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Additional Non Beastmen Races I 12
#1
Harpy (17)

[Image: 1d55d04202a731daa29f88fc921c556a.jpg]

Harpies live in small family and tribal groups, from a single pair to a dozen individuals, and multiple groups may join together into loud, squabbling rookeries. Harpies are highly social creatures, at least among their own kind-a harpy on her own is either an outcast or on a specific mission that takes her away from her family.

Harpies worship the Garuda, Valefore or Quetzalcoatl of winged creatures, and harpy haunts usually have an elaborate shrine upon which matings are conducted and severed tongues and eyes of victims are laid in sacrifice. The shrine is usually made up of several smaller pieces for easy transport if the harpies have to move quickly. Harpies worship not only through sacrificial killings but also by going aloft during violent windstorms, flying recklessly in an ecstatic dance.

Standard Racial Traits
  • Ability Score Racial Traits: Something about the races strengths and weaknesses. They gain +2 DEX, +2 CHR & -2 INT
  • Type: Monstrous Humanoid (3 RP)
  • Size: Medium
  • Height: 4'5" to 5'6“
  • Weight: 80 to 110 lbs
  • Age: Young- 19 and under, Adulthood- 20 to 51, Elderly- 52+
  • Base Speed: 20 ft (-1 RP) Flight (8 RP) 50 ft (Average)
  • Languages: Common

Magical Racial Traits
  • Object of Desire (1 RP) Harpies add +1 to their caster level when casting charm person and charm monster.
  • Seducer (2 RP) Harpies add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, Harpies with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user’s character level):
    • 1/day—charm person (10+Chr mod+Caster Level)
Defensive Racial Traits
  • Fearless (1 RP) Harpies gain a +2 racial bonus on all saving throws against fear effects.
  • Natural Armor (2 RP) Harpies gain a +1 natural armor bonus to their Armor Class.

Senses Racial Traits
  • Low-Light Vision (1 RP) Harpies can see twice as far as a race with normal vision in conditions of dim light.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Talons: Harpies receive two talon attacks. These are secondary natural attacks at a -5. The damage is 1d6+STR mod. This replaces Seducer.
  • Darkvision 60 Feet: Harpies can see in the dark up to 60 feet. This replaces Low-Light Vision.
  • Illusion Resistance: Harpies gain a +2 racial bonus on saving throws against illusion spells or effects. This replaces Fearless.
  • Lucky, Lesser: Harpies gain a +1 racial bonus on all saving throws. This replaces Natural Armor.
  • Resistant: Harpies gain a +2 racial bonus on saving throws against mind-affecting effects and poison. This replaces Natural Armor.
  • Stalker: Perception and Stealth are always class skills for Harpies. This replaces Fearless.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • To Be Added Soon...
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