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Sidhe Fea of Fey

For those Fea that are of the old noble Sidhe blood line, powered by the dreams and wishes of mortals and driven by
the forces of nature: there is potential to rise above even the lofty heights of the native Fey. This Fae wanderer seeks
to focus his fea Seelie energy to draw power, knowledge, and mystique from the realm of Bryn Bresail. These powers
can also be used against those created by forbidden (undead) Syrneth Magic and their evil cousins the (infernal)
UnSeelie. Able to channel his Seelie nature HD times a day, he can spend his Sidhe power in increasing formidable
ways....
Each Level = 1 charge of Sidhe power
Glamour and Sacrifice: When invoking a power (via charge or just use) the Fae begins to cite the old katas and
verses of the High Court of Bryn Bresail. The words are non-sense to all but the oldest of the Sidhe and often the user
is unaware of the meaning of the words s/he is subconsciously uttering under their breath (this is not a component,
just a fragment of collective memory of the oldest of Sidhe ways). If one skilled in the ways of Arcana and fluent in
Sylvan hears the words, they can deduce their origin with either a Knowledge (Arcana) DC25 or a Spellcraft DC30.
Other than words, the powers require the token use of the magical blood of the highborne Sidhe... either via the corner
of an eye or the tip of a finger nail (whichever is most fitting), the shimmering, multi-chromatic blood of the Fae
shimmers briefly and then evaporates as the power is drained from this magical source... only the sharpest of eyes
and minds can even see the afterimage of these effects. The Sidhe takes 1 point of damage (ignoring all reductions or
other effects) with each activation of a power that requires a charge(s). If an observer with Knowledge (Nature) passes
a DC20 check to understand what is happening, the Arcana or Spellcraft check is lowered by 5 to learn of the nature of
the being at work.
Service to the Three (9) glamour: blood drop from the left eye, that blows away in an unfelt breeze, the Sidhe
mutters poems of the elements
5pt Lv 1: Sky: guide a strike (+5 insight bonus, half concealment)
+2pt Lv 2: Sea: fill a successful attack with positive energy (as lifesurge)
+2pt Lv 3: Earth: can see the immediate future right before it happens (as a True Strike)
Call of McLeod (9) glamour: blood drop from the right eye materializes as a strong chant of allies and wars comes
from the Sidhes lips
3pt Lv 1 Summons 3 ghostly Faun archers or
1 ghostly Swan Maidens for
2 rounds
+3pt Lv 2 Summons 6
2
4 rounds
+3pt Lv 3 Summons 9
3
6 rounds
... possibly a 2 pt per enhancement level to give them a moderate improvement in abilities.
Glamour of Insimore (3 can stack)
3pt Lv 1 Permanent boost to leadership rating among mortals as one learns to tap into the dreams of the mortals
around (permanently lose one charge to increase leadership +1)
Firinbrand (3) glamour: a single drop shimmers from finger to blade as a low guttural curse slips out of the Sidhes
mouth
*1pt Lv 1 Empower a weapon to become both Cold Iron and Positive Energy to the foe and use the Sidhe's wrath to
bestow fearful damage upon both the undead and the infernal (counts as Cold Iron and Magical and does additional
1d6 positive energy to undead for HD rounds)
*+1 pt Lv 2 2d6 positive energy
*+1 pt Lv 3 3d6 positive energy
Draught of the Graal (2) glamour: the drop creates a fain web over the target, and then a small blessing is given by
the Sidhe
*2pt Lv 1 spend charges to remove charges levels of energy drain or attribute damage to self or good ally.
Ihiannan Seduction (3) glamour: Like the slightest of tears, a drop sparkles with beauty as it slowly fades away
3pt Lv 1 spend charges to add charges levels bonus to a skill check powered by Chr
Distain the Iron (10) glamour: the drop traces the faintest of lines from finger to target, with an oath of victory to
come from the Sidhe
3pt Lv 1: Destroy the forbidden metal: double damage when attempting to sunder cold iron
+4pt Lv 2: Twist the metal: all metal objects on a foe become temporarily warped and heavy. Subtract armor AC from
attack rolls for two rounds
+3pt Lv 3: Defy the metal: an attack ignores armor bonus to AC

Spirits of the Seelie (14) glamour: small drops bead in the corners of both eyes and an infant Sidhes poem trickles
barely whispered in the breeze
1pt Lv 1: Field Spirit: as animate rope targeting ropes or entangle targeting grasses, affects d3 targets
+3pt Lv 2: Wood Spirit: as warp wood, but lasting HD rounds and affecting d3 items
+10pt Lv 3: Maab Spirit: as tsunami spell
Grace of the High Court (6) glamour: a left eye drop faintly fans into a small wing of silver and the pupils widen as
Sidhe titles of court are listed
*1pt Lv 1: Courier of the Sidhe: double movement one round
*2pt Lv 2: Guardian of the Court: gain an extra move action for two rounds
+3pt Lv 3: Champion of the Court: as haste for 3 rounds
*The Wild Hunt (10) glamour: no drops, but in the right light, and only once and only briefly was that shimmering
elk horns on the Sidhes head?
*3pts Lv 1: Whispers In: as confusion on a target of the hunt
*+1pt Lv 1: Hounds: any item touched or owned by a being can mark them as a target of the hunt... The target is
aware that they are marked. Only *one being can have the Hounds upon it. Activating again cancels all prior Hounds.
*+2pt Lv 2: Riders: the Sidhe knows the bearing of the target at all times unless it leaves the plane. Knowledge returns
if on same plane.
*+4pt Lv 3: Master of the Hunt: A Fea huntsman is sent after a marked target that Riders have located (as invisible
stalker, but Fey template added). This can only be activated once every 24 hours. Stalker materializes half way
between Sidhe and target and attempts to surprise attack it at opportune moment. Sidhe knows if the stalker is
successful or fails.
*Sword of Faileas: (22) glamour: while blood is not shed for this discipline, a journeyman or master will have faint
leylines on their palms and forehead when fighting the more adept the swordsman, the easier to lines are to see
The Seelie begins to master the sword forms of the high Guardians of the Sidhe.
*3pt Fairy Fencing Stance: the Fae becomes a whirl of mithril and steel, turning aside blows and slipping under guards.
this allows use of the Continuous Parry feat (which must still be bought as normal) while fighting defensively.
*3pt The Wrong Side: the Apprentice Sidhe has learned to attack on the opponents off side. He gains a bonus of +1
to hit in any round in which he can make a Sense Motive check (DC 15).
*+5pt Cannot Touch the Glass: the Sidhe is a Journeyman and has learned how to move away as the attacker
advances. He may subtract his Dex bonus +1 from any damage taken from a single attack in any round.
*+3pt Lightning Reflexes: Requires The Wrong Side, the Faileas student receives the Feat: Lightning Reflexes even if he
does not meet the requirements
+5pt Reflection of the Mind: the Faileas master learns how to copy the tricks of another swordsmans style. When an
opponent uses a Feat in the combat, the master may attempt to repeat it by making a perception check DC 20, or an
opposed bluff/sense motive if the target knows of the Sword of Faileas. If successful, he can use his opponents Feat
against him in the next round. If he chooses not to do so, he loses the ability and must make the same check to try
again (either for a new ability or the one he did not use).
+3pt Reflections of the Soul: the Sidhe can also copy techniques of other schools when used against him.

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