Advanced Race Codex. Half-Elves.pdf - RoseRed
Advanced Race Codex. Half-Elves.pdf - RoseRed
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.