Sidhier
Table of Contents
Physical Description: While they are usually more graceful and fairer than humans, sidhier very much resemble them save for the expressions of their feyblood—silver tongues, mercurial eyes, white or gray (but always whispy and ephemeral) hair, and sometimes even antlers. Curiously, they are completely unable to grow facial hair of any kind.
Society: The world has been home to sidhier since time immemorial but they’ve never developed into a cultural identity all their own. Instead they tend to become axillaries to the fey courts or integrate into human lands, often serving as diplomats or at other tasks suited to their silver tongues.
Relations: Sidhier are naturally likeable and get along with the other races of the world quite famously. Their natural affinity for communication and exceptional luck make them easy to relate to and identify with, though some sidhier have an irresistible urge for disruptive behavior that can swiftly undo whatever good graces are extended to them. Their fey nature also can make them seem odd and otherworldly to others.
Alignment and Religion: It’s no surprise that many sidhier come to worship either fey lords or the fates, but they are not overwhelmingly compelled to follow the fey courts; some strongly espouse philosophies, and adherents to the gods, primordials, and fiends are not uncommon. While predominantly of neutral alignment, sidhier are just as likely to be Evil, Good, Chaotic, or Lawful.
Adventurers: Sidhier all come upon a wanderlust near maturity, an urge to travel and see the world that few manage to resist. They take as easily to sorcery as they do gunslinging or swashbuckling, but often find it more suitable to assume two roles rather than just one—sidhier pirates are known to be as deadly with a rapier as they are with magic.
Male Names: Coblyn, Jajrii, Nastavak, Skritto, Tugvaed, Vorkael.
Female Names: Cherten, Drelsii, Lutin, Nemirnik, Schelm, Velnens.
Age: Adulthood: 100 years, +2d4 intuitive, +3d6 self-taught, +4d6 trained. Middle-aged 150 years, old age 200 years, venerable 250 years, maximum age 250 + 6d100 years.
Male Statistics: Base height 5 ft. 4 in., base weight 100 lbs., modifier 2d8, weight modifier x3 lbs.
Female Statistics: Base height 5 ft. 4 in., base weight 90 lbs., modifier 2d6, weight modifier x3 lbs.
Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength
While swift and possessive of strong personalities, sidhier are frail of frame and weaker than most other races.
Sidhier
Sidhier are humanoids with the fey subtype.
Author's Note: The subtype granted by this race treats this race as the noted type for the purpose of determining whether or not a race is affected by effects such as the Bane weapon special ability.
Medium
Sidhier are Medium sized and have no bonuses or penalties due to their size.
Normal Speed
Sidhier have a base speed of 30 ft.
Low-Light Vision
Sidhier see twice as far as a human when in conditions of dim light.
Entropic Hope
Once per day, after a natural roll of 1 on a d20 roll, a sidhier may reroll and use the second result. At 10th level, sidhier can use this ability twice per day.
Lucky
Sidhier gain a +1 luck bonus to all saving throws.
Feystepper
Sidhier are always considered to have a running start when making Acrobatics checks to jump, always treat Acrobatics as a class skill, and gain a +2 racial bonus to Acrobatics checks.
Multitalented
Sidhier choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.
Planar Balancer
A sidhier can turn herself into a dimensional anchor, affecting herself and all creatures within 5 ft. as a free action for a number of rounds per day equal to 1/2 her hit dice (minimum 1). These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter, the range of effect increases by +5 ft. (to a maximum of 25 ft. at 20th level). Any attempt to teleport or cross planes made by any creature within this area fails unless they succeed at an MSB check (caster level check) against a DC of 11 + the sidhier’s character level. This also affects the summoning of companions and other extraplanars.
Sphere of Desire
A sidhier treats their caster level as being 2 higher when using the Enthrall charm from the Mind Sphere (see Spheres of Power), and may use the Enthrall minor charm even if they do not possess that talent. Treat their caster level with this charm as being 3 (1+2) if they do not possess the casting class feature.
Languages
Sidhier begin play speaking Common and Sylvan. Sidhier with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Racial Archetype
Skyscourge (Swashbuckler Archetype)
Historically the most famous (or infamous) sidhier have been buccaneers, ne’er-do-wells, or (as of late) air pirates. More at home in the skies than other freebooters, skyscourges are legendary larcenists with reputations as wide as the horizon and often cited as why the feyblooded are often shown disdain or receive mistreatment. The cycle is vicious, however, and every year more of these swashbucklers take to the firmament in search of glory, prestige, or (most often) wealth.
Aerobatic Attack (Ex)
At 3rd level, a skyscourge better learns how to maneuver and fight in the skies. While airborne or riding on a vehicle that is using a flight speed, the swashbuckler gains a +1 dodge bonus to AC and +1 competence bonus to attack rolls. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). When riding on an airborne vehicle, these bonuses only apply to creatures who aren’t on the vehicle itself.
This ability replaces nimble.
Planar Aerobat (Su)
At 4th level, a skyscourge gains the Planar Swing feat if he does not already have it. If he does possess the Planar Swing feat, he may make two jumps whenever he uses that feat, rolling Acrobatics twice when determining height and distance, as well as being able to change direction in mid-air. He may make an additional Acrobatics check when using Planar Swing at 12th level and 20th level.
This ability replaces the bonus feats gained at 4th, 12th, and 20th level.
Scourge of the Skies (Ex)
At 8th level, the skyscourge’s reputation becomes so pronounced that it can open doors and expose opportunities where some might not even dare tread. Once per week the swashbuckler can call in a favor or use the weight of their renown to gain one of three different benefits: a +5 competence bonus to a Bluff, Diplomacy, or Intimidate check, a 5% discount in price from a merchant for the sale of a single magical item or vehicle, or the opportunity to retry a failed Diplomacy or Intimidate check. At 16th level the skyscourge can use this ability once per day.
This ability replaces the bonus feats gained at 8th and 16th level.