Echohawk
Shirokinukatsukami fan
At long last, here is most of the sidhe entry from "Tall Tales of the Wee Folk". I've omitted the two tables, but will type them in if they seem pertinent to the conversion.
Sidhe
The word "sidhe," pronounced "shee," is in fact a general term for a fairy, so technically it could be correctly used to describe any of the other fairy races. But in this supplement we mean it in a more specific sense, excluding the other fairy races; though, as will be seen, it still applies to a very diverse group. In a sense, the sidhe are the "generic" fairies of legend; we are describing them in such a way that many fairies from literature and folklore could be described as sidhe.
Following is a description for "normal monster" sidhe.
---
Sidhe
Armor Class: Varies
Save As: Normal Man
Hit Dice: 1/2*
Morale: 7
Move: 120' (40')
Treasure Type: A
Attacks: 1
Alignment: Any
Damage: By weapon type
XP Value: 7
No. Appearing: 1-4 (1-100)
Were it not for certain peculiar traits and abilities, many sidhe might be indistinguishable from humans and deem-humans; they are at least as varied in appearance and temperament. Most appear to be humans, perhaps with slightly elfin features; others resemble the other deem-human races: dwarves, elves, gnomes, halflings; and they may plausibly pass through all those societies without being recognized as anything different.
---
There are three characteristics that definitely distinguish the sidhe from humans and demi-humans: they are capable of becoming invisible to mortals at will; they are capable of breathing water as easily as air; and iron is poisonous to them. A more subtle difference, related to the last one, is that their blood is not so deep a red as that of other races, since it lacks iron.
Iron's poisonous nature is not quick-acting; for example, iron weapons do not cause sidhe additional damage. But long-term contact with the metal will slowly and permanently drain a sidhe's vitality (hit points and ability scores); ingested iron will do the same, but some damage can be reversed if the substance can be removed from the sidhe's system. In any case, sidhe will never have weapons, armor, tools, or anything else fashioned of this metal; they use instead various stones (flint, obsidian, etc.), and nonferrous metals and alloys (bronze, silver, gold, mithril, etc.). Note that most powerfully enchanted weapons (+3 or more) are made of alloys containing little or no iron, and may thus be used by sidhe.
Some sages have said, that as humans are to demi-humans, so the sidhe are to the rest of fairykind. Like humans, the sidhe are flexible. They can choose to combine either fighting or thieving skills with magic use; however, like other fairies, they can never become clerics. But again like humans, their general adaptability makes them natural leaders; the high king of fairies has been sidhe more often than of any other race.
Normal sidhe, like normal humans, have 1/2 Hit Die and few special abilities. Higher-level sidhe have more Hit Dice, and accordingly have higher-level abilities as magic-user and either fighter or thief. Those with fighting and magic abilities are warrior sidhe; those with thieving skills and magic are rogue sidhe.
Among large groups of normal sidhe, there will be some extraordinary individuals, possibly acting as leaders. Treat them as humans, except with regard to the differences just described. Exceptional individuals are totaled cumulatively. For every 10 sidhe, there will be a 2nd-level warrior sidhe (comparable to a 2nd-level elf), and a 50% chance of a rogue sidhe of 1st-3rd level. For every 25 sidhe, there will be a warrior sidhe of 3rd-6th level (1d4+2). Groups of 50 have either a warrior sidhe (33%) of 7th-12th level (1d6+6), or a rogue sidhe (33%) of 5th-12th level (1d8+4), or both (34%). Groups of 100 will almost always (95%) be led by a warrior or rogue sidhe (equal chances) of not less than 10th level.
The sidhe may be found anywhere at all, but they prefer to make their homes in beautiful, isolated, peaceful, natural locales, especially near woodlands. Sometimes they build grand palaces in underground caverns or underwater grottoes. Lairs are always well hidden and likely disguised, possibly by magic. Wandering is a favorite pursuit of the sidhe; while invisible to mortals, they love to travel around, playing jokes, assisting those in need, and generally looking for adventure. They are sometimes willing to befriend humans and demi-humans for long periods of time; it is even known for one of these fairies to marry into their societies. Many folk tales concern such fairies and their mortal families; inevitably the sidhe moves on, since his lifespan might cover millenia, and even an elven spouse would die of old age in a relatively short time.
All sidhe beyond normal monster level have fairy spellcasting ability, combined with either fighting or thieving skills; they may therefore be warrior sidhe or rogue sidhe. Most are the former; to be a rogue sidhe, a minimum Dexterity of 8 is required.
Both class combinations progress on the same level advancement table; but while warrior sidhe have eight-sided Hit Dice, those of the rogue sidhe are four-sided.
Table 15: Sidhe Level Advancement & Hit Dice
[not included, please yell if you need this]
No sidhe may use weapons or armor fashioned of iron; see the later section on "Equipment" for information on non-ferrous equipment. Otherwise, warrior sidhe can use any weapons or armor open to fighters, and rogue sidhe may use any open to thieves. Sidhe may use any magic item permitted to magic-users and either fighters or thieves, according to class combination.
Warrior sidhe make Saving Throws as fighters: and rogue sidhe as thieves, of the same level.
Spellcasting
Sidhe of 1st level and above have spellcasting ability, as shown on Table 16 below. As can be seen, their spellcasting ability is not equal to that of human magic-users, elves, or sprites, neither in terms of total spells nor speed of spell level mastery.
Spells are chosen from the list of fairy-charms (see page 41).
Table 16: Sidhe Spell Ability
[not included, please yell if you need this]
[list of fairy-charms from page 41 also not included]
Recommended Spell List Adjustment: The sidhe are particularly renowned shapechangers; for this reason, they may take polymorph self as a second-level spell. Also, the spell lasts until the sidhe wills to return to his old shape, is killed, or until a dispel magic spell successfully counters it.
Other Special Abilities
Warrior sidhe can make multiple attacks at higher levels, like fighters.
Rogue sidhe have the special skills of thieves of equal level (lockpicking, backstabbing, etc.).
All sidhe may become invisible to mortals; and, since they often have underwater homes, they breathe water and air with equal facility.
Sidhe
The word "sidhe," pronounced "shee," is in fact a general term for a fairy, so technically it could be correctly used to describe any of the other fairy races. But in this supplement we mean it in a more specific sense, excluding the other fairy races; though, as will be seen, it still applies to a very diverse group. In a sense, the sidhe are the "generic" fairies of legend; we are describing them in such a way that many fairies from literature and folklore could be described as sidhe.
Following is a description for "normal monster" sidhe.
---
Sidhe
Armor Class: Varies
Save As: Normal Man
Hit Dice: 1/2*
Morale: 7
Move: 120' (40')
Treasure Type: A
Attacks: 1
Alignment: Any
Damage: By weapon type
XP Value: 7
No. Appearing: 1-4 (1-100)
Were it not for certain peculiar traits and abilities, many sidhe might be indistinguishable from humans and deem-humans; they are at least as varied in appearance and temperament. Most appear to be humans, perhaps with slightly elfin features; others resemble the other deem-human races: dwarves, elves, gnomes, halflings; and they may plausibly pass through all those societies without being recognized as anything different.
---
There are three characteristics that definitely distinguish the sidhe from humans and demi-humans: they are capable of becoming invisible to mortals at will; they are capable of breathing water as easily as air; and iron is poisonous to them. A more subtle difference, related to the last one, is that their blood is not so deep a red as that of other races, since it lacks iron.
Iron's poisonous nature is not quick-acting; for example, iron weapons do not cause sidhe additional damage. But long-term contact with the metal will slowly and permanently drain a sidhe's vitality (hit points and ability scores); ingested iron will do the same, but some damage can be reversed if the substance can be removed from the sidhe's system. In any case, sidhe will never have weapons, armor, tools, or anything else fashioned of this metal; they use instead various stones (flint, obsidian, etc.), and nonferrous metals and alloys (bronze, silver, gold, mithril, etc.). Note that most powerfully enchanted weapons (+3 or more) are made of alloys containing little or no iron, and may thus be used by sidhe.
Some sages have said, that as humans are to demi-humans, so the sidhe are to the rest of fairykind. Like humans, the sidhe are flexible. They can choose to combine either fighting or thieving skills with magic use; however, like other fairies, they can never become clerics. But again like humans, their general adaptability makes them natural leaders; the high king of fairies has been sidhe more often than of any other race.
Normal sidhe, like normal humans, have 1/2 Hit Die and few special abilities. Higher-level sidhe have more Hit Dice, and accordingly have higher-level abilities as magic-user and either fighter or thief. Those with fighting and magic abilities are warrior sidhe; those with thieving skills and magic are rogue sidhe.
Among large groups of normal sidhe, there will be some extraordinary individuals, possibly acting as leaders. Treat them as humans, except with regard to the differences just described. Exceptional individuals are totaled cumulatively. For every 10 sidhe, there will be a 2nd-level warrior sidhe (comparable to a 2nd-level elf), and a 50% chance of a rogue sidhe of 1st-3rd level. For every 25 sidhe, there will be a warrior sidhe of 3rd-6th level (1d4+2). Groups of 50 have either a warrior sidhe (33%) of 7th-12th level (1d6+6), or a rogue sidhe (33%) of 5th-12th level (1d8+4), or both (34%). Groups of 100 will almost always (95%) be led by a warrior or rogue sidhe (equal chances) of not less than 10th level.
The sidhe may be found anywhere at all, but they prefer to make their homes in beautiful, isolated, peaceful, natural locales, especially near woodlands. Sometimes they build grand palaces in underground caverns or underwater grottoes. Lairs are always well hidden and likely disguised, possibly by magic. Wandering is a favorite pursuit of the sidhe; while invisible to mortals, they love to travel around, playing jokes, assisting those in need, and generally looking for adventure. They are sometimes willing to befriend humans and demi-humans for long periods of time; it is even known for one of these fairies to marry into their societies. Many folk tales concern such fairies and their mortal families; inevitably the sidhe moves on, since his lifespan might cover millenia, and even an elven spouse would die of old age in a relatively short time.
All sidhe beyond normal monster level have fairy spellcasting ability, combined with either fighting or thieving skills; they may therefore be warrior sidhe or rogue sidhe. Most are the former; to be a rogue sidhe, a minimum Dexterity of 8 is required.
Both class combinations progress on the same level advancement table; but while warrior sidhe have eight-sided Hit Dice, those of the rogue sidhe are four-sided.
Table 15: Sidhe Level Advancement & Hit Dice
[not included, please yell if you need this]
No sidhe may use weapons or armor fashioned of iron; see the later section on "Equipment" for information on non-ferrous equipment. Otherwise, warrior sidhe can use any weapons or armor open to fighters, and rogue sidhe may use any open to thieves. Sidhe may use any magic item permitted to magic-users and either fighters or thieves, according to class combination.
Warrior sidhe make Saving Throws as fighters: and rogue sidhe as thieves, of the same level.
Spellcasting
Sidhe of 1st level and above have spellcasting ability, as shown on Table 16 below. As can be seen, their spellcasting ability is not equal to that of human magic-users, elves, or sprites, neither in terms of total spells nor speed of spell level mastery.
Spells are chosen from the list of fairy-charms (see page 41).
Table 16: Sidhe Spell Ability
[not included, please yell if you need this]
[list of fairy-charms from page 41 also not included]
Recommended Spell List Adjustment: The sidhe are particularly renowned shapechangers; for this reason, they may take polymorph self as a second-level spell. Also, the spell lasts until the sidhe wills to return to his old shape, is killed, or until a dispel magic spell successfully counters it.
Other Special Abilities
Warrior sidhe can make multiple attacks at higher levels, like fighters.
Rogue sidhe have the special skills of thieves of equal level (lockpicking, backstabbing, etc.).
All sidhe may become invisible to mortals; and, since they often have underwater homes, they breathe water and air with equal facility.