Sepulchrave II
Legend
Shee
As these guys are about to make an appearance in the SH, I thought I'd post the stats for the basic model, so to speak.
Bear in mind that the natives of Afqithan also have both the shadow and half-fiend templates stacked on top. I like templates.
SIDHE
Medium-Size Fey
Hit Dice: 6d6 +18 (39hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 21 (+4 Dex, +5 mithral breastplate, +2 mithral large shield)
Attacks: Adamantine longsword +7 or +8 (+2 mighty) composite longbow and MW arrow
Damage: Adamantine longsword 1d8+4 (19-20/x2); (+2 mighty) composite longbow 1d8+2 (x3) and poison.
Face/Reach: 5 ft. by 5 ft.; 5 ft.
Special Attacks: Spell-like abilities, spells, poison, hypnotism
Special Qualities: Fast healing 2, immunities, plane shift, see invisibility, SR 18
Saves: Fort +5, Ref +9, Will +9
Abilities: Str 15, Dex 19, Con 17, Int 16, Wis 14, Cha 20
Skills: Animal Empathy +9, Bluff +10, Craft or Knowledge (any 3) +10, Hide +7, Listen +9, Move Silently +7, Perform (any 9) +18, Ride +9, Spot +9
Feats: Alertness, Expertise, Improved Initiative, Iron Will, Mobility, Mounted Combat
Climate/Terrain: Any land
Organization: Solitary, family (2-5 plus 1 elder of 3rd-6th level), clan (10-30 plus 1 elder per 5 adults, 1 leader of 6th-10th level, 1-3 young, and 2-5 anarchic manticores or griffons) or kingdom (30-300 plus 1 elder per 5 adults, 1 leader per 30 adults, 1 king or queen of 9th-18th level, 5-20 anarchic manticores or griffons, and young equal to 10% of the adult population)
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Aloof, superior, and obsessed with their history, lineage and traditions, the sidhe are a proud people who seldom now venture onto the Prime Plane – content instead to remain within their isolated fastnesses in Faerie. Some claim that they are the progenitors of the elves – the original race, before they were afflicted by schism and exposure to mortal lands, foods and peoples.
The unearthly beauty of the sidhe is legendary, and their art and architecture is likewise exquisite and refined. No sidhe – man or woman – stands less than six feet tall. They are slender, but surprisingly strong, and possess a deftness and grace that few mortals can hope to match. The sidhe are physically hardy, and can endure hostile environments far more easily than humans. Their faces are impassive, and most sidhe exude a cool hauteur, tinged with dry condescension.
Sidhe armour and weaponry is replete with baroque designs, engravings and embellishments – gold and silver are commonplace, together with bright enamels of every hue. The strange faerie metals used in the construction of these items are functionally identical to mithral and adamantine, and of the highest quality.
At rest, the sidhe favour elegant clothing with simple lines, with exotic furs favoured in colder climes. Sidhe dwellings simultaneously convey a sense of the ephemeral and the eternal, with soaring towers of improbable height. Buttresses, bridges and narrow walkways seem to hang suspended in the air.
The sidhe boast many kings, and most sidhe claim at least a minor noble title. Their society is organized around families or clans, with settlements of more than a few dozen unusual. Various charmed magical beasts are favoured as guardians, steeds and companions. Occasionally lesser feys – notably sprites – are present in the capacity of servants or slaves. Sidhe children are born rarely, and take several centuries to reach adulthood.
The arts – particularly music, sculpture and painting – preoccupy many of the sidhe, who fear boredom more than any other ill. Rhetoric, logic and drama also fill the centuries. Wit is considered a virtue, but Sidhe humour, which seldom evinces more than a fleeting smile amongst their own kind, is barbed and ruthless. The sidhe are noted hunters, and the pursuit of fabulous creatures across the landscape of Faerie – occasionally spilling onto the Prime Plane – has given rise to many legends and stories.
The sidhe maintain cool relations with other feys, elementals, and occasionally powerful outsiders such as slaadi and demons. They show open contempt for both mortals and those feys who have ‘gone native’ upon the Prime, regarding the latter as little more than poor relations – when they admit any connection at all. As feys, the sidhe have a connection with nature which is intrinsic – although they do not regard themselves as either sponsors or protectors of nature in any shape.
Combat
Sidhe are competent tacticians, and prefer to strike from the air with missile weapons and spells or spell-like abilities (if mounted on griffons or manticores), or from hiding and invisible (if on foot). After their opponents have been seriously weakened, will sidhe close to melee with them, optimizing their attacks and coordinating with each other. They will immediately retreat and reorganize if a battle seems to be going against them – only to strike again at the first available opportunity.
Spells: A sidhe casts arcane spells as a 6th level bard (3/5/3 spells per day; save DC 15 + spell level).
Ignore Spell Failure (Ex): A sidhe may ignore a portion of the arcane spell failure associated with using armour. The sidhe subtracts 20% from his or her total spell failure chance.
Spell-Like Abilities: At will- blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals; 1/day- bestow curse, suggestion. These abilities are as the spells cast by a 9th level sorcerer (Save DC 15 + spell level).
A sidhe also has the bardic music ability as a 6th level bard.
Fast Healing (Ex): A sidhe regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from thirst, starvation or suffocation, and it does not allow the sidhe to regrow or reattach lost body parts.
Fast Movement (Ex): Sidhe have a speed faster than the norm for their size and type by +10 feet.
Hypnotism (Sp): As a free action, once per round, a sidhe may attempt to hypnotize (as the first level sorcerer/wizard spell) a single target within 30 ft. by meeting its gaze. Only humanoids are subject to this effect, but there is no limit on the number of hit dice or levels that the target can possess. The save DC is 19. A target which resists the hypnotism effect cannot be affected again for 24 hours.
Immunities (Ex): Sidhe are immune to all mundane poisons and diseases (but not supernatural poisons and diseases).
Plane Shift (Sp): A sidhe can move between the Material Plane and the Plane of Faerie as a move-equivalent action. The ability transports the sidhe and up to six other willing creatures. It is otherwise similar to the spell of the same name.
Poison (Ex): The Sidhe routinely use arrows envenomed with wyvern poison (Save DC 17; initial and secondary damage both 2d6 Con).
Resistances (Ex): Sidhe have fire and cold resistance 5.
See Invisibility (Su): Invisible creatures are always visible to a sidhe, as if he of she were constantly under a see invisibility effect.
Sidhe receive a +4 racial bonus to animal empathy, perform & bluff skill checks.
A sidhe PC’s effective character level (ECL) is equal to its class level +12. A sidhe’s favoured class is Bard.
As these guys are about to make an appearance in the SH, I thought I'd post the stats for the basic model, so to speak.
Bear in mind that the natives of Afqithan also have both the shadow and half-fiend templates stacked on top. I like templates.
SIDHE
Medium-Size Fey
Hit Dice: 6d6 +18 (39hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 21 (+4 Dex, +5 mithral breastplate, +2 mithral large shield)
Attacks: Adamantine longsword +7 or +8 (+2 mighty) composite longbow and MW arrow
Damage: Adamantine longsword 1d8+4 (19-20/x2); (+2 mighty) composite longbow 1d8+2 (x3) and poison.
Face/Reach: 5 ft. by 5 ft.; 5 ft.
Special Attacks: Spell-like abilities, spells, poison, hypnotism
Special Qualities: Fast healing 2, immunities, plane shift, see invisibility, SR 18
Saves: Fort +5, Ref +9, Will +9
Abilities: Str 15, Dex 19, Con 17, Int 16, Wis 14, Cha 20
Skills: Animal Empathy +9, Bluff +10, Craft or Knowledge (any 3) +10, Hide +7, Listen +9, Move Silently +7, Perform (any 9) +18, Ride +9, Spot +9
Feats: Alertness, Expertise, Improved Initiative, Iron Will, Mobility, Mounted Combat
Climate/Terrain: Any land
Organization: Solitary, family (2-5 plus 1 elder of 3rd-6th level), clan (10-30 plus 1 elder per 5 adults, 1 leader of 6th-10th level, 1-3 young, and 2-5 anarchic manticores or griffons) or kingdom (30-300 plus 1 elder per 5 adults, 1 leader per 30 adults, 1 king or queen of 9th-18th level, 5-20 anarchic manticores or griffons, and young equal to 10% of the adult population)
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Aloof, superior, and obsessed with their history, lineage and traditions, the sidhe are a proud people who seldom now venture onto the Prime Plane – content instead to remain within their isolated fastnesses in Faerie. Some claim that they are the progenitors of the elves – the original race, before they were afflicted by schism and exposure to mortal lands, foods and peoples.
The unearthly beauty of the sidhe is legendary, and their art and architecture is likewise exquisite and refined. No sidhe – man or woman – stands less than six feet tall. They are slender, but surprisingly strong, and possess a deftness and grace that few mortals can hope to match. The sidhe are physically hardy, and can endure hostile environments far more easily than humans. Their faces are impassive, and most sidhe exude a cool hauteur, tinged with dry condescension.
Sidhe armour and weaponry is replete with baroque designs, engravings and embellishments – gold and silver are commonplace, together with bright enamels of every hue. The strange faerie metals used in the construction of these items are functionally identical to mithral and adamantine, and of the highest quality.
At rest, the sidhe favour elegant clothing with simple lines, with exotic furs favoured in colder climes. Sidhe dwellings simultaneously convey a sense of the ephemeral and the eternal, with soaring towers of improbable height. Buttresses, bridges and narrow walkways seem to hang suspended in the air.
The sidhe boast many kings, and most sidhe claim at least a minor noble title. Their society is organized around families or clans, with settlements of more than a few dozen unusual. Various charmed magical beasts are favoured as guardians, steeds and companions. Occasionally lesser feys – notably sprites – are present in the capacity of servants or slaves. Sidhe children are born rarely, and take several centuries to reach adulthood.
The arts – particularly music, sculpture and painting – preoccupy many of the sidhe, who fear boredom more than any other ill. Rhetoric, logic and drama also fill the centuries. Wit is considered a virtue, but Sidhe humour, which seldom evinces more than a fleeting smile amongst their own kind, is barbed and ruthless. The sidhe are noted hunters, and the pursuit of fabulous creatures across the landscape of Faerie – occasionally spilling onto the Prime Plane – has given rise to many legends and stories.
The sidhe maintain cool relations with other feys, elementals, and occasionally powerful outsiders such as slaadi and demons. They show open contempt for both mortals and those feys who have ‘gone native’ upon the Prime, regarding the latter as little more than poor relations – when they admit any connection at all. As feys, the sidhe have a connection with nature which is intrinsic – although they do not regard themselves as either sponsors or protectors of nature in any shape.
Combat
Sidhe are competent tacticians, and prefer to strike from the air with missile weapons and spells or spell-like abilities (if mounted on griffons or manticores), or from hiding and invisible (if on foot). After their opponents have been seriously weakened, will sidhe close to melee with them, optimizing their attacks and coordinating with each other. They will immediately retreat and reorganize if a battle seems to be going against them – only to strike again at the first available opportunity.
Spells: A sidhe casts arcane spells as a 6th level bard (3/5/3 spells per day; save DC 15 + spell level).
Ignore Spell Failure (Ex): A sidhe may ignore a portion of the arcane spell failure associated with using armour. The sidhe subtracts 20% from his or her total spell failure chance.
Spell-Like Abilities: At will- blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals; 1/day- bestow curse, suggestion. These abilities are as the spells cast by a 9th level sorcerer (Save DC 15 + spell level).
A sidhe also has the bardic music ability as a 6th level bard.
Fast Healing (Ex): A sidhe regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from thirst, starvation or suffocation, and it does not allow the sidhe to regrow or reattach lost body parts.
Fast Movement (Ex): Sidhe have a speed faster than the norm for their size and type by +10 feet.
Hypnotism (Sp): As a free action, once per round, a sidhe may attempt to hypnotize (as the first level sorcerer/wizard spell) a single target within 30 ft. by meeting its gaze. Only humanoids are subject to this effect, but there is no limit on the number of hit dice or levels that the target can possess. The save DC is 19. A target which resists the hypnotism effect cannot be affected again for 24 hours.
Immunities (Ex): Sidhe are immune to all mundane poisons and diseases (but not supernatural poisons and diseases).
Plane Shift (Sp): A sidhe can move between the Material Plane and the Plane of Faerie as a move-equivalent action. The ability transports the sidhe and up to six other willing creatures. It is otherwise similar to the spell of the same name.
Poison (Ex): The Sidhe routinely use arrows envenomed with wyvern poison (Save DC 17; initial and secondary damage both 2d6 Con).
Resistances (Ex): Sidhe have fire and cold resistance 5.
See Invisibility (Su): Invisible creatures are always visible to a sidhe, as if he of she were constantly under a see invisibility effect.
Sidhe receive a +4 racial bonus to animal empathy, perform & bluff skill checks.
A sidhe PC’s effective character level (ECL) is equal to its class level +12. A sidhe’s favoured class is Bard.