TEXT: Guide to
  Feyborn
  Racial Ecologies
  The feather light touch of the fey 
  can be seen in most human cultures, 
  from simple superstitions about hang-
  ing cold iron above the doorway to the 
  practice of tithing bread and milk to the 
  local fey-lords so they will leave the har-
  vest in peace. The fey have always had a 
  presence in the mortal world, whether 
  it is through beguiling passing travel-
  ers or inspiring famous heroes they are 
  prone to meddling in the realm of hu-
  manity.
  The feyborn are the product of mor-
  tal parents whose blood contains some 
  tinge of fey magic. Many are born to hu-
  man parents, although their ancestry 
  may be tinged by a great-grandfather 
  cavorting with a dryad, but some are 
  the result of a powerful blessing from 
  a fey creature of great power while the 
  child is still in the womb. The favor of a 
  fairy is a powerful thing, and their good 
  will towards one who is not yet born can 
  have a powerful effect on their blood 
  and destiny.
  The 
  feyborn 
  are 
  marked 
  with 
  strangeness, right from their moment 
  of birth. There is something strange 
  and magical about them even when 
  they lie in the cradle, their mismatched 
  eyes changing color with the shift of the 
  winds. As they grow up, they exhibit 
  an even stronger affinity with fey mag-
  ic, possessing a natural way with the 
  plants and animals of the woods and 
  occasionally exhibiting some outward 
  flash of fey magic.
  Feyborn are more at home in the 
  wilds of their fairy ancestors than large 
  cities. Many suffer torment and ostra-
  cism at the hands of superstitious vil-
  lagers that fear their fey nature, while 
  1
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  Come away, O human child!
  To the waters and the wild
  With a faery, hand in hand,
  For the world's more full of weeping
  Than you can understand.
  
  others find the touch of fey-blood 
  a blessing as they grow into matu-
  rity. From a young age, they exhibit 
  a strong connection with the natural 
  world and magic, and many use their 
  skills to play practical jokes and tricks 
  on those that surround them.
  Personality: The personalities of 
  the feyborn are as varied as the sea-
  sons and the fairies they are descended 
  from. Some are as solemn as an aging 
  oak tree, with others flit between emo-
  tions like a butterfly dancing across a 
  field of flowers.
  The only constant from one feyborn 
  to the next is the sense that they are 
  always older than they appear. Their 
  natural understanding of nature’s 
  rhythms and cycles, from the changing 
  seasons to the inevitability of death, 
  makes them constantly aware of the 
  bigger picture.
  Even the most erratic and fun-lov-
  ing feyborn is influenced by their deep 
  connection to nature, and although 
  they may seem like a shallow nuisance 
  to those around them they are also 
  prone to flashes of sudden depth and 
  insight.
  PHYSICAL DESCRIPTION: The 
  feyborn’s physical features are as di-
  verse as the mortal stock they are born 
  into, though they are usually slender 
  and possess a few fey traits. Eyes of 
  two different shades are common, as is 
  having one arm or leg a few hairs lon-
  ger than the other.
  Some feyborn exhibit traits that 
  are associated with their fairy ances-
  tors – a green cast to the skin if they 
  are descended from a dryad, furred 
  haunches or a small tail if they are de-
  scended from a satyr, or elven features 
  if they are related to pixies and similar 
  small folk.
  Feyborn always seem younger than 
  their years, and they are known to age 
  slowly. They retain their youthful fea-
  tures well into their forties and fifties, 
  and even in their dotage they have the 
  features of humans only half their age.
  Regardless of their personal mag-
  netism and charisma, all feyborn are 
  considered fair to look at by humans 
  and other demi-human races. Their 
  alien beauty often wins them admirers 
  as quickly as their mercurial tempera-
  ment drives others away.
  RELATIONS: Most feyborn are 
  communal creatures that love inter-
  acting with others, but few maintain a 
  strong connection to the human com-
  munities that raised them. Their long 
  life and strange outlook often sees 
  them leaving their homes at a young 
  age, and many drift towards commu-
  nities of other forest creatures.
  With their love of woods and for-
  ests and a strong affinity for fairy mis-
  chief, many feyborn find themselves 
  associating with true fey and gnomes. 
  More serious feyborn can be found liv-
  ing among forest-dwelling elves, and 
  some drift to communities of outcast 
  half-breeds along with half-elves and 
  half-orcs.
  ALIGNMENT: With their strong 
  connection to nature and their affinity 
  for the cyclic nature of life, many fey-
  born tend to be fairly neutral in their 
  view of the world. While some may 
  drift towards mischief and random-
  ness, and others adopt a fundamental-
  ly moral outlook on the world, they are 
  rarely swayed far in either direction. 
  Although they are rare, a few fey-
  born turn to evil as a result of the os-
  tracism they feel in their youth or their 
  link to a darker strand of fairy blood.
  FEYBORN LANDS: The major-
  ity of feyborn attach themselves to the 
  communities of other races, so they 
  rarely possess lands of their own.
  Most feyborn live among human 
  communities, often existing on the 
  fringes of society serving as village 
  herbalists or fortune tellers. A rare 
  few head off into the wilderness, liv-
  ing among the fey and the animals that 
  make their homes there.
  Rumors exist suggesting that the 
  majority of the feyborn eventually find 
  their way to the otherworldly realms of 
  Fairy to serve in the fey courts that re-
  side there, but few who do so are ever 
  heard from again.
  RELIGION: The majority of the 
  feyborn possess a connection to nature 
  that is stronger than any church dogma 
  they are taught as children, so few find 
  their way into the realms of organized 
  religion. They are often present in na-
  ture cults and druidic circles, however, 
  and others are known to worship the 
  Kings and Queens of the fey as divine 
  beings.
  Feyborn Names
  Fayborn names are just as varied as any of 
  their fey ancestors.Nevertheless, the following 
  section presents some thoughts on how feyborn 
  names are chosen and how they might relate to 
  their fey origins.
  Plants
  Alaneo, Avo, Aphid, Azalea, Blaze, Camelia, 
  Calla, Carpus, Cassia, Flora, Gerania, Gerbera, 
  Grevillea, Hazel, Hibiscus, Holly, Hollyhock, 
  Honey, Ivy, Jasmine, Lantana, Lilac, Liatris, 
  Lichen, Morel, Mossy, Nastur, Plumeria, Rose, 
  Oleander, Rebutia, Sulcore, Strombo, Tansy, 
  Thistle, Willow, Yavia, Yucca.
  Minerals, Crystals, Gems
  Amethyst, Berline, Beryl, Cadmi, Carnelia, 
  Chlora, Cintrine, Cobalt, Crystal, Diaspor, Em-
  erald, Flint, Floura, Garnet, Gypsum, Heliodor, 
  Indigo, Iridia, Jade, Jasper, Jet, Lapis, Lazuli, 
  Opal, Onyx, Obsidian, Potch, Rhodium, Ruby, 
  Sapphire, Selenia or Selene, Spinel, Thalli, Tita-
  nia, Topaz, Tourmaline, Tungsten, Unan, Yitri, 
  Zircon.
  The Sea, Water, Its Creatures
  Abyss, Adriata, Agger, Albedo, Alk, Amode, 
  Anableps, Aqua, Azore, Azov, Bay, Berm, Cas-
  pian, Coral, Ebbie, Frag, Gullie, Ionia, Marin, 
  Meer, Meri, Mora, Nautila, Oceana, Pearl, Per-
  cula, Silkey, Starfish, Sturge, Strait, Tidal, Ur-
  chin, Wrasse.
  The Sky and Universe
  Albedo, Aurora, Brilliant, Bumble, Chaldera, 
  Chasma, Celestia, Cirrus or Cirro, Corona, Ga-
  laxa, Luna, Misty, Pileus, Raine, Strata, Tremor, 
  Helio or Helia, Lumiona, Meridian, Nebula, 
  Nimbo, or Nimbus, Novus or Nova, Radiant, So-
  lara, Soleil, Stella, Umbra, Wist, Zenith.
  2
  
  LANGUAGES: Feyborn grow up 
  learning the native tongue of their 
  homelands, usually common. They 
  also possess the innate ability to speak 
  to woodland creatures such as birds 
  and small animals.
  NAMES: Feyborn are normally 
  raised in human cultures, although 
  they are often shunned as outsiders or 
  if their heritage is known. Their names 
  are as diverse and unique as any other 
  human’s would be.
  ADVENTURERS: Mischief and 
  adventure sing directly to the heart 
  of the feyborn, and it is rare that one 
  touched by fey blood can resist the call 
  of travel and exploration for long. 
  Whether they are driven from their 
  communities by the suspicion and 
  scorn of their peers or an insatiable 
  need to explore the world, the feyborn 
  quickly become natural travelers once 
  they take that first step onto the wind-
  ing roads.
  Among the rambunctious hordes of 
  adventuring parties and other travel-
  ers, feyborn find an acceptance and 
  camaraderie that is normally absent 
  from their adolescent years.
  Others find peace and serenity 
  while wandering their beloved moun-
  tains and forests, often finding a place 
  as a traveling messenger and guardian 
  for the fey folk that inhabit the area.
  Alternate Racial Traits 
  The following racial traits may be 
  selected instead of existing feyborn 
  racial traits. Consult your GM before 
  selecting any of these new options. 
  Glamour Shape: Feyborn can 
  assume the appearance of a single 
  form of a single humanoid race of its 
  size. The form is static and cannot be 
  changed each time it takes this form. 
  The feyborn gains a +10 racial bonus 
  on Disguise checks made to appear as 
  the member of the race whose appear-
  ance it assumes. Changing its shape 
  is a standard action. This trait other-
  wise functions as alter self, save that 
  the creature does not adjust its ability 
  scores. This replaces the Attuned to 
  the Wild racial trait.
  Nereid Fascination: Once per 
  day, a feyborn can create a 20-foot-
  radius burst that causes humanoids 
  within the aura’s range to become 
  fascinated with the user (as the bard’s 
  fascinate bardic performance). Affect-
  ed humanoids may resist this effect by 
  making a successful Will saving throw 
  (DC 10 + 1/2 the user’s character level 
  + the user’s Charisma modifier). This 
  replaces the Fey Damage Resistance 
  racial trait.
  Seducer: Feyborn add +1 to the 
  saving throw DCs for their spells and 
  spell-like abilities of the enchantment 
  school. In addition, members of this 
  race with a Wisdom score of 15 or 
  higher may use charm person once per 
  day as a spell-like ability (caster level 
  is equal to the user’s character level). 
  This replaces the Fey Magic racial 
  trait.
  Terrain Stride: Select one type of 
  terrain from the ranger class’s favored 
  terrain class feature (except urban).
  Feyborn can move through natural 
  difficult terrain at their normal speed 
  while within the chosen terrain. Magi-
  3
  Feyborn Racial Traits
  +2 to One Ability Score: Feyborn characters gain a +2 bonus to one ability score of their choice 
  at creation to represent their varied nature. 
  Fey: Feyborn are fey with the human subtype. 
  Medium: Feyborn are Medium creatures and receive no bonuses or penalties due to their size. 
  Normal Speed: Feyborn have a base speed of 30 feet. 
   Low-Light Vision: Feyborn can see twice as far as humans in conditions of dim light. 
  Attuned to the Wild: Select one type of terrain from the ranger class’s favored terrain class fea-
  ture (except urban). While you are in your selected terrain type, your natural healing rate can heal 
  an additional 2 hit points per level per day, after which it ceases to function. 
  Fey Damage Resistance:  Feyborn gain DR 5/cold iron. 
  Camouflage: Select one type of terrain from the ranger class’s favored terrain class feature (ex-
  cept urban). Feyborn gain a +4 racial bonus on Stealth checks while within that terrain type. Must be 
  the same terrain type as Attuned to the Wild.
  Fey Magic: Feyborn gain a +1 bonus to the DC of any saving throws against illusion 
  spells that they cast. Those with a Charisma score of 11 or higher also gain the following 
  spell-like abilities: 1/ day—dancing lights, ghost sounds, prestidigitation, speak with 
  animals. The caster level for these effects is equal to the user’s level. The DC for the 
  spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. 
  Languages:  Feyborn begin play speaking Common and Sylvan. 
  
  cally altered terrain affects them nor-
  mally. Must be the same terrain type as 
  Attuned to the Wild. This replaces the 
  Camouflage racial trait.
  Fairy Gifts (race traits)
  Breeze Step (Feyborn)
  Your fey ancestor was known for 
  its untamed speed. When in com-
  bat, you feel a fierce surge of energy 
  through your body.
  Benefit: Once per day, you may 
  move an additional 5 feet as part of a 
  move action.
  Color Thief (Feyborn)
  Your skin is an odd tint that some-
  how absorbs and reflects surrounding 
  colors. 
  Benefit: You gain a +2 trait bonus 
  on Stealth checks, providing you wear 
  only light armor or no armor.
  Child of Spring (Feyborn)
  You have spent long months sur-
  rounded by the ever-blooming flow-
  ers and lush trees of nature. These 
  moments bring you closer to your fey 
  heritage.
  Benefit: You gain a +1 trait bonus 
  on Knowledge (nature) checks, and 
  Knowledge (nature) is always a class 
  skill for you. You may always make 
  Knowledge (nature) checks as though 
  you were trained in the skill.
  Friend of the Fey (Feyborn)
  You have a special relationship 
  with the fey, having grown up in close 
  proximity to them.
  Benefit: You gain a +2 trait bonus 
  on Diplomacy checks against fey crea-
  tures.
  Nature’s Bane (Feyborn)
  Having seen and fought  against 
  that which corrupts the natural world, 
  you have learned the best ways to kill 
  the various corrupted creatures.
  Benefit: You gain a +2 trait bonus 
  on weapon damage against evil fey, 
  and plants and animals corrupted by 
  evil.
  Favored Class Options
   
  The following favored options are 
  available to all feyborn who have the 
  listed favored class, and unless oth-
  erwise stated, the bonus applies each 
  time you select the class reward. 
  Alchemist: Add +1 foot to the 
  range increment of the alchemist’s 
  thrown splash weapons (including the 
  alchemist’s bombs). This option has no 
  effect unless the alchemist has selected 
  it 5 times (or another increment of 5); 
  a range increment of 24 feet is effec-
  tively the same as a range increment of 
  20 feet, for example. 
  Barbarian: Add +1/4 to the bo-
  nus on Ref lex saves and dodge bonus 
  to AC against attacks made by traps 
  granted by trap sense. 
  Bard: Add +1 to the bard’s total 
  number of bardic performance rounds 
  per day. 
  Cavalier: Add +1 foot to the cava-
  lier’s mount’s base speed. This option 
  has no effect unless the cavalier has se-
  lected it 5 times (or another increment 
  of 5); a speed of 54 feet is effectively 
  a speed of 50 feet, for example. If the 
  cavalier ever replaces his mount, the 
  new companion gains this base speed 
  bonus. 
  Cleric: Add +1/3 to the amount of 
  damage dealt or damage healed when 
  the cleric uses channel energy. 
  Druid: Select one cleric domain 
  power at 1st level that is normally us-
  able a number of times per day equal to 
  3 + the druid’s Wisdom modifier. The 
  druid adds +1/2 to the number of uses 
  per day of that domain power. For dru-
  ids whose nature bond gives them an 
  animal companion, add +1 skill rank 
  to the animal companion. If the druid 
  ever replaces her animal companion, 
  the new companion gains these bonus 
  skill ranks. 
  Fighter: Add +1 to the fighter’s 
  CMD when resisting a disarm or over-
  run combat maneuver. 
  Gunslinger: Add +1/4 to the 
  number of grit points in the gunsling-
  er’s grit pool. 
  Inquisitor: Add +1/4 to the num-
  ber of times per day the inquisitor can 
  change her most recent teamwork feat. 
  Magus: Add +1/4 to the magus’s 
  arcane pool. 
  Monk: Add +1/2 on Escape Art-
  ist checks and on Acrobatics checks to 
  cross narrow surfaces. 
  Oracle: Add one spell known from 
  the oracle spell list. This spell must 
  be at least one level below the highest 
  spell level the oracle can cast. 
  Paladin: Add +1 foot to the size 
  of all the paladin’s aura class features. 
  This option has no effect unless the 
  paladin has selected it 5 times (or an-
  other increment of 5); an aura of 14 
  feet is effectively the same as a 10-foot 
  aura, for example. 
  Ranger: Add +1 skill rank to the 
  ranger’s animal companion. If the 
  ranger ever replaces his companion, 
  the new companion gains these bonus 
  skill ranks. 
  Rogue: Add a +1/2 bonus on Bluff 
  checks to feint and Diplomacy checks 
  to gather information. 
  Sorcerer: Select one bloodline 
  power at 1st level that is normally us-
  able a number of times per day equal 
  to 3 + the sorcerer’s Charisma modi-
  fier. The sorcerer adds +1/2 to the 
  number of uses per day of that blood-
  line power. 
  4
  Vital Statistics
  Feyborn Random Starting Age
  Starting 
  Age
  Young
  Adult
  Middle Age
  60 years
  +4d6
  +6d6
  +8d6
  Feyborn Aging Effects
  Middle Age
  Old
  Venerable
  Max Age
  150 years
  200 
  years
   250
   years
  +6d% 
  years
  At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  At old age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  At venerable age, -1 to Str, Dex, and Con; +1 to Int, Wis, and 
  Cha.
  Feyborn Random 
  Height and Weight
  Gender
  Base 
  Height
  Height 
  Mod
  Base 
  Weight
  Weight 
  Mod
  Male
  5’1”
  +2d6”
  160 lb.
   +2d4 lb.
  Female
  4’5”
  +2d4”
  125 lb.
  +2d4 lb.
  
  Summoner: Add +1/4 to the eido-
  lon’s evolution pool. 
  Witch: Add one spell from the 
  witch spell list to the witch’s familiar. 
  This spell must be at least one level be-
  low the highest spell level she can cast. 
  If the witch ever replaces her familiar, 
  the new familiar knows these bonus 
  spells. 
  Wizard: When casting wizard en-
  chantment spells, add +1/3 to the ef-
  fective caster level of the spell, but only 
  to determine the spell’s duration. 
  Feyborn Feats
  Over their long history, fey have 
  fought against the rise of civilization 
  and the destructive nature of the hu-
  manoid races. As a result, they have 
  developed a number of tricks and abili-
  ties they have passed down to the fey-
  born. 
  Calm Animal
  Your inherited skill in relating to 
  animals allows you to avoid difficult 
  situations with them.
  Prerequisite: Diplomacy 3 ranks, 
  Handle Animal 3 ranks, feyborn.
  Benefit: You can make a special Di-
  plomacy check to calm and quiet down 
  domesticated animals. Unlike most 
  Diplomacy checks, this one takes only 
  1 round, but typically requires you be 
  able to make eye contact with the ani-
  mal. For every 5 ranks in Handle Ani-
  mal you possess, you gain a +1 bonus 
  on this check. The typical DC to calm 
  an animal in this way is 15 + the ani-
  mal’s Charisma modifier (for an indif-
  ferent animal to give simple aid, such 
  as not barking or growling at a thief in 
  the night), but particularly hostile ani-
  mals, or those well-trained as guards, 
  for instance, may have higher DCs. If 
  the animal is currently being handled 
  by its owner, a -10 penalty applies to 
  this check.
  Charming
  Your natural power to charm is 
  considerable.
  Prerequisites: Feyborn, Cha 17.
  Benefit: You gain the domain 
  powers (though not the spells) of the 
  charm domain. For purposes of these 
  powers, treat your character level as 
  your cleric level.
  Child of the Wild
   Your racial connection with the 
  wilderness enhances your ability to 
  react to threats. 
  Prerequisites: Attuned to the 
  Wild, feyborn. 
  Benefit: When you are in a terrain 
  type you have selected the Attuned to 
  the Wild racial trait for, you gain a +2 
  dodge bonus to Armor Class. If you are 
  in an area that qualifies as more than 
  one kind of terrain, these bonuses do 
  not stack; you receive the bonus for 
  only one of the terrain types. 
  Fey-Born Sorcery
  Enchantments you cast are en-
  hanced with the fey magic inherent to 
  your very nature.
  Prerequisite: Fey bloodline sor-
  cerer or feyborn.
  Benefit: When using a spell of the 
  Enchantment school, add +4 to all op-
  posed Charisma checks.
  Fey Sense 
  You have the ability to sense the 
  presence of fey beings.
  Prerequisite: Feyborn. 
  Benefit: The character has a sensi-
  tivity to the presence of fey beings, and 
  as a free action, can detect the pres-
  ence of fey creatures within 100 feet. 
  The character does not know the type 
  or specific location of the fey creatures, 
  nor does this feat grant the ability to 
  physically see invisible fey. The char-
  acter only senses the number and gen-
  eral direction of all fey within range.
  Haunted Fey
  You use your fey magic to take on 
  an eerie illusory appearance.
  Prerequisite:  Cha 13, fey magic 
  racial trait, Knowledge (arcana) 1 rank, 
  feyborn.
  Benefit: You add haunted fey as-
  pect to your list of fey magic spell-like 
  abilities, and you can use this spell-like 
  ability twice per day.
  Leaf Singer
  Your songs recount the ways and 
  mysteries of the fey.
  Prerequisites: Cha 13, bardic 
  performance class feature, feyborn.
  Benefit: When you use bardic per-
  formance with audible components in a 
  forest, the range or area of your chosen 
  performance is doubled. In addition, the 
  DC for saving throws against your bardic 
  performance is increased by +2 for crea-
  tures of the fey type, regardless of where 
  the performance occurs.
  Life’s Blood 
  Your blood flows with eternal life, 
  and its healing powers allow you use 
  your blood to heal others.
  Prerequisite: Feyborn. 
  Benefit: At will as a full-round ac-
  tion, you may perform a special blood-
  letting ritual through which you sacri-
  fice some of your own vitality to heal 
  another creature. When using this feat, 
  you take 1d4 points of damage and ap-
  ply your blood to the wounds of a living 
  creature, healing it for a number of hit 
  points equal to the amount of damage 
  you took from the ritual. This is a super-
  5
  Knowledge of the Feyborn
  Knowledge 
  (nature) DC 
  Result
  10
  Feyborn are created from the pairing of humans and fey creatures.
  12
  Most feyborn have general qualities possessed by fey, especially those involving charm and illusions.
  15
  Some feyborn have such strong ties to their fey parent that they can be identified as being a specific type 
  of feyborn, with their own unique abilities and specific appearance.
  
  6
  natural ability. Only you can perform 
  this bloodletting. A creature cannot be 
  healed by this ability more than once 
  per day. 
  Overwhelming Beauty
  You have a perfect physical ap-
  pearance, alluring personality, in-
  credible grace, and an eye color of un-
  natural color.
  Prerequisite: 1st level character, 
  Cha 15 Dex 13, feyborn.
  Benefit: You ignore all penalties to 
  Bluff; this benefit does not apply to ef-
  fects that reduce your Charisma score, 
  such as ability damage or disease. You 
  can also retry a failed Diplomacy check 
  once per day.
  Special: A GM can still determine 
  that a retry of a Bluff check is impos-
  sible.
  Prophetic Dreamer
  Your dreams sometimes echo the 
  future.
  Prerequisites: 
  Feyborn, 
  GM’s 
  permission.
  Benefit: Once per session after 
  resting, your GM should inform you of 
  a dream you have had that portends an 
  event that may be in your future. Ide-
  ally, this dream could warn you of a 
  possible danger or guide you to a good 
  decision. The dream need not come 
  true but should be a possible or likely 
  moment in your future. These dreams 
  could be symbolic, literal, or a combi-
  nation of both.
  Seduction
  You are good at using your sexual 
  charms.
  Prerequisite: Cha 13, feyborn.
  Benefit: You gain +4 circumstance 
  bonus to Bluff and Diplomacy checks 
  with creatures who you are sexually 
  compatible with. You also gain a +2 
  bonus to the DC of your charm spells.
  Special: If you act with hostility 
  toward or bluntly reject the advances 
  of a creature you have used this feat 
  with, their attitude toward you auto-
  matically declines by one step and you 
  may not use seduction with them again 
  until it has improved. Sexual compat-
  ibility is determined by apparent race 
  and sex of the seducer with respect to 
  the normal sexual preferences of the 
  target.
  Feyborn Equipment 
  Pheromones, Dryad
  Made from a cocktail of scents, both 
  natural and alchemically enhanced 
  and named for the infamously beau-
  tiful dryad. These pheromones, a thin 
  oil which interacts with the body’s nat-
  ural scent, create an irresistible aroma 
  which triggers passionate responses in 
  those who inhale it. 
  The wearer gains a +2 circum-
  stance penalty to all Bluff, Diplomacy 
  and Gather Information skill checks 
  against those within a 20 ft. radius 
  of him. Against beings with the scent 
  ability, the range is doubled and the 
  circumstance bonus increased to +4. 
  A single application of dryad phero-
  mones is effective for one hour. Crea-
  tures that have no sense of smell are 
  immune to the effects of dryad phero-
  mones.
  single dose - 25 gp
  Crescent Twilight
  This sword is used almost exclu-
  sively by the fey, and many feyborn 
  receive training with this weapon. 
  The sword is the size of a long-
  sword but consists of two 
  crescent 
  blades 
  placed 
  side by side, each end-
  ing in a blue tip.
  Fairy Dust
  Fey creatures make fairy dust from 
  their own dander (such as shed hair 
  and skin) and collect it to give as gifts 
  to mortals. It cannot be created by any 
  known alchemical or magical process. 
  Fairy dust has a soft, silvery glow, vis-
  ible only in natural darkness and  spar-
  kles in normal light. If a pinch of fairy 
  dust is added to the material compo-
  nent for any Illusion spell, it adds +1 to 
  the saving throw DC.
  A Knowledge (nature) check (DC 
  20) can identify fairy dust and its effect. 
  A Wilderness Lore check (DC 20+) can 
  allow a character to find fairy dust in 
  the appropriate location, assuming the 
  conditions are appropriate.
  Martial Weapons
   Cost
   Dmg (S)
   Dmg (M)
   Critical
   Range
   Weight1
   Type2
   Special 
  One-Handed Melee Weapons
  Crescent Twilight
   30 gp
   1d6
  1d8
   18-20/x2
  —
   6 lb
   S
   deadly
  
  7
  Magic Items
  Auberon’s   bLADe
  Aura strong transmutation; CL 12th 
  Slot none; Price 45,000 gp; 
  Weight 4 lbs.
  DESCRIPTION
  Normally a +3 flaming longsword, the 
  Auberon’s Blade is a potent artifact of 
  the Unseen Court. The wielder of the 
  Auberon’s Blade can transform the 
  weapon into a whip-like form that has 
  15-ft. reach and can be used to make 
  trip attacks, but which still deals dam-
  age as a +3 flaming longsword. The 
  blade shifts and reverts as a free action 
  at the wielder’s control.
  CONSTRUCTION 
  Requirements: Craft Magic Arms and 
  Armor, polymorph; Cost 22,500 gp.
  beLL, GremLin
  Aura faint abjuration; CL 2nd 
  Slot none; Price 400 gp; Weight —
  DESCRIPTION
  From rural villages to bustling cities, 
  many blame even the slightest misfor-
  tunes on the depredations of gremlins. 
  Regardless of whether such crea-
  tures are truly to blame for a com-
  munity’s problems, many shrines and 
  hedge wizards sell tiny charms to their 
  neighbors, talismans meant to ward 
  off lesser evils: gremlin bells.
  Crafted from bronze, brass, or 
  countless other semiprecious met-
  als, these miniature bells — no more 
  than an inch tall — hang from delicate 
  chains or short silken cords and ring 
  with a tinny tinkling. 
  Typically affixed over doorframes 
  or to precious objects, when rung fre-
  quently these ornaments supposedly 
  ward off gremlins and protect those 
  nearby from ill fortune. And unlike 
  most such folk magic, expertly made 
  gremlin bells actually work.
  Gremlin bells have two uses. First, 
  they irritate gremlins. Any gremlin 
  that comes within 20 feet of a gremlin 
  bell cannot make use of any of its su-
  pernatural abilities and becomes un-
  comfortable, typically seeking to leave 
  the area (though it is not compelled to 
  do so). Secondly, once per day a grem-
  lin bell can be purposefully rung. All 
  gremlins within 20 feet who can hear 
  the chime must make a DC 16 Will save 
  or be sickened for the next 5 minutes.
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, 
  protection from evil; Cost 200 gp.
  iron boots, reDcAp
  Aura moderate transmutation;
  CL 8th  Slot feet; Price 10,500 gp; 
  Weight 2 lbs.
  DESCRIPTION
  These massive boots are made from 
  crude sheets of iron, riveted and bolted 
  together.
  The boots are so large and cumber-
  some that their wearer takes a —2 
  penalty on Stealth checks, but gains 
  a +2 enhancement bonus on overrun 
  attempts and a +2 dodge bonus to AC 
  while attempting an overrun combat 
  maneuver. In addition, once per day 
  the wearer can make a trample at-
  tack. Regardless of his actual size, the 
  creature wearing the boots can tram-
  ple creatures of size Large or smaller 
  in his path. The trample attack deals 
  2d8+18 points of damage (Reflex DC 
  29 halves).
  CONSTRUCTION 
  Requirements: Craft Wondrous 
  Item, beast shape III; Cost 5,250 gp.
  sAnDALs, DryAD
  Aura moderate conjuration and 
  transmutation; CL 9th Slot feet; Price 
  24,000 gp; Weight 1 lb.
  DESCRIPTION
  These sandals are woven from 
  grass, lengths of pliant vine, living 
  leaves, and supple bark.
  In forest terrain, the wearer leaves 
  no tracks or scent and gains a +2 com-
  petence bonus on Stealth checks.
  The wearer can move through natu-
  ral undergrowth without impediment 
  or harm as a druid using woodland 
  stride, and once per day she may step 
  inside a tree and remain there for up 
  to 9 hours, or teleport to a similar tree 
  within range, as tree stride but allow-
  ing only a single teleport.
  CONSTRUCTION 
  Requirements: Craft Wondrous 
  Item, pass without trace, tree stride, 
  creator must be a druid; Cost 12,000 gp
  spriGGAnbLooD          
  cuDGeL
  Aura faint transmutation; CL 1st Slot 
  none; Price 3,380; Weight 3 lbs.
  DESCRIPTION
  This gnarly looking +1 club is etched 
  with a leering spriggan face. Three 
  times per day, you may cause the 
  weapon to enlarge; this grants the 
  weapon the reach quality. The weapon 
  may stay in this state until commanded 
  back or up to one continuous minute.
  CONSTRUCTION
  Requirements: Craft Magic Arms and 
  Armor, enlarge person; Cost 1,690 gp.
  syLpH’s sWorD
  Aura faint enchantment; CL 5th
  Slot none; Price 7,710 gp; 
  Weight 2 lbs
  DESCRIPTION
  This thin silver-hilted blade stores one 
  of the fey’s favorite spells. Once per 
  day, upon command as a free action, 
  a target struck by this weapon must 
  make DC 13 Will save or be affected 
  by the deep slumber spell.
  CONSTRUCTION
  Requirements: Craft Magic Arms and 
  Armor, deep slumber; Cost 3,855 gp
  
  8
  Feyborn Heritage
  Regardless of their fey ancestry, most feyborn possess 
  similar traits and abilities. The otherworldly nature of the fey 
  combined with the young race of humans often makes it dif-
  ficult to tell a feyborn’s heritage by their appearance.
  A few feyborn, however, hold strong blood ties to their 
  particular fey ancestor. A player may choose one of the fol-
  lowing fey heritages for her feyborn character in place of the 
  traditional feyborn racial features. Each heritage presents 
  new racial traits, spell-like abilities, ecology, as well as a dis-
  tinct physical appearance. 
  Bogeyborn
  Many believe that the most cruel and mischievous fey be-
  come bogeymen as a punishment or a reward for their ac-
  tions. Others see bogeymen as supernatural manifestations 
  of society’s willingness to do itself harm.
  BOGEYBORN
  Ancestry Bogeyman
  Typical Alignment CN
  Ability Modifiers +2 Dex, +2 Cha, –2 Wis
  Special: Bogeyborn are always male.
  The offspring of the bogeymen tend to be mere tricksters, 
  seeing everyone as a fair target of a mischievous ploy. Other 
  embrace the cruel nature of their forefathers, they haunt the 
  abandoned places of the mortal world and their tricks often 
  have fatal consequences. 
  Bogeyman feyborn have dusty grey skin that holds a moist 
  sheen. Their hair is often white and hangs about their head in 
  thin spiderweb-like strands. In darkness, their eyes shimmer 
  like polished metal.
  Many of these feyborn delight in the same perversion of 
  their fey parent in causing fear to those around them. As 
  such, the prefer classes that aid in such behavior leading 
  many to becoming rogues, fighters, and ninja.
  TRAITS
  The following are race traits for bogeyman feyborn.
  Vision of Fear: Once per day, a bogeyman feyborn can 
  create a 20-foot-radius burst that causes humanoids within 
  the aura’s range to see a realistic illusion of their most terrify-
  ing fears upon the area. Structures, equipment, and creatures 
  within the area are not hidden, though environmental fea-
  tures take on a nightmarish appearance. Any creature within 
  the area  may resist this effect by making a successful Will 
  saving throw (DC 10 + 1/2 the user’s character level + the 
  user’s Charisma modifier) or become shaken and also take 
  a –2 penalty on saves versus fear effects; the fear and pen-
  alty persists as long as the creature remains in the area. This 
  ability lasts for 1 minute + the user’s character level. This re-
  places the Attuned to the Wild and Camouflage racial trait.
  Shadow Magic: Bogeyman feyborn add +1 to the DC of 
  any saving throws against spells of the shadow subschool that 
  they cast. Feyborn with a Charisma score of 11 or higher also 
  gain the following spell-like abilities: 1/ day—ghost sound, 
  pass without trace, ventriloquism. The caster level for these 
  spell-like abilities is equal to the user’s character level. This 
  replaces the Fey Magic racial trait.
  Dryadborn
  Dryads are benign guardians of trees, and though they can 
  do little in the way of direct violence, they can trap and dis-
  able threats to their homes or turn enemies into allies.
  DRYADBORN
  Ancestry Dryad
  Typical Alignment CG
  Ability Modifiers +2 Dex, +2 Cha, –2 Wis
  Special: Dryadborn are always female.
  Children of the dryad tend to shy away from the business 
  of cities and prefer small groups or just plain solitude. Many 
  remain in a single area for most of their lives, lacking any real 
  desire to travel beyond their comfortable surroundings. 
  Dryadborn tend to have earthy skin complexions and 
  hair the color of leaves, from bright greens and browns to 
  shades of yellow and orange. Even rarer is the feyborn dryad 
  who’s hair changes per the seasons. It is common for these 
  offspring to have patches of moss or even leaves sprout ran-
  domly on their bodies, and most possess the greenest eyes 
  you’ve ever seen. However they look, it is rare one does not 
  consider them beautiful.
  These feyborn have a inherited connection to nature and 
  prefer classes that keep them in close proximity to those sur-
  roundings. Dryadborn excel being druids and rangers.
  TRAITS
  The following are race traits for dryad feyborn.
  Hydrated Vitality: Dryadborn gain fast healing 2 for 1 
  round anytime they submerge completely within a body of 
  natural salt water, fresh water, or brackish water. Stagnant, 
  poisoned, or trapped water (such as water within an artificial 
  pit or a bag of holding) does not activate this ability. Dryad 
  feyborn can heal up to 2 hit points per level per day with this 
  ability, after which it ceases to function.  This replaces the At-
  tuned to the Wild racial trait.
  Oak Tree Empathy:. Dryadborn gain the ability to 
  communicate with oak trees as if under the effects of a speak 
  with plants spell (caster level equal to 1/2 the character’s Hit 
  Dice). The typical oak tree has a starting attitude of indiffer-
  ent. To use oak tree empathy, the dryad feyborn and the tree 
  must be within 30 feet of one another under normal condi-
  tions. In addition, they gain a +2 racial bonus on Diplomacy 
  checks when dealing with these trees. This is a supernatural 
  ability. This replaces the Fey Magic racial trait.
  
  9
  Leprechaunborn
  Leprechauns are small, fun-loving tricksters. They are 
  most commonly found in forests and share the close con-
  nection with nature that is possessed by most fey creatures. 
  Leprechauns love playing tricks on unknowing passers-
  by—almost as much as they love a fine bottle of wine and a 
  plateful of hot food in their bellies.
  LEPRECHAUNBORN
  Ancestry Leprechaun
  Typical Alignment CN
  Ability Modifiers +2 Dex, +2 Cha, –2 Str
  Special: Feyborn leprechauns are always Small and gain 
  a +1 size bonus to their AC, a +1 size bonus on attack rolls, 
  a –1 penalty to their Combat Maneuver Bonus and Combat 
  Maneuver Defense, and a +4 size bonus on Stealth checks. 
  This replaces the Medium size racial trait.
  Those with a leprechaun parent or ancestor tend to be 
  boisterous tricksters who love to indulge in the finer things 
  in life; dancing, singing, drinking, and food. But there is one 
  family trait that tops all those, the love of gold. Leprechaun-
  born didn’t escape this attraction to the precious mineral, 
  but are not as nearly fanatical as their predecessors. They 
  tend to prefer objects of gold, and when able will buy items 
  or ordorn themselves with nothing else. 
  Feyborn leprechauns are small in size and generally have 
  a plump torso with gangly limbs. Their hair often thick and 
  orange/red in color, gaining streaks of grey or white as they 
  age.
  These feyborn enjoy life to the fullest and often take the 
  role of bards. Those with a particular lust for gold or magic 
  also tend to become fighters or arcane casters as well. 
  TRAITS
  The following are race traits for leprechaun feyborn.
  Leprechaun Magic: Leprechaun feyborn add +1 to the 
  DC of any saving throws against spells of the Illusion school 
  that they cast. Feyborn with a Charisma score of 11 or high-
  er also gain the following spell-like abilities: 1/ day—ghost 
  sound, prestidigitation, ventriloquism. The caster level for 
  these spell-like abilities is equal to the user’s character level. 
  This replaces the Fey Magic racial trait.
  Greed: Leprechaunborn gain a +2 bonus on Appraise 
  checks to determine the price of nonmagical goods that con-
  tain precious metals or gemstones. This replaces the Cam-
  ouflage racial trait.
  Miteborn
  Descended from even smaller fey, the mites are among 
  the most pitiful and craven dwellers of the dark.
  MITEBORN
  Ancestry Mite
  Typical Alignment CN
  Ability Modifiers +2 Dex, +2 Wis, –2 Str
  Special: Feyborn mites are always Small and gain a +1 
  size bonus to their AC, a +1 size bonus on attack rolls, a –1 
  penalty to their Combat Maneuver Bonus and Combat Ma-
  neuver Defense, and a +4 size bonus on Stealth checks. This 
  replaces the Medium size racial trait.
  Some unfortunate feyborn might find the blood of the 
  mite amongst their ancestors. The miteborn are small and 
  timid, preferring to keep to themselves. They do have a natu-
  ral affection for vermin, and often keep the pests for com-
  panionship.
  Although not as ugly as mites, many of these feyborn still 
  have swollen and misshapen faces. A blue tint can be seen 
  on their skin when they move, and many miteborn prefer to 
  wear layered clothing to hide this from other. 
  Miteborn have no particular interest in any one class, but 
  prefer to shy away from direct combat and attack from a dis-
  tance.
  TRAITS
  The following are race traits for mite feyborn.
  Mite Magic: Leprechaun feyborn add +1 to the DC of 
  any saving throws against spells of the Evocation school that 
  they cast. Feyborn with a Charisma score of 11 or higher also 
  gain the following spell-like abilities: 1/ day—doom, pres-
  tidigitation. The caster level for these spell-like abilities 
  is equal to the user’s character level. This replaces the Fey 
  Magic racial trait.
  Spider Empathy: Though mightborn often relate poor-
  ly to humanoids, some share an affinity with baser creatures. 
  These feyborn gain the ability to communicate with spiders 
  as if under the effects of a speak with animals spell (caster 
  level equal to 1/2 the character’s Hit Dice). Spiders are nor-
  mally mindless, but this empathic communication imparts 
  on them a modicum of implanted intelligence. Spider em-
  pathy treats swarms as if they were one creature possessing 
  a single mind. In addition, they gain a +2 racial bonus on 
  Diplomacy checks when dealing with these creatures. When-
  ever these miteborn initiate an exchange, spiders begin with 
  a starting attitude of indifferent. This is a supernatural abil-
  ity. This replaces the Camouflage racial trait.
  
  10
  Nereidborn
  Nereids are capricious and often dangerous aquatic fey 
  that appear as strikingly beautiful women, often seen bath-
  ing unclothed in the water.
  NEREIDBORN
  Ancestry Nereid
  Typical Alignment CN
  Ability Modifiers +2 Dex, +2 Cha, –2 Str
  Special: Nereidborn are always female.
  Sometimes the nereid doesn’t kill the men the lure to 
  them, and instead this union produces an offspring. The ne-
  reid feyborn, like their mothers, love to be near water and 
  particularly the roaring waters of the sea. 
  The nereidborn is always beautiful and has many sutors 
  throughout their life. Their hair is often pearl white, like the 
  foam of the crashing waves and their eyes tend to be bright 
  clear blue or a dark murky green.
  These feyborn are free spirits who enjoy the attention of 
  others, particularly the opposite sex. Like many fey and fey-
  born, the bard is a natural fit for them. Many nereidborn also 
  become witches or other arcane casters.
  TRAITS
  The following are race traits for nereid feyborn.
  Hydrated Vitality: Nereidborn gain fast healing 2 for 
  1 round anytime they submerge completely within a body of 
  natural salt water, fresh water, or brackish water. Stagnant, 
  poisoned, or trapped water (such as water within an artificial 
  pit or a bag of holding) does not activate this ability. Nereid 
  feyborn can heal up to 2 hit points per level per day with this 
  ability, after which it ceases to function.  This replaces the At-
  tuned to the Wild racial trait.
  Nereid Fascination: Once per day, a Nereidborn can 
  create a 20-foot-radius burst that causes humanoids with-
  in the aura’s range to become fascinated with the user (as 
  the bard’s fascinate bardic performance). Affected human-
  oids may resist this effect by making a successful Will sav-
  ing throw (DC 10 + 1/2 the user’s character level + the user’s 
  Charisma modifier). This replaces the Fey Magic racial trait.
  Nereid Poison: A number of times per day equal to its 
  Constitution modifier (minimum 1/day), a nereidborn can 
  spray a target with its toxic poison. 
  Poison spray (range 15 ft.)—contact; save Fort DC 10 
  + 1/2 the user’s Hit Dice + the user’s Constitution modifier; 
  frequency 1/round for 6 rounds; effect 1 Con; cure 1 save .
  This is a supernatural ability. This replaces the Camouflage 
  racial trait.
  Random Feyborn Features
  Presented below are dozens 
  of features feyborn might pos-
  sess. None of the following fea-
  tures grant characters any spe-
  cial powers in excess of their 
  usual abilities.
  01-04 Small horns on forehead 
  05-06 Small horns on temples 
  07 Single horn on forehead 
  08-09 Long, thin face 
  10 Fangs 
  11 All teeth are pointed 
  12 Long tongue 
  13-14 Pointed ears 
  15 Large ears 
  16 Extremely long nose 
  17 Very small nose 
  18 Extremely long eyebrows 
  19-21 White eyes 
  22-23 Black eyes (no whites)
  24 Unnaturally colored eyes 
  25-26 Extremely small eyes 
  27-28 Leaf/vine hair
  29-30 Fire/water/other hair 
  31 Unnaturally colored hair 
  32-33 Six fingers (including thumb)
  34-35 Four fingers (including thumb) 
  36-37 Large hands
  38-39 Long fingernails 
  40-41 Fingers longer than normal 
  42 Arms longer than normal 
  43 Legs longer than normal 
  44-46 Bird-like features 
  47-49 Goat-like features 
  50-52 Other animal-like features
  53-55 Insect-like features 
  56-57 thin body type 
  58-59 thick body type 
  60-62 Quills on back
  63-65 Spiny ridges all over body
  66-68 Hairless body 
  69-71 Body covered in spots
  72-73 Body covered in stripes
  74-75 Colored patches of skin
  76-80 Moist skin 
  81-83 Leathery skin 
  84 Small feathers rather than hair 
  85 Green-tinted skin 
  86 Blue-tinted skin 
  87 Red-tinted skin 
  88-89 Other color-tinted skin
  90-94 Roll twice, rerolling results 
  above 89
  95-000 Roll three times, rerolling 
  results above 89
  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc ("Wizards"). All Rights Reserved.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave
  Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Bals-
  ley, Kevin Baase, Casey Christofferson, Lance Hawvermale,Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
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  Jonathan Tweet, Monte Cook, and Skip Williams.
  101 3rd Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. Russell.
  Advanced Feats: The Witch’s Brew. Copyright 2010, Open Design LLC, www.koboldquarterly.com. All rights re-
  served.
  Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 2011, Open Design LLC, www.koboldquar-
  terly.com. All rights reserved.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Children of the Fey is copyright © 2005 Peter M. Ball.
  Content from http://www.necromancers-online.com/. Copyright 2010-2012 Necromancers of the Northwest, LLC
  Faeries Copyright 2003, Bastion Press, Inc.
  Feats 101. Copyright 2009, Steven D. Russell.
  Fey Folio: Clans of the Fey Realm. Copyright 2010 Alluria Publishing; Author: Matthew Cicci
  GameMastery Module E1: Carnival of Tears, Copyright 2007 Paizo Publishing, LLC. Authors: Tim Hitchcock and 
  Nicolas Logue.
  Island at the Axis of the World. Copyright 2011, EN Publishing; Author: Ryan Nock.
  Pathfinder Player Companion: Blood of Angels © 2012, Paizo Publishing, LLC; Author: Amber E. Scott.
  Pathfinder Player Companion: Goblins of Golarion. © 2011, Paizo Publishing, LLC; Author: James Jacobs, Hal Ma-
  clean, and Richard Pett.
  Pathfinder Player Companion: Inner Sea Primer. Copyright 2010, Paizo Publishing, LLC; Author: Colin McComb.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, 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 Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, 
  Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, 
  Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitch-
  cock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  The Genius Guide To: Races of Hoof and Horn. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  The Quintessential Sorcerer copyright 2003, Mongoose Publishing Ltd
  Cunningham, Kelly “Gotrek22” Gragg, Jeff “Shadowborn” Lee, Jonathan “Wicht” McAnulty, Joshua “Zynete” 
  Racial Ecologies: Guide to Feyborn © 2012, Fat Goblin Games, Jason Stoffa, Rick Hershey
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying
  Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the
  Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under
  the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for
  more information on the compatibility license.
  Racial Ecologies: Guide to Feyborn and all other Fat Goblin Games product names and their respective logos are trademarks of Fat Gob-
  lin Games in the U.S.A. and other countries.
  All Fat Gobin Games characters, character names, and the distinctive likenesses thereof are property of Fat Goblin Games. This mate-
  rial is protected under the copyright laws of the United States of America. Any similarity to actual people, organizations, places, or 
  events included herein is purely coincidental.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), 
  dialogue, plots, story lines, language, incidents, locations, characters, artwork, and trade dress.
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  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content might be reproduced in any form without written permission. To learn more about the Open Game 
  License and the d20 System License, please visit wizards.com/d20.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Racial Ecologies - Guide to Feyborn.pdf