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Daoine Sidhe, Hunter

hunter, arch, bow and arrow, Daoine Sidhe, Hunter

Originally Posted by MythMage of the Dicefreaks forums.

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Daoine Sidhe Hunter (CR 20)
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
AC 35, touch 30, flat-footed 23 (+12 Dexterity, +8 insight, +5 natural); Dodge, Mobility

hp 210 (20 HD), fast heal 20 DR 15/cold iron and magic

Immune disease, poison

SR 33 (CR + 13)

Fort +15 (preternatural metabolism), Ref +24, Will +20
Speed 40 ft. (8 squares)

Melee +1 frost silver shortsword +31/+26 (1d6+15 plus 1d6 cold/19-20); or

Melee spell +30 touch

Ranged +1 seeking shock composite longbow (+7 Strength bonus) with silver arrows +32/+27 (1d8+15 plus 1d6 electricity/x3); or

Ranged +1 seeking shock composite longbow (+7 Strength 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 (DC 28), stunning gaze (30 ft., DC 28, stun 2d4 rounds)  

Spell-like Abilities (CL 20th)

Always active – speak with animals, speak with plants

At will – awaken, bestow curse (DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), dispel magic, greater, 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 (DC 24), heal
Abilities Strength 24, Dexterity 34, Constitution 25, Intelligence 24, Wisdom 26, Charisma 26

SQ freedom of movement, mythic nature, 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)

Mythic Nature Abilities arrow of mortality

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
+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 Strength bonus), +1 frost silver shortsword, 40 silver arrows
Special Abilities
Aptitude Focus This daoine sĂ­dhe has chosen the hunter aptitude focus. The daoine sĂ­dhe gains the swift tracker and favored enemy abilities of a ranger of a level equal to the daoine sĂ­dhe’s racial Hit Dice.

She gains Track as a bonus feat.

Freedom of movement (Su)
A daoine sĂ­dhe is difficult to hinder, as if warded by a freedom of movement effect with caster level 20th.

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

Sample Mythic Nature Ability: Arrow of Mortality (Su) Whenever the daoine sĂ­dhe 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 sĂ­dhe 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 (Su) A daoine sĂ­dhe 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 sĂ­dhe in natural environs is increased by +20.

Preternatural Metabolism (Ex) A daoine sĂ­dhe’s body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sĂ­dhe 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 sĂ­dhe can use wild empathy as a 20th-level druid. A daoine sĂ­dhe has a +6 racial bonus on wild empathy checks. Skills A daoine sĂ­dhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
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