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<blockquote data-quote="Cheiromancer" data-source="post: 1218428" data-attributes="member: 141"><p><strong>Sidhe Monster Class</strong></p><p></p><p><a href="http://www.enworld.org/showthread.php?s=&postid=807052#post807052" target="_blank">Originally</a> posted by Sepulchrave II:</p><p></p><p></p><p></p><p><strong>Starting abilities:</strong> Sidhe gain the following racial modifiers to their starting ability scores: +2 to Cha, +2 Dex, -2 Wis. Sidhe are quick but overconfident.</p><p></p><p><strong>Skill points/level: </strong> Sidhe receive (6+int modifier) x 4 skill points at first level, and 6+int modifier skill points every time they gain a hit dice.</p><p></p><p><strong>Class skills:</strong> The class skills of the sidhe are Animal Empathy, Bluff, Craft (any), Knowledge (any), Hide, Listen, Move Silently, Perform, Ride, Search, Spot. </p><p></p><p>Sidhe also receive a +4 racial bonus to animal empathy, perform & bluff skill checks. They are proficient with all simple weapons, bows, longsword and rapier, and with all armor and shields. Sidhe possess low-light vision.</p><p></p><p>A sidhe’s favoured class is Bard.</p><p></p><p>[code]</p><p>Level HD BAB Saves Feats Special</p><p>1 1d6 +0 +0/+2 1 Ignore spell failure, fast</p><p> movement, bardic spells and music</p><p>2 1d6 +0 +0/+2 +2 dex, elemental resistances</p><p> see invisible</p><p>3 2d6 +1 +0/+3 b +2 con, fey magic (1/day)</p><p> lesser body ward</p><p>4 2d6 +1 +0/+3 +2 int, hypnosis (standard</p><p> action), SR</p><p>5 3d6 +1 +1/+3 1 +2 wis, fast healing 1</p><p>6 3d6 +1 +1/+3 +2 cha, fey magic (3/day)</p><p>7 4d6 +2 +1/+4 +2 str, body ward</p><p>8 4d6 +2 +1/+4 b +2 dex hypnosis (free action),</p><p> sidhe magic (1/day)</p><p>9 5d6 +2 +1/+4 +2 con, fey magic (at will)</p><p>10 5d6 +2 +1/+4 +2 int, fast healing 2</p><p>11 6d6 +3 +2/+5 1 +2 wis, greater body ward</p><p>12 6d6 +3 +2/+5 +2 str, plane-shift[/code]</p><p></p><p><strong>Bonus feats:</strong> at levels 3 and 8 the sidhe gets a bonus feat from the following list: Alertness, Expertise, Improved Initiative, Iron Will, Mobility and Mounted Combat.</p><p></p><p><strong>Ignore Spell Failure (Ex):</strong> 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. (As bards, they do not experience spell failure when wearing light armor and casting bardic spells.)</p><p></p><p><strong>Fast Movement (Ex):</strong> Sidhe have a speed faster than the norm for their size and type by +10 feet.</p><p></p><p><strong>Bardic Spells and Music:</strong> A sidhe has bardic music ability and casts arcane spells as a bard of half his class level. At first level they have the abilities of a 0th level (apprentice) bard.</p><p></p><p><strong>Resistances (Ex):</strong> Second level sidhe have fire and cold resistance 5.</p><p></p><p><strong>See Invisibility (Su):</strong> Invisible creatures are always visible to a sidhe of level 2 or higher, as if he of she were constantly under a see invisibility effect.</p><p></p><p><strong>Body Ward (Ex): </strong> At third level, sidhe get a +4 bonus to saving throws against all mundane poisons and diseases (but not supernatural poisons and diseases). This bonus increases to +8 at seventh level, and becomes immunity at 11th level. </p><p></p><p><strong>Fey Magic:</strong> Sidhe can use the following spell-like abilities 1/day at third level, 3/day at sixth level, and at will at ninth level- blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals. All spell-like abilities are as the spells cast by a sorcerer of the sidhe’s class level (Save DC 10 + cha mod + spell level).</p><p></p><p><strong>Hypnosis (Sp): </strong> At 4th level, as a standard action, 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 10+HD/2 + Cha mod. A target which resists the hypnosis effect cannot be affected again by that sidhe for 24 hours. At 8th level a sidhe may use hypnosis once per round as a free action.</p><p></p><p><strong>Spell Resistance (Ex):</strong> At fourth level a sidhe gains spell resistance equal to his character level + 6.</p><p></p><p><strong>Fast Healing (Ex):</strong> A fifth level sidhe regains lost hit points at the rate of 1 per round. At 10th level this increases to a 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.</p><p></p><p><strong>Sidhe Magic: </strong> Eighth level sidhe can use the following spells 1/day- bestow curse, suggestion. All spell-like abilities are as the spells cast by a sorcerer of the sidhe’s class level (Save DC 10 + cha mod + spell level).</p><p></p><p><strong>Plane Shift (Sp):</strong> A 12th level 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. (note: The plane of Faerie is co-extensive with the Material Plane; plane-shift does not allow transportation to distant parts of the plane- the sidhe appears at the corresponding point </p><p>“on the other side.”)</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1218428, member: 141"] [b]Sidhe Monster Class[/b] [URL=http://www.enworld.org/showthread.php?s=&postid=807052#post807052]Originally[/URL] posted by Sepulchrave II: [B]Starting abilities:[/B] Sidhe gain the following racial modifiers to their starting ability scores: +2 to Cha, +2 Dex, -2 Wis. Sidhe are quick but overconfident. [B]Skill points/level: [/B] Sidhe receive (6+int modifier) x 4 skill points at first level, and 6+int modifier skill points every time they gain a hit dice. [B]Class skills:[/B] The class skills of the sidhe are Animal Empathy, Bluff, Craft (any), Knowledge (any), Hide, Listen, Move Silently, Perform, Ride, Search, Spot. Sidhe also receive a +4 racial bonus to animal empathy, perform & bluff skill checks. They are proficient with all simple weapons, bows, longsword and rapier, and with all armor and shields. Sidhe possess low-light vision. A sidhe’s favoured class is Bard. [code] Level HD BAB Saves Feats Special 1 1d6 +0 +0/+2 1 Ignore spell failure, fast movement, bardic spells and music 2 1d6 +0 +0/+2 +2 dex, elemental resistances see invisible 3 2d6 +1 +0/+3 b +2 con, fey magic (1/day) lesser body ward 4 2d6 +1 +0/+3 +2 int, hypnosis (standard action), SR 5 3d6 +1 +1/+3 1 +2 wis, fast healing 1 6 3d6 +1 +1/+3 +2 cha, fey magic (3/day) 7 4d6 +2 +1/+4 +2 str, body ward 8 4d6 +2 +1/+4 b +2 dex hypnosis (free action), sidhe magic (1/day) 9 5d6 +2 +1/+4 +2 con, fey magic (at will) 10 5d6 +2 +1/+4 +2 int, fast healing 2 11 6d6 +3 +2/+5 1 +2 wis, greater body ward 12 6d6 +3 +2/+5 +2 str, plane-shift[/code] [B]Bonus feats:[/B] at levels 3 and 8 the sidhe gets a bonus feat from the following list: Alertness, Expertise, Improved Initiative, Iron Will, Mobility and Mounted Combat. [B]Ignore Spell Failure (Ex):[/B] 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. (As bards, they do not experience spell failure when wearing light armor and casting bardic spells.) [B]Fast Movement (Ex):[/B] Sidhe have a speed faster than the norm for their size and type by +10 feet. [B]Bardic Spells and Music:[/B] A sidhe has bardic music ability and casts arcane spells as a bard of half his class level. At first level they have the abilities of a 0th level (apprentice) bard. [B]Resistances (Ex):[/B] Second level sidhe have fire and cold resistance 5. [B]See Invisibility (Su):[/B] Invisible creatures are always visible to a sidhe of level 2 or higher, as if he of she were constantly under a see invisibility effect. [B]Body Ward (Ex): [/B] At third level, sidhe get a +4 bonus to saving throws against all mundane poisons and diseases (but not supernatural poisons and diseases). This bonus increases to +8 at seventh level, and becomes immunity at 11th level. [B]Fey Magic:[/B] Sidhe can use the following spell-like abilities 1/day at third level, 3/day at sixth level, and at will at ninth level- blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals. All spell-like abilities are as the spells cast by a sorcerer of the sidhe’s class level (Save DC 10 + cha mod + spell level). [B]Hypnosis (Sp): [/B] At 4th level, as a standard action, 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 10+HD/2 + Cha mod. A target which resists the hypnosis effect cannot be affected again by that sidhe for 24 hours. At 8th level a sidhe may use hypnosis once per round as a free action. [B]Spell Resistance (Ex):[/B] At fourth level a sidhe gains spell resistance equal to his character level + 6. [B]Fast Healing (Ex):[/B] A fifth level sidhe regains lost hit points at the rate of 1 per round. At 10th level this increases to a 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. [B]Sidhe Magic: [/B] Eighth level sidhe can use the following spells 1/day- bestow curse, suggestion. All spell-like abilities are as the spells cast by a sorcerer of the sidhe’s class level (Save DC 10 + cha mod + spell level). [B]Plane Shift (Sp):[/B] A 12th level 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. (note: The plane of Faerie is co-extensive with the Material Plane; plane-shift does not allow transportation to distant parts of the plane- the sidhe appears at the corresponding point “on the other side.”) [/QUOTE]
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