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Advanced Race Codex. Half-Elves.pdf - RoseRed

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<strong>Half</strong>-<strong>Elves</strong><br />

0<br />

The Epic Master Merchant<br />

The epic master merchant is as rare as he is powerful.<br />

Capable of bending kings to his will, elevating commoners<br />

to nobility, and destroying the loftiest lords, they are the<br />

true power behind a nation’s economy. These characters<br />

rarely deign to emerge from their networks of commerce,<br />

trade, and intrigue, committed as they are to acquiring evergreater<br />

sums of wealth.<br />

Hit Die: d6.<br />

Skill Points at Each Level: 6 + Int modifier.<br />

Bonus Feats: The epic master merchant gains a bonus feat<br />

every three levels beyond 10th (13th, 16th, and so on). These<br />

feats may be any feats for which the character qualifies.<br />

Sister of the Sidhe<br />

The elven frontier nations have orders of knights who<br />

rigorously train to defend them against threats, abandoning<br />

the sometimes carefree and capricious ways of their kin for<br />

the sake of what might be lost should their vigilance fail.<br />

Many of these knights follow the customs and practices of<br />

humans and dwarves. A rare few however, join the esoteric<br />

order of the Sisterhood of the Sidhe (shee). Committing<br />

themselves to the defense of their people, they take their<br />

name from their ancient ancestor matrons—fey spirits with<br />

close ties to nature and the spirit world beyond. Forswearing<br />

their mates and families, the Sisters of the Sidhe wed<br />

violence in the hope of preserving the elven way of life.<br />

To become a Sister of the Sidhe is the goal of a great<br />

many of the rare female elf and half-elf cavaliers (see the<br />

Cavalier’s Handbook). Each hopeful knight petitions the<br />

lord of her land, professing devotion to all of her people<br />

and a willingness to sacrifice her ties to her family in order<br />

to protect her nation. If her lord finds her worthy, she joins<br />

the order for rigorous training, honing her skills with the<br />

bow as she develops the foundation of a specialized sword<br />

and dagger style. Once her training is complete, a Sister<br />

of the Sidhe rides out, serving as the first defense against<br />

orcs, goblins, dragons, drow and all the ancestral enemies of<br />

surface elven life.<br />

Though an elven order, a great many Sisters of the Sidhe<br />

are drawn from the ranks of half-elves living in the elven<br />

frontier lands, who look to the class as a means of proving<br />

themselves to their sometimes aloof elven kin. Multiclass<br />

clerics, rangers, fighters, and cavaliers can all meet the class<br />

requirements at higher levels.<br />

NPC Sisters of the Sidhe are often distant to the point of<br />

rudeness, and though most hunt drow or orcs, some target<br />

humans in areas where tensions between communities run<br />

high. Dangerous and pragmatic, a Sister of the Sidhe has no<br />

compunction about who her victims are—male or female,<br />

adult or child. Even the child of an enemy may grow up to<br />

kill, and the defense of the homeland always takes priority<br />

over personal reservations or ethical quandaries.<br />

Hit Die: d8.<br />

Requirements<br />

To qualify to become a Sister of the Sidhe, a character must<br />

fulfill all the following criteria.<br />

<strong>Race</strong>: Any nondrow elf or half-elf.<br />

Gender: Female.<br />

Alignment: Lawful neutral.<br />

Base Attack Bonus: +6.<br />

Base Will Save: +4.<br />

Skills: Intimidate 6 ranks, Knowledge (history) 3 ranks,<br />

Sense Motive 6 ranks.<br />

Feats: Mounted Archery, Mounted Combat, Ride-By<br />

Attack, Two-Weapon Fighting.<br />

Special: The character must be found worthy by an elven<br />

noble, and then undergo three months of rigorous training<br />

at the end of which she is knighted.<br />

Class Skills<br />

The Sister of the Sidhe’s class skills (and the key ability for<br />

each skill) are Balance (Dex), Handle Animal (Cha), Heal<br />

(Wis), Hide (Dex), Jump (Str), Knowledge (history) (Int),<br />

Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex),<br />

Ride (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).<br />

See Chapter Four: Skills in the PHB for skill descriptions.<br />

Skill Points at Each Level: 4 + Int modifier.

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