The Feyfolk
Properties
Attributes: +2 Charisma
Favored Skills: Bluff, Fly, Perform (any)
Size: Medium
Type: Fey
Movement: 9m
Features
Low Light Vision: All Feys have Low Light Vision.
Trickery of the Fey: Feyfolks Compulsion effects, and all (combat) maneuvers receive +1 DC. Their racial spells and special Feynt maneuver receive a +2 to DC. All Feyfolk know a unique combat maneuver the Fey's Feint (from here on it shall be referred to as Feynt for better readability).
Fey Magic: All Feyfolk can use the following Spell Like abilities 1 time per encounter: Hypnotism, Charm Person, Sleep (ignore the HD cap on the first target), Faerie Fire (of course).
Vulnerability to Cold Iron: All Feyfolk cannot use damage reduction except from armors versus cold iron weapons.
Wingperson: The feyfolk has flyspeed equal to their landspeed. They cannot fly when they are encumbered or wear an armor heavier than light.
Racial Powers
Lesser Racial Power: A Feyfolk receives a +2 bonus to their reflex saves.
Moderate Racial Power: A Feyfolk may cast Fearie Fire as a swift action.
Greater Racial Power: Feyfolk add another use to their Ultimate ability:
Dance of the Fey As a full-attack action the Feyfolk may move up to twice their fly speed and take as many turns as they want during this movement. They may perform attacks as their normal full-attack action allows them to and may distribute them among as many enemies as they can reach this way. Every enemy hit by this attack is affected by the Feyfolks racial Combat Maneuver if they fail the saving throw. This movement does not provoke attacks of opportunity.
Feats: Faerie Dust, Glitter Flitter, Only One Vulnerability, Wild Empathy
Subraces
Fey Of The Autumn Court
Attributes: +2 Constitution, -2 Strength
Withering Feynt: The Fey of the Autumn Court can use a special melee Combat Maneuver. If the affected enemy fails a Constitution or Charisma-based Will save, they are limited to move, standard and full-round actions in the first turn and a standard or move action in the second turn. For all other Feat and saving throw purposes, this counts as the Feynt Maneuver.
Harvest Bounty: The Fey of the Autumn Court are healed by their level + their charisma modifier, whenever a positive effect on them with a duration of at least two turns ends.
Feats: None.
Fey Of The Spring Court
Attributes: +2 Wisdom, -2 Dexterity
Overspreading Feynt: The Fey of the Spring Court can use a special melee Combat Maneuver. If the affected enemy fails a Charisma or Intelligence-based Will save, it counts as being flanked for one turn per level of the fey. The Fey may make this as part of an ordinary melee attack, when the creature is already flanked. For all other Feat and saving throw purposes, this counts as the Feynt Maneuver.
Seeding: Whenever, the Fey of the Spring Court uses an ability, that heals or provides a buff to themselves or a single ally. They may choose the buff to start its effect and ends its effect one turn later.
Feats: None.
Fey Of The Summer Court
Attributes: +2 Dexterity, -2 Constitution
Small: You are small and thus gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Furthermore, your HPR is reduced by one.
Fire Resistance: The summer court grants the Feyfolk a resistance to fire equal to their level + their Charisma Modifier
Confusing Feynt: The Fey of the Summer Court can use a special melee Combat Maneuver. If the affected enemy fails a Charisma or Wisdom based Will save they become confused until the acted confused for one turn. For all other Feat and saving throw purposes this counts as the Feynt Maneuver.
Feats: Summer Dust
Fey Of The Winter Court
Attributes: +2 Strength, -2 Wisdom
Cold and Negative Energy Resistance: The winter court grants the Feyfolk a resistance to cold and negative energy equal to their level + their Charisma Modifier
Frightening Feynt: The Fey of the Winter Court can use a special melee Combat Maneuver. If the affected enemy fails a Charisma or Intelligence based Will save they become frightened for one round. For all other Feat and saving throw purposes this counts as the Feynt Maneuver.
Feats: Winters Beckoning