Fey Blood
Fey Blood
Fey Blood
Combination: Fighter/Magic-User
Prime Requisites: Strength, Intelligence
Hit Dice: d8
Races: Elf and Half Elves
Armor Allowed: any
Weapons Allowed: any
Alignments: any
Spells: See below
To Hit: As fighter
Save As: Magic User
Proficiencies: As Fighter
The Elves are legendary in their ability to meld the best of the Fighter class with the mysteries of the
Magic User. Those who can are known as Feybloods (translated from the Elven). The Elves seem to
perform the feat of combining such contradictory professions easily, but few outside this race have
discovered the secret of the Feyblood. Those that do are powerful and respected (and envied) wherever
they travel… though many consider their powers derived from actual fey blood, and this can cause
friction among other races.
A Feyblood gains the ability called Weapon Mastery, at certain levels Feyblood gain bonus to Hit and
their AC as well as special abilities. A Feyblood must choose one weapon and one weapon to gain the
benefits of weapon mastery with. This must be a melee weapon.
A Feyblood with at least a 16 in both Strength and Intelligence is eligible to gain the +10% bonus to
experience point awards for superior Prime Requisite statistics.
LEVEL 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 1 - - - - - - -
3 2 2 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - -
10 4 4 3 3 2 - - - -
11 4 4 4 4 3 1 - - -
12 5 5 5 4 4 2 - - -
13 5 5 5 4 4 2 1 - -
14 5 5 5 5 5 2 1 - -
15 5 5 5 5 5 3 2 1 -
16 5 5 5 5 5 3 2 2 1
Special Abilities
Despair Effect: A Feyblood’s amazing ability with his weapon can cause despair and fear in some
opponents. This is called the despair effect. When it happens, the targets affected must make a standard
morale check. Opponents must be above animal intelligence to be affected. Targets that fail their morale
rolls try to flee or surrender at their next opportunity. The DM should describe the expressions of the
monsters that have had to make special despair morale checks, but he or she shouldn't describe whether
the monsters successfully made their rolls until it's time for them to act.
When to Roll for Despair: The DM should have affected monsters and NPCs make their morale rolls
under any of the following circumstances:
• The weapon user inflicts maximum possible damage with his weapon.
• The weapon user avoids all damage in a round by deflecting the opponent's blows.
• The weapon user disarms two or more opponents in the same round.
The DM may choose to check for despair during other special situations if he desires.
PC Victims of Despair: Player characters under a despair effect must make a saving throw vs. death ray.
If they succeed, they are merely impressed; those who fail must retreat in awe for 1d6 rounds.
Numbers Affected: The despair effect can only affect a certain number of enemies at a time. This varies
with the character's level of mastery as follows:
Frequency of Use: A Feyblood can only use his despair ability once per fight (once the current situation
leaves the combat sequence, the fight is over).
Second Attack: The Feyblood is able to make a second attack while attacking with another one-handed
weapon in his other hand. This second attack is made with no off-hand penalty.
No Off-Hand Penalty: If a Feyblood is using Two Weapons they do not take penalties when using
weapons in their off-hand.
Disarm: The Feyblood may attempt to disarm an opponent instead of making a normal attack. The
attacker must roll to hit the target. The victim can save his weapon by rolling less than or equal to his
Dexterity on 1d20. The DM should determine Dexterity scores for NPCs and monsters or else assume a
Dexterity score of 11. In addition, for each level of mastery the attacker has gained beyond basic, the
victim suffers a penalty of +1 to his roll vs. the effect.
Deflect: In addition to any attacks, the wielder the Feyblood may attempt to deflect the number of melee
and thrown weapon attacks indicated in one round. To deflect each attack, the character must make a
saving throw vs. death ray.
The Cast/Attack: The most feared ability of the Feyblood is his ability to cast a spell and attack with his
weapon in a single, fluid motion. In game terms, a Feyblood can combine any attack spell with a melee
attack with the following restrictions:
• The spell must have a casting time of less than one round (i.e., 1 to 9 segments).
• The target of the spell must also be the target of the melee attack.
• The Feyblood's initiative roll is modified as usual for the spell's casting time.
• Touch range spells can be cast through the Warlock's weapon.
•The melee attack roll suffers a -4 penalty, and if it misses, the spell fails as well.
Obviously, this ability requires considerable adjudication on the part of the GM. Logic should be the
guide as to which spells are appropriate for use with this maneuver. For instance, blindness could be cast
with an attack, whereas fireball would be an unwise choice.
Feyblood Saving Throws
1-5 11 15 14 13 12
6-10 9 13 13 11 10
11-15 7 11 11 9 8
16-20 5 9 10 7 6
21+ 3 7 8 5 4