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 Post subject: Daoine Sidhe [PF/3.5e] (repost)
PostPosted: Tue Feb 11, 2014 12:22 am 
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Joined: Tue Jan 21, 2014 2:42 pm
Posts: 105
Requested by Bartleby

Daoine Sidhe
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 green gossamer. An amused smirk crosses her face.

DAOINE SIDHE (CR 9)
XP 6,400
Often N Medium Fey
Init +6; Senses low-light vision; Perception +21
Aura glamour (30 ft., DC 19), stunning gaze (30 ft., DC 19)
Languages Common, Elven, Sylvan, speak with animals, speak with plants
_____________________________________________________________

AC 24, touch 21, flat-footed 17; CMD 29
(+4 deflection, +6 Dex, +1 dodge, +3 natural); environment mastery, Mobility
hp 85 (10d6+50), fast heal 5
DR 10/cold iron and magic
Immune disease, poison
SR 22 (CR + 13)
Defensive Abilities environment mastery
Weakness environment dependent
Fort +8, Ref +13, Will +11
_____________________________________________________________

Speed 40 ft., swim 30 ft.; Swim +11
Melee +2 frost rapier +14 (1d6+6 plus 1d6 cold/18-20); or
Ranged +2 shocking composite longbow (+3 Str bonus) with silver arrows +14 (1d8+4 plus 1d6 electricity/x3); or
Ranged Rapid Shot with +2 shocking composite longbow (+3 Str bonus) with silver arrows +12/+12 (1d8+4 plus 1d6 electricity/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; CMB +8
Attack Options environment mastery, magic strike, Point-Blank Shot, Shot on the Run
Special Actions stunning gaze
_____________________________________________________________

Spell-like Abilities (CL 8th):
Constant—speak with animals, speak with plants
1/day—bestow curse (+11 melee touch, DC 18), commune with nature, cure critical wounds, inflict critical wounds (+11 melee touch, DC 18), true seeing
3/day—dimension door, dispel magic, polymorph (self only)
At will—entangle (DC 15), haste, invisibility, knock, major image (DC 17), water breathing
_____________________________________________________________

Abilities Str 17, Dex 22, Con 20, Int 17, Wis 18, Cha 19
SQ otherworldly grace, wild empathy +20
Feats DodgeB, Mobility, Point Blank Shot, Rapid Shot, Weapon Finesse, Weapon Focus (essential weapon)
Primal Nature Ability Essential Weapons (25,000 gp)
Skills Bluff +12, Diplomacy +17, Disguise +11, Knowledge (arcana) +13, Knowledge (nature) +16, Perception +21, Perform (any one) +21, Sense Motive +17, Spellcraft +13, Stealth +14, Survival +9, Swim +11; Racial +4 Perception, +4 Perform
Possessions 40 silver arrows
_____________________________________________________________

Environment Mastery (Su) The daoine sidhe, as a child of nature, has some manner of influence over the life of a small region. The daoine sidhe gains a +1 circumstance bonus on Armor Class and all attack rolls and saving throws while within its home region as the place subtly aids it (such as plants or vermin tripping foes or a small animal giving a warning cry).

All native flora and fauna in the daoine sidhe's home region have a starting attitude of friendly toward the daoine sidhe. With time and effort, this influence might take many forms, such as making game plentiful, producing a good harvest, or the opposite of these effects (DM's discretion).

Additionally, a daoine sidhe gains a benefit based on the climate and terrain it rules over:
Terrain:
  • Plains: +10 ft. base land speed. Control winds and insect plague 1/day.
  • Marsh: Resist acid 10. +8 racial bonus on Stealth checks. Mind fog 2/day.
  • Hills: Greater heroism 3/day.
  • Forest: Summon nature's ally V 3/day.
  • Mountains: Climb speed 30 ft.; +8 racial bonus on Climb checks. Call lightning storm 3/day.
  • Desert: Mirage arcana 1/day. Waves of fatigue 3/day.
  • Underground: Darkvision 120 ft. Transmute rock to mud 1/day. Confusion 3/day.
  • Aquatic: +10 ft. base swim speed. Aquatic subtype. Amphibious. Beast shape IV 3/day.
  • Waterways: +20 ft. base swim speed. Aquatic subtype. Amphibious. Mass suggestion 1/day. Control water 3/day.
  • Sky: Fly speed 40 ft. (good maneuverability). Control winds 1/day.
Climate:
  • Cold: Resist cold 10.
  • Temperate: Resist cold 10 during winter; resist electricity 10 during spring; resist fire 10 during summer; and resist acid 10 during autumn.
  • Warm: Resist fire 10.

Environment Dependent (Su) Each daoine sidhe is bound to a type of environment. It becomes sickened if its chosen environment is badly damaged, such as through pollution, for as long as the damage lasts. If it is absent from that environment for longer than 1 month, it becomes sickened until it returns.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sidhe, it must succeed on a Will save (DC 19) or become charmed with the daoine sidhe as per charm monster or command plants at caster level 10th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sidhe’s glamour for 24 hours.

Primal Nature A daoine sidhe is an aspect of nature's power and magic. As such, a daoine sidhe has one unique special ability. This ability should be at most equal to the example abilities included here (such as the Essential Weapons ability possessed by this daoine sidhe). Different abilities may alter the Challenge Rating of the creature, and the designer should consider their impact carefully.

Essential Weapons (Su) A daoine sidhe with this special attack can create weapons from its own life-force. These weapons' form and/or properties can be changed as a move action. The daoine sidhe can draw its weapons as a free action simply by willing them into existence. They do not exist when the daoine sidhe puts them away or loses contact with them. The daoine sidhe can recreate the weapon on its next turn as a free action.

An essential weapon may have a value up to 25,000 gp. The magic on the weapon must always include at least a +1 enhancement bonus, as normal. Both weapons always have the same form if two weapons are created, and each must be a light or one-handed weapon. A daoine sidhe can choose to create only one weapon if it wishes, and if it creates only one, it can create a two-handed or ranged weapon. If it creates a ranged weapon, such as a bow or sling, it must use another source of ammunition; if an essential weapon or essential ammunition leaves the daoine sidhe’s hands, it vanishes harmlessly. Feats that normally specify a single weapon may specify essential weapon instead.

Otherworldly Grace (Ex) A daoine sidhe 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 sidhe in natural environs is increased by +10.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 19 negates. The save DC is Charisma-based.

Wild Empathy (Ex) A daoine sidhe can use wild empathy as a 10th-level druid. A daoine sidhe has a +6 racial bonus on wild empathy checks.
_____________________________________________________________

STRATEGY AND TACTICS
The daoine sidhe described above usually alters its essential weapons to carry the bane property against its current opponents when combat begins. It is also apt to begin by casting haste on itself while relying on its gaze and aura to keep it safe for the moment.

Sovereign Pact
Through a special ritual, a daoine sidhe can bestow a link to the land upon a mortal. The mortal becomes sickened if the land is blighted or polluted; the land becomes blighted and fallow if the mortal becomes seriously weakened through injury or illness. Similarly, if the mortal is happy and strong, the land will be abundant and healthful (crop yields may increase as per plant growth); if the land is tended and blessed, the mortal's lot improves (+2 luck bonus on saving throws).

The mortal can affect the weather as per control weather (as a druid of his character level), but may not consciously control the effect; rather, it manifests appropriate changes in the weather whenever the mortal experiences emotions which are very strong or which are dominant for a long time.

Finally, the mortal can affect the spirits of those who inhabit his land. If the mortal is feeling strongly or lastingly hopeful, fearful, sad, weak, tired, or angry, any denizen of the land who sees or otherwise notices him must succeed on a Will save or be affected by good hope, doom, crushing despair, touch of fatigue, or rage, respectively. No creature with more than 10 HD can be affected and no creature can be affected more than once in 24 hours. Caster level is equal to character level and the save DC is Charisma-based.

Variant Daoine Sidhe
Instead of the environment mastery and environment dependent abilities, some daoine sidhe possess a boon from one of the following Faerie Courts.
Faerie Courtier (Ex) The daoine sidhe gains a benefit based on the court it is linked to:
  • Seelie: +5 fast healing. Breath of life 1/day. Cat's grace 3/day.
  • Unseelie: +2 natural armor. Slay living and song of discord 1/day.
  • Watchers: +10 ft. all speeds. Freedom of movement and slow at will.
  • Wild Hunt: Bonus combat feat. Greater heroism 1/day.
  • Frostfell: Icewalking (as spider climb, but only works on icy surfaces). Resist cold 10. Cone of cold 3/day.
  • Other Demesne Courts: As per the appropriate environment.
  • Gatekeepers of Essence: Lesser planar binding, summon monster V and one element-based spell of up to 5th level 1/day.
  • Princes of Passion: Lesser planar binding, summon monster V and one alignment-/emotion-based spell of up to 5th level 1/day.
  • Undying Season: Channel negative energy as an 8th-level cleric. Command Undead as a bonus feat. Animate dead 1/day. Slow 3/day.


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 Post subject: Daoine Sidhe Churl
PostPosted: Tue Feb 11, 2014 12:23 am 
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Joined: Tue Jan 21, 2014 2:42 pm
Posts: 105
DAOINE SIDHE CHURL (CR 13)
XP 24,600
Often N Medium Fey
Init +8; Senses low-light vision; Perception +27
Aura glamour (30 ft., DC 22), stunning gaze (30 ft., DC 22)
Languages Common, Elven, Sylvan, speak with animals, speak with plants
_____________________________________________________________

AC 28, touch 24, flat-footed 19; CMD 36
(+8 Dex, +5 deflection, +4 natural, +1 dodge); environment mastery, Mobility
hp 145 (15d6+90), fast heal 10
DR 10/cold iron and magic
Immune disease, poison
SR 26 (CR + 13)
Defensive Abilities environment mastery
Weakness environment dependent
Fort +11, Ref +17, Will +13
_____________________________________________________________

Speed 40 ft., swim 30 ft.; Swim +13; Shot on the Run
Melee +5 frost rapier +21/+16 (1d6+12 plus 1d6 cold/18-20); or
Ranged +5 shocking composite longbow (+5 Str bonus) with silver arrows +21/+16 (1d8+9 plus 1d6 electricity/x3); or
Ranged Rapid Shot with +5 shocking composite longbow (+5 Str bonus) with silver arrows +19/+19/+14 (1d8+9 plus 1d6 electricity/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +7; CMB +12
Attack Options environment mastery, magic strike, Point-Blank Shot, Shot on the Run, Vital Strike
Special Actions stunning gaze
_____________________________________________________________

Spell-like Abilities (CL 13th):
Constant—speak with animals, speak with plants
1/day—bestow curse (+15 melee touch, DC 19), commune with nature, harm (+15 melee touch, DC 21), heal, persistent image (DC 20)
3/day—dimension door, greater dispel magic, polymorph (self only), true seeing
At will—entangle (DC 16), haste, invisibility, knock, major image (DC 18), water breathing
_____________________________________________________________

Abilities Str 20, Dex 27, Con 22, Int 19, Wis 20, Cha 21
SQ otherworldly grace, wild empathy +26
Feats DodgeB, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Vital Strike, Weapon Finesse, Weapon Focus (essential weapon)
Primal Nature Ability Essential Weapons (85,000 gp)
Skills Acrobatics +18, Appraise +11, Bluff +16, Diplomacy +23, Disguise +23, Knowledge (arcana) +19, Knowledge (nature) +22, Perception +27, Perform (any one) +27, Sense Motive +23, Spellcraft +19, Stealth +26, Survival +13, Swim +13; Racial +4 Perception, +4 Perform
Possessions 60 silver arrows
_____________________________________________________________

Environment Mastery (Su) The daoine sidhe, as a child of nature, has some manner of influence over the life of a small region. The daoine sidhe gains a +1 circumstance bonus on Armor Class and all attack rolls and saving throws while within its home region as the place subtly aids it (such as plants or vermin tripping foes or a small animal giving a warning cry).

All native flora and fauna in the daoine sidhe's home region have a starting attitude of friendly toward the daoine sidhe. With time and effort, this influence might take many forms, such as making game plentiful, producing a good harvest, or the opposite of these effects (DM's discretion).

Additionally, a daoine sidhe gains a benefit based on the climate and terrain it rules over:
Terrain:
  • Plains: +10 ft. base land speed. Control weather and sunbeam 1/day. Control winds and insect plague 3/day.
  • Marsh: Resist acid 15. +8 racial bonus on Stealth checks. Creeping doom 1/day. Mind fog 3/day.
  • Hills: Antilife shell and greater heroism 3/day.
  • Forest: Animate plants and transport via plants 1/day. Summon nature's ally VI 3/day.
  • Mountains: Climb speed 40 ft.; +8 racial bonus on Climb checks. Control weather and mass hold person 1/day. Call lightning storm at will
  • Desert: Mirage arcana and waves of exhaustion 3/day.
  • Underground: Burrow speed 30 ft. Earth glide as earth elemental. Darkvision 120 ft. Insanity 1/day. Confusion 2/day. Transmute rock to mud and transmute mud to rock at will.
  • Aquatic: +10 ft. base swim speed. Aquatic subtype. Amphibious. Greater polymorph and persistent image 3/day.
  • Waterways: +20 ft. base swim speed. Aquatic subtype. Amphibious. Mass suggestion 3/day. Control water and dimension door at will.
  • Sky: Fly speed 60 ft. (good maneuverability). Control weather and greater shout 1/day. Control winds at will.
Climate:
  • Cold: Resist cold 15.
  • Temperate: Resist cold 15 during winter; resist electricity 15 during spring; resist fire 15 during summer; and resist acid 15 during autumn.
  • Warm: Resist fire 15.

Environment Dependent (Su) Each daoine sidhe is bound to a type of environment. It becomes sickened if its chosen environment is badly damaged, such as through pollution, for as long as the damage lasts. If it is absent from that environment for longer than 1 month, it becomes sickened until it returns.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sidhe, it must succeed on a Will save (DC 22) or become charmed with the daoine sidhe as per charm monster or command plants at caster level 10th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sidhe’s glamour for 24 hours.

Primal Nature A daoine sidhe is an aspect of nature's power and magic. As such, a daoine sidhe has one unique special ability. This ability should be at most equal to the example abilities included here (such as the Essential Weapons ability possessed by this daoine sidhe). Different abilities may alter the Challenge Rating of the creature, and the designer should consider their impact carefully. The caster level for all primal nature effects which use one is equal to the daoine sidhe’s spell-like ability caster level unless noted otherwise.

Essential Weapons (Su) A daoine sidhe with this special attack can create weapons from its own life-force. These weapons' form and/or properties can be changed as a move action. The daoine sidhe can draw its weapons as a free action simply by willing them into existence. They do not exist when the daoine sidhe puts them away or loses contact with them. The daoine sidhe can recreate the weapon on its next turn as a free action.

An essential weapon may have a value up to 85,000 gp. The magic on the weapon must always include at least a +1 enhancement bonus, as normal. Both weapons always have the same form if two weapons are created, and each must be a light or one-handed weapon. A daoine sidhe can choose to create only one weapon if it wishes, and if it creates only one, it can create a two-handed or ranged weapon. If it creates a ranged weapon, such as a bow or sling, it must use another source of ammunition; if an essential weapon or essential ammunition leaves the daoine sidhe’s hands, it vanishes harmlessly. Feats that normally specify a single weapon may specify essential weapon instead.

Otherworldly Grace (Ex) A daoine sidhe 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 sidhe in natural environs is increased by +15.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 22 negates. The save DC is Charisma-based.

Wild Empathy (Ex) A daoine sidhe can use wild empathy as a 15th-level druid. A daoine sidhe has a +6 racial bonus on wild empathy checks.
_____________________________________________________________

STRATEGY AND TACTICS
The daoine sidhe described above usually alters its essential weapons to carry the bane property against its current opponents when combat begins. It is also apt to begin by casting haste on itself while relying on its gaze and aura to keep it safe for the moment.

Variant Daoine Sidhe
Instead of the environment mastery and environment dependent abilities, some daoine sidhe possess a boon from one of the following Faerie Courts.
Faerie Courtier (Ex) The daoine sidhe gains a benefit based on the court it is linked to:
  • Seelie: +5 fast healing. Breath of life and regenerate 1/day. Mass cat's grace 3/day.
  • Unseelie: +2 natural armor. Finger of death 1/day. Song of discord 3/day.
  • Watchers: +10 ft. all speeds. Lose dimension door. Freedom of movement constant. Greater teleport 3/day. Slow at will.
  • Wild Hunt: Bonus combat feat. Greater heroism and summon nature's ally VI 3/day.
  • Frostfell: Icewalking (as spider climb, but only works on icy surfaces). Resist cold 15. Cone of cold and mislead 3/day.
  • Other Demesne Courts: As per the appropriate environment.
  • Gatekeepers of Essence: Planar binding, summon monster VII, and one element-based spell of up to 7th level 1/day. One element-based spell of up to 5th level 3/day.
  • Princes of Passion: Planar binding, summon monster VII, and one alignment-/emotion-based spell of up to 7th level 1/day. One alignment-/emotion-based spell of up to 5th level 3/day.
  • Undying Season: Channel negative energy as a 13th-level cleric. Command Undead as a bonus feat. Create undead 1/day. Animate dead and slow 3/day.


Last edited by MythMage on Tue Feb 11, 2014 12:26 am, edited 2 times in total.

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 Post subject: Daoine Sidhe Matriarch
PostPosted: Tue Feb 11, 2014 12:24 am 
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Joined: Tue Jan 21, 2014 2:42 pm
Posts: 105
DAOINE SIDHE MATRIARCH (CR 17)
XP 102,400
Often N Medium Fey
Init +10; Senses low-light vision, true seeing; Perception +33
Aura glamour (30 ft., DC 26), stunning gaze (30 ft., DC 26)
Languages Common, Elven, Sylvan, speak with animals, speak with plants
_____________________________________________________________

AC 32, touch 27, flat-footed 26; CMD 43
(+10 Dex, +6 deflection, +5 natural, +1 dodge); environment mastery, Mobility
hp 210 (20d6+140), fast heal 15
DR 15/cold iron and magic
Immune disease, poison
SR 30 (CR + 13)
Defensive Abilities environment mastery
Weakness environment dependent
Fort +13, Ref +23, Will +18
_____________________________________________________________

Speed 40 ft., swim 30 ft.; Swim +27; Shot on the Run
Melee +5 frost rapier of speed +26/+26/+21 (1d6+14 plus 1d6 cold/15-20); or
Ranged +5 shocking composite longbow of speed (+6 Str bonus) with mithral arrows +26/+26/+21 (1d8+11 plus 1d6 electricity/19-20/x3); or
Ranged Rapid Shot with +5 shocking composite longbow of speed (+6 Str bonus) with mithral arrows +24/+24/+24/+19 (1d8+11 plus 1d6 electricity/19-20/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +10; CMB +16
Attack Options environment mastery, magic strike, Point-Blank Shot, Quicken Spell-Like Ability (5th or lower), Shot on the Run
Special Actions stunning gaze
_____________________________________________________________

Spell-like Abilities (CL 18th):
Constant—speak with animals, speak with plants, true seeing
1/day—bestow curse (+20 melee touch, DC 20), commune with nature, harm (+20 melee touch, DC 22), heal, insanity (DC 23), limited wish (DC 23)
3/day—dimension door, greater dispel magic, polymorph (self only)
At will—animate plants (DC 24), greater invisibility, haste, knock, persistent image (DC 21), water breathing
_____________________________________________________________

Abilities Str 22, Dex 31, Con 24, Int 21, Wis 22, Cha 23
SQ otherworldly grace, wild empathy +32
Feats DodgeB, Improved Critial (essential weapon), Mobility, Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (5th or lower), Rapid Shot, Shot on the Run, Vital Strike, Weapon Finesse, Weapon Focus (essential weapon)
Primal Nature Ability Essential Weapons (181,000 gp)
Skills Acrobatics +23, Appraise +15, Bluff +19, Diplomacy +29, Disguise +19, Knowledge (arcana) +25, Knowledge (nature) +28, Perception +33, Perform (any one) +33, Sense Motive +29, Spellcraft +25, Stealth +33, Survival +16, Swim +27; Racial +4 Perception, +4 Perform
Possessions 60 mithral arrows
_____________________________________________________________

Environment Mastery (Su) The daoine sidhe, as a child of nature, has some manner of influence over the life of a small region. The daoine sidhe gains a +1 circumstance bonus on Armor Class and all attack rolls and saving throws while within its home region as the place subtly aids it (such as plants or vermin tripping foes or a small animal giving a warning cry).

All native flora and fauna in the daoine sidhe's home region have a starting attitude of friendly toward the daoine sidhe. With time and effort, this influence might take many forms, such as making game plentiful, producing a good harvest, or the opposite of these effects (DM's discretion).

Additionally, a daoine sidhe gains a benefit based on the climate and terrain it rules over:
Terrain:
  • Plains: +20 ft. base land speed. Control weather, sunburst, and whirlwind 1/day. Control winds and insect plague 3/day.
  • Marsh: Resist acid 20. +8 racial bonus on Stealth checks. Creeping doom, greater shadow evocation, and mind fog 3/day.
  • Hills: Antilife shell, earthquake, and greater heroism 3/day.
  • Forest: Plant shape III, summon nature's ally IX, and transport via plants 3/day.
  • Mountains: Climb speed 40 ft.; +8 racial bonus on Climb checks. Control weather, foresight, and mass hold monster 1/day. Call lightning storm at will.
  • Desert: Horrid wilting, mirage arcana, and waves of exhaustion 3/day.
  • Underground: Burrow speed 40 ft. Earth glide as earth elemental. Darkvision 120 ft. Insanity and mind blank 3/day. Transmute rock to mud and transmute mud to rock at will.
  • Aquatic: +10 ft. base swim speed. Aquatic subtype. Amphibious. Greater shadow conjuration 1/day. Shapechange and suffocationAPG 3/day.
  • Waterways: +30 ft. base swim speed. Aquatic subtype. Amphibious. Lose dimension door. Polymorph any object 3/day. Control water, mass suggestion, and greater teleport at will.
  • Sky: Fly speed 60 ft. (perfect maneuverability). Control weather, greater shout, scintillating pattern, and whirlwind 1/day. Control winds at will.
Climate:
  • Cold: Resist cold 20.
  • Temperate: Resist cold 20 during winter; resist electricity 20 during spring; resist fire 20 during summer; and resist acid 20 during autumn.
  • Warm: Resist fire 20.

Environment Dependent (Su) Each daoine sidhe is bound to a type of environment. It becomes sickened if its chosen environment is badly damaged, such as through pollution, for as long as the damage lasts. If it is absent from that environment for longer than 1 month, it becomes sickened until it returns.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sidhe, it must succeed on a Will save (DC 26) or become charmed with the daoine sidhe as per charm monster or command plants at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sidhe’s glamour for 24 hours.

Primal Nature A daoine sidhe is an aspect of nature's power and magic. As such, a daoine sidhe has one unique special ability. This ability should be at most equal to the example abilities included here (such as the Essential Weapons ability possessed by this daoine sidhe). Different abilities may alter the Challenge Rating of the creature, and the designer should consider their impact carefully. The caster level for all primal nature effects which use one is equal to the daoine sidhe’s spell-like ability caster level unless noted otherwise.

Essential Weapons (Su) A daoine sidhe with this special attack can create weapons from its own life-force. These weapons' form and/or properties can be changed as a move action. The daoine sidhe can draw its weapons as a free action simply by willing them into existence. They do not exist when the daoine sidhe puts them away or loses contact with them. The daoine sidhe can recreate the weapon on its next turn as a free action.

An essential weapon may have a value up to 181,000 gp. The magic on the weapon must always include at least a +1 enhancement bonus, as normal. Both weapons always have the same form if two weapons are created, and each must be a light or one-handed weapon. A daoine sidhe can choose to create only one weapon if it wishes, and if it creates only one, it can create a two-handed or ranged weapon. If it creates a ranged weapon, such as a bow or sling, it must use another source of ammunition; if an essential weapon or essential ammunition leaves the daoine sidhe’s hands, it vanishes harmlessly. Feats that normally specify a single weapon may specify essential weapon instead.

Otherworldly Grace (Ex) A daoine sidhe 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 sidhe in natural environs is increased by +20.

Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 26 negates. The save DC is Charisma-based.

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

STRATEGY AND TACTICS
The daoine sidhe described above usually alters its essential weapons to carry the bane property against its current opponents when combat begins. It is also apt to begin by casting haste on itself while relying on its gaze and aura to keep it safe for the moment.

Variant Daoine Sidhe
Instead of the environment mastery and environment dependent abilities, some daoine sidhe possess a boon from one of the following Faerie Courts.
Faerie Courtier (Ex) The daoine sidhe gains a benefit based on the court it is linked to:
  • Seelie: +5 fast healing. Breath of life 1/day. Heal, mass cat's grace, and regenerate 3/day.
  • Unseelie: +2 natural armor. Wail of the banshee 1/day. Harm, song of discord, and waves of exhaustion 3/day.
  • Watchers: +10 ft. all speeds. Lose dimension door. Freedom of movement constant. Temporal stasis and time stop 1/day. Greater teleport 3/day. Slow at will.
  • Wild Hunt: Bonus combat feat. Greater heroism and summon nature's ally VIII 3/day.
  • Frostfell: Icewalking (as spider climb, but only works on icy surfaces). Resist cold 20. Control weather and freedom of movement 1/day. Mislead and polar ray 3/day. Cone of cold at will.
  • Other Demesne Courts: As per the appropriate environment.
  • Gatekeepers of Essence: Greater planar binding, summon monster IX, and one element-based spell of up to 9th level 1/day. One element-based spell of up to 7th level and one of up to 5th level 3/day.
  • Princes of Passion: Greater planar binding, summon monster IX, and one alignment-/emotion-based spell of up to 9th level 1/day. One alignment-/emotion-based spell of up to 7th level and one of up to 5th level 3/day.
  • Undying Season: Channel negative energy as an 18th-level cleric. Command Undead as a bonus feat. Create greater undead, energy drain, and temporal stasis 1/day. Animate dead and slow at will.


Last edited by MythMage on Tue Feb 11, 2014 12:25 am, edited 1 time in total.

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 Post subject: Reserved
PostPosted: Tue Feb 11, 2014 12:55 am 
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Joined: Tue Jan 21, 2014 2:42 pm
Posts: 105
*reserved*


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suspicion-preferred