart of a deep, primeval forest may not so much attract 
  the fey as be in and of itself caused by their presence.
  A fey’s sense of beauty is simultaneously entrancing and 
  disturbing, sometimes eerie, sometimes madcap, sometimes 
  simply incomprehensible. Fey are moved by music and artistic 
  endeavor, and creatures dealing with them can curry their 
  favor by offering something artistic, using a Perform check 
  with a DC of 10 plus 1d10; a Craft check may also be used, 
  though the DC increased by 10 due to the fey’s lack of patience 
  at having to wait for the item to be finished. If the check 
  succeeds, the character offering the performance or crafted 
  item gains a +2 circumstance bonus to Charisma checks and 
  Charisma-based skill checks made with that fey for the next 
  24 hours. If the check succeeds by 5 or more, the fey’s attitude 
  is shifted positively by one step. If the check fails, however, 
  the fey’s artistic sensibilities are offended and its attitude 
  is shifted negatively by one step. If the check fails by 5 or 
  more, the fey develops an obsessive interest in “fixing” the 
  character’s debased and unrefined tastes. This may take the 
  form of destroying or insulting the proffered offering, creating 
  their own “obviously superior” offering to show how wrong 
  and pathetic the character’s was, or trying to attack, charm, or 
  carry off the PC in order to “teach them a lesson.” This action 
  may be immediate, though more often the fey will try to take 
  its target alone.  
  Grandiose Pretense: Fey have a certain effortless arrogance 
  when dealing with mortals. For some it is their lifespan versus 
  the mayfly-like existence of mortals. For others it is their 
  ability to fly or use magic as a part of themselves. For others, 
  it is the sense of transcendent beauty they see in their own 
  realms in comparison to the pale imitations of the mortal 
  world. Whatever its cause, the more powerful the fey creature, 
  the more deeply ingrained and alien its mindset and the less 
  willing it may be to compromise with the presumptuous and 
  
  4
  puerile norms of mortals. All fey, however, behave according to 
  their own sets of strictures and laws not immediately apparent 
  to others. For that matter, they often seem contradictory or 
  nonsensical, but are quite rigid nonetheless for creatures often 
  associated with chaos. 
  For example, a powerful rusalka might drown a dozen 
  villagers and draw the attention of the player characters. 
  But deeper exploration of her actions could show that she 
  allowed a man with red hair to pass her claimed stretch of 
  water unmolested, or that she refuses to drown second sons 
  regardless of any other factors. Perhaps she made a promise 
  years or centuries ago to a man with red hair, granting him 
  passage, and she cannot distinguish between him and any 
  other mortal. Perhaps she owes a debt to a mortal that spared 
  her life, and in return spares mortal lives in a way that makes 
  sense only to her fey logic: The debt was owned to a second 
  son, and in return all other second sons will live, unharried 
  and unmolested. The actual reasoning and history behind 
  any such strictures need not come into the forefront of play 
  in the campaign. If the fey in question plays an important 
  role, it would however behoove the GM to integrate that 
  reasoning into something knowable and potentially 
  exploitable for their players. 
  The more powerful the fey, the stranger and more fickle 
  these self-imposed codes and strictures become. In fact, 
  causing them to violate these rules could in and of itself 
  become a way of dealing with fey far beyond the means 
  of player characters to conventionally defeat in combat. 
  One example would be a woman nullifying a bargain with 
  and banishing a powerful fey by guessing his name, like 
  Rumpelstiltskin from Grimm’s Fairy Tales.
  Whenever a PC attempts to control or influence a fey 
  creature with Diplomacy, Intimidate, or a charm or compulsion 
  effect and fails to affect it, the fey creature is appalled at their 
  hubris at trying to master someone clearly their better. The 
  fey creature’s attitude towards the PC (if not already engaged 
  in combat) is immediately shifted negatively by one step, or 
  by two steps if the fey has more Hit Dice than the character 
  using the skill or effect. If already engaged in combat, the fey 
  gains a +1 morale bonus to attack rolls, caster level checks, and 
  opposed skill checks made against that character for one hour. 
  These bonuses stack each time the character attempts such a 
  skill or effect and fails.
  Whimsicality: Unrestrained by mortality and the 
  restrictions of age, fey indulge their hearts’ desires, and 
  oftentimes do so in haphazard, almost nonsensical fashion. 
  This need not occur because of or in adherence to whatever 
  alien laws dictate some of their actions. Sometimes fey react to 
  a given situation with randomness, spontaneity, and whimsy 
  for the pure joy of spontaneity. One thing to keep in mind, 
  however, is that they don’t act in this manner for the sake of 
  chaos as a concept. They aren’t connected to chaos in the same 
  way a protean outsider is. For the fey, it’s more about mischief 
  and amusement than any grand ideology of alignment and 
  cosmological identity. 
  Ivor the River Father, a powerful vodenjak (see Beast 
  of Legend: Boreal Bestiary from Legendary Games),  
  dwells in the river that cuts across an important trade 
  road between rival states. Due to the fey’s power and 
  territoriality, the navigable stretch of water is owned 
  and controlled by neither nation, something that 
  benefits them both by keeping the lure of trade control 
  out of reach. But the fey isn’t a merchant lord, nor is he 
  a nobleman with any sense of loyalty to the people of 
  the region. Ivor is in it for himself, and his price–though 
  never beyond what merchants can afford to pay–varies  
  wildly. One merchant might pay a paltry fee because the 
  fey appreciated what brand of tobacco he smokes, while 
  the next, smoking the same and hoping to influence the 
  fey as a result, might pay an overly inflated amount for 
  no reason whatsoever.
  Following this notion of whimsy, fey rarely make for reliable 
  allies as a direct result of their seemingly random nature. 
  Unless something interacts with some unbreakable fey oath 
  (which typically remains opaque to anyone born and raised 
  outside of the fey lands) they don’t follow laws, restrictions, 
  or rules. Half the time in doing so, fey tend to revel in how 
  this makes mortals react. A flummoxed mortal makes for an 
  amused fey.
  Heartlessness: Sometimes fey simply want to butcher 
  mortals for no obvious reason. Far from being because of 
  some real or imagined slight on the part of their victims, 
  some fey simply revel in the act itself. The most classic 
  example from real-world mythology is the Red Caps who 
  wash their eponymous hats in the blood of their victims, 
  while the Pathfinder Roleplaying Game introduces more 
  such malice such as the brutal antipathy towards gnomes 
  displayed by lurkers in the light. While this kind of murderous 
  bloodthirstiness should not become a commonplace of all fey, 
  it should be an ever-present danger when dealing with them. 
  One never can tell when a seemingly tame and gentle creature 
  will suddenly turn wild and feral, and amidst more nuanced 
  explorations of fey motivations and personality it is perhaps 
  necessary to include some that butcher for the sake of drawing 
  blood, painting pictures with it on the first morning dew, and 
  neither having nor needing any particular rationale.
  Veristvir, a lurker in the light, has been stranded in the 
  mortal world for nigh on a decade now. Frustrated more 
  and more as the seasons pass, every spring he finds 
  a small, rural community and butchers any gnomes 
  he finds, one at a time. His latest victim was found 
  hacked to death in the back room of his tailor shop, 
  shards of broken mirrors jabbed into his eyes, ears, and 
  mouth. Local investigators arrive, study the scene, and 
  pronounce the killer long-fled. Unbeknownst to them 
  however, Veristvir sits on the inside windowsill, cloaked 
  in broad daylight, waiting for the victim’s family to 
  arrive. In the midst of their grief, he intends to take his 
  next victim.
  
  5
  Laying the Proud Low: Linked to their penchant for mischief, 
  fey take particular delight in showing up mortals, particularly 
  mortals of a particularly prideful or haughty nature. The more 
  confident and conceited the mortal, the more enticing a target 
  as far as most fey are concerned. This lends itself well to besting 
  mortals in contests, confusing them with riddles, and making 
  fools of them with bargains replete with exploitable loopholes or 
  impossible conditions. At the same time, this is also a common 
  weakness for these very same fey: They can likewise be 
  supremely haughty and sure of themselves. Turning the tables 
  is a fitting way of dealing with them, but also something likely 
  to have consequences later in a campaign if the embarrassed fey 
  lives to return for revenge in some capacity.
  Orestes the satyr enjoys the taste of fine wine and spirits, 
  and especially the intoxicating effects of such from the fey 
  lands. By comparison, the wines and spirits of the mortal 
  world are worth a taste and worth an excuse to act the 
  fool, but in fact they do little beyond leaving him mildly 
  happy. With his victims unaware that he is quite literally 
  immune to the worst effects of alcohol, Orestes enjoys 
  betting large sums of money in drinking contests with 
  traveling adventurers. Feigning a lack of confidence, and 
  often making as if he has heard of their fame before, he 
  allows them to boast and raise their bets more and more 
  as they begin drinking – all the while the satyr fakes the 
  alcohol’s effects while being perfectly lucid himself. On an 
  average night he leaves his drinking partners bereft of 
  their gold the next morning, as well as naked, hung over, 
  and left somewhere conspicuously in public view.
  legacies of love:  
  The offspring of 
  mortals and fey
  Inevitably a discussion of mortal/fey interactions leads to 
  consideration of two related concepts: the offspring of mortals 
  and fey, and the faerie trope of stealing mortal children and 
  replacing them with something in exchange. Often beautiful 
  and typically full of vitality, passion, and virility, the fey rank 
  high on the list of potential objects of desire and companionship 
  for mortals, often even above their own kind. Both on a long-
  term basis and equally so for short-term or one-off flights of 
  fancy, mortal and fey pairings appear in a wide variety of forms 
  and under many different circumstances throughout literature 
  and the lore of fantasy role-playing games. 
  Love, Pure and Poignant: Given the natural beauty possessed 
  by many fey, it’s easy to understand what mortals see in them. 
  But what do fey see in mortals that would lead them to such 
  intimacy? Looking at mortals’ comparative mayfly lives, an 
  essentially immortal fey could view even a years or decades 
  long tryst as something of no consequence, like a mortal’s one-
  night stand. Alternatively, they could be amazed at the depth of 
  mortal feelings and response, and the poignancy of such depth 
  in the face of their own impermanence. Depending on how the 
  fey looked at it, their union with a mortal could be meaningless 
  or a life-altering experience.
  Andtheia the nymph has long admired the beauty of the 
  mortal world, and in turn mortal men have always 
  longed for her, some of them with violent intention, 
  though her beauty would strike all of them blind. For 
  many decades she feared the fragility of mortal men 
  would leave her unable to find one who could truly 
  love her, rather than simply lust for her beauty, till she 
  heard the music of a young bard named Verano, and 
  found herself falling in love with both his voice and his 
  music. She dared not show herself for fear of striking 
  him blind, but instead one day she began to sing back 
  in response to his own song. Never setting eyes upon one 
  another, she would sing to him from her forest home, 
  and he from the field near his parents’ villa. After a 
  month he begged to meet her, and initially she refused, 
  explaining what she was and not wishing to harm him. 
  He told her that he did not care what she looked like, 
  for he had fallen in love with her voice, as indeed she 
  had fallen in love with his. Dreading what would occur, 
  the next day she met him there in the field where he sat, 
  playing the first song she had ever heard from him. He 
  was beautiful to her in body as much as in his music, 
  and she saw from his milky eyes that he had been born 
  blind, but had fallen in love with her regardless. Verano 
  vanished that day, carried away from the world by the 
  nymph whose heart he had captured, but local legends 
  say that on moonlight nights the heart of the forest 
  echoes with a pair of voices reaffirming their love, 
  dwelling forever in a place where age mattered not.
  Wild Ravishment: The unions of mortal and fey unions are 
  not always such beautiful and poetic things, of course, and 
  for that matter they are not always a result of willing partners 
  sharing a moment of bliss. Love is not required, nor is consent, 
  and the circumstances of such a union should be considered 
  when determining the nature of a child that results from it and 
  how it flavors their subsequent interaction with the respective 
  worlds of their parents. A rusalka might seize a handsome 
  man by the riverside, using him as much as a lover as slave for 
  a fortnight before drowning him. While at the extreme end 
  of such forced affairs, ending in their unwilling paramour’s 
  death, situations in which love is not requited can take many 
  forms, each with their own lingering aftereffects on mortals 
  and any potential offspring.
  • Alexi the satyr loves nothing in life more than song, wine, 
  and mortal men and women alike. He isn’t all that choosey 
  when it comes to any of those things. A creature of lust, he 
  uses his enchanted pipes and never-empty wineskin to ply the 
  mortal objects of his passion. By the light of morning the satyr 
  has vanished, and drunken delirium typically scrubs away any 
  firm memories from mortal companions who might or might 
  not have been using him for their own pleasures just as much 
  as he them. In either event, the satyr never looks back after an 
  evening of revelry and debauchery. Thusly any resulting child 
  is likely to be abandoned by their father at least, but knowing 
  his history, other fey may come to take it, or at least watch 
  over it as it grows up.
  
  6
  • Muiriana the dryad watches a woodsman, admiring for 
  months how he leaves her tree alone out of local superstition, 
  knowing it harbors a fey spirit. Aware that those same 
  superstitions would never allow him to be with her, she leaves 
  him ensorcelled fruit when one day a wild dog steals away 
  his lunch. When he falls asleep from the cursed apple, she 
  emerges from her tree. He awakens hours later, unsteady and 
  unsure of what happened. He doesn’t remember much, and as 
  such is spared for the time being, but when a curiously green-
  skinned child is left at his doorstep, and he feels eyes upon 
  him always in the forest, he realizes how he was used. The 
  ramifications of this could be severe for him, especially if he 
  already has family.
  • Kaelina the faerie queen is married to a husband she has 
  never loved. She chose her King entirely out of consideration 
  of the intricate politics of the faerie court, and no other 
  reason. While the ramifications of breaking her bond with 
  him are grave, mortals fall outside of that arrangement, and 
  Kaelina has nearly a dozen mortal men to see to her desires. 
  Not a single one of them does so willingly. Stolen from the 
  mortal world, she keeps them 
  prisoners all sealed away 
  in remote towers with 
  no way out, like 
  caged songbirds. 
  Eventually they 
  tend to commit 
  suicide, but 
  before they 
  do, or before 
  age dulls her 
  fancies in 
  them and she puts them to death herself, she uses them as she 
  desires, and even occasionally allows friends and allies to do 
  the same. She doesn’t view them as people on the same order 
  as she does another fey, and she uses and shares them in the 
  same manner as a rich dandy would allow a friend to ride a 
  prized race-horse. Any children that would result from such a 
  monstrous arrangement would likely be killed, orphaned back 
  in the mortal world, or most perversely raised to maturity and 
  afterwards used in the manner as their mortal parents.
  Changeling Children: Another trope involving the fey is 
  their propensity to steal away mortal children and to leave 
  something behind in exchange. Among mortals the loss of a 
  child is among the worst of tragedies, and by extension the 
  theft of a child among the worst of all crimes. This may not 
  necessarily be so among the ageless fey. Free of the ravages 
  and limitations of age and mortality, fey might view mortal 
  children as a curiosity. No more valuable than any other 
  shiny object of material value, why could a child not also be 
  exchanged for something of worth? In such a case, a parent 
  might find a satchel of gold coins of strange shapes and 
  unknown mintage in an empty crib. What the fey consider 
  valuable could radically vary from gemstones worth more than 
  the parents would ever make in a lifetime of toil, to a bundle of 
  sticks in the crude approximation of an infant.
  When something is left behind in exchange, it might be 
  possible to use it to track down the missing infant. Consider 
  allowing such an object or objects to function like a compass, 
  pointing not to magnetic north, but to the child they were left 
  in exchange for. They could function like portal keys to unlock 
  doors into the fey realm, either on their own accord as objects 
  given value by the fey, or using it as a physical manifestation 
  of guilt on the fey’s behalf for their crime.
  What if the theft is without some form of purchase like the 
  above examples? In many fey legends, when a human child is 
  stolen, it is often traded for a similar looking, if subtly alien fey 
  creature known as a changeling. In this more insidious example, 
  the parents might unknowingly raise the changeling as their 
  own child, until as time passes its fey nature and physical 
  expressions of that nature become more and more apparent.
  Children touched by the fey, whether a changeling exchanged 
  for a stolen child or the biological offspring of a mortal and a 
  fey, might possess game-mechanical racial traits using the Race 
  Builder rules in Chapter 4 of Pathfinder Roleplaying Game 
  Advanced Race Guide, especially focusing on Defense Racial 
  Traits and Magical Racial Traits dealing with enchantment, 
  illusion, nature, or shapechanging. In addition, simple physical 
  oddities with no mechanical effect may also mark those born 
  of such circumstances, such as the following: 
   
  • A slender tail
  • Brilliantly colored hair
  • An overly thin, fragile bone structure
  • Glowing eyes or eyes of an unnatural color
  • Flowers sprout and blossom around them when they sleep
  • Gills or thin scales on their neck
  • Webbing between their fingers and toes
  
  7
  • Animals become unnaturally calm around them
  • Dark colored hair that turns translucent in moonlight
  • They talk to animals rather than human playmates
  • Though it does nothing to them, they refuse to touch cold iron
  • Bumps on their shoulder blades as if they once did, or in 
  the future could support wings
  • Pointed ears despite having otherwise no elven characteristics
  Forlorn Foundlings: The return of a child stolen by the fey 
  should in theory be a cause for celebration. Player characters 
  finding and returning them safely to their parents seems like 
  the successful end of an adventure. These children may return 
  unharmed in body, but their experiences beyond the veil 
  leave an impression best described as damaging. Similarly, the 
  children of fey and mortals may experience this same trauma 
  not as a result of any external compelling force, but as a result 
  of their own conflicted natures.
  Returned children may suffer psychological damage like a 
  child lost in a 19th century circus, wandering away from the 
  staged events and stumbling into a backstage area of clowns 
  partially dressed and only partially in makeup, freak show 
  participants no longer hidden by poor lighting, and caged, 
  possibly abused circus animals. They may not wish to talk 
  about their experiences, even those that are beautiful rather 
  than terrible. This damage is not exclusive to fully mortal 
  children, but it’s more pronounced to those of dual nature who 
  might in some innate way understand, rather than be terrified 
  of the world on the other side of the veil.
  A stolen child’s homecoming by heroic PCs also need not be 
  the end of that particular adventure. Later on in a campaign, 
  consider revisiting that original plot arc, with the rescued child 
  responsible for new and initially unexplained occurrences. 
  Gradually over time their connection with the fey will cause 
  stronger and stronger Fey Impulses to manifest, and ultimately 
  either their own abduction or willing return to the fey realm 
  unless something can be done.
  For a half-breed child, especially one orphaned to parents 
  unaware of the child’s nature, this nature can initially 
  take the form of the child telling their parents fantastical 
  stories. Far from being a simple example of their child’s 
  lurid imagination, what might begin as stories of things 
  experienced in their dreams might ultimately describe 
  ongoing phenomena in their waking reality. The child sits 
  and talks to invisible playmates, confides in other children 
  or nannies of things their invisible friends have said, or 
  darker yet, asked them to do – something explored in Arthur 
  Machen’s classic story The White People.
  Perhaps the best literary example of the experience of 
  mortal/fey half-breed children also comes from Machen in 
  that of his character Helen in the classic 19th century horror 
  novella, The Great God Pan. The child of her human mother 
  and a supernatural being known as Pan, Helen is physically 
  beautiful but leaves a string of suicides and broken people 
  in her wake. Indulging herself in hedonistic behavior and 
  displaying little to no care for those around her, including 
  lovers and husbands, she doesn’t fit into either her moralistic 
  society or the constraints of the mundane physical world. 
  Straddling the prosaic world of her human mother and her 
  father’s nightmarish, unknowable realm, only her eventual 
  suicide spares further corruption of those around her, and 
  reveals her true nature as something grossly inhuman.
  Alternate  
  Fey Bloodlines
  It is one thing to simply claim descent from the fey as a 
  matter of flavor for your character history; it is another to 
  actually carry with you the power of the fey themselves. Many 
  sorcerers claim descent from the fey, or that their powers 
  derive from ancient favors bequeathed by fey lords. Those 
  of fey bloodlines claim certain common powers, as per the 
  standard fey bloodline described in the Pathfinder Roleplaying 
  Game Core Rulebook but the abilities of fey sorcerers from 
  different lineages can vary widely, much as the descendants of 
  djinni, efreeti, marid, and shaitan bloodlines can vary from the 
  basic elemental bloodlines from which they are descended. 
  The following bloodlines offer lineages attuned to specific 
  types of fey. At the GM’s discretion, a sorcerer with a generic 
  fey bloodline may awaken their true, specific bloodline, with 
  the powers of the specific bloodline replacing the old. Such an 
  awakening may happen after a particularly harrowing encounter 
  with the fey, through a meeting with the sorcerer’s fey kin, or 
  simply as part of the evolution of the sorcerer’s powers.
  Dryad
  In your blood runs the magic of the dryads, whether 
  through direct descent or through family entanglement in the 
  affairs of the fey. You have special influence over plants and 
  the forests. You are less capricious than many other sorcerers 
  selected literature For FurtHer readiNg
  The Collected Works of Arthur Machen 
  The Collected Works of Lord Dunsany 
  The Mabinogion 
  Grimm’s Fairy Tales 
  Russian Fairy Tales by Alexander Afanasyev 
  Japanese Children’s Fairy Tales – Yei Theodora Ozaki 
  Japanese Children’s Favorite Stories: Book One by Florence Sakade and Yoshisuke Kurosaki
  
  8
  
  9
  of the fey bloodline, the dryad influence lending itself more to 
  shyness and subtlety. 
  Class Skill: Knowledge (nature)
  Bonus Spells: entangle (3rd), barkskin(5th), speak with plants 
  (7th), command plants (9th), tree stride (11th), liveoak (13th), 
  animate plants (15th), control plants (17th), regenerate (19th)
  Bonus Feats: Improved Natural Armor, Lighting Reflexes, 
  Quicken Spell, Self-Sufficient, Skill Focus (Craft),Skill Focus 
  (Knowledge [nature]), Stealthy, Weapon Finesse
  * You can choose Improved Natural Armor even if you lack a 
  natural armor bonus, with a resulting natural armor bonus of +1.
  Bloodline Arcana: Your mind-affecting spells can affect 
  plants of hit dice equal to or less than your caster level as a 
  sorcerer. Your spells still follow restrictions based on type or 
  language-dependence, except that mind-affecting spells that 
  can affect animals affect plants as well.
  Bloodline Powers: You have always felt a special bond to 
  plants, particularly forests and trees. As your power increases, 
  so does the call of the green.
  Fey Blood (Ex): You are considered to have the fey bloodline 
  for purposes of effects and archetypes. If an archetype replaces 
  an element of the fey bloodline you do not have, you give up 
  the ability from the corresponding level instead.
  Green Binding (Sp): At 1st level, you can entangle a creature 
  in vines for 1 round as a melee touch attack. The vines are 
  not considered anchored. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
  Woodland Stride (Su): At 3rd level, you can move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at your normal speed 
  and without taking damage or suffering any other impairment. 
  Thorns, briars, and overgrown areas that have been magically 
  manipulated to impede motion, however, still affect you.
  Lignification (Ex): At 9th level, your flesh becomes as hard 
  and resilient as wood, though your appearance does not 
  change. You gain a natural armor bonus of +2. This bonus 
  increases to +3 at 13th level, and +4 at 17th level.
  Fey Magic (Su): At 15th level, you may reroll any caster level 
  check made to overcome spell resistance. You must decide to 
  use this ability before the results are revealed by the GM. You 
  must take the second result, even if it is worse. You can use 
  this ability at will.
  Soul of the Forest (Su): At 20th level, you become one with 
  the forest. You gain DR 10/cold iron. Creatures of the plant 
  type do not attack you unless compelled to do so through 
  magic. Once per hour, you can cast transport via plants as a 
  spell-like ability using your sorcerer level as your caster level.
  Nymph
  Your family bears a trace of the grace and charm of a nymph, 
  perhaps the legacy of seduction, perhaps lingering effects from 
  a nymph that acted as a muse. Even if not beautiful, you retain 
  a touch of the unearthly about you, and your presence carries 
  weight with others. You tend to be flighty and capricious 
  though not cruel.
  Class Skill: Knowledge (nature)
  Bonus Spells: charm person (3rd),enthrall (5th), deep 
  slumber (7th),dimension door (9th), commune with nature 
  (11th), greater heroism (13th), power word blind (15th), power 
  word stun (17th). freedom (19th)
  Bonus Feats: Agile Maneuvers, Combat Casting, Dodge, 
  Lightning Reflexes, Mobility, Persuasive, Quicken Spell, 
  Weapon Finesse 
  Bloodline Arcana: Whenever you target or affect a single 
  creature of the humanoid subtype with a spell, increase the 
  save DC by 1.
  Bloodline Powers: You possess a fraction of the blinding 
  presence and unearthly grace of a full nymph.
  Fey Blood (Ex): You are considered to have the fey bloodline 
  for purposes of effects and archetypes. If an archetype replaces 
  an element of the fey bloodline you do not have, you give up 
  the ability from the corresponding level instead.
  Nymph’s Grace (Sp): At 1st level, as a swift action you can 
  add a bonus equal to 1/2 your sorcerer level to your saving 
  throws and as a deflection bonus to your AC for 1 round. 
  The minimum bonus is +1, but otherwise cannot exceed your 
  Charisma modifier. 
  Dazzling Aura (Su): At 3rd level, your presence dazzles 
  anyone within 30 feet looking directly at you (as a gaze attack, 
  except you cannot direct it). You can suppress or resume this 
  ability as a free action.
  Unearthly Presence (Su): At 9th level, you gain a +2 inherent 
  bonus to your Charisma. This bonus increases to +4 at 13th 
  level and +6 at 17th level.
  Fey Magic (Su): At 15th level, you may reroll any caster level 
  check made to overcome spell resistance. You must decide to 
  use this ability before the results are revealed by the GM. You 
  must take the second result, even if it is worse. You can use 
  this ability at will.
  Soul of the Nymph (Su): At 20th level, your soul becomes one 
  with the world of the fey. You gain immunity to poison and 
  DR 10/cold iron. Creatures of the animal type do not attack 
  you unless compelled to do so through magic. As a standard 
  action, you can blind those beholding your dazzling aura 
  (Fortitude DC = 10 + 1/2 your sorcerer level plus your Charisma 
  modifier negates) for 1 round. 
  Nereid
  Your ancestry bears traces of the fey of the waters. An ancestor 
  may have survived a nereid’s kiss, or been her unwilling guest. 
  Love of water is second nature to you, and those not of the sea 
  often find you cold and distant.
  Class Skill: Swim
  Bonus Spells: touch of the sea (APG, 3rd), enthrall (5th), 
  water breathing (7th), control water (9th)
  elemental body II (11th), fluid form (APG, 13th), vortex 
  (APG, 15th), horrid wilting (17th)
  tsunami (APG, 19th)
  
  10
  10
  Bonus Feats: Agile Maneuvers, Dodge, Lightning Reflexes, 
  Mobility, Skill Focus (Swim), Quicken Spell, Weapon Finesse, 
  Widen Spell
  Bloodline Arcana: When you cast a spell while within 20 
  feet of a natural body of water at least the size of a stream or 
  oasis, you gain 1 temporary hit point per spell level. These 
  temporary hit points last for 1 minute.
  Bloodline Powers:
  Fey Blood (Ex): You are considered to have the fey bloodline 
  for purposes of effects and archetypes. If an archetype replaces 
  an element of the fey bloodline you do not have, you give up 
  the ability from the corresponding level instead.
  Drench (Sp): Starting at 1st level, you can make a melee 
  touch attack as a standard action that drenches a creature in 
  chill water. This deals 1d6 points of nonlethal cold damage of 
  your energy type + 1 for every two sorcerer levels you possess. 
  In addition, it extinguishes nonmagical flames of Medium size 
  or smaller. At 11th level, you extinguish nonmagical flames of 
  Large size or smaller, and can dispel magic flames as dispel 
  magic. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier.
  Touched by the Waters (Ex): At 3rd level, you gain a swim 
  speed equal to your land speed, and can hold your breath for a 
  number of rounds equal to four times your Constitution score 
  before risking drowning or suffocating.
  Fleeting Glance (Sp): At 9th level, you can turn invisible for 
  a number of rounds per day equal to your sorcerer level. This 
  ability functions as greater invisibility. These rounds need not 
  be consecutive.
  Fey Magic(Su): At 15th level, you may reroll any caster level 
  check made to overcome spell resistance. You must decide to 
  use this ability before the results are revealed by the GM. You 
  must take the second result, even if it is worse. You can use 
  this ability at will.
  Soul of the Water (Su): At 20th level, you become one with 
  the forest. You gain DR 10/cold iron. Creatures with the animal 
  type and aquatic subtype do not attack you unless compelled 
  to do so through magic. You can breathe water and have a 
  swim speed of 60 feet or your land speed, whichever is greater. 
  For purposes of acting underwater, you are considered to 
  have freedom of movement, though you do not gain the other 
  benefits of that effect.
  Norn
  As the norns reweave a mortal’s fate, traces of their 
  manipulation may alter the destiny of that mortal’s 
  descendants. Though few mortals claim actual descent from 
  the norn, these manipulations can give rise a fey bloodline. 
  Norn influence often shows itself in fair hair and skin hues, 
  growing ever more pale as the bloodline asserts its power. You 
  glimpsed visions of possible futures from an early age, making 
  you seem cryptic and odd to those not similarly afflicted.
  Class Skill: Sense Motive
  Bonus Spells: anticipate peril (Ultimate Magic, 3rd), see 
  invisibility (5th), tongues (7th), death ward (9th), divination 
  (11th), greater dispel magic (13th), greater arcane sight (15th), 
  mind blank (18th), foresight (19th)
  Bonus Feats: Combat Expertise, Combat Reflexes, Great 
  Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, 
  Quicken Spell, Toughness
  Bloodline Arcana: When you cast a divination spell, you 
  gain insight into the future. You gain a +2 insight bonus on a 
  single d20 roll or to your AC against a single attack, and you 
  may apply this bonus after learning if the roll or attack was a 
  success or failure. You must apply this bonus within 1 round 
  per spell level. You can have only one such insight bonus 
  available at any given time.
  Bloodline Powers: You can perceive the skein of destiny 
  and manipulate the stands of fate. As your power grows, so 
  inevitably does your detachment from others.
  Fey Blood (Ex): You are considered to have the fey bloodline 
  for purposes of effects and archetypes. If an archetype replaces 
  an element of the fey bloodline you do not have, you give up 
  the ability from the corresponding level instead.
  Pluck the Threads (Sp): Starting at 1st level, as a standard 
  action you can manipulate the fortune of a creature within 30 
  feet. You can choose to either give the creature a +2 luck bonus 
  on its next saving throw and yourself a -2 penalty on your next, 
  or to give the creature a -2 penalty and yourself a +2 bonus. At 
  11th level, the bonus or penalty you grant increases to 4, your 
  bonus or penalty remains 2. Saving throws that carry no risk 
  (including harmless effects) do not invoke the bonus or penalty. 
  This effect fades after 24 hours, and you can affect any given 
  creature once in a 24 period. You can use this ability a number 
  of times per day equal to 3 + your Charisma modifier.
  Shift Fate (Su): Starting at 3rd level, as an immediate action 
  you can force any one target within 120 feet to reroll a saving 
  throw—this ability must be used immediately after the saving 
  throw is rolled, and the target must abide by the results of this 
  second roll. You can use this ability once per day. At 7th level 
  and every four levels thereafter, you can use this ability an 
  additional time per day, to a maximum of five times per day 
  at 19th level.
  Heart of Winter (Su): Starting at 9th level, your blood chills 
  in your veins. You gain cold and fire resistance 10. At 17th 
  level, these resistances improve to 20.
  Fey Magic (Su): At 15th level, you may reroll any caster level 
  check made to overcome spell resistance. You must decide to 
  use this ability before the results are revealed by the GM. You 
  must take the second result, even if it is worse. You can use 
  this ability at will.
  Fated Soul (Su): At 20th level, you perfect your control of 
  fate. You gain DR 10/cold iron and immunity to cold. Once 
  per day you can manifest and attempt to cut short the thread 
  binding a creature’s fate. You must be wielding a weapon or 
  natural weapon capable of dealing slashing damage, and the 
  target must be within 120 feet and in your line of sight. The 
  target immediately takes 20d6 of damage. It can reduce this 
  damage by half if it succeeds at a Fortitude DC with a save 
  equal to 20 plus your Charisma modifier. If the target dies 
  from this damage, it can only be restored to life via miracle, 
  wish, or divine intervention. This is a death effect.
  
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  Satyr
  The blood of satyrs runs through your veins. For you, the 
  natural world resounds with countless melodies few can hear, 
  often moving you to song or dance. Your instincts move you 
  to surrender to your passions, restraint requires discipline you 
  often lack. 
  Class Skill: Perform (wind instruments)
  Bonus Spells: charm person (3rd), hideous laughter (5th), 
  deep slumber (7th), fear (9th), summon nature’s ally V (11th), 
  serenity (Ultimate Magic, 13th), waves of ecstasy (Ultimate 
  Magic, 15th), irresistible dance (17th), mass hold monster (19th)
  Bonus Feats: Acrobatic Steps, Combat Casting, Dodge, 
  Empower Spell, Mobility, Nimble Moves, Skill Focus (Perform), 
  Weapon Finesse
  Bloodline Arcana: Whenever you cast a spell of the 
  enchantment school, increase the spell’s DC by +1.
  Bloodline Powers: Some of your powers flow from your 
  bond with nature, others by weaving melodies that bring forth 
  the power coursing in your blood.
  Fey Blood (Ex): You are considered to have the fey bloodline 
  for purposes of effects and archetypes. If an archetype replaces 
  an element of the fey bloodline you do not have, you give up 
  the ability from the corresponding level instead.
  Laughing Touch (Sp): At 1st level, you can cause a creature 
  to burst out laughing for 1 round as a melee touch attack. A 
  laughing creature can only take a move action but can defend 
  itself normally. Once a creature has been affected by laughing 
  touch, it is immune to its effects for 24 hours. You can use this 
  ability a number of times per day equal to 3 + your Charisma 
  modifier. This is a mind-affecting effect.
  Woodland Stride (Su): At 3rd level, you can move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at your normal speed 
  and without taking damage or suffering any other impairment. 
  Thorns, briars, and overgrown areas that have been magically 
  manipulated to impede motion, however, still affect you.
  Beguiling Melody (Su): At 9th level, you can substitute 
  the playing of a wind instrument for the verbal and somatic 
  components of a spell of the enchantment school. Performing 
  in this manner increases the spell’s DC by +1. By making a 
  Perform (wind instruments) check with a DC equal to 15 plus 
  twice the spell’s level, you can apply the Bouncing (APG), 
  Enlarge, Disruptive (APG), Extend, or Widen metamagic feat 
  to the spell, without altering its casting time or spell level, 
  whether or not you have the metamagic feat in question. If you 
  fail this check, the save DC of your spell is reduced by -4.
  Fey Magic (Su): At 15th level, you may reroll any caster level 
  check made to overcome spell resistance. You must decide to 
  use this ability before the results are revealed by the GM. You 
  must take the second result, even if it is worse. You can use 
  this ability at will.
  Soul of the Faun (Su): At 20th level, your body transforms, 
  giving you the ram’s horns and goat’s legs of a satyr. You gain 
  DR 5/cold iron, a natural armor bonus of +5, and your land 
  speed increases by 10 feet. The natural armor bonus does not 
  stack with any existing natural armor bonus, though your 
  speed bonus stacks with other speed bonuses. You gain a horn 
  attack that deals 1d6 points of damage (1d4 if you are Small), 
  this attack deals bludgeoning damage.
  fey Archetypes
  Deep involvement with the fey is something that can come 
  about not only by blood or birth, but also within those deeply 
  affected by the fey and their interactions with mortals. As 
  described above, interactions with the fey and their world 
  can be illuminating and captivating, and it is only natural for 
  some characters (especially those already with an affinity for 
  nature) to invest their longing for the fey and communion 
  with them into their life and work as adventurers, such as the 
  feyfriend (druid) archetype. On the other hand, there are those 
  whose lives (or those of friends or loved ones) have been torn 
  asunder by the callous or simply careless actions of the fey, so 
  much so that they have dedicated their lives to destroying the 
  fey who caused such pain to them. While any character could 
  find themselves in such a position (including a disowned by-
  blow of some fey romance carrying the unwanted bloodline 
  of their unearthly parent), the fey hunter (ranger) archetype 
  exemplifies a character whose relationship with the fey is 
  anything but positive. 
  Feyfriend (Druid Archetype)
  Feyfriend are druids that share a special bond with the realms 
  beyond the veil. They draw on their powers to influence 
  moods and bend minds to their will.
  Alignment: Feyfriends can be of any chaotic alignment, or 
  of any neutral alignment except lawful neutral. 
  Weapon and Armor Proficiency: A feyfriend is not 
  proficient with medium armor or shields.
  Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), 
  Knowledge (geography) (Int), Knowledge (nature) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str) are 
  class skills for a feyfriend.
  Fey Allure: A feyfriend adds daze (orison), charm person 
  (1st), sleep (1st), daze monster (2nd), hideous laughter (2nd), 
  deep slumber (3rd), suggestion (3rd), confusion (4th), crushing 
  despair (4th), dominate person (5th), feeblemind (5th), cloak 
  of dreams (Advanced Player’s Guide, 6th), mass suggestion 
  (6th), insanity (7th), project image (7th), euphoric tranquility 
  (Advanced Player’s Guide, 8th), irresistible dance (8th), 
  weird (9th), and wish (9th) to her druid spell list. This ability 
  replaces nature bond.
  Spontaneous Casting: A feyfriend can channel stored 
  spell energy into spells from her fey allure list that she hasn’t 
  prepared ahead of time. She can “lose” a prepared spell in 
  order to cast any fey allure spell of the same level or lower. 
  This replaces the ability to spontaneously cast summon 
  nature’s ally spells.
  Fey Sense (Ex): A feyfriend gains a +2 bonus on Bluff and 
  Knowledge (nature) checks. This ability replaces nature sense.
  
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  Wild Shape (Su): A feyfriend cannot take the form of 
  elementals using wild shape.
  Fey Mind (Su): At 9th level, a feyfriend gains immunity 
  to mind-affecting spells that specifically affect humanoids. 
  She gains a +2 bonus on saves against other mind-affecting 
  spells. This bonus stacks with resist nature’s lure. This ability 
  replaces venom immunity.
  Giant Shape (Su): At 10th level, the druid can use wild 
  shape to change into a Large giant. When taking the form of 
  a giant, the druid’s wild shape now functions as giant form 
  I. At 12th level, the druid can use wild shape to change into a 
  Huge giant. When taking the form of a giant, the druid’s wild 
  shape now functions as giant form II. This ability replaces the 
  ability to wild shape into elementals.
  Faces of the Fey (Su): A feyfriend gains the ability to 
  take on the outward appearance of a Medium or smaller 
  fey creature at will. The effects of polymorphing into a fey 
  creature are identical to the effects of polymorphing into a 
  humanoid using alter self, but this ability can also provide fly 
  speed 30 (average maneuverability) if the assumed form can 
  fly. If used to take the form of a Tiny fey, this ability grants 
  a +4 size bonus to Dexterity and a -2 penalty to Strength, and 
  a fly speed up to 60 (good maneuverability) if the assumed 
  form can fly. This ability otherwise functions as and replaces 
  a thousand faces.
  Fey Hunter  
  (Ranger Archetype)
  A fey hunter specializes in eliminating menaces from the Fey 
  Realms and resisting the many charms and deceptions of the 
  fey. Though fey hunters need not slay every fey they meet, 
  alliances between the fair folk and their hunters are fleeting 
  and uneasy.
  Favored Enemy (Ex): A fey hunter must choose fey as her 
  first favored enemy. In addition to the normal favored enemy 
  bonuses, a fey hunter adds her favored enemy bonus against 
  fey to her saving throws against the spells, spell-like abilities, 
  and special abilities of creatures of the fey type. She does not 
  gain this bonus against any of her other favored enemies. This 
  ability modifies the ranger’s first favored enemy selection.
  Sealed Mind (Ex): A fey hunter gains Iron Will as a bonus 
  feat at 2nd level. This ability replaces Endurance.
  Fey Hunter’s Bond (Ex): At 4th level, a fey hunter can 
  spend a move action to grant his saving throw bonus as 
  against fey creatures to allies within 30 feet who can see or 
  hear him. This bonus lasts for a number of rounds equal to 
  the fey hunter’s Wisdom modifier (minimum 1). This bonus 
  does not stack with any favored enemy bonus to saving 
  throws possessed by her allies; they use whichever bonus is 
  higher. This ability replaces hunter’s bond.
  Rally (Su): At 9th level, a fey hunter can spend a move 
  action to grant an ally who failed a saving throw against 
  a mind-affecting effect an additional saving throw. The 
  ally must be within 30 feet and be able to hear or see the 
  fey hunter. The fey can only grant one additional save per 
  creature per effect, and must use this ability within 1 round 
  per class level of the original effect. The fey hunter cannot use 
  this ability on herself. This ability replaces evasion.
  Dispelling Strike (Su): At 11th level, a fey hunter can make 
  a single melee or ranged attack as a standard action against a 
  creature of the fey type. If the attack hits, the target is affected 
  by dispel magic with caster level equal to the fey hunter’s 
  class level plus her favored enemy bonus against at fey. At 
  19th level, the target is affected by greater dispel magic 
  instead. If the ranger unintentionally hits a non-fey creature 
  with this ability, the attack deals normal damage but does not 
  dispel. This ability replaces quarry and improve quarry.
  Lift the Veil (Su): At 12th level, a fey hunter can concentrate 
  as a standard action to utilize true seeing, but only against 
  fey, effects created by fey, and effects originating from or in 
  the fey realms (including fey incursions). The true seeing ends 
  when she stops concentrating. At 17th level, the fey hunter’s 
  true seeing becomes constant. If it is removed, she can resume 
  it as a free action. This ability replaces camouflage and hide in 
  plain sight.
  Mass Rally (Su): At 16th level, a fey hunter can use her rally 
  ability on all allies within 120 feet who can see or hear her as 
  a standard action. The additional saves need not be against 
  the same effect. This ability replaces improved evasion.
  Master Fey Hunter (Ex): At 20th level, a fey hunter ignores 
  any damage reduction possessed by fey creatures. She can, 
  as a standard action, make a single attack against a fey at her 
  full attack bonus. If the attack hits, the target takes damage 
  normally and must make a Fortitude save or die. The DC of 
  this save is equal to 10 + 1/2 the ranger’s level + the ranger’s 
  Wisdom modifier. A ranger can choose instead to deal an 
  amount of nonlethal damage equal to the creature’s current 
  hit points. A successful save negates this damage. A ranger 
  can use this ability once per day for every two points of 
  favored enemy bonus against fey, but not against the same 
  creature more than once in a 24-hour period. This ability 
  replaces master hunter.
  
  ADVENTURE PATH PLUG-INS
  KM04
  A supplement devoted to the iconic romance between mortal and immortal.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Forest Kingdom/Faerie Passions.pdf