Androsphynx Hit Die: d10Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +2 | +2 | +2 | Sphinx body, Lore, +1 Str |
2 | +2 | +3 | +3 | +3 | Rake, Roar, +1 Wis |
3 | +3 | +3 | +3 | +3 | Divine Agent, +1 Str |
4 | +4 | +4 | +4 | +4 | Growth, +10 Speed |
5 | +5 | +4 | +4 | +4 | Pounce, +1 Wis |
6 | +6/+1 | +5 | +5 | +5 | Flight, +1 Str |
7 | +7/+2 | +5 | +5 | +5 | Bonus Domain, +1 Wis |
8 | +8/+3 | +6 | +6 | +6 | +10 Speed, +1 Str, +1 Wis |
9 | +9/+4 | +6 | +6 | +6 | Guardian, Bonus Domain, +1 Str, +1 Wis |
Skills: 6+Int mod. Class skills are Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Intimidate, Knowledge (all, taken separately), Listen, Sense Motive, Speak Language, Spot, Spellcraft
Proficiencies: An Androsphynx is proficient only with its claws.
FeaturesSphinx Body: At 1st level, the Androsphynx loses all other racial bonus and gets magical beast traits (Darkvision 60ft and low-light vision). It’s a medium magical beast with a base speed of 30ft. The Androsphynx has 2 natural claw attacks, both dealing 1d6+Str mod damage. The Androsphynx gets a Nat armor bonus equal to his Con modifier. Its paws can perform fine manipulation such reading books, playing with puzzles and cast spells, but not hold weapons or shields.
The Androsphynx can use her Wisdom score instead of her Int mod for Decipher Script, Knowledge and Spellcraft checks.
Lore: At 1st level, the Androsphynx gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Androsphynx adds half his HD and her Wisdom modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Ability Increase:The Androsphynx gains
+1 Str at levels 1, 3, 6, 8 and 9.
+1 Wis at levels 2, 5,7, 8 and 9.
For a total of +5 Str and +5 Wis at 9th level.
Rake: When in a grapple, the Androsphynx can make another 2 claw attacks at its highest base attack bonus, dealing 1d6+1/2 Str mod damage.
Roar (Su):1/day per 2 HD, an Androsphynx can loose a mighty roar as a standard action. The first time it does this, all enemies within 50 feet per HD must succeed on a DC 10+1/2HD+Con modifier Will save or be affected as though by a Fear spell for 2d6 rounds.
If the Androsphinx roars a second time during the same encounter, all creatures within 25 feet per HD must succeed on a DC 10+1/2 HD+Con modifier Fortitude save or be paralyzed for 1d4 rounds, and all those within 10 feet per HD are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 25 feet per HD must succeed on a DC 10+1/2HD+Con modifier Fortitude save or take 1d4 points of Strength damage per 4HD (minimum 1d4) for 2d4 rounds. In addition, any creature smaller than the Androsphynx within 10 feet per HD must succeed on a DC 10+1/2HD+Con modifier Fortitude save or be thrown to the ground and take 1d4 points of damage per two HD. The force of this roar is so great that it deals 5 points of damage per HD to any stone or crystalline object within 10 feet per HD. Magic items and held or carried items can avoid damage with a DC 10+1/2HD+Con modifier Reflex save. Other Androsphynxes are immune to these effects.
If the Androxphinx has 12 HD or more, the Roar effects can affect even creatures normally immune to them, but they gain a +5 bonus on the saves.
Divine Agent:At 3rd level the Androsphynx can cast spells as a cleric of it's Androsphync level-2. Cleric levels stack with this ability.
Growth: At 4th level, the Androsphynx grows to Large size. His claws now deal 2d4+Str mod damage.
Pounce: At 5th level, the Androsphynx can make a full attack at the end of a charge.
Speed Boost: At 5th level, the Androsphynx gains +10 ft base land speed. It gains another 10ft at 9th level. Each time this ability is gained the Androsphynx may 1/day charge and Roat as a single fullround action, or cast a spell and Roar as a fullround action.
Flight: At 6th level, the Androsphynx can fly at a speed of 10ft per HD it has with poor manoeuvrability.
Bonus domain: At levels 7 and 9 the Androsphynx gains a bonus domain of his choice from Protection, Healing or Good. If they already had all 3 of those domains, they may pick another of their choice instead.
Guardian:At level 9, a number of times per day equal to half their HD, the Androsphynx may cast a standard action spell from the Protection, Good or Healing domain it has prepared as a swift action and +4 to CL, ignoring any normal CL caps on those spells.
Comments:
The Androsphynx is the male counterpart of the Gynosphynx. No SLAs at all, but delayed cleric spellcasting, plus better melee stats and Roar in return for less Wis and Con.
If you feel like playing a sphynx with actual casting (altough delayed) instead of SLAs, the Androsphynx's for you.