The Seidhr are the priests of Erik who concern themselves with the invisible world that lies beyond what we all can see and touch. Among the Rjurik, the Seidhr lay the dead to rest, make sure their spirits are transported safely into the afterworld, and fend off dangers that come from the Spirit World. They are regarded as a specialised development of the druid, though some of the druidic community are not comfortable with any of their number having more interest in the land of the dead than that of the living.
Seidhr is the practice of projecting the self into Spirit World.


Alignment: Any.
Hit Die: d8.

[top]Class Skills

The seidhr?s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (Seidhr) (Int) , Scry (Int), Spellcraft (Int), Survival (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Seidhr
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
1st+0+0+0+2Wild Empathy, Speak with Fylgia, Spirit Projection21????????
4th+2+1+1+4Spirit Combat332???????
5th+2+1+1+4Touch from Beyond3321??????
11th+5+3+3+7Touch from Beyond4443321???
14th+7/+2+4+4+9Touch from Beyond44443322??
17th+8/+3+5+5+10Spirit Kill4444443321
20th+10/+5+6+6+12Touch from Beyond4444444333

[top]Class Features

All of the following are class features of the Seidhr:
Seidhr are proficient with all simple weapons and all axes, all bows, longspear, and scythe. Erik's prefered weapon is the club or quarterstaff. Seidhr are proficient with light armor.
Seidhr are atuned to the spirit world and may purchase feats with the Spirit descriptor.
Seidhr speak the secret druidic language known only to druids. Seidhr are considered druids who specialize in the Spirit World.
Speak with Fylgia (Sa): The character has the ability to speak with fylgia, the spirit animals that act as guides and protectors of the intelligent races. The character can speak with her personal fylgia as well as those of others. She can automatically converse with her own fylgia at will. To speak with another spirit animal, the character makes an Intelligence check at DC 15. Once the character has established the ability to speak with the fylgia in question, she need not roll again.
Spirit Projection (Sp): This is the means by which a Seidhr projects her soul into the Spirit realm. To do so, she makes a Will Save at DC 15. If it is unsuccessful, she cannot pass into the Spirit realm. If she does make it, though, her spirit leaves her body and travels into the spirit world. Her body lies unconscious in the daylight world. The Seidhr cannot necessarily see the daylight world while in the spirit realm. The seeming dominates perception in the spirit realm. What a Seidhr looks like in the spirit world is partially chosen by her. She has the ability to determine her appearance, but it is driven by her subconscious. She usually appears as an idealized version of herself (though those with low self-esteem will frequently appear ugly). That is, she is radiantly beautiful and brimming with
power. Because it is an idealized version of the self, the Seidhr?s appearance does not have to
have anything to do with reality. While in the spirit world, Seidhr cannot talk to those in the daylight world. They can only talk to other creatures and people in the spirit world. To do so, the character must know the language of the creature or person to whom she wishes to speak.
Fylgia are a different matter; Seidhr can speak with them through their Speak with Fylgia ability. Seidhr can send messages to another person by giving a message to the character?s fylgia, which tells the character in a dream.
Seidhr can be attacked by other creatures in the spirit world, and this is very dangerous for novice Seidhr-practitioners. While the character can interact with the spirit world, she cannot act upon it. Thus, a spirit-creature that attacks her has the ability to kill her without her being able to put up a fight. While the battle occurs entirely in the mind, it can have very real effects. Any damage the character takes is transferred to her physical body. Those observing her may actually see cuts open and bruises appear on her skin. When this sort of thing happens, the Seidhr must attempt to flee the spirit world. She does so by making a Will Save at DC 20. Ordinarily, she can simply end her travels and return to her body with only a thought. When she is under attack, though, she has to flee back to her body, and her assailant may well try to prevent that. Making the Will Save is a Move-Equivalent Action. Although she cannot fight herself, a Seidhr can summon her fylgia to protect her. Doing so requires a Will Save at DC 15. Her fylgia begins within 100 feet of her (roll d20x5). At the start of the round after it is summoned, it rolls an Initiative and begins moving at top speed in the
direction of the Seidhr. It attacks the character?s assailant the round it arrives. However, if
the Will Save is failed, the fylgia does not hear the summons and therefore doesn?t come. Despite being unable to physically defend herself, a Seidhr can use magic in the spirit world. Any spells she casts will be effective against spirit-creatures. However, it does not do well to tarry when one is under attack and unable to physically defend oneself. A Seidhr who is out of spells and who cannot make her Will Save is in very desperate straits.
Wild Empathy (Ex): A Seidhr can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Seidhr rolls 1d20 and adds her Seidhr 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 Seidhr 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 Seidhr 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.
Spirit Combat (Su): The Seidhr is now capable of defending herself in the spirit world. She can both attack other spirit-creatures and defend herself from them. The character begins with an Armor Class of 10 and adds her Wisdom Bonus to this number. For every three Class Levels she has, she may add an additional +1 to her AC. She attacks using her standard Base Attack Bonus but adds her Charisma
Bonus to the attack roll instead of her Strength Bonus. The Glytha carries no weapons with her into the spirit world, but she may imagine one (just as she creates her self image there). The type of weapon doesn?t really matter. The Seidhr simply creates one out of the seeming of the spirit world
in any shape she likes. The weapon?s damage is determined by the Seidhr?s Class Level as shown on
Table 2. She adds her Charisma Bonus to the damage rating. Attacking is a Standard Action just as if the character were engaging in combat in the daylight world. The Seidhr gets a move before or
after her attack as usual, and all other combat rules apply as though this were a standard combat.

Tags for this Page


Posting Permissions

Posting Permissions
  • You may not create new articles
  • You may not edit articles
  • You may not protect articles
  • You may not post comments
  • You may not post attachments
  • You may not edit your comments
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.