THE SOULSTONE ELF (SIDHITH): Perhaps the most noble and iconic of the Faerie Elves are the Sidhith, they are beautiful, graceful, and devastating to their enemies. Taller than other elves, they are also spectacular to behold. Though not the same stature as their unblemished Sidhith Ancients, they are still famed as bards, paladins, and sorcerers. An average Sidhith is between 5'6" and 6'0" though they weigh a fraction of their size in proportion. Their hair can be any color or colors they chose and often changes with their mood, their eyes can also be any color they choose, a famous Sidhith named Deichtine was known for her rainbow colored hair and her swirling rainbow colored eyes. Their skin is naturally fair but again can be altered with but a thought and often they sport decorations, tattoos, and patterns that disappear with a whim. They sparkle and glitter, possessing a visible faerie aura that changes with their moods and they have to concentrate to make it go away. The most fascinating aspect of the Sidhith is their ability to manifest two items: a Soulsword and a Soulstone. When born, every Sidhith has their Soul placed into a gemlike phylactery and a mystical Sword that is bound to them permanently. The Soulstones are placed in a thick necklace and worn by their owners. The Soulswords are summoned to their hand with but a thought and grow in power as they age. They, are also truly ageless while living in Faerie but are weakened when in the earthly plane and must rebuild themselves by 'incarnating a frame' - building a body to inhabit through usage of magicks. This process takes weeks to perform and is often done by the Sidhith Elders for a youth who wishes to make the journey. The Sidhith's true body sleeps in Faerie while they adventure in other worlds. Sidhith do sleep unlike normal elves and float in the air while doing so. Culturally, they are very strange being joyous at funerals and grieving at weddings, they never use ranged weapons saying such cheating tactics are ignoble, and they generally are known to talk about things in the physical world as if it were a dream (which, to them, it is). If a Sidhith dies, his sword and Stone are hung from the Great Tree in the Center of his 'birth' location. The Glittering Tree of Swords and Jewels is a sight not easily forgotten.
STATS: +2 CHA, -2 WIS (The Sidhith are highly charismatic but possess no understanding of the real world, making them prone to unwise decisions).
+1 ECL
ABILITIES:
Medium: As Medium creatures, Sithith have no special bonuses or penalties due to their size.
Soulstone Elf base land speed is 30 feet.
LOWLIGHT VISION: The Ieronnu can see clearly in starlight up to 60 feet.
Lesser Planedancing: The Sidhith can use Faerie Portals to transport themselves to the Fey Plane at will.
SOULSTONE: The Sidhith possess a Soulstone, a powerful artifact which allows them to sense things wherever it is placed as if they were there, they can also cast any spell they know through it as if they were physically present, even if the stone is miles away. They can mentally communicate with anyone wearing the Soulstone. As a standard action, Sidhith can automatically summon their Soulstone to themselves from any distance. Often a Sidhith will give their Soulstone to a trusted friend and will cast spells on their behalf or provide advice during a Journey.
SOULSWORD: A Sidhith possesses a Soulsword, a magical sword that he can conjure into his hand as a standard action. When not in use, it resides at the Sleeping Fey's side in Faerie. The sword starts as a +1 Sword of any type that the Sidhith chooses at 1st Level, once it's form is chosen it can never be altered. Every 5 levels, the sword is mystically enhanced with either a new ability or another '+'. They are automatically proficient with this weapon regardless of class. Some rare Sidhith choose spears instead of swords.
SIDESTEP: A Sidhith can Sidestep the planes and become incorporeal one time a day per 4 levels, this ability lasts one round and takes a standard action. (See Inorporeality below).
FLOAT: Sidhith float instead of walk. They float between 6 inches to a foot above any surface, if they wear medium or heavy armor or are encumbered, they are forced to walk.
Automatic Languages: Sylvan and Common. Bonus Languages: Elven (Fey), Elven (Isimiirian).
Favored Class: Sorcerer. A multiclassed Sidhith Sorceress Class does not count when determining whether he takes an experience point penalty for multiclassing.
Incorporeality
Spectres, wraiths, and a few other creatures lack physical bodies. Such creatures are insubstantial and can’t be touched by nonmagical matter or energy. Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature. Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.
Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source—except for a force effect or damage dealt by a ghost touch weapon. Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter. Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents (see Invisibility, below).
Incorporeal creatures are inaudible unless they decide to make noise. The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force (such as mage armor or bracers of armor) or has the ghost touch ability. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage.
Corporeal creatures cannot trip or grapple incorporeal creatures. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.