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AES SDHE

Bean Sdhe.

Fear Sdhe.

"The man of the mounds comes for thee,


He calls thy name, he sings at thee.
O Mother, 'tis a sorrow held!
By the moonlit shore, I beheld,
A man of grace, a man of poise.
And behind him, the faerie envoys,
Keening for our eldest soul!"
-Old nursery rhyme.

The aes sdhe are more commonly known as "the people of the faerie mounds." A woman of the
faerie mounds is known as a bean sdhe (banshee), while a man of the faerie mounds is known as
a fear sdhe (farshee). In truth, the aes sdhe are the spirits of the fae. The reasons for a fae to
become undead are many, as varied as any other race's. However, the most common reason is
also the one most often immortalised in song and poetry. In many tales and songs, a fae swears
an oath to watch over a mortal family, an easy task for an immortal creature. However, the fae is
unexpectedly killed (usually by murder), and must return as an aes sdhe to fulfil their oaths.

Most aes sdhe, even if they didn't swear service or fealty to a family, still find themselves drawn
to watch over the beings they befriend and their loved ones. In those cases, the aes sdhe usually
take a passive role, watching from afar and appearing only to deliver dire warnings or mourn
over important deaths. However, some aes sdhe are more proactive, taking the role of a
bodyguard or household guardian. Others choose not to take on any charges, but instead their
unlife is dedicated to pursue some task (often related to an unfulfilled oath). A scant few are left
wandering aimlessly until they are swept up in grand events by the forces of chance or fate.

Aes sdhe often look like the Fey they were in life (and there is great variance among the Fey),
but with an ethereal, translucent quality. Some take on the visage of natural elements that evoke
death or the undead, such as Autumn, Winter, night or graves. It's not uncommon for some aes
sdhe to have an aura of fallen leaves around them or a chilly wind. Others are dressed in the
garb of the dead, or make those around them feel as though they're in a graveyard.

Aes sdhe often adventure to protect their charges, fulfil oaths or look after friends, family and
lovers. Many were whimsical and chaotic in life and adventure for the sake of travelling and
experiencing new things. Aes sdhe retain the personalities they had in life, though some find
their purpose and focus sharpened by undeath.

MAKING AN AES SDHE


Abilities: The most important ability for the aes sdhe is Charisma, since it's used for most of
their class skills and class features. Dexterity comes close, for AC, class skills and many class
features. Intelligence is always useful, since it gives them more skill points to spend and benefits
some of their class skills.
Races: In life, they had to possess the Fey type (can be an acquired type).
Alignment: Any.
Starting Gold: 1d4x10 (25).
Starting Age: Any.

Class Skills
The Aes Sdhe's class skills (and the key ability for each skill) are Bluff(Cha),
Concentration(Cha), Craft(Int), Disguise(Cha), Diplomacy(Cha), Gather Information(Cha),
Handle Animal(Cha), Intimidate(Cha), Hide(Dex), Knowledge(Arcana, History, Local, Nature,
Nobility and Royalty and Religion)(Int), Listen(Wis), Perform(Cha), Profession(Wis), Sense
Motive(Wis), Spellcraft(Int), Spot(Wis) and Survival(Wis).
Skill Points at 1st Level: (4 + Int)x4.
Skill Points at Each Additional Level: 4 + Int.

Hit Dice: d6

Base
Fort Ref Will
Attack
Level Save Save Save Special
Bonus
Aes Sdhe Body, Verdant Charm, Keening, Urban
1st +0 +0 +0 +2
Powerlessness, Vulnerability to Cold Iron.
Incorporeality I, Fae Ancestry, Ancestry Weakness,
2nd +1 +0 +0 +3
Ancestry Talent I, +1 Cha.
3rd +1 +1 +1 +3 Ancestry Power I, Boon of the Fae.
4th +2 +1 +1 +4 Incorporeality II, Ancestry Talent II, +1 Cha.
5th +2 +1 +1 +4 Emerald Flight, Ancestry Power II.
6th +3 +2 +2 +5 Incorporeality III, Ancestry Talent III, +1 Cha.
7th +3 +2 +2 +5 Ancestry Power III, Ancestry Gift.
8th +4 +2 +2 +6 Incorporeality IV, Ancestry Talent IV, +1 Cha.
9th +4 +3 +3 +6 Ancestry Power IV, Emerald Oath.
Ancestry Talent V, Ancestral Paragon, Wail of the Aes
10th +5 +3 +3 +7
Sdhe.

Weapon and Armor Proficiencies: The aes sdhe are proficient with simple weapons. They are
not proficient with any kind of armour or shields.

Aes Sdhe Body (Ex): The Aes Sdhe lose all racial traits they had previously and gain the
following racial traits: Revised Undead Type (see below), Medium size, a base speed of 30 feet,
Common, Sylvan and Druidic as automatic languages and any non-secret languages as bonus
languages for high Intelligence.
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* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to poison, disease and death effects.
* Not subject to nonlethal damage or energy drain. Immune to damage or drain to its physical
ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion
effects.
* Cannot heal damage on its own, although it can be healed. Negative energy (such as
an inflict spell) can heal undead creatures.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects
or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is
immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true
resurrection can affect undead creatures. If they are willing, these spells turn undead creatures
back into the living creatures they were before becoming undead.
* Proficient with its natural weapons and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as
well as all lighter types. Undead not indicated as wearing armor are not proficient with armor.
Undead are proficient with shields if they are proficient with any form of armor.
* Undead do not breathe, eat, or sleep.

Verdant Charm (Sp): All aes sdhe, regardless of ancestry, are naturally in touch with the natural
world, retaining their inborn fae magic. They become capable of casting spell-like abilities as
they gain HD. Save DCs equal 10 + 1/2 the aes sdhe's HD + their Charisma modifier.

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At 1 HD, the aes sdhe can cast Calm Animals, Charm Animals, Detect Plants or Animals and Hide
From Animals once per day per HD each.

At 2 HD, the aes sdhe can cast Endure Elements, Entangle, Faerie Fire and Pass Without
Trace once per day per HD each.

At 3 HD, the aes sdhe can cast Animal Messenger and Animal Trance once per day per 2 HD
each.

At 4 HD, the aes sdhe can cast Tree Shape, Warp Wood and Wood Shape once per day per 2 HD
each.

At 5 HD, the aes sdhe can cast Diminish Plants and Dominate Animal once per day per 3 HD
each.

At 6 HD, the aes sdhe can cast Plant Growth and Daylight once per day per 3 HD each.

At 7 HD, the aes sdhe can cast Antiplant Shell and Command Plants once per day per 4 HD
each.

At 8 HD, the aes sdhe can cast Repel Vermin and Rusting Grasp once per day per 4 HD each.

At 9 HD, the aes sdhe can cast Wall of Thorns once per day per 5 HD.

At 10 HD, the aes sdhe can cast Commune With Nature and Tree Stride once per day per 5 HD
each.

Keening (Su): As a standard action that does not provoke attacks of opportunity, the aes sdhe
may keen out loud. All creatures within 5 feet, whether friend or foes, must make a Fortitude
save (DC 10 + 1/2 the aes sdhe's HD + the Aes Sdhe's Charisma modifier) or take 1d8 sonic
damage. This is a [Sonic] effect. Aes sdhe are immune to their own Keening ability and that of
other aes sdhe.

The Keening improves as it follows:

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At 3rd level, the Aes Sdhe may add their Charisma modifier to the sonic damage dealt.

At 5th level, the damage increases to 2d8 and the Aes Sdhe may choose to turn their raw
keening into a focused lament. The Aes Sdhe gain the ability to exclude as many targets as they
want from the effects of their Keening ability, but doing so adds the [Language-Dependent]
descriptor to the effect.

At 7th level, the sonic damage increases to 3d8.

At 9th level, the range of the Keening effect increases to 10 feet.

At 11th level, the sonic damage increases to 4d8.

At 13th level, the range of the Keening effect increases to 20 feet.

At 15th level, the sonic damage increases to 5d8.

At 17th level, the range of the Keening effect increases to 30 feet.

At 19th level, the sonic damage increases to 7d8.

Urban Powerlessness (Ex): When inside a settlement, the aes sdhe must make a Fortitude save
(DC 10 + the aes sdhe's HD + 1 for every consecutive successful save) every hour or take the
following penalties:

Small Town: -1 to saves.


Large Town: -2 to saves.
Small City: -3 to saves, -1 to AC.
Large City: -4 to saves, -2 to AC.
Metropolis: -5 to saves, -3 to AC, -1 per HD to HP.
Larger than a metropolis: -6 to saves, -4 to AC, -2 per HD to HP.

These penalties last until the aes sdhe spends a number of hours equal to their HD meditating in
a natural location (usually, that means outside the settlement, but some settlements may have
parks, gardens, ponds, caverns or other unspoiled troves of nature for the aes sdhe to use. When
all else fails, the aes sdhe may count as a "natural location" the open air above a settlement,
provided the aes sdhe is at least 100 feet above the tallest building, and there aren't any
unnatural artefacts or enchantments to disturb their meditation). Failing a save resets the "+1 for
every consecutive successful save" clause in the save DC. Penalties to HP can never reduce the
aes sdhe's maximum HP to less than 1 point per HD.
Vulnerability to Cold Iron (Ex): The aes sdhe take double damage from cold iron weapons. Cold
iron weapons ignore the aes sdhe's Incorporeality ability (they treat the aes sdhe as though they
were corporeal). Whenever the aes sdhe land a successful melee attack on a creature wearing
cold iron armour or shields, the aes sdhe take 1d4 damage for every HD the struck creature
possesses. Creatures wearing cold iron armour or shields gain a +2 to saves against the aes
sdhe's supernatural or spell-like abilities. Creatures wearing both cold iron armour and a cold
iron shield increase the save bonus to +4.

Incorporeality (Su): The aes sdhe gain the Revised Incorporeality Subtype in four stages.

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I:

* Gains [Incorporeal] as a subtype.


* Has no Strength score when attacking corporeal creatures, Dexterity modifier applies to both
melee and ranged attacks against them.
* Weightless, but affected by gravity (unless they have a Fly speed). Constantly under a feather
fall effect.
* Floats a few inches off the ground, but may suppress it and appear as though it was walking.
* Cannot wield items or wear equipment unless they have the ghost touch enhancement.
* Cannot take any physical action that would move or manipulate an opponent or its equipment,
nor are they subject to such actions (unless their opponents wield ghost touch weaponry and/or
equipment).
* +5 to Move Silently.
* 25% miss chance from nonmagical weapons.
* 5% miss chance from spells or magic weapons from a corporeal source (except for positive
energy, negative energy, force effects such as magic missile, or attacks made with ghost touch
weapons).

II:

* May share the same place as other creatures without penalties (grants concealment/total
concealment as normal, may benefit from cover/total cover as normal).
* +10 to Move Silently.
* 50% miss chance from nonmagical weapons.
* 10% miss chance from spells or magic weapons from a corporeal source (except for positive
energy, negative energy, force effects such as magic missile, or attacks made with ghost touch
weapons).

III:

* Has no natural armour bonus but has a deflection bonus equal to its Charisma bonus
(minimum +1).
* Can reach into adjacent solid objects (but not step into them).
* Operates in water as easily as it does in air.
* +20 to Move Silently.
* 75% miss chance from nonmagical weapons.
* 15% miss chance from spells or magic weapons from a corporeal source (except for positive
energy, negative energy, force effects such as magic missile, or attacks made with ghost touch
weapons).

IV:

* Has an innate sense of direction and can move at full speed even when it cannot see.
* Can enter or pass through solid objects, but must remain adjacent to the objects exterior, and
so cannot pass entirely through an object whose space is larger than its own.
* Cannot see while inside an object. Cannot sense creatures or attack from inside an object.
Cannot pass through a force effect.
* Does not ignore any type of armour or shield bonus.
* Moves silently and cannot be heard with Listen checks if it doesnt wish to be (nonvisual
senses, such as scent and blindsight, are either ineffective or only partly effective).
* 100% miss chance from nonmagical weapons.
* 20% miss chance from spells or magic weapons from a corporeal source (except for positive
energy, negative energy, force effects such as magic missile, or attacks made with ghost touch
weapons).

Since Incorporeality is a Supernatural ability, the aes sdhe become corporeal when they enter
an Antimagic Field or a similar effect.

Fae Ancestry (Ex): At 2nd level, the aes sdhe are able to tap into the talents they held when they
were alive. The aes sdhe choose one of the following ancestries:

Seer Ancestry: The aes sdhe tap into the power of premonition and omens. They gain a +2 racial
bonus to Wisdom and Improved Initiative as a bonus feat.
Artist Ancestry: The aes sdhe tap into the power of fey music and art. They gain Bardic Music
(as the bard's ability), with their aes sdhe level as their bard level.
Wild One Ancestry: The aes sdhe tap into the power of nature and the wilds. They gain Wild
Empathy (as the druid's ability), with their aes sdhe level as their druid level.
Seducer Ancestry: The aes sdhe tap into the power of charm and allure. They add 1/4 of their
HD (round down) to all their Charisma checks.
Warrior Ancestry: The aes sdhe tap into the power of archery and swordplay. They gain a +2
racial bonus to Dexterity and proficiency with one martial or exotic weapon of their choice.

Ancestry Weakness (Ex): When the aes sdhe choose an ancestry, they gain a certain
disadvantage in accordance to their chosen ancestry.

Seer Ancestry: The aes sdhe gain a -2 to HP per level.


Artist Ancestry: The aes sdhe gain a -1 to HP per 2 levels, Verbal and Somatic components to
all their spells and take a -2 to all rolls, saves and checks when in the area of a Silence spell or
similar effect (these penalties stack with any others).
Wild One Ancestry: The aes sdhe gain a -1 to HP per level and cannot wear metal armour or
shields or wield metal weapons, triggering their Urban Vulnerability (at Metropolis level) if they
do so.
Seducer Ancestry: The aes sdhe gain a -1 to HP per level and a -5 penalty to Wisdom checks.
Warrior Ancestry: Enemies of the aes sdhe gain a +4 to attack rolls agains the aes sdhe if
they're wielding cold iron weapons.

Ability Score Increase (Ex): At levels 2nd, 4th, 6th and 8th, the aes sdhe gain a +1 to Charisma,
for a total of +4 at level 8th.

Ancestry Talent (Su): At levels 2nd, 4th, 6th, 8th and 10th, the aes sdhe gain a talent according
to their chosen ancestry.
Talents that mimic a bard's abilities replace "bard" with "aes sdhe" and have their requirements
adjusted to the level the abilities are gained for the aes sdhe (for example, an aes sdhe needs to
be level 10 and have 13 ranks in Perform to activate Inspire Heroics instead of being level 15 and
having 18 ranks in Perform). Any necessary DCs equal 10 + 1/2 the aes sdhe's HD + the aes
sdhe's Charisma modifier.

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Seer Ancestry: As a free action that does not provoke attacks of opportunity, the aes sdhe can
designate a number of willing creatures equal to half their HD as their "charges" or "wards".
Once made, the decision cannot be changed (as the designation is a binding oath). The aes sdhe
gain a +4 to Aid Another checks when seeking to aid their charges.
Artist Ancestry: The aes sdhe gain proficiency with one of the following weapons: hand
crossbow, longsword, rapier, sap, short sword, shortbow or whip.
Wild One Ancestry: The aes sdhe are under the constant effects of Detect Animals Or
Plants and Detect Snares And Pits.
Seducer Ancestry: The aes sdhe gain 1/4 of their HD (round up) to Diplomacy, Gather
Information, Bluff and Perform checks to interact with or distract a target that finds them
sexually attractive.
Warrior Ancestry: The aes sdhe gain proficiency with light armour and light shields. They do not
run the risk of Arcane Failure Chance for their aes sdhe spells while wearing light armour or
wielding light shields. They also gain Combat Reflexes as a bonus feat regardless of whether they
meet the prerequisites. If they already had that feat, they may choose any other feat they
qualify for.

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Seer Ancestry: Provided they are in the same plane, the aes sdhe always know the direction
towards their charges and the distance between them and the aes sdhe.
Artist Ancestry: The aes sdhe gain proficiency with light armour and light shields. They do not
run the risk of Arcane Failure Chance for their aes sdhe spells while wearing light armour or
wielding light shields.
Wild One Ancestry: The aes sdhe are under a constant Speak With Animals effect.
Seducer Ancestry: The aes sdhe can alter minor aspects of their physique (such as hair, skin or
eye colour, height, body shape, musculature, hair length/style, the size and shape of individual
body parts, facial structure, voice pitch/tone and so on) at will as a full-round action that does
not provoke attacks of opportunity. This ability, no matter how it's used, cannot have in-game
effects (for example, it cannot let the aes sdhe change from Medium to another size, or provide
bonuses to Disguise).
Warrior Ancestry: The aes sdhe gain proficiency with medium armour and heavy shields. They
do not run the risk of Arcane Failure Chance for their aes sdhe spells while wearing medium
armour or wielding heavy shields. They also gain Dodge as a bonus feat regardless of whether
they meet the prerequisites. If they already had that feat, they may choose any other feat they
qualify for.

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Seer Ancestry: The aes sdhe instinctively knows all the cardinal directions at all times, and can
tell which way is up and down regardless of light conditions or its own position.
Artist Ancestry: The aes sdhe gain the ability to spend three uses of their bardic music to
duplicate the effects of a Dream or Nightmare spell.
Wild One Ancestry: The aes sdhe are under a constant Speak With Plants effect.
Seducer Ancestry: The aes sdhe can touch willing corporeal targets as though the aes sdhe
were corporeal. This ability cannot be used in stressful situations and can only be used for non-
combat purposes.
Warrior Ancestry: The aes sdhe gain proficiency with heavy armour and tower shields. They do
not run the risk of Arcane Failure Chance for their aes sdhe spells while wearing heavy armour
or wielding tower shields. They also gain Mobility as a bonus feat regardless of whether they
meet the prerequisites. If they already had that feat, they may choose any other feat they
qualify for.

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Seer Ancestry: Provided they are in the same plane, the aes sdhe's charges are considered to be
under a constant Status spell cast by the aes sdhe.
Artist Ancestry: The aes sdhe gain the ability to spend five uses of their bardic music to
duplicate the effects of a Song of Discord spell.
Wild One Ancestry: The aes sdhe are under a constant Stone Tell effect. Note that in general,
stones are very, very dumb.
Seducer Ancestry: The aes sdhe are painfully attractive. They gain their Charisma modifier, if
positive, to AC.
Warrior Ancestry: The aes sdhe gain an extra 1 HP per HD and change their BAB to 3/4 instead
of 1/2. These changes are retroactive as well. They also gain Spring Attack as a bonus feat
regardless of whether they meet the prerequisites. If they already had that feat, they may
choose any other feat they qualify for.

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Seer Ancestry: The aes sdhe gain an insight bonus to AC equal to their Wisdom modifier.
Artist Ancestry: The aes sdhe are considered to be under a permanent Glibness effect, but with
a +10 bonus instead of a +30 bonus.
Wild One Ancestry: The aes sdhe may speak with the wind as if they were under a
constant Stone Tell effect that affected wind instead of stone. The winds can answer questions
related to an area around the aes sdhe with a radius of 1 mile per 2 HD. Note that the winds are
even dumber than stones.
Seducer Ancestry: The aes sdhe are masters at preserving their physique. They gain their
Charisma modifier, if positive, to saves.
Warrior Ancestry: The aes sdhe may apply their Charisma bonus to Fortitude saves. They also
gain Quick Draw as a bonus feat regardless of whether they meet the prerequisites. If they
already had that feat, they may choose any other feat they qualify for.

Ancestry Power (Sp): At levels 3rd, 5th, 7th and 9th, the aes sdhe gain a spell-like ability
according to their chosen ancestry. Any necessary DCs equal 10 + 1/2 the aes sdhe's HD + the
aes sdhe's Charisma modifier.

Talents that mimic a bard's abilities replace "bard" with "aes sdhe" and have their requirements
adjusted to the level the abilities are gained for the aes sdhe (for example, an aes sdhe needs to
be level 9 and have 12 ranks in Perform to activate Mass Suggestion instead of being level 18
and having 21 ranks in Perform).

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Seer Ancestry: The aes sdhe may use Detect Magic, Detect Poison and Read Magic twice per day
per HD each and Detect Secret Doors, Detect Undead and Deathwatch once per day per HD
each. Deathwatch is not an [Evil] effect.
Artist Ancestry: The aes sdhe gain Confusion, Lesser and Ventriloquism once per day per HD
each.
Wild One Ancestry: The aes sdhe may cast Gust of Wind once per day per 2 HD.
Seducer Ancestry: The aes sdhe may cast Charm Person and Sleep once per day per HD each.
Warrior Ancestry: The aes sdhe may cast Blink once per day per 3 HD.

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Seer Ancestry: The aes sdhe may use Augury and Detect Thoughts once per day per 2 HD each.
Artist Ancestry: The aes sdhe gain Calm Emotions and Daze Monster once per day per 2 HD
each.
Wild One Ancestry: The aes sdhe may cast Sleet Storm and Call Lightning once per day per 3
HD each.
Seducer Ancestry: The aes sdhe gain Enthrall and Suggestion once per day per 2 HD each.
Warrior Ancestry: The aes sdhe may cast Keen Edge once per day per 3 HD. This version of the
spell affects any kind of weapon regardless of the damage it deals.

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Seer Ancestry: The aes sdhe may use Arcane Sight, Speak With Dead and Locate Object once
per day per 3 HD each.
Artist Ancestry: The aes sdhe gain Crushing Despair and Sculpt Sound once per day per 3 HD
each.
Wild One Ancestry: The aes sdhe may cast Control Winds and Call Lightning Storm once per day
per 5 HD each.
Seducer Ancestry: The aes sdhe may cast Charm Monster once per day per 4 HD. This spell-like
ability has a duration of 1 hour/HD.
Warrior Ancestry: The aes sdhe may cast Haste once per day per 3 HD.

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Seer Ancestry: The aes sdhe may use Detect Scrying, Discern Lies and Locate Creature once per
day per 4 HD each.
Artist Ancestry: The aes sdhe gain Modify Memory and Shout once per day per 4 HD each.
Wild One Ancestry: The aes sdhe may cast Control Weather once per day per 7 HD.
Seducer Ancestry: The aes sdhe may cast Dominate Person and Dominate Fey once per day per
5 HD each. These spell-like abilities both have a duration of 1 hour/HD. Dominate Fey works just
like Dominate Person but with Fey instead of Humanoids.
Warrior Ancestry: The aes sdhe may cast Dimension Door once per day per 4 HD.

Boon of the Fae (Su): Once per day as a full-round action that provokes attacks of opportunity,
the aes sdhe may grant a Boon of the Fae to a number of willing targets equal to half of their
HD. The nature of the Boon depends on the aes sdhe's ancestry. The boon lasts for a number of
minutes equal to the aes sdhe's HD.

Seer Ancestry: The targets gain a +2 bonus to Wisdom checks.


Artist Ancestry: The targets gain a +2 bonus to skill checks.
Wild One Ancestry: The targets gain the benefits of an Endure Elements and Resistance 5 to a
single energy type (aes sdhe's choice for each individual target).
Seducer Ancestry: The targets gain a +2 bonus to Charisma checks.
Warrior Ancestry: The targets gain a +2 bonus to Strength or Dexterity checks (aes sdhe's
choice for each individual target).

Emerald Flight (Su): At 5th level, the aes sdhe gain a Fly speed of 30 feet with perfect
manoeuvrability. The aes sdhe may choose to gain the appearance of wings (of any kind, shape
and colour) to accompany this change.

Ancestral Gift (Su): Once per day as a full-round action that provokes attacks of opportunity, the
aes sdhe may touch a single willing target and transfer her all the Ancestry Talents they
currently possess. The aes sdhe decides the exact duration of the transmission, but it may not be
any shorter than a number of rounds equal to the aes sdhe's HD and no longer than a number of
hours equal to the aes sdhe's HD. While the target benefits from the aes sdhe's Ancestry
Talents, the aes sdhe do not benefit from them.
Emerald Oath (Su): Once per day, when the aes sdhe reach 0 HP or run the risk of being
destroyed, they may make a single Will save (DC 15 + the aes sdhe's HD) to avoid their fate. If
they succeed on the save, they are instead reduced to 1 HP and Staggered for 1d4 rounds. If they
succeed on the save by more than 5 points, they are Staggered for only 1 round.

Ancestral Paragon (Ex): At level 10th, the aes sdhe become paragons of their ancestry.

Seer Ancestry: The aes sdhe gain a +2 caster level or HD to their Divination spells and spell-like
abilities.
Artist Ancestry: The aes sdhe double the amount of uses of their bardic music ability.
Wild One Ancestry: The aes sdhe gain a +2 caster level or HD to their Evocation spells and
spell-like abilities.
Seducer Ancestry: The aes sdhe gain a +2 caster level or HD to their Enchantment spells and
spell-like abilities.
Warrior Ancestry: The aes sdhe gain DR/Cold Iron equal to half their HD (round up).

Wail of the Aes Sdhe (Sp): Once per day as a full-round action that provokes attacks of
opportunity, the aes sdhe may unleash a wail that deals 1d12 sonic damage for every 2 HD the
aes sdhe possess to every enemy on a 100 feet radius unless they make a Fortitude save (DC 10
+ 1/2 the aes sdhe's HD + the aes sdhe's Charisma modifier) to halve the damage. Regardless of
whether the save was successful, the enemies caught by the wail must make another Fortitude
save (same DC) or become permanently deaf as per the Blindness/Deafness spell and a Will save
(same DC) or become Dazed for 1d6 rounds. This is a [Sonic] effect. Aes sdhe are immune to
their own Wail of the Aes Sdhe and that of other aes sdhe.

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I just mashed the druid and the bard together, mixed in a heavy dose of Fey and plastered it all
over an incorporeal undead chassis. I hope I made it to T3.

This is basically a "retaking" of the banshee (MMII's version is your stereotypical "hur hur I hate
everyone" undead and Paizo shamelessly stole banshees from the Warcraft universe), expanded
to allow for both genders and tied into actual Celtic lore.

I chose to put an arbitrary halt in the class at 10th level to get a "proof of concept" out before
messing with the upper echelons of D&D madness (spell levels 6+). So far, there's no support
for playing above 10th level in terms of spellcasting. Furthermore, the implicit assumption I'm
making in these classes is that there are no other classes or PrCs in the campaign.

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