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Nordgārd: The Faerie (Sneak Preview)

Started by Tangential, November 07, 2007, 12:00:53 AM

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Tangential

Quote from: 16pxDaoine Sídhe[/size][/b]
From beneath the dark branches of the tree, a stunning woman with flawless white skin and flowing violet hair steps gracefully into the moonlight. She is dressed in a gown of shimmering gossamer. An amused smirk crosses her face.

DAOINE SÍDHE (CR 20)[/size]
Often N Medium Fey
Init +12; Senses low-light vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28), stunning gaze (30 ft., DC 28); Languages Common, Elven, Sylvan
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AC 35, touch 30, flat-footed 23 (+12 Dex, +8 insight, +5 natural); Dodge, Mobility
hp 210 (20 HD), fast heal 20; DR 15/cold iron and magic
Immune disease, poison
Resist preternatural metabolism; SR 33 (CR + 13)
Fort +15, Ref +24, Will +20
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Speed 40 ft. (8 squares)
Melee +1 frost silver shortsword +31/+26 (1d6+15 plus 1d6 cold/19-20); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +32/+27 (1d8+15 plus 1d6 electricity/x3); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +30/+30/+25 (1d8+15 plus 1d6 electricity/x3)
Base Atk +10; Grp +17
Atk Options Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Special Actions bardic music 20/day (countersong (+39, 30 ft.), entrancing song (DC 28), fascinate (+39, 90 ft., 7 targets), inspire competence (30 ft., +2 one skill), inspire courage (+4 attack, damage, and saves vs. charm and fear), inspire greatness (30 ft., 4 targets, +2 bonus HD), inspire heroics (2 targets, +4 AC, saves), mass suggestion (DC 28), song of freedom, threnody of despair (DC 28)), stunning gaze
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Spell-like Abilities (CL 20th):
Always active'"speak with animals, speak with plants
At will'"awaken, bestow curse (+22 melee touch, DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), greater dispelling, greater invisibility, greater teleport, haste (self only), knock, mass hold monster (DC 27), polymorph (self only), persistent image (DC 23), water breathing
3/day'"animate plants (DC 25)
1/day'"commune with nature, harm (+22 melee touch, DC 24), heal
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Abilities Str 24, Dex 34, Con 25, Int 24, Wis 26, Cha 26
SQ freedom of movement, mythic nature (faerie song), otherworldly grace, true seeing, wild empathy +34
Feats Dodge (B), Great Fortitude (B), Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Finesse, Weapon Focus (longbow)
Skills Appraise +16, Bluff +31, Concentration +22, Diplomacy +35, Disguise +23 (+25 acting), Hide +35, Intimidate +10, Knowledge (arcana) +22, Knowledge (nature) +30, Listen +39, Move Silently +35, Perform (any two) +39, Search +16, Sense Motive +31, Spellcraft +24, Spot +39, Survival +16 (+18 in aboveground natural areas)
Possessions +1 seeking shock composite longbow (+7 Str bonus), +1 frost silver shortsword, 40 silver arrows
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Aptitude Focus Although daoine sídhe do not always have class levels, their immense life spans and knack for learning allow them to acquire abilities from their racial Hit Dice similar to those conferred by class levels. Each daoine sídhe may choose one of the following. This daoine sídhe has chosen the music aptitude focus.

Arms The daoine sídhe gains one bonus fighter feat per five racial Hit Dice and may select fighter-only feats as if it were a fighter of a level equal to its racial Hit Dice.

Hunter The daoine sídhe gains the swift tracker and favored enemy abilities of a ranger of a level equal to the daoine sídhe's racial Hit Dice. It gains Track as a bonus feat.

Magic The daoine sídhe has the spells per day and spells known of a cleric, druid, sorcerer, or wizard whose level is equal to one-half its racial Hit Dice, or of a bard whose level is equal to three-quarters its racial Hit Dice. The daoine sídhe's effective caster level for its spells is equal to three-quarters its racial Hit Dice.

Music The daoine sídhe has unearthly musical prowess. It gains the bardic music of a bard whose level is equal to its racial Hit Dice.

Rage The daoine sídhe has the ability to unlock the amazing strength of anger. It gains the rage, uncanny dodge, greater rage, and indomitable will abilities. Its effective barbarian level is equal to three-quarters its racial Hit Dice. It may choose to utilize the whirling frenzy variant.

Stealth The daoine sídhe gains the improved uncanny dodge ability and may sneak attack as a rogue, inflicting 1d6 points of damage per five racial Hit Dice. The daoine sídhe also gains either improved evasion or hide in plain sight. Its effective rogue level for purposes such as flanking a character with improved uncanny dodge is equal to three-quarters its racial Hit Dice.

Freedom of Movement (Ex) A daoine sídhe is difficult to hinder, as if warded by a freedom of movement effect.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm monster at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sídhe's glamour for 24 hours.

Mythic Nature A daoine sídhe is an aspect of nature's power and magic. As such, a daoine sídhe has one or more unique special abilities. These abilities should be at most equal to the example abilities included here. Different abilities may alter the Challenge Rating of the creature, and the designer should consider their impact carefully. The caster level for all mythic nature effects which use one is equal to the daoine sídhe's spell-like ability caster level unless noted otherwise.

Sample Mythic Nature Ability: Faerie Song (Su) The daoine sídhe can utilize a limited knowledge of the Ã"ran Sídhe or Faerie Song to gain access to the unique bardic music abilities described below.

Entrancing Song (Su) The daoine sídhe can perform a wondrously beautiful song as a standard action. All creatures that can hear the daoine sídhe perform must succeed on a Will save (DC 28) or be dazed for as long as it hears the daoine sídhe perform and for 1 round thereafter. Creatures who are affected gaze in awe at the daoine sídhe, often crying for joy at the glorious song. Each round, unaffected creatures in the area who can hear the song must make a new save against the effect. To maintain the effect, the daoine sídhe must concentrate and spend an additional use of bardic music every round. This is a sonic, mind-affecting effect. The save DC is equal to 10 plus one-half the daoine sídhe's effective bard level plus its Charisma modifier.

Threnody of Despair (Su) The daoine sídhe can sing a song which instills its enemies with the despairing certainty that their own deaths are nigh. The daoine sídhe can use a standard action to target a living creature that can hear it and that it can see. The next time the target is wounded, if the daoine sídhe has been constantly singing since it activated the ability, the victim must attempt a Will save (DC 28). If the victim succeeds, he is in no further danger unless the daoine sídhe uses this ability again. If the victim fails, he becomes dazed for 3 days (in a despairing catatonia) and must immediately attempt a Fortitude save. If that save fails, the victim succumbs to his wounds even if they are not life-threatening or even lethal damage. This is a sonic, mind-affecting effect. Using this ability requires expending a number of daily uses of bardic music equal to one-half the Hit Dice of the target.

Otherworldly Grace (Ex/Su) A daoine sídhe receives an insight bonus to its Armor Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma, a forest fire, natural lightning, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Finally, the Survival check DC to track a daoine sídhe in natural environs is increased by +20.

Preternatural Metabolism (Ex) A daoine sídhe's body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude save, it rolls 2d20 instead of 1d20 and ignores one die.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The save DC is Charisma-based.

True Seeing (Ex) A daoine sídhe's senses are extraordinarily powerful, granting it the benefits of a true seeing effect (as the spell, caster level 20th).

Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A daoine sídhe has a +6 racial bonus on wild empathy checks.

Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
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STRATEGY AND TACTICS
Daoine sídhe are rarely alone. Since they are the central figures of Faerie politics, they are usually accompanied by one to thirteen attendants on the uncommon occasions when they venture outside of their courts. Within their courts, daoine sídhe are surrounded by their servants and allies. A given court may contain from one to thirteen daoine sídhe in addition to dozens of lesser fey.

SAMPLE ENCOUNTER
A daoine sídhe's favorite hunting ground is disturbed by haughty mortal nobles building a new mansion.
EL 20: The daoine sídhe is so infuriated by their attitude that it seeks to teach them a cruel and deadly lesson in person.
EL 23: As above, but the daoine sídhe brings two other daoine sídhe, his hunting fellows, along to have fun at the mortals' expense.

ECOLOGY
Daoine sídhe are the noble-blooded fey. They are usually found presiding over courts of lesser fey: most local courts are ruled by daoine sídhe families. These fey typically live 10,000 years.
Environment: Daoine sídhe can be found almost anywhere in the Mortal Coil or Faerie, but are most often found in secluded areas of vibrant life. They strongly avoid cities, though, as well as smaller mortal settlements to a lesser extent.
Typical Physical Characteristics: A daoine sídhe appears much like an elf, except that its ears are more similar to those of a half-elf. It stands slightly taller than a human, and its skin and hair may be any color at all. A daoine sídhe's taste in clothing may vary considerably '" some prefer to wear elegant courtly attire, while some wear nothing at all. The majority fall between these two extremes, with simplicity, tastefulness, and high-quality fabric being common.
Alignment: Daoine sídhe, like many fey, care nothing at all for concepts of morality or ethics, and may be any alignment. Their lack of concern leads them to be often neutral.

DAOINE SÍDHE LORE
Characters with ranks in Knowledge (nature), Knowledge (nobility and royalty), or Knowledge (local) can learn more about daoine sídhe. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (nature)
DC Results
20 This creature is a fey. Reveals fey traits.
30 This is a daoine sídhe, one of few remaining of the ancient Faerie. Its very presence can put others under its spell.
35 The daoine sídhe can stun foes with a glance.
40 The daoine sídhe are very difficult to deceive, since they can always see the truth.

Knowledge (nobility and royalty) or Knowledge (local)
DC Results
35 Reveals the name of a prominent daoine sídhe ruler outside of Aramalos.
SOCIETY
Daoine sídhe social structure is much like that described in the Fey Feature series, except that gender bias varies. The daoine sídhe believe in the great significance of their heritage and maintain reasonably strong family units called kelirs. Each kelir normally dominates one or a few local courts while simultaneously attempting to gain power and influence in more significant courts.

SAMPLE LAIR
A faerie court. In progress...

TYPICAL TREASURE
Daoine sídhe usually manage to collect significant quantities of treasure. Daoine sídhe usually have 1/10 coins, triple goods, and double items, in addition to the personal equipment listed above.

DAOINE SÍDHE WITH CLASS LEVELS
Daoine sídhe often take class levels which complement their aptitude focuses. Like most fey, daoine sídhe never worship deities or ideals, and so daoine sídhe clerics are almost unheard of. Those few which exist worship nature choose from all nature-relevant domains. A daoine sídhe's favored class is the one whose class abilities its aptitude focus mimicks. Its aptitude focus abilities interact with levels in the matching class as described below.

Arms: The daoine sídhe increases its effective fighter level by its racial Hit Dice for the purpose of qualifying for feats.

Hunter: The daoine sídhe adds its racial Hit Dice to its ranger level for the purpose of determining its favored enemy abilities. When it it reaches 1st level of ranger, and again at 8th level, it gains a nonepic feat it qualifies for.

Magic: This ability interacts with levels in spellcasting classes as normal for monster spellcasting. If the class is druid, the daoine sídhe gains a nonepic feat it qualifies for at 9th level of the class.

Music: The daoine sídhe adds its racial Hit Dice to its bard level for the purpose of determining its bardic music abilities.

Rage: The daoine sídhe's effective barbarian level is increased by three-quarters its racial Hit Dice for the purposes of determining the benefits of raging. When its effective barbarian level for this purpose (through any combination of class levels and racial Hit Dice) reaches 17th level, it gains tireless rage. When it reaches 20th level, it gains mighty rage. When a daoine sídhe with this aptitude focus reaches 5th level of barbarian, it gains a nonepic feat it qualifies for. If it already chose to utilize the whirling frenzy variant, it must continue to do so with its barbarian class levels.

Stealth: If a daoine sídhe with this aptitude focus gains levels in rogue and reaches a level where it would normally gain an ability which it already has by virtue of this aptitude focus (such as when a daoine sídhe with improved evasion reaches 2nd level of rogue, or when any daoine sídhe with this aptitude focus reaches 4th level of rogue) it gains a nonepic feat for which it qualifies instead of the ability which it already has.

ADVANCED DAOINE SÍDHE
Daoine sídhe only advance in racial Hit Dice by becoming more intimately connected with nature. Typically, this requires a daoine sídhe to pick an aspect of nature and promote that aspect successfully. A daoine sídhe can attain up to 40 racial Hit Dice.

A daoine sídhe's fast healing improves by 5 at 25, 30, 35, and 40 racial Hit Dice. All skills are class skills for the daoine sídhe. At 23 HD, a daoine sídhe with the rage aptitude focus gains the tireless rage ability if it did not already have it. At 28 HD, a daoine sídhe with the rage aptitude focus gains the mighty rage ability if it did not already have it.

DAOINE SIDHE IN Nordgārd
In progress...
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

Tangential

Quote from: 16pxD[/size]AOINE SÍDHE BARBARIAN (RAGING) (CR 20)[/b]
Often N Medium Fey
Init +12; Senses low-light vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28), maelstrom of blood (15 ft., DC 28), stunning gaze (30 ft., DC 28); Languages Common, Elven, Sylvan
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AC 36, touch 30, flat-footed 24 (+12 Dex, +8 insight, +6 natural, -2 rage, +2 circumstance); Dodge, Mobility
hp 270 (20 HD), fast heal 20; DR 15/cold iron and magic
Immune disease, poison
Resist preternatural metabolism; SR 33 (CR + 13)
Fort +18, Ref +26, Will +23 (+27 against enchantments)
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Speed 40 ft. (8 squares)
Melee +1 frost silver shortsword +34/+29 (1d6+20/19-20 plus 1d6 cold plus 1d6 desiccation); or
Ranged +1 seeking shock composite longbow (+10 Str bonus) with silver arrows +31/+26 (1d8+18/x3 plus 1d6 electricity)
Base Atk +10; Grp +20
Atk Options Improved Sunder, Power Attack (must cease Weapon Finesse to use), rage 4/day (13 rounds), Spring Attack
Special Actions stunning gaze (30 ft., DC 28, stun 2d4 rounds)
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Spell-like Abilities (CL 20th):
Always active'"speak with animals, speak with plants
At will'"awaken, bestow curse (+24 melee touch, DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), greater dispelling, greater invisibility, greater teleport, haste (self only), knock, mass hold monster (DC 27), polymorph (self only), persistent image (DC 23), water breathing
3/day'"animate plants (DC 25)
1/day'"commune with nature, harm (+24 melee touch, DC 24), heal
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Abilities Str 30, Dex 34, Con 31, Int 24, Wis 26, Cha 26
SQ freedom of movement, mythic nature (maelstrom of blood), otherworldly grace, true seeing, wild empathy +34
Feats Dodge (B), Great Fortitude (B), Improved Natural Armor, Improved Sunder, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (shortsword)
Skills Appraise +17, Balance +27, Bluff +31, Concentration +33, Diplomacy +35, Hide +35, Intimidate +33, Jump +13, Knowledge (arcana) +12, Knowledge (nature) +32, Listen +39, Move Silently +35, Perform (any one) +39, Search +16, Sense Motive +31, Spellcraft +19, Spot +39, Survival +24 (+26 in aboveground natural areas), Tumble +35
Possessions +1 seeking shock composite longbow (+10 Str bonus), +1 frost silver shortsword, 40 silver arrows
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Aptitude Focus This daoine sídhe has chosen the rage aptitude focus. It gains the rage, uncanny dodge, greater rage, and indomitable will abilities. Its effective barbarian level is 15th.

Freedom of Movement (Ex) A daoine sídhe is difficult to hinder, as if warded by a freedom of movement effect.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm monster at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sídhe's glamour for 24 hours.

Sample Mythic Nature Ability: Maelstrom of Blood (Su) While raging, the daoine sídhe is surrounded by swirling winds which propel it and harm creatures near it. The wind spins around the daoine sídhe at its center with windstorm force (Fortitude DC 28), extending out to 15 feet away from the center. The winds grant it +2 circumstance bonuses to Armor Class, Reflex saves, melee attack rolls, and melee weapon damage rolls. Creatures other than the daoine sídhe which suffer piercing or slashing damage within the area of the wind suffer 1d6 points of dessication damage as the wind leaches off streamers of blood from the wound. The daoine sídhe may suppress this effect or resume it as a free action.

Otherworldly Grace (Ex/Su) A daoine sídhe receives an insight bonus to its Armor Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma, a forest fire, natural lightning, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Finally, the Survival check DC to track a daoine sídhe in natural environs is increased by +20.

Preternatural Metabolism (Ex) A daoine sídhe's body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude save, it rolls 2d20 instead of 1d20 and ignores one die.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The save DC is Charisma-based.

True Seeing (Ex) A daoine sídhe's senses are extraordinarily powerful, granting it the benefits of a true seeing effect (as the spell, caster level 20th).

Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A daoine sídhe has a +6 racial bonus on wild empathy checks.

Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
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When not raging, the daoine sídhe barbarian loses its maelstrom of blood and indomitable will and has the following changed statistics:

hp 210
Fort +15, Ref +24, Will +20
Melee +1 frost silver shortsword +32/+27 (1d6+15/19-20 plus 1d6 cold); or
Ranged +1 seeking shock composite longbow (+10 Str bonus) with silver arrows +31/+26 (1d8+15/x3 plus 1d6 electricity/x3)
Base Atk +10; Grp +17
Spell-like Abilities (CL 20th):
At will'"bestow curse (+22 melee touch, DC 21)
1/day'"harm (+22 melee touch, DC 24)
Abilities Str 24, Con 25
Skills Jump +10

 
DAOINE SÍDHE HUNTER (CR 20)[/size]
Often N Medium Fey
Init +12; Senses low-light vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28), stunning gaze (30 ft., DC 28); Languages Common, Elven, Sylvan
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AC 35, touch 30, flat-footed 23 (+12 Dex, +8 insight, +5 natural); Dodge, Mobility
hp 210 (20 HD), fast heal 20; DR 15/cold iron and magic
Immune disease, poison
Resist preternatural metabolism; SR 33 (CR + 13)
Fort +15, Ref +24, Will +20
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Speed 40 ft. (8 squares)
Melee +1 frost silver shortsword +31/+26 (1d6+15 plus 1d6 cold/19-20); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +32/+27 (1d8+15 plus 1d6 electricity/x3); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +30/+30/+25 (1d8+15 plus 1d6 electricity/x3)
Base Atk +10; Grp +17
Atk Options favored enemy aberrations +6, favored enemy animals +2, favored enemy dragons +4, favored enemy humanoids (human) +4, favored enemy undead +2, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Special Actions arrow of mortality, stunning gaze
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Spell-like Abilities (CL 20th):
Always active'"speak with animals, speak with plants
At will'"awaken, bestow curse (+22 melee touch, DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), greater dispelling, greater invisibility, greater teleport, haste (self only), knock, mass hold monster (DC 27), polymorph (self only), persistent image (DC 23), water breathing
3/day'"animate plants (DC 25)
1/day'"commune with nature, harm (+22 melee touch, DC 24), heal
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Abilities Str 24, Dex 34, Con 25, Int 24, Wis 26, Cha 26
SQ freedom of movement, mythic nature (arrow of mortality), otherworldly grace, true seeing, swift tracker, wild empathy +36
Feats Dodge (B), Great Fortitude (B), Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Track (B), Weapon Finesse, Weapon Focus (longbow)
Skills Balance +14, Bluff +31, Concentration +17, Diplomacy +30, Disguise +18 (+20 acting), Gather Information +10, Handle Animal +13, Hide +35, Intimidate +10, Jump +13, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (local) +14, Knowledge (nature) +32, Knowledge (religion) +12, Listen +39, Move Silently +35, Perform (any one) +21, Ride +19, Search +25, Sense Motive +31, Spellcraft +14, Spot +39, Survival +39 (+41 in aboveground natural areas, +41 following tracks, +41 underground, +43 following tracks in aboveground natural areas or underground), Swim +17, Tumble +18
Possessions +1 seeking shock composite longbow (+7 Str bonus), +1 frost silver shortsword, 40 silver arrows
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Aptitude Focus This daoine sídhe has chosen the hunter aptitude focus. The daoine sídhe gains the swift tracker and favored enemy abilities of a ranger of a level equal to the daoine sídhe's racial Hit Dice. She gains Track as a bonus feat.

Freedom of Movement (Ex) A daoine sídhe is difficult to hinder, as if warded by a freedom of movement effect.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm monster at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sídhe's glamour for 24 hours.

Sample Mythic Nature Ability: Arrow of Mortality (Su) Whenever the daoine sídhe fires an arrow, the arrow becomes invisible. It disintegrates after dealing damage. The wound is superficially closed, leaving no outward sight of harm. Additionally, up to three times per day, the daoine sídhe can use a standard action to fire an arrow that passes through all nonmagical barriers in its way (so it can be stopped by a wall of fire or wall or force), negating cover and concealment, and strikes as a ranged touch attack. If this special arrow hits, the creature struck must succeed on a Fortitude save (DC 28) or die instantly; even if it succeeds, it suffers 3d6+20 points of damage. If the creature is not living, it still affected; it is simply destroyed rather than killed if it fails. If the creature struck is living, this is a death effect.

Otherworldly Grace (Ex/Su) A daoine sídhe receives an insight bonus to its Armor Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma, a forest fire, natural lightning, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Finally, the Survival check DC to track a daoine sídhe in natural environs is increased by +20.

Preternatural Metabolism (Ex) A daoine sídhe's body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude save, it rolls 2d20 instead of 1d20 and ignores one die.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The save DC is Charisma-based.

True Seeing (Ex) A daoine sídhe's senses are extraordinarily powerful, granting it the benefits of a true seeing effect (as the spell, caster level 20th).

Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A daoine sídhe has a +6 racial bonus on wild empathy checks.

Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
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DAOINE SÍDHE MAGICIAN (CR 20)[/size]
Often N Medium Fey
Init +12; Senses low-light vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28), stunning gaze (30 ft., DC 28); Languages Common, Elven, Sylvan
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AC 35, touch 30, flat-footed 23 (+12 Dex, +8 insight, +5 natural); Dodge, Mobility
hp 210 (20 HD), fast heal 20; DR 15/cold iron and magic
Immune disease, poison
Resist preternatural metabolism; SR 33 (CR + 13)
Fort +15, Ref +24, Will +20
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Speed 40 ft. (8 squares)
Melee +1 frost silver shortsword +31/+26 (1d6+15 plus 1d6 cold/19-20); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +31/+26 (1d8+15 plus 1d6 electricity/x3); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +29/+29/+24 (1d8+15 plus 1d6 electricity/x3)
Base Atk +10; Grp +17
Atk Options Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Special Actions stunning gaze
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Spell-like Abilities (CL 20th):
Always active'"speak with animals, speak with plants
At will'"awaken, bestow curse (+22 melee touch, DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), greater dispelling, greater invisibility, greater teleport, haste (self only), knock, mass hold monster (DC 27), polymorph (self only), persistent image (DC 23), water breathing
3/day'"animate plants (DC 25)
1/day'"commune with nature, harm (+22 melee touch, DC 24), heal
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Sorcerer Spells Known (CL 15th):
5th (4/day)'"dominate person (DC 24)
4th (6/day)'"confusion (DC 23), enervation (+22 ranged touch)
3rd (8/day)'"fly, suggestion (DC 22), vampiric touch (+22 melee touch)
2nd (8/day)'"scorching ray (+22 ranged touch), shatter (DC 20), silence, Tasha's hideous laughter (DC 21)
1st (8/day)'"expeditious retreat, feather fall, mage armor, magic missile, true strike
0 (6/day)'"dancing lights, detect magic, ghost sound, mage hand, mending, message, prestidigitation, read magic, touch of fatigue (+22 melee touch, DC 18)
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Abilities Str 24, Dex 34, Con 25, Int 24, Wis 26, Cha 26
SQ freedom of movement, mythic nature (vital spellcasting), otherworldly grace, true seeing, wild empathy +34
Feats Dodge (B), Empower Spell, Great Fortitude (B), Mobility, Point Blank Shot, Precise Shot, Shot on the Run, Spell Focus (enchantment), Weapon Finesse
Skills Appraise +12, Balance +14, Bluff +31, Concentration +30, Diplomacy +35, Disguise +13 (+15 acting), Hide +35, Intimidate +13, Jump +13, Knowledge (arcana) +30, Knowledge (nature) +30, Listen +39, Move Silently +35, Perform (any one) +31, Search +16, Sense Motive +31, Spellcraft +32 (+34 decipher scrolls), Spot +39, Survival +16 (+18 in aboveground natural areas), Tumble +17, Use Magic Device +13 (+15 scrolls)
Possessions +1 seeking shock composite longbow (+7 Str bonus), +1 frost silver shortsword, 40 silver arrows
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Aptitude Focus This daoine sídhe has chosen the magic aptitude focus. The daoine sídhe has access to spells as a 10th-level sorcerer. Its caster level is 15th.

Freedom of Movement (Ex) A daoine sídhe is difficult to hinder, as if warded by a freedom of movement effect.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm monster at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sídhe's glamour for 24 hours.

Sample Mythic Nature Ability: Vital Spellcasting (Ex) The daoine sídhe's magical blood allows it to channel part of its life-force into its spells. As an immediate action, the daoine sídhe may choose to suffer 25 points of damage. If it does, the next spell it casts has its save DC increased by +5 as long as it casts the spell before the end of its turn.

Otherworldly Grace (Ex/Su) A daoine sídhe receives an insight bonus to its Armor Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma, a forest fire, natural lightning, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Finally, the Survival check DC to track a daoine sídhe in natural environs is increased by +20.

Preternatural Metabolism (Ex) A daoine sídhe's body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude save, it rolls 2d20 instead of 1d20 and ignores one die.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The save DC is Charisma-based.

True Seeing (Ex) A daoine sídhe's senses are extraordinarily powerful, granting it the benefits of a true seeing effect (as the spell, caster level 20th).

Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A daoine sídhe has a +6 racial bonus on wild empathy checks.

Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
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DAOINE SÍDHE TRICKSTER (CR 20)[/size]
Often N Medium Fey
Init +12; Senses low-light vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28, charm), stunning gaze (30 ft., DC 28, stun 2d4 rounds); Languages Common, Elven, Sylvan
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AC 35, touch 30, flat-footed 23 (+12 Dex, +8 insight, +5 natural); Dodge, improved uncanny dodge, Mobility
hp 210 (20 HD), fast heal 20; DR 15/cold iron and magic
Immune disease, poison
Resist improved evasion, mother's caress, preternatural metabolism; SR 33 (CR + 13)
Fort +15, Ref +24, Will +20
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Speed 40 ft. (8 squares)
Melee +1 frost silver shortsword +31/+26 (1d6+15 plus 1d6 cold/19-20); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +32/+27 (1d8+15 plus 1d6 electricity/x3); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +30/+30/+25 (1d8+15 plus 1d6 electricity/x3)
Base Atk +10; Grp +17
Atk Options Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, sneak attack +4d6
Special Actions stunning gaze
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Spell-like Abilities (CL 20th):
Always active'"speak with animals, speak with plants
At will'"awaken, bestow curse (+22 melee touch, DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), greater dispelling, greater invisibility, greater teleport, haste (self only), knock, mass hold monster (DC 27), polymorph (self only), persistent image (DC 23), water breathing
3/day'"animate plants (DC 25)
1/day'"commune with nature, harm (+22 melee touch, DC 24), heal
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Abilities Str 24, Dex 34, Con 25, Int 24, Wis 26, Cha 26
SQ freedom of movement, mythic nature (mother's caress), otherworldly grace, true seeing, wild empathy +34
Feats Dodge (B), Great Fortitude (B), Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Finesse, Weapon Focus (longbow)
Skills Appraise +22, Balance +14, Bluff +31, Concentration +17, Diplomacy +27, Disguise +23 (+25 acting), Escape Artist +35, Gather Information +10, Hide +35, Intimidate +10, Jump +13, Knowledge (local) +17, Knowledge (nature) +22, Listen +39, Move Silently +35, Perform (any one) +21, Search +26, Sense Motive +18, Sleight of Hand +37, Spot +39, Survival +16 (+18 in aboveground natural areas), Tumble +35, Use Magic Device +18, Use Rope +12 (+14 to bind)
Possessions +1 seeking shock composite longbow (+7 Str bonus), +1 frost silver shortsword, 40 silver arrows
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Aptitude Focus This daoine sídhe has chosen the stealth aptitude focus. It has the improved uncanny dodge and improved evasion abilities and may sneak attack as a rogue, inflicting 4d6 points of damage. Its effective rogue level for purposes such as flanking a character with improved uncanny dodge is 15th.

Freedom of Movement (Ex) A daoine sídhe is difficult to hinder, as if warded by a freedom of movement effect.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm monster at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sídhe's glamour for 24 hours.

Sample Mythic Nature Ability: Mother's Caress (Ex) The daoine sídhe uses its intimate link to the fabric of nature to conceal itself. It benefits as if from a permanent mind blank. It can use the Hide skill in natural terrain even if the terrain doesn't offer cover or concealment.

Otherworldly Grace (Ex/Su) A daoine sídhe receives an insight bonus to its Armor Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma, a forest fire, natural lightning, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Finally, the Survival check DC to track a daoine sídhe in natural environs is increased by +20.

Preternatural Metabolism (Ex) A daoine sídhe's body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude save, it rolls 2d20 instead of 1d20 and ignores one die.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The save DC is Charisma-based.

True Seeing (Ex) A daoine sídhe's senses are extraordinarily powerful, granting it the benefits of a true seeing effect (as the spell, caster level 20th).

Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A daoine sídhe has a +6 racial bonus on wild empathy checks.

Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
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DAOINE SÍDHE WARRIOR (CR 20)[/size]
Often N Medium Fey
Init +12; Senses low-light vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28, charm), stunning gaze (30 ft., DC 28, stun 2d4 rounds); Languages Common, Elven, Sylvan
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AC 36, touch 30, flat-footed 24 (+12 Dex, +8 insight, +5 natural, +1 shield); Dodge, Mobility
hp 210 (20 HD), fast heal 20; DR 15/cold iron and magic
Immune disease, poison
Resist preternatural metabolism; SR 33 (CR + 13)
Fort +15, Ref +24, Will +20
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Speed 40 ft. (8 squares)
Melee +1 frost silver shortsword +31/+26 (1d6+19 plus 1d6 cold/19-20) and +1 flaming silver shortsword +31/+26 (1d6+19 plus 1d6 fire/19-20); or
Melee +1 frost silver shortsword +33/+28 (1d6+19 plus 1d6 cold/19-20); or
Melee +1 flaming silver shortsword +33/+28 (1d6+19 plus 1d6 fire/19-20); or
Ranged +1 seeking shock composite longbow (+7 Str bonus) with silver arrows +31/+26 (1d8+15 plus 1d6 electricity/x3); or
Base Atk +10; Grp +17
Atk Options Power Attack (must cease Weapon Finesse to use), Spring Attack
Special Actions stunning gaze
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Spell-like Abilities (CL 20th):
Always active'"speak with animals, speak with plants
At will'"awaken, bestow curse (+22 melee touch, DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), greater dispelling, greater invisibility, greater teleport, haste (self only), knock, mass hold monster (DC 27), polymorph (self only), persistent image (DC 23), water breathing
3/day'"animate plants (DC 25)
1/day'"commune with nature, harm (+22 melee touch, DC 24), heal
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Abilities Str 24, Dex 34, Con 25, Int 24, Wis 26, Cha 26
SQ freedom of movement, mythic nature (blood calls to blood), otherworldly grace, true seeing, wild empathy +34
Feats Dodge (B), Great Fortitude (B), Greater Weapon Focus (shortsword), Greater Weapon Specialization (shortsword), Improved Two-Weapon Fighting, Mobility, Power Attack, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (shortsword)
Skills Appraise +15, Balance +22, Bluff +31, Concentration +20, Diplomacy +35, Hide +35, Intimidate +33, Jump +13, Knowledge (arcana) +15, Knowledge (nature) +30, Listen +39, Move Silently +35, Perform (any one) +32, Ride +20, Search +16, Sense Motive +31, Spellcraft +17, Spot +39, Survival +16 (+18 in aboveground natural areas), Tumble +37
Possessions +1 seeking shock composite longbow (+7 Str bonus), +1 frost silver shortsword, +1 flaming silver shortsword, 40 silver arrows
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Aptitude Focus This daoine sídhe has chosen the arms aptitude focus. The daoine sídhe gains one bonus fighter feat per five racial hit dice and may select fighter-only feats as if it were a fighter of a level equal to her racial Hit Dice.

Freedom of Movement (Ex) A daoine sídhe is difficult to hinder, as if warded by a freedom of movement effect.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm monster at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sídhe's glamour for 24 hours.

Sample Mythic Nature Ability: Blood Calls to Blood (Su) As a move action, the daoine sídhe may deal 5 points of damage to itself and anoint any weapon it holds with its own blood. For the next hour, the weapon gains the keen property and a double-strength wounding property (2 points of Con damage instead of 1). If the weapon scores a critical hit, Constitution damage from the wounding property is quadrupled instead of doubled and dealt as drain instead (4 points of Con drain instead of 2 points of Con damage).

The daoine sídhe can lose more blood to make this ability more effective. If it deals an additional 20 points of damage (for a total of 25) when it uses this ability, it may add the speed property or the brilliant energy property in addition to those mentioned previously. If it deals a total of 45 points of damage to itself, its weapon gains all these abilities.

Otherworldly Grace (Ex/Su) A daoine sídhe receives an insight bonus to its Armor Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma, a forest fire, natural lightning, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Finally, the Survival check DC to track a daoine sídhe in natural environs is increased by +20.

Preternatural Metabolism (Ex) A daoine sídhe's body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude save, it rolls 2d20 instead of 1d20 and ignores one die.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The save DC is Charisma-based.

True Seeing (Ex) A daoine sídhe's senses are extraordinarily powerful, granting it the benefits of a true seeing effect (as the spell, caster level 20th).

Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A daoine sídhe has a +6 racial bonus on wild empathy checks.

Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

Tangential

Quote from: The Faerie ProjectFinally, here's some more sample mythic nature abilities:

SAMPLE MYTHIC NATURE ABILITIES

Arrow of Fertility (Su): Any weapon the daoine sídhe wields gains the merciful quality, which can be deactivated as normal. Additionally, when the daoine sídhe fires an arrow, the arrow becomes invisible. It disintegrates after dealing damage. The wound is superficially closed, leaving no outward sign of harm.

The daoine sídhe can instill reproductive vigor in creatures with her arrows. Up to three times per day, the daoine sídhe can use a standard action to fire an arrow that passes through all nonmagical barriers in its way (so it can be stopped by a wall of fire or wall or force), negating cover and concealment, and strikes as a ranged touch attack. A living creature struck by this special arrow must succeed on a Fortitude save (DC 28) or become hormonally overwhelmed for the next five rounds. The victim seeks to become intimate with the nearest person of the opposite sex - what it will do if the object of its lust is unwilling depends upon its personality and alignment. Some creatures will simply beg, while the more romantically inclined will attempt to hastily charm and seduce. Regardless of how this desire manifests, the creature can pay no attention whatsoever to anyone else, and is considered flat-footed as far as other creatures are concerned. As a side effect, any creature who succumbs to the arrow of fertility becomes fertile if it was sterile.

Touch of Life (Su): A daoine sídhe with this special attack can restore life to those who have lost it. Up to three times per day, the daoine sídhe can touch any living thing's remains and restore it as if with resurrection. This effect works on aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, as well as on living objects such as inanimate plants and fungi.

A daoine sídhe may use this ability in combat by touching an enemy's item that is made out of organic materials, such as a pair of leather boots or a feathered cloak. Doing so requires a touch attack to hit the item (AC 10 + item size modifier + wearer's Dexterity modifier). As long as the originator of the materials is dead, it is instantly restored to life. If its remains were a part of an item, such a bull being part of leather boots, the item is unmade and returned to its component parts when the creature is restored to life. A magic item targeted by this effect may resist with a Will save (DC 28); nonmagical items receive no save. The save DC is Charisma-based.

A sentient dead creature may resist this effect as any revivification effect, but no nonsentient creature or object will refuse the daoine sídhe except in unusual circumstances. A nonsentient creature restored by the daoine sídhe automatically acts helpful toward her, or at least never harms her, if it has no intelligence score. Any creature restored by the daoine sídhe, sentient or not, automatically acts hostile toward whoever was employing its remains in an item.
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme