Daoine Sidhe, Warrior
Originally Posted by MythMage of the Dicefreaks forums.
Daoine Sidhe Warrior (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 |
Defense |
AC 36, touch 30, flat-footed 24 (+12 Dexterity, +8 insight, +5 natural, +1 shield); 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 |
Offense |
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 Melee spell +30 touch Ranged +1 seeking shock composite longbow (+7 Strength bonus) with silver arrows +31/+26 (1d8+15 plus 1d6 electricity/x3); or Base Atk +10; Grp +17 Atk Options Power Attack, Spring Attack Special Actions 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 |
Statistics |
Abilities Strength 24, Dexterity 34, Constitution 25, Intelligence 24, Wisdom 26, Charisma 26 SQ freedom of movement, mythic nature, 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) Mythic Nature Abilities blood calls to blood 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 Strength bonus), +1 frost silver shortsword, +1 flaming silver shortsword, 40 silver arrows |
Special Abilities |
Aptitude Focus This daoine sĂdhe has chosen the arms aptitude focus. The daoine sĂdhe 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 (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: Blood Calls to Blood (Su) As a move action, the daoine sĂdhe 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 Constitution 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 Constitution drain instead of 2 points of Constitution damage). The daoine sĂdhe 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 (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 resistant 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 sĂdhe’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. |