Description
The Sidhe are faeries from the ethereal plane; thin, up to six feet in height, handsome and young-looking despite their great age. Their forms are shadowy, and they can only fully materialize in the presence of another humanoid. Even their beauty is that of another world. Their skin is soft, their hair long and flowing, their clothes blindingly white. Their voices are sweet and seductive, and they have shimmering translucent wings, like those of a butterfly. The Sidhe have the ability to cast a glamour over weaker beings, which lets them influence the behavior of others, slip by dangerous places virtually undetected, or assume the form of another creature. Because they are inherently good beings, Sidhe are difficult to control with magic, and can sense the presence of evil creatures. Although their powers are greatest on the ethereal plane, they are yet powerful in the mortal realms, impervious to the effects of poison and resistant to disease. However, they are still vulnerable to the cold touch of iron. Sidhe' superior eyesight and possession of object permanence grant a baseline of +25 search. Use of this knowledge in combat can be used to evade attackers while Glamoured, provided "combat defense evasion" is enabled.
Class availability: Mage: Wizard Monk Ranger Warrior: Paladin Valkyrie Cavalier Cleric: Priest Druid Thief: Bard
Maximum racial stats (before class bonuses): (average is 17) Strength: 17 Vitality: 17 Knowledge: 19 Luck: 18 Wisdom: 20 Courage: 16 Agility: 17 Sanity: 18 Personality: 20
Maximum racial vital attributes: (average is 2000) Hit Points: 1850 Spell Points: 2150 Stamina: 1900
Racial skills:
Passive racial skills:
- glamour — disguises the caster's appearance
- shift — transform into the appearance of another creature
- magical fade — faeries may defend by momentarily returning to the Faerie Plane
- faerie fire — makes an enemy easier to hit
- faerie ring — summons a magical ring of fungi at the casters location
- detect alignment — allows the caster to sense good and evil
- faerie charms — the Seelie are raised as skeptics and scientists
- otherworldly — an unusual internal structure provides resistance to most disease
- disrupted — faerie creatures' existence is disrupted by iron
- sun-kissed — preference to the sun can cause an aversion to moonlight