Author Topic: Race Revisions  (Read 21437 times)

Offline bhu

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Re: Race Revisions
« Reply #40 on: November 23, 2011, 05:14:59 AM »
any thoughts on the Nilbogs damage sponge racial substitution ability?

Offline radmelon

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Re: Race Revisions
« Reply #41 on: November 23, 2011, 10:08:55 PM »
Looks ok.

Offline bhu

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Re: Race Revisions
« Reply #42 on: November 26, 2011, 01:40:50 AM »
added punishing reversal to the magekiller and filled in most of the nilbog feats


im betting this will cause DM's to hate me

Offline bhu

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Re: Race Revisions
« Reply #43 on: December 11, 2011, 05:28:52 AM »
nilbog magekiller is mostly fleshed out and awaiting feedback

Offline bhu

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Re: Race Revisions
« Reply #44 on: December 18, 2011, 05:49:16 AM »
magekiller done

Offline bhu

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Re: Race Revisions
« Reply #45 on: March 07, 2012, 09:34:02 PM »
MEENLOCK


   
"...."

 Meenlocks are short twisted parodies of humanoids whose skin is covered in spines and painful looking ulcers.  It's hands are replaced with pincers that drag the ground, and it is unable to speak as it's former mouth is now a jumble of insectlike mouthparts.  They're former members of humanoid races reduced to their current state by other Meenlocks after a long series of tortures,.

MEENLOCK RACIAL TRAITS
·   +2 Dex, +2 Wis, +4 Cha, -4 Str
·   Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character. Space is 2 1/2', Reach is 0'.
·   Aberration, giving you 60' Darkvision
·   Base speed 20 ft.
·   Fear Aura (Su): As a Free Action a Meenlock can generate a Fear Effect in a 30' Radius centered on itself.  Any opponents in this area must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or Cower in fear for 1d4+4 rounds.  An opponent who Saves successfully is immune to this Meenlocks Fear Aura for 24 hours.
·   Meenlock Transformation (Su): Three or more Meenlocks gather around a helpless Humanoid victim and remain in physical contact with him for 1d6 hours, at which point all his Ability Scores drop to 1 unless they're already lower (no saving throw).  A Heal or Greater Restoration will reverse the process at this point, but in another 1d6 hours the subject becomes a Meenlock forever unless a Wish or Miracle is cast.
·   Paralysis (Ex): Any opponent successfully hit with a Meenlocks claw attack must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Paralyzed for 3d6 rounds. 
·   Rend Mind (Su): Once every 1d4 rounds a Meenlock can psychically attack any opponent within 300'(this is a Mind Affecting Phantasm effect).  The victim is overwhelmed with paranoia and visions of monsters.  The victim must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or take 1d4 temporary Wisdom damage.
·   Dimension Door (Su): Once every 2 rounds a Meenlock can cast Dimension Door as a Supernatural Ability except the range is  60' and no additional weight can be carried.
·   Telepathy (Ex): Meenlocks can communicate telepathically with any being within 300' that has a language.
·   Meenlocks have a Primary Claw attack doing 1d2 plus Strength Bonus.  They get 2 Claw attacks with a Full Attack.
·   A Meenlock has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 base Attack Bonus, +1 Fort Save, +1 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Move Silently, Spot and Survival. They also get 2 Feats.
·   Automatic and Bonus Languages: Meenlocks communicate purely by telepathy as their mangled mouthparts are only capable of making grunting and clicking noises.
·   Level Adjustment: +4
·   Favored Class: Wilder

STARTING AGE
 Adulthood: N/A as you become a Meenlock due to transformation.

AGING EFFECTS
Meenlocks do not age as they are artificially created beings.

HEIGHT AND WEIGHT
 Base Height: 1'
 Height Modifier: +2d6"
 Base Weight: 5 lbs.
 Weight Modifier: x2 oz.

MEENLOCK CHARACTERS
 With their Size and racial Abilities Meenlocks make excellent Wisdom or Charisma based casters, particularly if you're looking for battlefield control.  Their abilities to move about and use mental attacks to disrupt opponents make them great allies. 
 Adventuring Race: Normally Meenlocks do not adventure.  They are almost a hive like society devoted to converting others to their own kind.  It's assumed they can't reproduce other than by transforming other humanoids, and the transformation seems to mold them mentally as well as physically.  It would take some sort of odd life altering event for one to break free, and once it did it would flee it's own kind to avoid having to hide it's condition.  It would likely adopt an adventuring group for mutual protection (and because adventurers, having been through odd circumstances, are more likely to accept a monster than townies).
 Character Development: Make sure to somehow make up for your lack of reach.  Becoming a caster is an easy way of doing this, although your LA means giving up some caster levels.
 Character Names: It is unknown if Meenlocks have names or gender.

ROLEPLAYING A MEENLOCK
 Quick generalization about playing a member of this race.
 Personality: Meenlocks are cruel, soulless monsters without pity or empathy.  There are few beings outside of the Fiendish realms as monstrous as they are, and they are far and wide considered a curse on the world.
 Behaviors: Meenlocks have a thing for pain and torture of others.  Obsession is more like it really.  They'll go to any lengths to obtain a victim they can make like themselves, or even better slowly torture to death.  If you're an adventurer the odds are something odd has happened to make you question this aspect of yourself.
 Language: The Meenlock can communicate if they wish by Telepathy, though they never do.  Other races are for food, torture, or conversion.  Their Telepathy allows them to understand virtually everything, but they also pretend to have a language made of random grunting and clicking sounds to fool opponents.

MEENLOCK SOCIETY
 Little if anything is known about Meenlock society.  Rescued victims say they rarely saw anything but the torture and experimentation upon themselves or other captives.  Since Meenlocks could convert all captives to more Meenlocks it's assumed they keep their population small to remain hidden, or they go through a lot of captives for some other reason.  Perhaps they wish to change back, or even refine and improve the transformation process.
 Alignment : Meenlocks are always Lawful Evil.  Most would say compulsorily, more like programmed constructs as opposed to living beings.
 Lands : The Meenlocks use vast underground tunnel systems, usually below Temperate Forests where they can occasionally surface and avoid the light they seem to despise.
 Settlements : Meenlocks gradually excavate ever further as their hive slowly expands (though many keep themselves to manageable size to avoid starvation or discovery).  They prefer to only tunnel under lands with cover from the sun.
 Beliefs: It is unknown if the Meenlocks have any religious beliefs, as they have never been known to display any (and no one has made inroads into their society to find out).
 Relations: Meenlocks are an artificial race.  While their origin is lost to the above ground world, they carry on the work of whatever created them, almost as if programmed to.  Outsiders that are humanoid are converted to new Meenlocks, anything else is rendered into food or tortured for sport.

MEENLOCK ADVENTURES
·   Your team has been assigned to grab as many captives from the local Humanoid villages as possible.  How is up to you but so many are needed you will need more than luck to get them all.
·   The hives transformation abilities have begun to fail and you cannot create more of your kind.  You have been assigned the task to find out what is causing this as an environmental or supernatural cause is assumed.
·   Things have been quiet lately.  Traveling to the surface world you find out why: all the other above ground races are gone.  Their homes are still there as is all their food and possessions.  This does not bode well for the hive.


MEENLOCK RACIAL SUBSTITUTION LEVELS


WILDER
 Level 2: Replace Elude Touch with Mindsight 60'
  ability: You effectively gain Blindsight but only against creatures with an Intelligence Score that are subject to Mind-Affecting Effects.


LURK
 Level 11: Replace Aligned Attack with Humanoid Attack
  ability: Your next attack ignores Damage Reduction if the opponents Type is Humanoid.
 Level 17: Replace Planar Attack with Monstrous Attack.
  ability: Your next attack does +2d6, unless your opponents Type is Humanoid.

ROGUE
 Level 10: Gain new options with Rogue Special Ability
  Special Ability:
Dimensional Ambush (Su) You may now use your Dimension Door as a Swift Action and Attack the same round (you also gain your Sneak Attack dice that round).

Mind Ripper (Su) If your opponent rolls a Natural '1' on his Saving Throw against your Rend Mind Ability he loses 2d4 Wisdom instead.
« Last Edit: March 30, 2017, 08:32:11 PM by bhu »

Offline radmelon

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Re: Race Revisions
« Reply #46 on: March 07, 2012, 11:56:29 PM »
Ooh, meenlocks. I like those creepy little bastards. Didn't a movie with monsters kinda like them come out recently?

Offline bhu

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Re: Race Revisions
« Reply #47 on: March 08, 2012, 02:03:14 PM »
b movie or more mainstream?

Offline radmelon

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Re: Race Revisions
« Reply #48 on: March 09, 2012, 10:02:54 AM »
I'm not sure. Somewhat mainstream, I think. I forget the title, though. I walk past a poster for it on the way home though so I'll tell you later if I remember.

Offline bhu

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Re: Race Revisions
« Reply #49 on: March 21, 2012, 08:14:14 PM »
MEENLOCK TORTURER


   
"..."
A Meenlock Torturer leads the carious Meenlocks through the rituals of transformation, and is also there to instruct them in torture methods.   They also occasionally experiment with the transformation process for reasons unknown to any outside species at this time.

BECOMING A MEENLOCK TORTURER
The appropriate level of Psionic power seems to be all that's needed.

 ENTRY REQUIREMENTS
   Race:  Meenlock
   Feats:  Improved Telepathy, Power Penetration
   Skills:  Concentration 4 ranks, Knowledge (Psionics) 4 ranks, Psicraft 4 ranks
   Powers:  Must be able to Manifest 3rd Level Powers.


Class Skills
 The Torturer's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Improved Transformation
2. +1    +0     +0     +3    Experimental Transformation, +1 Level of existing Manifesting Class
3. +1    +1     +1     +3    +1 Level of existing Manifesting Class
4. +2    +1     +1     +4    Improved Transformation
5. +2    +1     +1     +4    Experimental Transformation, +1 Level of existing Manifesting Class
6. +3    +2     +2     +5    +1 Level of existing Manifesting Class
7. +3    +2     +2     +5    Improved Transformation
8. +4    +2     +2     +6    Experimental Transformation, +1 Level of existing Manifesting Class
9. +4    +3     +3     +6    +1 Level of existing Manifesting Class
10.+5    +3     +3     +7    Master, +1 Level of existing Manifesting Class

Weapon Proficiencies: A Torturer gains no new weapon or armor proficiencies.
 
Improved Transformation: At 1st Level you do not require the presence of other Meenlocks to use the Transformation Ability and can make new Meenlocks on your own.

At 4th Level it only takes one hour to drop their Ability Scores to one, and and additional hour for the transformation to complete.

At 7th Level Opponents casting Wish or Miracle to transform your victim back must make an Opposed Level Check to do so.

Experimental Transformation: At 2nd Level you begin to experiment with the occasional Transformation victim.  Once a week you can use your Transformation Ability normally (i.e. without the benefits of Improved Transformation), and roll on the following table:

01-50: Victim dies horribly as they slowly liquefy over the 1d6 hours.

51-75: Victim is twisted and horribly deformed after Transformation taking a -4 Penalty to a random Stat.

76-00: Victim transforms with an ability bonus of some sort, roll on the table below.

  01-50: Victim gains some minor abilities, +2 to a random stat, and -2 to any other random stat.
  51-75: Victim gain +2 to a random stat
  76-00: Victim gains an extraordinary ability, roll on the chart below:

   01-10: Size Class increases to Large (see Monster Manual for effects of Size Increase)
   11-20: Size Class increases to Medium (see Monster Manual for effects of Size Increase)
   21-30: Size Class increases to Small (see Monster Manual for effects of Size Increase)
   31-40: Gain +4 to a Random Physical Ability
   41-50: Gain 1 Bonus Feat (usually a Racial Feat)
   51-60: Gain a +4 Natural Armor Bonus
   61-70: Gain +4 to a Random Mental Ability
   71-80: Gain Burrow Speed equal to base Land Speed
   81-90: Gain Swim Speed equal to base Land Speed
   91-00: Gain Flight Speed equal to base Land Speed (Average)

You can roll twice and choose the desired result at 5th Level.  At 8th Level you can use this ability a number of times per week equal to your Con Modifier.

Master: Gain additional Power Points equal to your Charisma Score.

PLAYING A MEENLOCK TORTURER
 You feel as though it is your mission to bring about change to a species that traditionally has rejected change after becoming an abomination.  It is theorized by many you are a failsafe installed in the Meenlock dynamic by their original creator to ensure the Meenlocks don't die out because they can't adapt to new problems.  Or perhaps you represent their drive to become the superior (i.e. only) species at any cost.
 Combat: You do not enter combat, you are too important for that.  There are other members of the collective who do that for you.
 Advancement: You advance along fairly similar lines despite being one of the few members of your society to experiment with things none of the rest of them do.  Perhaps something is wrong with you, or perhaps your caste is there to allow the Meenlocks to adapt over time.
Resources: Whatever resources the Meenlocks have (and there's damn little of them) are yours to access.

MEENLOCK TORTURERS IN THE WORLD
"I don't like the way that one looks.  Granted I don't like any of them but that one..."
 The world doesn't know you exist, and that's to your benefit.  Quite honestly you wouldn't be around much longer if they did.
 Daily Life: Much of your day is spent in observation and experimentation (and of course, torturing captives).  You also help convert new acquisitions when the hive is expanding.
 Notables:
 Organizations: The Meenlock's have little i n the way of division among their kind other than tasks assigned.  They no longer have the concept of organizations apart from the hive.

NPC Reaction
 Most NPC's react to you with the disgust and repulsion they normally associate with any Meenlock.

MEENLOCK TORTURERS IN THE GAME
 This PrC assumes the entire group is Meenlocks.  Cause lets face it no one else will put up with a Meenlock except his own kind.
 Adaptation: This is obviously meant for horror campaigns.
 Encounters: Torturers are never encountered outside a Meenlock lair.  If you can see one, you are in a very bad position or are part of an extermination party.

Sample Encounter
EL 12: Meenlocks have been raiding with increasing frequency carrying off large numbers of people.  Deformed Meenlock corpses are being found in the river making many wonder if they can't successfully transform people anymore, or they're up to something. 


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MEENLOCK TORTURER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Meenlock Torturer gains a Bonus Feat every 2 levels higher than 20th


MEENLOCK FEATS



Mass Assault
The combined mental assault of your Allies destroys your foes brain.
 Prerequisites: Meenlock, Greater Rend Mind
 Benefits: To use this Feat you must have at least 3 other Meenlocks use their Rend Mind Ability on the same Opponent at the same Initiative order.  He must make the usual Willpower Save but instead of the usual effects his Wisdom is reduced to 0 (this is temporary Ability damage).  If he succeeds this ability may not be used on him again for 24 hours and he takes 2 points of temporary Wisdom damage instead.


Greater Rend Mind
Your ability to rend the minds of opponents becomes very disorienting.
 Prerequisites: Meenlock, Cha 15+
 Benefits: If an opponent fails a Save against your Rend Mind ability they are also Nauseated for 1d4 rounds.


Supreme Rend Mind
You temporarily weaken your opponents mental defenses.
 Prerequisites: Meenlock, Greater Rend Mind
 Benefits: If your opponent fails a Saving Throw against your Rend Mind Ability he now also takes a -2 Penalty to all Willpower Saves for the duration of the encounter.


Improved Dimension Door
You can bring stuff with you when you teleport now.
 Prerequisites: Meenlock, Cha 15+
 Benefits: A number of times per day equal to your Cha Modifier you may use your Dimension Door ability as a Wizard of the same Level as your Hit Dice (i.e. you don't have the range or weight limitations).


Greater Dimension Door
Your ability to teleport has much better range.
 Prerequisites: Meenlock, Improved Dimension Door
 Benefits: You may cast Teleport once per day as a Wizard whose Level equals your Ht Dice.


Improved Telepathy
You can pick up thoughts as well as sending them.
 Prerequisites: Meenlock, Wis 15+
 Benefits: You can Manifest the Read Thoughts Power as a Manifester whose Level is equal to half your Hit Dice.

« Last Edit: March 30, 2017, 08:25:23 PM by bhu »

Offline bhu

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Re: Race Revisions
« Reply #50 on: March 23, 2012, 08:16:41 PM »
theyre an artificially created race, should i make the meenlocks immortal

Offline radmelon

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Re: Race Revisions
« Reply #51 on: March 24, 2012, 12:32:45 PM »
Might as well, doesn't change too much.

Offline bhu

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Re: Race Revisions
« Reply #52 on: May 10, 2012, 11:58:41 PM »
meenlock updated

Offline bhu

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Re: Race Revisions
« Reply #53 on: July 27, 2012, 08:30:00 PM »
SIRINE


   
"Come on in, the waters fine."

 Sirines appear to be normal human women though sometimes their hair or skin can be odd colors (usually blue or green).  They rarely wear clothing unless venturing onto land, and even then only the minimum necessary.  Many carry a short sword or dagger for self defense, usually of some water proof material.

SIRINE RACIAL TRAITS
·   +8 Dex, +2 Int, +6 Wis, +6 Cha
·   Medium
·   Fey with the Aquatic Subtype, giving you Low Light Vision and proficiency with Simple Weapons and Short Swords.
·   Base Speed 30'
·   Base Swim Speed 60'
·   Charming Song (Sp): At will a Siring can sing a song that acts as a Charm Person spell (Caster Level 2nd), except that it lasts for 11 hours and affects every applicalbe creature who can hear ir (this is a Sonic Mind-Affecting effect).
·   Intelligence Damage (Su): The Sirine does 1d4 temporary Intelligence with a melee touch attack (2d4 on a successful critical).
·   Spell-Like Abilities: 1/day: Fog Cloud, Greater Invisibility, Polymorph (Caster Level 11th).
·   Deflection (Su): A Sirine is surrounded by an Aura that grants it a Deflection Bonus equal to it's Charisma Modifier.
·   Soothing Touch (Su): A Sirine can restore 2d6 points of Intelligence damage done by itself or another Siring with a touch.
·   Amphibious (Ex): Sirine can breathe air and water equally.
·   Damage Reduction (Ex): DR 5/Cold Iron
·   Wild Empathy (Ex): This works like the Druid Class Feature of the same name.
·   A Sirine has 4 Racial Hit Dice, giving it the following: 4d6 Hit Points, +3 base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (6 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Concentration, Handle Animal, Heal, Hide, Perform (Dance, Sing, 1 other), Swim and Survival. They also get 2 Feats.
·   Sirine get a +8 Racial Bonus to Perform and Swim Checks.  They can always Take 10 on Swim Checks, and may use the Run Action while swimming in a straight line.
·   Automatic Languages: Common and Sylvan.  Bonus Languages: Aquan or any nearby creature.
·   Level Adjustment: +4
·   Favored Class: Beguiler

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
Sirine are effectively immortal unless killed.

HEIGHT AND WEIGHT
 Base Height: 4'5"
 Height Modifier: +2d10"
 Base Weight: 85 lbs.
 Weight Modifier: x2d4 lbs.

SIRINE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Sirines aren't usually the adventuring type.  They do however sometimes make exceptions for revenge, protecting their homes or relatives, protecting the environment, etc.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Sirines usually go by whatever name they choose for themselves, or the name their mother chose for them.  Some go by multiple names in case any of their charmed paramours come looking for them.

ROLEPLAYING A SIRINE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Sirine speak Sylvan, and many learn Aquan as well.  Most know Common for purposes of seducing potential mates.

SIRINE SOCIETY
 The Sirine are loners, spending their lives pursuing their individual goals and hobbies, pausing on occasion to take a break and celebrate with one another, or to charm a local humanoid for company if their sisters aren't available.  Loneliness never seems to bother the Sirine but for odd occasion, though some of the few Evil ones seem addicted to using their powers to kidnap men.  They are tied to the Ocean in some manner, and if permanently removed from it and taken inland they begin to wither away and eventually die.  There are no male Sirines, and conception is performed by any male humanoid they have charmed.  Gestation is similar to humans, with the Sirine giving birth to 1d4 offspring who remain with her until they grow older and feel the need for more space.  They are staunchly protective of the environment.
 Alignment : As with many Fey the Sirine have very strong tendencies towards Chaotic Neutral.  They have a decent Neutral minority, with an occasional few who have descended into Chaotic Evil due to madness..
 Lands : Sirine generally live near reefs in warm or temperate oceans, and usually keep their homes well hidden from other race. 
 Settlements : If forced away from their usual home, Sirine will settle for any underwater cave or other naturally defensible position they can camouflage and make comfortable.
 Beliefs : Sirine do not appear to be predisposed to religious belief much like most Fey, though some do follow nature or fey themed deities.
 Relations: Sirine only occasionally seek out company.  While they may be very gregarious among their own kind, they only occasionally feel the need for company otherwise, and tire of the presence of most other beings within a few hours.  They have a general tendency towards seclusion.

SIRINE ADVENTURES
·   A local merchants son has become obsessed with you and will do anything to win your favor.  You don't particularly care for him as you find him boring, but his competition is an equally deranged Sahuagin whom you may need help getting rid of.
·   Ixitxachitl are moving into your territory, and it looks like war is inevitable.
·   Drylanders kidnapped one of your daughters, and it's time you got her back and fed them all their own tongues.



SIRINE RACIAL SUBSTITUTION LEVELS


BARD
 Levels 1, 3, 6, 9, 12, 15: A Sirine gets different options for Bardic Music.
  Bardic Music: At 1st Level a Sirine with 3 ranks in Perform (Sing) can use Countersong, Fascinate and Curse.
Curse: One opponent within 30 feet of the Bard suffers the effects of a Hold Person spell.

At 3rd Level a Sirine with 6 ranks in Perform (Sing) can use a daily use of Bardic Music to cast Mind Fog.

At 6th Level a Sirine with 9 ranks in Perform (Song) can use Suggestion.

At 9th Level a Sirine with 12 ranks in Perform (Song) can use a daily use of Bardic Music to cast Confusion.

At 12th Level a Sirine with 15 ranks in Perform (Song) can use Song of Freedom.

At 15th Level a Sirine with 18 ranks in Perform (Song) can target one opponent it has Fascinated with an Irresistible Dance spell.

At 18th Level a Sirine with 21 ranks in Perform (Song) can use Mass Suggestion.


BEGUILER
 Level 1: Replace Armored Mage with Enhanced Deflection
  Enhanced Deflection:  Your Deflection Bonus to AC from your Racial Ability is now equal to double your Charisma Modifier.

DRUID
 Level 1: Replace Animal Companion with Enhanced Charm.
  Enhanced Charm: Your Racial Charming Song ability now works on Animals as well.

« Last Edit: March 30, 2017, 09:26:31 PM by bhu »

Offline bhu

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Re: Race Revisions
« Reply #54 on: July 27, 2012, 08:32:58 PM »
SIRINE HERMIT


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A SIRINE HERMIT
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Sirine
   Skills:  Hide 8 ranks, Move Silently 4 ranks
   Feats: Hermit, Improved Racial Ability
   Base Fort Save:  +4


Class Skills
 The Hermit's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Self-Sufficiency
2. +1    +0     +3     +3    I'm Not Here
3. +2    +1     +3     +3    Go Away!
4. +3    +1     +4     +4    Self-Sufficiency
5. +3    +1     +4     +4    I'm Not Here
6. +4    +2     +5     +5    Go Away!
7. +5    +2     +5     +5    Self-Sufficiency
8. +6    +2     +6     +6    I'm Not Here
9. +6    +3     +6     +6    Go Away!
10.+7    +3     +7     +7   That Lady No One Makes Eye Contact With

Weapon Proficiencies: A Sirine gains no new weapon or armor proficiencies.

Self-Sufficiency (Sp): At first Level you can cast Cure Serious Wounds 1/day as a Spell-like ability.

At 4th Level you can cast Cure Serious Wounds 3/day, and Freedom of Movement 1/day.

At 7th Level you can cast Freedom of Movement 3/day, and Heroes Feast 1/day.
 
I'm Not Here (Sp): At 2nd Level you can cast Nondetection 1/day as a Spell-like ability.

At 5th Level you can cast Nondetection 3/day, and Hallucinatory Terrain 1/day.

At 8th Level you can cast Hallucinatory Terrain 3/day, and Mislead 1/day.

Go Away! (Sp): At 3rd Level you can cast Lesser Geas 1/day as a Spell-like ability.

At 6th Level you can cast Lesser Geas 3/day, and Song of Discord 1/day.

At 9th Level you can cast Song of Discord 3/day, and Forbiddance 1/day.

That Lady No One Makes Eye Contact With: You can cast Maze 3/day as a Spell-like ability.


PLAYING A HERMIT
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

HERMITS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

HERMITS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SIRINE HERMIT

Hit Die: d6
Skills Points at Each  Level : 6 + int
Self-Sufficiency You can now cast Heroes Feast 3/day.
I'm Not Here You can now cast Mislead 3/day.
Go Away! You can now cast Forbiddance 3/day.
Bonus Feats: The Epic Hermit gains a Bonus Feat every 3 levels higher than 20th




SIRINE FEATS


Hermit
You like company less than most other Sirine.
 Prerequisites: Sirine
 Benefits: Choose any one spell from the Druid or Sorcerer list, and you can cast it as a Spell-like Ability 1/day.  You can only choose a spell a Druid/Sorcerer whose caster level is equal to your Hit Dice would have access to.


Versatile Touch
You can damage more than Intelligence.
 Prerequisites: Sirine
 Benefits: Your touch attack can now damage Wisdom or Charisma instead of Intelligence.


Improved Versatile Touch
You can fix more than Intelligence.
 Prerequisites: Sirine, Versatile Touch
 Benefits: Your Soothing Touch can now also heal Wisdom and Charisma damage.


Improved Racial Ability
One of your Spell-Like Abilities is more powerful than usual.
 Prerequisites: Sirine, Cha 20+
 Benefits: Choose one Racial Spell Like Ability, and you can now use it 3/day.  This can be taken multiple times, and you can choose a different SLA each time.


Greater Racial Ability
One of your Spell-Like Abilities is more powerful than usual.
 Prerequisites: Improved Racial Ability, 18th Level
 Benefits: Choose one Racial SLA you have enhanced via the Improved Racial Ability Feat.  If you choose Polymorph, you can now cast Shapeshift as a Spell-like Ability 1/day.  If you chose Greater Invisibility you can now cast Superior Invisibility as a Spell-like Ability 1/day.  If you chose Fog Cloud you can now cast Magic Miasma.


Armor of the Fey
Your DR is batter than usual.
 Prerequisites: Sirine, Con 15+, Cha 20+
 Benefits: Your DR improves to DR 10/Cold Iron.


next up Durzagon, Loxo, Neogi, Yak Folk

abeil soldier, dune stalker,
« Last Edit: April 07, 2017, 07:19:26 PM by bhu »

Offline Nanshork

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Re: Race Revisions
« Reply #55 on: April 03, 2017, 12:02:32 PM »
Page 1

Do you want me to do the index here too?

Ixitxachitl Mutate:
 - Are the bonuses from Giantism cumulative or does every level stack with the one before it?
 - Do the bonuses from the hunger feat stack with themselves?

Zenythri:
 - Monk level 19 ACF isn't complete.

Death Ray:
 - Needs spot as a class skill.

Spitting Felldrake:
 - Spit Acid needs an action.
 - Ranger ACF combat styles are not finished.


Offline bhu

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Re: Race Revisions
« Reply #56 on: April 03, 2017, 06:36:59 PM »
Page 1

Do you want me to do the index here too?

Ixitxachitl Mutate:
 - Are the bonuses from Giantism cumulative or does every level stack with the one before it?
 - Do the bonuses from the hunger feat stack with themselves?

Zenythri:
 - Monk level 19 ACF isn't complete.

Death Ray:
 - Needs spot as a class skill.

Spitting Felldrake:
 - Spit Acid needs an action.
 - Ranger ACF combat styles are not finished.

Nah i can do index.  Fixed everything that wasnt finished.  Reworded Hunger Feats slightl, yes they are cumulative.  Giantism is cumulative yes.

Offline Nanshork

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Re: Race Revisions
« Reply #57 on: April 03, 2017, 08:36:45 PM »
Giantism is too good, +12 Str, +6 Con, -4 Dex is too much.

Wait, Hunger can't stack because it's only for the first time you bite someone in an encounter.  Carry on.


Offline bhu

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Re: Race Revisions
« Reply #58 on: April 05, 2017, 02:47:12 AM »
Giantism is too good, +12 Str, +6 Con, -4 Dex is too much.

Wait, Hunger can't stack because it's only for the first time you bite someone in an encounter.  Carry on.

The first time you bite each opponent.  For example if you bite three different guys you get triple the bonus.

What if I lower Giantism to +8 Str, +4 Con, -4 Dex?

Offline Nanshork

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Re: Race Revisions
« Reply #59 on: April 05, 2017, 10:16:33 AM »
For Giantism that sounds more reasonable.

I'm on the fence about Hunger again, but it's probably fine.