mercoledì 17 giugno 2020

Patrons Request: Siren (New Player Race)

As requested by Ronald J Paris and published on my Patreon page. You can request stuff too if you donate!

Magical Beast Type (5 RP)
Magical beasts come in a great variety of shapes, but mostly they are arcane fusions of two or more natural creatures. Magical beast characters are usually from races that have human parts or a high intelligence.
A magical beast race has the following traits:
-Magical beasts have the darkvision 60 feet racial trait.
-Magical beasts have the low-light vision racial trait.
-Magical beasts eat, breathe, and sleep.

Siren (Monstrous Race, 47 RP)
Milder relatives to harpies, sirens are great, beautiful birds with womanly faces and an enchanting voice. Despite their appearance, both male and female sirens exist, and they reproduce by laying eggs. Some of them are fabled to lure and eat humanoids, but most are relatively innocuous for weaker races unless threatened and a few even become adventurers, usually choosing the bard or skald’s path.

Type: Magical beast (5 RP)
Size: Medium (0 RP)
Speed: 30 ft. (0 RP)
Ability Score Modifier: Specialized (+2 Wis, +2 Cha, -2 Str (1 RP)
Languages: Auran, Common (0 RP)

Defense Racial Traits
Monstrous Mind (Monstrous Trait, 4 RP): Sirens are immune to mind-affecting effects.

Magic Racial Traits
Siren Magic (Monstrous Trait, 22 RP): Sirens can use cause fear and charm person three times per day each as spell-like abilities. At 6th level, they can use deep slumber three times per day. At 8th level, they can use shout three times per day.

Movement Racial Traits
Flight (Advanced Trait, 10 RP): 60 feet (good maneuverability)

Offense Racial Traits
Natural Attack (1 RP): talon, 1d6.
Siren Song (Monstrous Trait, 12 RP): When a siren sings, all non-sirens within a 300-foot spread must succeed on a DC 19 Will save or become enthralled (see below). The effect depends on the type of song the siren chooses, and continues for as long as the siren sings and for 1 round thereafter. A creature that successfully saves cannot be affected again by any of that siren’s songs for 1 hour. These are sonic, mind-affecting effects. The save DC is Charisma-based. Enthralled creatures behave in one of the following four ways, which the siren chooses when she begins singing.
Captivation: A siren’s song has the power to infect the minds of those that hear it, calling them to the siren’s side. When a siren sings, all creatures aside from other sirens within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same siren’s song for 24 hours. A victim under the effects of the captivating song moves toward the siren using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the siren sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Fascination: Affected creatures are fascinated.
Obsession: An obsessed victim becomes defensive of the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views her as a cherished ally. This is a charm effect.
Slumber: The victim immediately falls asleep, rendering the creature helpless. While the siren is singing, no noise will wake the sleeping creature, though slapping or wounding him does. The creature continues sleeping for 1d4 minutes after the siren stops singing, but can be awakened by loud noises or any other normal method.

Senses Racial Traits
Darkvision 60 ft. (2 RP)
Low-Light Vision (1 RP)

Weakness Racial Traits
No Arms (Monstrous Trait, -8 RP): Sirens have no arms. Their talons can wield weapons or be used to make natural attacks, but are not dexterous enough to perform fine manipulation.

Nessun commento:

Posta un commento