The Catch should be +4. Additional components aren't worth squat.
One With The Trees is pushing it, but who cares?
I'll cost the Catch as +4 then, and keep One with the Trees. Though I could just reskin Cloak of Shadows for a more supernatural version.
I'm also establishing that Sidhe Dryads *can* choose their Court permanently, and while they are still bound to their tree, it becomes a Demesne, and their tree is actually in the Nevernever now, not in the mortal world.
I am going with the premise that Wyldfae who are promoted to Sidhe status get to overcome certain limitations which are ordinarily part and parcel of their kind, like the Erlkin being like a superpowered Goblin. Sidhe Redcaps, in my game, won't have quite the need to wash their caps in blood. Sidhe Pixies can opt to be the size of regular Sidhe. That sort of thing.
Speaking of a Sidhe version:
Summer Sidhe Dryad Assassin (In Need of A Snorkel)Other Aspects:
I Enjoy My Work; Fascinated by Mortals; Bound to My Tree in the Nevernever; Wicked Temptress
Stats:Phys: OOO(OOOO),Armor:2 Ment: OOOO Soc: OOO
Skills (45, cap Superb):
Superb (+5): Stealth, Deceit
Great (+4): Conviction, Discipline, Rapport
Good (+3): Athletics, Lore, Survival
Fair (+2): Alertness, Investigation, Presence, Weapons
Average (+1): Endurance, Empathy, Fists, Guns, Might, Presence
Stunts:Animal Magnetism (Survival): As a child of Nature, you may use your Survival skill when making seduction attempts.
Traceless (Stealth): You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.
Sneak Attack (Stealth): You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
Surprise Attack (Stealth): When preparing or carrying out an ambush, add two to your Weapons skill.
One with the Trees (Stealth): You are a master of arboreal subterfuge. Add two to your Stealth as long as you are in woodlands, and the difficulty of moving stealthily through plant-based borders is reduced by two.
Powers:Demesne [–1] - Original Bound Tree in the Nevernever
Greater Glamours [-4]
Seelie Magic [-4]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
The Catch [+4] is cold iron and such, as well as fire
Total Refresh Cost:-18
Refresh Total:-5