Sidhe (3.5e Creature)
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|Sidhe, 1st Level Ranger|
|Hit Dice:||1d8+2 (8 hp)|
|Armor Class:||16 (+3 Studded Leather, +3 Dexterity), touch 13, flat-footed 13|
|Attack:||+3 Longsword (1d8+3)|
|Full Attack:||+4 Longbow (1d8) or +3 Longsword (1d8+3)|
|Space/Reach:||5 ft/5 ft|
|Special Qualities:||Blessing of the Hidden World,DR 10/cold iron, Favored Enemy +2 (orcs), Wild Empathy|
|Saves:||Fort +4, Ref +5, Will +2|
|Abilities:||Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 10|
|Skills:||Survival +6, Hide +7, Move Silently +7, Listen +6, Spot +6, Knowledge (nature) +6, Heal +6|
|Environment:||Temprate or Cold Forests|
|Advancement:||By Character Class|
Sidhe are masters of woodland combat. They use snipers and they have calvery on deer instead of horses. They use their ability to be invisible to others to ambush and decimate enemy forces. Sidhe prefer bows and longswords. They also use glaives on foot and their deer calvery use lances and scimitars. Most sidhe attacks are very quick and all of their enemies are usually dead before they realize what is happening due to the sidhe's invisibility.
Blessing of the Hidden World (Sp): The sidhe act as if they are under the effect of a greater invisibility spell and may suppress this ability at will.
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.