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Grace Of The Fair Folk

Ancestry Feat

You are a creature of Faerie, a plane separate from the Prime Material Plane, where magic means more than matter. You are functionally immortal, and command magic as easily as a human breathes air. But it does come at a price.

Strengths

Fair Folk

Faeries can be born, but they do not age past adulthood.

Glamour

At-will, swift; you can change your outward appearance, matching any desired form that fits your size (e.g. medium) and phenotype (e.g. humanoid). This doesn't affect your physical capabilities, but it can be used to disguise yourself. It can also enhance your beauty and presence, making you more captivating to others; when used in such a manner, it can provide advantage to Charisma-based checks to persuade, intimidate, or seduce others.

Gossamer Wings

At-will, free; you can conjure or dismiss delicate, gossamer wings that grant you a Glide speed equal to your walking speed, with a glide ratio of 10:1 (you slow fall, gliding up to 10 squares per 1 square descended, and land safely).

  • At rank 2, you gain a Levitate speed equal to your walking speed.
  • At rank 3, you gain a Fly speed equal to your walking speed.
  • At rank 4, you gain a Hover speed equal to your walking speed.

Anima

While mortals have a soul, you don't--exactly. But you do have something special within, known as anima. This is the same "stuff" of which the mortal soul is made, but there are important differences:

  • The human soul is atomic and indivisible. Anima is fluid--it can increase, decrease, or change form.
  • Human souls are indelibly linked to an individual: one body, one soul. Anima has no such limitation; it is a commodity, and regardless of source, the anima you possess is you, with no lingering connection to any creature it may once have been part of.
  • The human soul does not generally affect the body. Anima, as it increases, causes your body to become more powerful, and if it decreases, the opposite occurs.
  • Humans can take on a soul debt, offering themselves with or without condition to an outsider. Faeries have more flexibility, able to transfer any chosen amount of anima as they please to other Faeries and outsiders.

Vulnerabilities

The Bane

Iron is the bane of the Fair Folk. You gain Vulnerability to the damage caused by iron weapons. A single pound of iron within 1 square of you causes Nauseated, and each prolonged round of exposure causes 1 Constitution damage. As such, you cannot use iron weapons--even with heavy gloves or hilts--nor wear iron armor, without suffering that effect.

Naturally magnetic materials such as cobalt and nickel have the same effect, as do alloys containing them. Other metals such as bronze, silver, and aluminum have no such effect. Fey prize these alternative metals for crafting and trade.

Should you find yourself in the presence of electromagnets, they have the same effect as natural magnets--read: not good.

Outsider

You are not native to the Prime Material Plane. As such, you can be warded by any effect that wards outsiders, to wit:

  • You cannot cross a threshold without an invitation. If forced inside, you lose all fey powers and are compelled to flee immediately.
  • You cannot enter holy ground without permission. If forced inside, you suffer unavoidable damage until destroyed, or until you manage to flee.
  • Manifestations of divine power meant to ward outsiders work normally against you.

Your Word is Your Bond

All words you say are part of your identity. You cannot speak a knowing falsehood--it is literally impossible. That doesn't mean you can't mislead through careful word selection.

If you speak of your intention to perform an action, you are magically compelled to follow through with it. Failing to do so results in a loss of fey powers until you fulfill your stated intention.

If you make an offer to any creature with a soul (including other fey), you are bound to fulfill it. If nothing is offered in return, you are bound to do so as a gift (see below). If recompense is requested, you are not bound until the other party agrees to terms; if they do, both of you are bound, and if you provide the service while they refuse to pay, you gain a claim on their soul.

Gifts and debts are one and the same. If you offer some good or service, and someone accepts without offer of recompense, and you fulfill it, you gain a debt from the recipient. This debt must be repaid in kind, or through some other mutually agreed upon means. Until the recipient repays the debt, you have a claim on their soul. Such open-ended gifts grant you much leeway in what you consider fair recompense. Similarly, if you accept a good or service without offering recompense, you incur a debt to the provider, which must be repaid in kind or through some other mutually agreed upon means. Until you repay the debt, the provider has a claim on your anima.