Class Prerequisite: None.
Race Prerequisite: Half-elf, or any race that
has the fey origin.
Benefit: You gain the summon Sidhe ally power. Summon Sidhe Ally Sidhe Lord Utility
You summon an ally of your nob !e house, bound to obey you.
Daily +Arcane, Summoning
Minor Action Ranged 5
Effect: You summon a Sid he house guard in an unoccupied
space within range. The guard is an ally to you and your
allies.
The guard lacks actions of its own. Instead, you spend
actions to command it mentally, choosing from the actions
in the guard's description. You must have line of effect to
the guard to command it. When you command the guard,
you and the guard share knowledge but not senses. If you
use a move action to move yourself, you can also command
the guard to move up to its speed.
When the guard makes an attack roll or a check, you
make the roll using your statistics, not including any
temporary bonuses or penalties.
The guard lasts until it drops below 1 hit point, at which
point you lose a healing surge (or hit points equal to your
surge value if you have no surges left). Otherwise, the
guard lasts until you dismiss it as a minor action or until
you use this power again.
Sidhe House Guard Summoned Creature
Medium fey humanoid
HP your healing surge value; Healing Surges none, but you can lose
a healing surge for the guard if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or
penalties
Sflt;~.~ .. ~ ..... .
t Standaf'~ ... A.c.~i.o!l (w.eapon)
Attack: Melee 1 (one creature); your level+ 7 vs. AC
Hit: 1 d8 + highest ability modifier damage.
Level?}: 2d8 + highest abilitymodifier damage.
Move A<:ti!)!l{f..el~pgr}.atjon)+ Eiico~Ater ..
Eff~.Et.: . I~.t; g11ard teleports up to 6 squares.
lmll1edi.Jilt~l!l.t~rruf1t + At·Will
Triaaer: You are hit by a melee attack or a ranged attack while
the guard is adjacent to you.
Effect: The attack hits the guard instead of you.
Additional Features
Level 5 Feature No one wants to offend a
Sidhe lord, for fear of inviting the wrath of the lord's
house. Thus, you can expect to be welcomed in any
civilized area that recognizes your house.
Benefit: When you are in a city or other civilized
area that recognizes your house's prestige, you can
receive a week's lodging in comfortable if not lavish
quarters at no charge. The quarters include room for
up to eight of your allies, as well as meals each day.
You have the use of up to three servants, who perform
common tasks for the duration of your stay.
Level 10 Feature You are further attuned to
your house guard. Where it goes, you go also.
Benefit: Whenever your Sidhe house guard uses
its teleportation power while you are adjacent to it,
you can teleport up to 6 squares to a space adjacent to
the guard's destination.
Optional Powers
Level 2 Utility Power Youcanmake
minor pacts based on the amount of influence that
you and your house have accrued. One of the sim-
plest examples is the bargain of time, which has been
passed down from one generation of Sidhe lords to
the next. You grant your ally an opportunity to act
now in exchange for a similar gesture later.
Sid he Bargain Sidhe lord Utility 2
You offer a baraain to one of your allies: a little more speed now
in exchanae for some of the ally's extra effort later.
Encounter+ Arcane
Standard Action Ranged 1 0
Target: One ally
Effect: The target can lose an action point to immediately
take a standard action as a free action. If the target does
so, you gain an action point.
Level 6 Utility Power Alone Sidhe lord
is a formidable adversary-but when you are accom-
panied by your house guard, the two of you move
deceptively swiftly and draw vigor from each other's
nearness.
Unified Front Sidhe lord Utility 6
You move to a better position from which to fiaht, and you and
your auard present a danaerous front to your enemies.
Encounter + Arcane
Move Action Personal
Effect: You and your Sid he house guard can both move up
to your respective speeds+ 2. If you end this movement
adjacent to your guard, you and it both gain temporary hit
points equal to your healing surge value.
Level 10 Utility Power Attimes,youcan
afford to lend some of your power to an ally in need.
Of course, such a pact is never wholly altruistic; you
make sure to gain something in the bargain, too.
Temporary Fey Pact Sidhe Lord Utility 10
You forae a pact similar to those of warlocks, Bivin& some power
to an al!y and drawin9 on that al!y's vitality in return.
Daily + Arcane
Minor Action Ranged 5
Target: One ally
Effect: You enter into a pact with the target that lasts
until you take a minor action to end it or until you use
this power again. Once per encounter, while this pact is
active, the target can take a minor action to cause you
to lose the use of one encounter power or daily power
of your choice that has a level. When the target does so,
he or she regains the use of one of his or her expended
powers of the same usage, type, and level. For example,
if you lost the use of a 2nd-level encounter utility power,
the target could regain the use of a 2nd-level encounter
utility power. In addition, you can spend the target's heal-
ing surges as if they were your own, if the target allows it.