Base Requirements

  • Races: Human, Halfling, Elf, Half-Elf
  • Sub-Classes: Any
  • Ability Requirements: None
  • Alignments: Good
  • Starting Cash: By class

Weapon Proficiencies

  • Weapon Slots: By class
  • Bonus Weapon Proficiencies: none
  • Required Weapon Proficiencies: Dart
  • Allowed Weapons: By class (no Pole Weapons)
  • Allowed Armors: By class

Non-Weapon Proficiencies:

  • Non-weapon Slots: By class
  • Available Categories: By class, plus Survival
  • Bonus Non-weapon Proficiencies: Alertness, Animal Lore, Modern Language (any one fey1), Singing, Survival
  • Required Proficiencies: Fey Lore
  • Recommended Proficiencies: Agriculture, Animal Training, Blacksmithing, Craft Instrument, Dancing, Direction Sense, Fast-Talking, Fire-Building, Fishing, Foraging, Herbalism, Hunting, Mountaineering, Musical Instrument, Riding (airborne), Riding (land-based), Rope Use, Set Snares, Spellcraft, Swimming, Tease, Tracking, Weather Sense.
  • Forbidden Proficiencies: none

1 Brownie, Dryad, Nixie, Nymph, Pixie, Sprite, or Sylph are most common.

Overview: A greenfellow is not your average rogue. Now and then the fey folk who live in the wilds of the countryside are known to steal away human babes and substitute their own children in their place. The human children are raised by the faeries as their own, often becoming greenfellows. A greenfellow has strong ties to the fey folk that fostered him. Usually the faeries are brownies, leprechauns, or pixies. They know the language and ways of their fostering parents more so than humankind, and they seek to protect faerie interests both locally and abroad.

Though most greenfellows are human babies swapped with changelings, it is not unknown for half-elven and full elven babies to be taken by the mischievous fey folk. (In the later cases, the children are often raised as multiclassed greenfellow/enchanters.) No sane fey would ever think of swapping a dwarven, goblinoid, or giantish child in this way, and gnomes are so close to the fey already that they never have changeling children.

Description: Greenfellows tend to be short for their age, for fey food and drink stunt their growth. Their features are often attractive and merry, with alluring, twinkling eyes.

Role-Playing: Greenfellows are a wily but good-natured lot. They mostly travel the countryside, rarely setting foot in anything more urban than local villages and hamlets. Should they come across an instance where the fey are not honored as in the past, the greenfellow uses his thieving talents to ensure that enough mischief happens that the locals return to the old practices.

A greenfellow may take the road to adventure, hoping to see other fey cultures or perhaps to act as an envoy or courier between faerie courts. As greenfellows are always raised by good-natured (seelie) faeries, a character choosing this kit must be of good alignment.

Special Abilities:

  • At 1st, 5th, and 10th levels, a Greenfellow can sing the Song of Companionship, which lasts for 2d12 hours. The player should roll randomly for a naturally occurring wild animal appropriate to the current terrain and the selected animal emerges from the nearby woods or over the next hill. The animal is a faithful companion to the Greenfellow from that day onward. The Greenfellow and animal can communicate simple thoughts and desires. Such communication must be in the form of song by the Greenfellow, and a growl, caw, hiss, or some other appropriate sound by the animal. Others cannot understand the communication. The companion has hit points equal to those of the Greenfellow at his current level. The companion’s hit points do not increase as the Greenfellow rises in level.
    The companion gained at 1st level should be tiny or small size. The animal transfers its primary sensory power onto the Greenfellow. This is much like the find familiar spell, but it is not identical and does not take the place of that spell.
    The 5th-level companion should be small or medium in size. The Greenfellow gains the ability to polymorph his arms and head into those of this companion, for purposes of unarmed combat. Attacks are made using the Greenfellow’s normal attack bonus, but successful attacks cause damage equal to that of the animal’s natural weaponry. The Greenfellow also receives multiple attacks, if the animal is entitled to them.
    The 10th-level companion should be medium or large. The Greenfellow gains the ability to shape change (as the 9th-level wizard spell) into this companion’s form once per day.
    A Greenfellow’s companions are his best friends. If one is slain, the mental strain of the loss forces the Greenfellow to roll a successful system shock check or die (Likewise, if the Greenfellow is slain, the companion animals must also make a system shock check). If the check is successful, the Greenfellow goes into deep mourning for 101 days, during which he cannot adventure. A Greenfellow can call for one replacement companion each time he advances in level (he is not required to call for a replacement). The replacement is the same size as the lost companion and confers the same abilities upon the Greenfellow.
  • Because of their constant exposure to the magic and illusion of the fey realm, greenfellows all possess a +2 bonus on saves vs. Enchantment magic and a +1 bonus against Illusion magic.
  • When having any dealings with their foster race, a greenfellow gains a +4 reaction adjustment. As the faerie realm holds many allies, a greenfellow also has a +2 reaction adjustment when encountering any similarly aligned fey folk.
  • At 6th level, a greenfellow can summon some of his foster fey race. This can occur only when the rogue is in an area where such faeries are known to live. The summoning takes 1 full turn and 1-3 of the faeries then appear. There is no guarantee that the faeries will listen to the rogue’s request, but bear in mind the reaction adjustment mentioned above.
  • At 9th level, the greenfellow becomes immune to charm and suggestion spells.

Special Disadvantages:

  • All the skills of the greenfellow are meant to be used in rural and wilderness conditions. Stuck in an urban environment, the character begins to feel edgy and uncomfortable. All Larceny proficiencies operate at half their normal proficiency score (round down) when in urban environments.
  • Much as the mortal world is split by factions and nations, so too is the fey realm. Greenfellows suffer a -2 reaction adjustment with fey folk of different alignment than the sort that raised the character. (This restriction includes even slight differences, such as that between Chaotic Good and Neutral Good).
  • Just as the character can call upon his foster kind for assistance, they too may one day need the greenfellow’s help, to which refusal would strip the character of all special abilities.
  • Greenfellows do not gain followers, regardless of class, nor do they build typical strongholds. Their animal companions serve as their followers, and they tend to either live with their fey family or else build several small cottages or huts throughout the lands they patrol.

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