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RiceMaxi
2009-06-16, 10:57 PM
There will be 3 posts here, this one will contain the races, the second will contain the classes, and the 3rd will contain everything else. Also, some of you may notice, everything here is based on (including names) Michael A. Stackpole's The Dragon Crown War Cycle (Book Series).

Races

Zhusk
Zhusk
Brief description.
Coming Soon.

Physical Description:
The Zhusk are a short people, rarely over 4 feet tall, they are however somewhat stocky, and frequently ride warponies. They are covered with piercings all over, and have amulets and other trinkets hanging from them.

Personality:
The Zhusk are a weird race to all outside races. They keep to themselves, and see the world differently then the other races. This is because they see the world through the impression of their Yrun (See Religion below). They do whatever their Yrun require of them, and are great keepers of the earth.

Relations:
The Zhusk have had very little interaction with anybody, except 1 particular human nation that they have been at war with forever. It is not an overt war, but more so then a cold war. Expeditions into Zhusk territory are not permitted, and dealt with.

Alignment:
A Zhusk is Lawful around 30% of the time, Neutral around 30% of the time, and Chaotic about 40% of the time; Good around 60% of the time, Neutral around 30% of the time, and Evil around 10% of the time.

Lands:
The Zhusk are a tribal people who live on the plains. They all live in the same plain however, there are not tribes spread throughout all the plains of the world.

Religion:
Zhusk worship the Yrun. There is a separate Yrun for all the elements. The most prominent being the Yruns of Air, Earth, Fire, Water, Life, and Pain. These Yrun are everywhere. For example, the Yrun of water would have power over all the water in the world, but less so then the specific deity of that body of water, if that body of water is old enough and important enough to have one. The Zhusk all chose a Yrun to follow when they reach maturity. When they have decided, they bond with the Yrun, through a process where they are given multiple piercings all over their body holding amulets and other trinkets devoted to their Yrun. The processes for the bonding are different depending on which Yrun they bond to, and once they are bonded, they are tested in a life threatening manner. If the bonding failed, or the Yrun rejects them for any reason, they die in the test. For example a Zhusk bonding to the Yrun of Air might be tossed off of a cliff after bonding. If he has bonded he is able to use the air to slow his decent and survive. If not he crashes to the ground below and dies.

Languages:
Zhusk all speak common, as they are essentially humans who failed to grow tall, and delved into a different form of magic.

Adventuring:
There are very few Zhusk adventures, as few venture outside their ancestral plains home. The few that are out of their home are their for very specific reasons deemed necessary by the Zhusk council, or by one of the Yrun, generally their own Yrun.

==Player Character==
==Player Characters== Ability Modifiers: +2 Wis, +2 Con, -2 Int, -2 Cha Type Size: Small SpedZhusk have a base land speed of 20 feet. Racial Bonuses:
+2 bonus on saves vs. enchantments. Gains a Yrun Ally. (See below for details) Gains Yrun Points as from the Zhusk Shaman’s Yrun Point table, but has an effective Zhusk Shaman level of Ύ his character level for purposes of gaining Yrun Points. He does gain the Bonus points based on Con score as that Zhusk Shaman table. (See below for details)

Automatic languages: Common Bonus Languages: Elven, Gnomish, Dwarven, Gyrkyme Favored Class: Any class with Zhusk in the name

Vital Characteristics
Maturity at age 18 +1d6 (Barbarian, Rogue, sorcerer) +2d6 (Bard, Fighter, Paladin, Ranger) +3d6 (Cleric, Druid, Monk, Wizard) Middle Age – 60 years Old – 100 years Venerable – 150 years Max - +5d12 years Male: Height – 3’2” +2d6; Weight – 80lb *2d4 Female: Height – 3’2” +2d4; Weight – 60lb *2d4

Yrun Ally Choices:
==Air==
==Air==
+1 racial bonus on attack rolls against creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
-2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth subtype or used by creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
Yrun Power: Gains small amount of control over the forces of Air:

Gains ability to use Featherfall (as the spell) as a free action. Doesn’t use any Yrun Points, can be used on up to 1 creature + 1 creature/character level at one time. Has a max range of 100’.
Has shock resistance 5.
Can NOT cast cleric spells of the Earth Subtype.
Can control the wind for purposes of propelling wind propelled vehicles, and similar applications at DMs prerogative. (Can not affect magical air effects.)
Must make a skill check, Control Air: this skill starts at 4 points at first level, and goes up 1 point each level their after.

Featherfall DC10 + 3/creature beyond 1. ie. To catch 3 creatures plus himself DC 19.
Propelling wind propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun points.
Blowing away natural fog or smoke or similar gas DC 2/5’ square cleared. Costs 5 Yrun points.
Blowing scent against the wind DC 5 + 2/creatures scent being blown. Costs 5 Yrun points.
Other effects at DMs prerogative.




==Fire==
==Fire== Fire +1 racial bonus on attack rolls against creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the Water subtype or used by creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. Yrun Power: Gains small amount of control over the forces of Fire:

Gains the ability to use Flaming Sphere, as the spell, the number of your wisdom modifier times per day. Has fire resistance 4. Can NOT cast cleric spells of the Water Subtype. Can control fires for purposes of torches, slowing advancing natural fires, evaporating water, and similar actions at DMs prerogative. (Can not affect magical fire effects.) Must make a skill check, Control Fire: this starts at 4 points at first level, and goes up 1 point each level.

Drying muddy ground DC 5/5’ square. Takes 5 minutes/check with 10 minute rest between checks Costs 2 Yrun Points. Causing heat to evaporate puddle DC 10/5’ square surface area. Lowers surface area 1”/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Lowering water level through evaporation DC 15/5’ square surface area. Lowers surface area 1’/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Igniting dry wood DC 5 Costs 1 Yrun Point. Igniting moist wood DC 10 Costs 2 Yrun Points. Igniting wet wood DC 20 Costs 4 Yrun Points. Igniting flammable substance ie oil, alchemists fire, etc. DC 10/ounce. Costs 3 Yrun Points. Other effects at DMs prerogative.

==Earth==
==Earth== +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. Yrun Power: Gains small amount of control over the forces of Earth: Gains the ability to cast entangle as the spell 2x wisdom modifier times per day. +5 on attempts to escape entangle if willing to use move action. + 10 if using full round. Has Earth resistance 5. Can NOT cast Cleric spells of the Air Subtype. Can control earth for purposes of avoiding quicksand, preventing avalanches, and similar actions at DMs prerogative. (Can not affect magical earth effects.) Must make a skill check, Control Earth: this starts at 4 points at first level, and goes up 1 point each level. Clearing path through woods or Closing path behind DC 15 Costs 1 Yrun Point. Holding back avalanche DC 15/5’ square being protected. Costs 5 Yrun Points. Channels avalanche around protected squares. Stopping quicksand DC 10/5’square paused. Costs 4 Yrun Points. Lasts for 2 minutes unless released by Zhusk. Slowing quicksand DC 5/5’ square slowed. Makes quicksand move at ½ speed. Costs 2 Yrun Points. Lasts for 3 minutes unless released by Zhusk. Creating quicksand DC 15 + 15/5’ square created beyond 3 consecutive. Lasts 2 minutes unless released by Zhusk caster. Costs 5 Yrun Points. Creating slow quicksand DC 10 + 10/5’ square created beyond 3 consecutive. Lasts 3 minutes unless released by Zhusk caster. Costs 3 Yrun Points. Other abilities at DMs perogative.




==Water==
==Water== +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. -2 Penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. Yrun Power: Gains small amount of control over the forces of Water: Gains Orb of Cold, as the spell, the number of your wisdom modifier times per day + 1/day for each shaman level. Has Cold resistance 5. Can NOT cast Cleric spells of the Fire Subtype. Can control water for purposes of propelling water vehicles, creating puddles, and similar actions at DMs prerogative. (Can not affect magical water effects.) Must make a skill check, Control Water: this starts at 4 points at first level, and goes up 1 point each level. Propelling water propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun Points. Muddying dry ground DC 5/5’ square. Takes 5 minutes/check with 10 minute rest between checks. Costs 2 Yrun Points. Increasing puddle DC 10/5’ square surface area. Lowers surface area 1”/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Raising water level through evaporation DC 15/5’ square surface area. Lowers surface area 1’/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Putting out non-magical fire DC 15 + 5/5’ square beyond 4 consecutive. Instantaneous, but takes 30 minutes rest between checks. Costs 5 Yrun Points. Other abilities at the DMs Perogative.

==Pain==
==Pain== +1 racial bonus on attack rolls against creatures of the Good subtype, including extraplanar creatures from the Positive Plane. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Positive subtype or used by creatures of the positive subtype, including extraplanar creatures from the Positive Plane. Yrun Power: Gains small amount of control over the forces of Pain: Has damage reduction 1/- Can NOT cast Cleric Healing spells. Sense Pain: As a standard action can know where all living, visible creatures within 200ft are. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. At level 12 can sense all invisible creatures. Must make a skill check, Control Pain: this starts at 4 points at first level, and goes up 1 point each level. Sense Pain DC 3/# of size types of creature searched for. Player takes 2 damage/# of size types searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 9, takes 6 damage. As a move action, can tell how much damage a creature has taken, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Deals double the CR of the creature in damage to the caster. Costs 5 Yrun Points. ie. sensing a CR 5 creature causes 10 damage to the caster. Other abilities at the DMs Perogative.

==Life==
==Life== +1 racial bonus on attack rolls against creatures of the Evil subtype, including extraplanar creatures from the Negative plane. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Negative subtype or used by creatures of the negative subtype, including extraplanar creatures from the Negative Plane. Yrun Power: Gains small amount of control over the forces of Life: Hast fast healing 1. Can NOT cast Cleric Wounding spells. Sense Life: As a standard action can know where all living, visible creatures within 100ft are. Unlike Sense Pain, he gets a sense of wrongness from undead, constructs, and such. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. (Like Sense Life includes undead, constructs, and such.) At level 12 can sense all invisible creatures. Must make a skill check, Control Life: this starts at 4 points at first level, and goes up 1 point each level. Sense Life DC 4/# of size types of creature searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 12. As a move action, can tell how much health a creature has left, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Costs 5 Yrun Points. Other abilities at the DMs Perogative.

Zhusk Shaman Yrun Points Table
Zhusk Shaman Yrun Points Table
{table=head]Zhusk Shaman Level|Yrun Points

1st|
1

2nd|
3

3rd|
5

4th|
7

5th|
9

6th|
12

7th|
15

8th|
18

9th|
21

10th|
25

11th|
29

12th|
33

13th|
37

14th|
42

15th|
47

16th|
52

17th|
57

18th|
63

19th|
69

20th|
75[/table]

Gains bonus Yrun points from Constitution score according to the following table.

Bonus Yrun Points Table
Bonus Yrun Points Table
{table=head]Constitution Score|Yrun Points Gained

0[/center]|
dead

1-2|
-8

3-4|
-6

5-6|
-4

7-8|
-2

9-10|
0

11-12|
+2

13-14|
+4

15-16|
+6

17-18|
+8

19-20|
+10

21-22|
+12

23-24|
+14

25-26|
+16

27-28|
+18

29-30|
+20[/table]


Gyrkyme
Gyrkyme
Brief description.
A millennia ago an evil tyrant sorcerer named Kirun ensorcelled an Elven prince and his band of champions, and forced them to mate with a flock of Araftii, savage aerial creatures with the head and body of a woman, but wings, feathers, and talons of an eagle. This union produced the first Gyrkyme, who then bred true. The urZrethi created a couple mountain homes for the Gyrkyme, believed by many to spite the elves, who see the Gyrkyme as bestial rapeget. The real reason however is that the urZrethi, as a subterranean species are obsessed with the idea of flight, and almost see the Gyrkyme as the ideal creature, to be idolized. (For more on this see the urZrethi.)

Physical Description:
Gyrkyme mostly appear to be Elven, with pointed ears, sharpened facial features, and long, wiry bodies. They are covered all over with a down, and wear little in the way of clothing, just small jewelry, and daggers strapped to their arms or thighs. Longer feathers cover their wings, back, head, and neck. The head feathers often form a crest that rises as they become excited. The furled wings tower about 1 foot above their head, and when unfurled extend around 4 feet past the shoulders on each side. Their coloration varies depending on which caste they belong to.

Personality:
There are 4 distinct castes of Gyrkyme: Talon, Swift, Plume, and Wise. The Wise are the leaders, and aristocratic. The Swift are minstrels of the Gyrkyme at home telling stories, singing songs, and performing in various other ways. The Talons are the fighters, and the most likely to be seen outside of their mountain homes. The Plume are the religious leaders, and lesser nobility. They are all highly focused, courage, honor, determination, and nobility are all highly prized among the Gyrkyme.

Relations:
Gyrkyme are detested by the Elves, who see them as bestial rapeget. This low opinion of the Gyrkyme was not helped by the fact that many of the early Gyrkyme pressed claims to the properties of their fathers. The Elves also view the Gyrkyme society as a parody of their own. They have had very little interaction with Dwarves, Gnomes, or Halflings, though dwarves are mildly distrustful of them because they leave the ground. The urZrethi idolize the Gyrkyme’s ability to fly and built their mountain homes for them.

Alignment:
A Gyrkyme is Lawful around 60% of the time, Neutral around 30% of the time, and Chaotic about 10% of the time; Good around 60% of the time, Neutral around 30% of the time, and Evil around 10% of the time.

Lands:
The Gyrkyme have towering mountain homes, but unlike what you would expect from a flying race, they live inside the mountain, not on the cliffs. The mountain interior is made up of huge caverns, and high cliffs up to rooms, making it difficult for a land based attacker to move from room to room, as they need to make a difficult climb. They also have a love of the arts, with beautiful murals and statues abounding inside.

Religion:
Gyrkyme for the most part follow the Elven Gods and have great respect for other species deities. A Gyrkyme feels no pressure to follow any specific deity, and if in his travels he finds one he likes, he is free to worship that deity, even if no Gyrkyme has worshiped it before.

Languages:
Gyrkyme: a variation on Elven, Understanding one or the other allows simple conversation with somebody who understands the other.

Adventuring:
There are very few Gyrkyme adventurers, those who do generally are either traveling with a friend, or acting as a bodyguard for a person who has proven themselves to be a great friend to the Gyrkyme. They don’t hire themselves out as bodyguards; just follow the people who the Gyrkyme consider worthy of protection. A few do get wanderlust, but they are few and far between. It is not all that unusual for a military unit to be stationed in a neighboring allied country to assist them, or to participate in large multi-nation forces working for the common good.

==Player Character==
==Player Characters== Ability Modifiers: +2 Dex, -2 Con A Gyrkyme possesses the agility and grace of their own bird-kin, and have the extraordinarily keen connection with their senses and environment that the elves have, but their pity towards non-flying creatures breeds a certain coldness to their personality at times. Size: Medium SpedGyrkyme have a base land speed of 20 feet. Glide (Ex): A Gyrkyme can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Gyrkyme glide at a speed of 40 feet (average maneuverability). Even if a Gyrkyme’s maneuverability increases, he can't hover while gliding. A Gyrkyme can't glide while carrying a medium or heavy load. Low-Light Vision: A Gyrkyme can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A Gyrkyme retains the ability to distinguish color and detail under these conditions. Darkvision: A Gyrkyme can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Gyrkyme can function just fine with no light at all. Racial Bonuses: +2 to Spot and Search checks in light and lowlight conditions, due to their eagle-like eyes. +1 to Spot and Search checks in dark conditions, due to their eagle-like eyes and darkvision. +1 to Bluff and Diplomacy checks to members of the opposite sex. Due to their exotic beauty. -2 to Hide, Move Silently, Diplomacy, and Bluff checks against Elves and elf subtypes, excluding Vorquelves (same stats as Snow Elves). -1 to AC against Elves or Elf subtypes (including Drow) excluding Vorquelves. +2 to Diplomacy, and Bluff checks against urZrethi and urZrethi subtypes. +1 to AC against urZrethi and urZrethi subtypes. +2 to Balance and Jump checks due to wings. -2 to Escape Artist and Swim checks due to wings. Automatic languages: Common, Gyrkyme (an Elven variant, understanding one allows simple conversation with somebody who understands the other.) Bonus Languages: Elven and Sylvan, Dwarven, or Gnomish. Favored Class:A Gyrkyme can only play as a class with Gyrkyme in the name, and can not multiclass amongst them.

Vital Characteristics
Maturity at age 40 +2d6 (Barbarian, Rogue, sorcerer) +4d6 (Bard, Fighter, Paladin, Ranger) +6d6 (Cleric, Druid, Monk, Wizard) Middle Age – 100 years Old – 140 years Venerable – 200 years Max - +5d10 years Male: Height – 5’2” +2d10; Weight – 100lb *2d4 Female: Height – 5’2” +2d8; Weight – 80lb *2d4

RiceMaxi
2009-06-16, 11:15 PM
Classes

Zhusk Shaman

Zhusk Shaman

Alignment
Any.

Hit Die
d6.

Class Skills
The Zhusk Shaman's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level
(2 + Int Modifier) x 4.

Skill Points at Each Additional Level
2 + Int Modifier.

Table: The Zhusk Shaman
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Yrun Points|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
+0|
+1|
+0|
+2|Yrun Ally|
1|3|1|-|-|-|-|-|-|-|-

2nd|
+1|
+1|
+0|
+3|-|
3|4|2|-|-|-|-|-|-|-|-

3rd|
+1|
+2|
+1|
+3|- |
5|4|2|1|-|-|-|-|-|-|-

4th|
+2|
+2|
+1|
+4|Mount |
7|5|3|2|-|-|-|-|-|-|-

5th|
+2|
+3|
+1|
+4|- |
9|5|3|2|1|-|-|-|-|-|-

6th|
+3|
+3|
+2|
+5|- |
12|5|3|3|2|-|-|-|-|-|-

7th|
+3|
+3|
+2|
+5|- |
15|6|4|3|2|1|-|-|-|-|-

8th|
+4|
+4|
+2|
+6|- |
18|6|4|3|3|2|-|-|-|-|-

9th|
+4|
+4|
+3|
+6|- |
21|6|4|4|3|2|1|-|-|-|-

10th|
+5|
+5|
+3|
+7|- |
25|6|4|4|3|3|2|-|-|-|-

11th|
+5|
+5|
+3|
+7|- |
29|6|5|4|4|3|2|1|-|-|-

12th|
+6/+1|
+6|
+4|
+8|- |
33|6|5|4|4|3|3|2|-|-|-

13th|
+6/+1|
+6|
+4|
+8|- |
37|6|5|5|4|4|3|2|1|-|-

14th|
+7/+2|
+6|
+4|
+9|- |
42|6|5|4|4|3|3|2|-|-|-

15th|
+7/+2|
+7|
+5|
+9|- |
47|6|5|5|5|4|4|3|2|1|-

16th|
+8/+3|
+7|
+5|
+10|- |
52|6|5|5|5|4|4|3|3|2|-

17th|
+8/+3|
+8|
+5|
+10|- |
57|6|5|5|5|5|4|4|3|2|1

18th|
+9/+4|
+8|
+6|
+11|- |
63|6|5|5|5|5|5|4|4|3|2

19th|
+9/+4|
+9|
+6|
+11|- |
69|6|5|5|5|5|5|4|4|3|3

20th|
+10/+5|
+9|
+6|
+12|- |
75|6|5|5|5|5|5|4|4|4|4[/table]

Class Features
All of the following are class features of the Zhusk Shaman.

Weapon and Armor Proficiency
Zhusk Shamans are proficient with all simple weapons and with Light armor (though it has to be made of a material other then metal).

Spells
A Zhusk Shaman casts divine spells, which are drawn from the cleric spell list. However, his Yrun Ally may restrict him from casting certain spells opposed to his Elemental alignment. (See the Yrun Ally)

To prepare or cast a spell, a Zhusk Shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Zhusk Shaman’s spell is 10 + the spell level + the Zhusk Shaman’s Wisdom modifier.

Like other spellcasters, a Zhusk Shaman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Zhusk Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score.

Zhusk Shamans meditate or pray for their spells. Each Zhusk Shaman must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A Zhusk Shaman must spend 8 hours resting in order to be able to prepare spells. A Zhusk Shaman may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Spontaneous Casting
A Zhusk Shaman allied with the Yrun of Life (see Yrun allies below) can channel stored spell energy into healing spells that the Zhusk Shaman did not prepare ahead of time. The Zhusk Shaman can "lose" any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

An Zhusk Shaman allied with the Yrun of Pain (see Yrun allies below) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

A Zhusk Shaman who is allied with neither the Yrun of Pain nor the Yrun of Life, but one of the other 4, can convert spells to either cure spells or inflict spells (player’s choice) albeit at a caster level of 1/2 his actual caster level. Once the player makes this choice, it cannot be reversed.

Mount
At level 4 the Zhusk Shaman gains a Warpony that follows the rules of a Ranger's Animal Companion.

Yrun Allies
Zhusk Shaman's worship the Yrun. There is a separate Yrun for all the elements. The most prominent being the Yruns of Air, Earth, Fire, Water, Life, and Pain. These Yrun are everywhere. For example, the Yrun of water would have power over all the water in the world, but less so then the specific deity of that body of water, if that body of water is old enough and important enough to have one. The Zhusk all chose a Yrun to follow when they reach maturity. When they have decided, they bond with the Yrun, through a process where they are given multiple piercings all over their body holding amulets and other trinkets devoted to their Yrun. The processes for the bonding are different depending on which Yrun they bond to, and once they are bonded, they are tested in a life threatening manner. If the bonding failed, or the Yrun rejects them for any reason, they die in the test. For example a Zhusk bonding to the Yrun of Air might be tossed off of a cliff after bonding. If he has bonded he is able to use the air to slow his decent and survive. If not he crashes to the ground below and dies.

The Zhusk Shaman uses his Yrun Points as Spell Points to receive spell like abilities or effects from his Yrun. Each of the 6 Primary Yrun offer different powers based on their element.

Yrun Ally Choices:
Yrun Ally Choices:
==Air==
==Air==
+1 racial bonus on attack rolls against creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
-2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth subtype or used by creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
Yrun Power: Gains small amount of control over the forces of Air:

At first level the Zhusk Shaman receives the ability to use:

Gains ability to use Featherfall (as the spell) as a free action. Doesn’t use any Yrun Points, can be used on up to 1 creature + 1 creature/character level at one time. Has a max range of 100’.
Has shock resistance 5.
Can NOT cast cleric spells of the Earth Subtype.
Can control the wind for purposes of propelling wind propelled vehicles, and similar applications at DMs prerogative. (Can not affect magical air effects.)
Must make a skill check, Control Air: this skill starts at 4 points at first level, and goes up 1 point each level their after.

Featherfall DC10 + 3/creature beyond 1. ie. To catch 3 creatures plus himself DC 19.
Propelling wind propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun points.
Blowing scent against the wind DC 5 + 2/creatures scent being blown. Costs 5 Yrun points.
Other effects at DMs prerogative.

At level 3 the Zhusk Shaman gains the ability to deflect 1 arrow/round as the deflect arrow feat, but can do it to any arrow that passes within 100ft of him. Costs 1 Yrun Point.
At level 6 gains the ability to cast Call lightning, as the spell. Caster level of your Zhusk Shaman level. Costs 4 Yrun Points.
At level 10 gains ability to cast Wind Wall, as the spell. Costs 4 Yrun Points per round.
At level 15 gains the ability to deflect a “hail of arrows” can stop up to 3 arrows/round if they are targeted at the same target. Costs 2 Yrun Points per arrow blocked.
At level 20 gains the ability to summon an elder Air elemental Costs 10 Yrun Points.



==Fire==
==Fire== +1 racial bonus on attack rolls against creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the Water subtype or used by creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. Yrun Power: Gains small amount of control over the forces of Fire:

At first level the Zhusk Shaman receives the ability to use:

Gains the ability to use Flaming Sphere, as the spell, the number of your wisdom modifier times per day. Has fire resistance 4. Can NOT cast cleric spells of the Water Subtype. Can control fires for purposes of torches, slowing advancing natural fires, evaporating water, and similar actions at DMs prerogative. (Can not affect magical fire effects.) Must make a skill check, Control Fire: this starts at 4 points at first level, and goes up 1 point each level.

Drying muddy ground DC 5/5’ square. Takes 5 minutes/check with 10 minute rest between checks Costs 2 Yrun Points. Causing heat to evaporate puddle DC 10/5’ square surface area. Lowers surface area 1”/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Lowering water level through evaporation DC 15/5’ square surface area. Lowers surface area 1’/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Igniting dry wood DC 5 Costs 1 Yrun Point. Igniting moist wood DC 10 Costs 2 Yrun Points. Igniting wet wood DC 20 Costs 4 Yrun Points. Igniting flammable substance ie oil, alchemists fire, etc. DC 10/ounce. Costs 3 Yrun Points. Other effects at DMs prerogative.

At level 3 gains the ability to cast Produce Flame, as the spell, but with caster level 3. Costs 3 Yrun Points.
At level 6 gains the ability to cast fireball with a caster level of 3. Costs 4 Yrun Points.
At level 10 gains the ability to create a wall of fire as the spell. Costs 4 Yrun Points per round.
At level 15 Gains the ability to cast Flame Strike as the spell, with a caster level of half your character level. Costs 8 Yrun Points.
At level 20 gains the ability to summon an elder Fire elemental. Costs 10 Yrun Points.


==Earth==
==Earth== +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. Yrun Power: Gains small amount of control over the forces of Earth:
At first level the Zhusk Shaman receives the ability to use:

Gains the ability to cast entangle as the spell 2x wisdom modifier times per day. +5 on attempts to escape entangle if willing to use move action. + 10 if using full round. Has Earth resistance 5. Can NOT cast Cleric spells of the Air Subtype. Can control earth for purposes of avoiding quicksand, preventing avalanches, and similar actions at DMs prerogative. (Can not affect magical earth effects.) Must make a skill check, Control Earth: this starts at 4 points at first level, and goes up 1 point each level. Clearing path through woods or Closing path behind DC 15 Costs 1 Yrun Point. Holding back avalanche DC 15/5’ square being protected. Costs 5 Yrun Points. Channels avalanche around protected squares. Stopping quicksand DC 10/5’square paused. Costs 4 Yrun Points. Lasts for 2 minutes unless released by Zhusk. Slowing quicksand DC 5/5’ square slowed. Makes quicksand move at ½ speed. Costs 2 Yrun Points. Lasts for 3 minutes unless released by Zhusk. Creating quicksand DC 15 + 15/5’ square created beyond 3 consecutive. Lasts 2 minutes unless released by Zhusk caster. Costs 5 Yrun Points. Creating slow quicksand DC 10 + 10/5’ square created beyond 3 consecutive. Lasts 3 minutes unless released by Zhusk caster. Costs 3 Yrun Points. Other abilities at DMs perogative.
At level 3 gains the ability to cast Warp Wood, as the spell. Costs 3 Yrun Points.
At level 6 gains the ability to cast Secure Shelter as the spell. Stays for 24 hours, or until dispelled by caster, and no creatures inside. Costs 4 Yrun Points.
At level 10 gains the ability to create a wall of stone as the spell. Costs 4 Yrun Points per round.
At level 15 gains the ability to cast Implosion as the spell, but can only affect 1 creature, and Fortitude save DC is lowered by 2. Costs 9 Yrun Points.
At level 20 gains the ability to summon an elder Earth elemental. Uses 10 Yrun Points.




==Water==
==Water== +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. -2 Penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. Yrun Power: Gains small amount of control over the forces of Water:
At first level the Zhusk Shaman receives the ability to use:

Gains Orb of Cold, as the spell, the number of your wisdom modifier times per day + 1/day for each shaman level. Has Cold resistance 5. Can NOT cast Cleric spells of the Fire Subtype. Can control water for purposes of propelling water vehicles, creating puddles, and similar actions at DMs prerogative. (Can not affect magical water effects.) Must make a skill check, Control Water: this starts at 4 points at first level, and goes up 1 point each level. Propelling water propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun Points. Muddying dry ground DC 5/5’ square. Takes 5 minutes/check with 10 minute rest between checks. Costs 2 Yrun Points. Increasing puddle DC 10/5’ square surface area. Lowers surface area 1”/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Raising water level through evaporation DC 15/5’ square surface area. Lowers surface area 1’/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Putting out non-magical fire DC 15 + 5/5’ square beyond 4 consecutive. Instantaneous, but takes 30 minutes rest between checks. Costs 5 Yrun Points. Other abilities at the DMs Perogative.
At level 3 gains the ability to cast Ice Dagger, as the spell. Costs 2 Yrun Points.
At level 6 gains the ability to cast Ice Storm, as the spell, but with only 2d6 bludgeoning, and 1d6 cold damage. Costs 4 Yrun Points.
At level 10 gains the ability to cast Wall of Ice, as the spell. Costs 4 Yrun Points per round.
At level 15 gains the ability to cast Geyser, as the spell, but does deals 10d6 damage, and is treated as a level 6 spell for Reflex save purposes.
At 20 gains the ability to summon an Elder Water Elemental. Costs 10 Yrun Points.


==Pain==
==Pain== +1 racial bonus on attack rolls against creatures of the Good subtype, including extraplanar creatures from the Positive Plane. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Positive subtype or used by creatures of the positive subtype, including extraplanar creatures from the Positive Plane. Yrun Power: Gains small amount of control over the forces of Pain:
At first level the Zhusk Shaman receives the ability to use:

Has damage reduction 1/- At Zhusk Shaman level 5 becomes 2/- and every 5 Zhusk Shaman levels after ie level 10 3/- 15 4/- Can NOT cast Cleric Healing spells. Sense Pain: As a standard action can know where all living, visible creatures within 200ft are. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. At level 7 selects favored race for sensing. If a member of that race is within the range of his Sense Pain when he uses it, he knows what race, including subtype it is, and its location even if it is invisible. Gains another favored race at levels 11, 15, and 19. At level 12 can sense all invisible creatures. Must make a skill check, Control Pain: this starts at 4 points at first level, and goes up 1 point each level. Sense Pain DC 3/# of size types of creature searched for. Player takes 2 damage/# of size types searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 9, takes 6 damage. As a move action, can tell how much damage a creature has taken, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Deals double the CR of the creature in damage to the caster. Costs 5 Yrun Points. ie. sensing a CR 5 creature causes 10 damage to the caster. Other abilities at the DMs Perogative.
At level 3 gains the ability to cast all wounding (ie cause serious wounds) spells at a plus 2 caster level. Costs 2 Yrun Points and causes 2 damage to caster.
At level 6 gains the ability to cast all wounding spells at a range of 30 feet. Costs 3 Yrun Points and causes 3 damage to caster.
At level 10 gains the ability to create a Wall of Pain. Costs 4 Yrun Points per round, causes 5 damage/round.
An immobile, curtain of vines with long thorns every few inches springs into existence. One side of the wall, selected by the caster, sends forth whiplike vines, dealing 1d8 points of damage to creatures within 10 feet and 1d4 points of damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 18 points of damage +1 point of damage per caster level (maximum +10) to any creature who tries to pass through it. These creatures are stopped until their next turn, which causes them to take the 1d8 + 1 point of damage per caster level again on your turn. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall, and loses their next turn.
If any 5-foot length of wall takes 15 points of healing or more in 1 round, or 30 points of fire or more in 1 round, that length goes out. (Do not divide healing or fire by 4, as normal for objects.)
Wall of Pain can be made permanent with a permanency spell. A permanent wall of thorns that is extinguished by healing or fire becomes inactive for 10 minutes, then reforms at normal strength.
Arcane Material Component: A small piece of rose bush or any other thorny plant.

At level 15 gains the ability to cast Finger of Death as the spell. Costs 8 Yrun Points, causes 16 damage to caster.
At level 20 gains the ability to summon a Marilith. Costs 10 Yrun Points, causes 1d10+20 damage to caster.


==Life==
==Life== +1 racial bonus on attack rolls against creatures of the Evil subtype, including extraplanar creatures from the Negative plane and creatures of the Undead type. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Negative subtype or used by creatures of the negative subtype, including extraplanar creatures from the Negative Plane. Yrun Power: Gains small amount of control over the forces of Life:
At first level the Zhusk Shaman receives the ability to use:
Hast fast healing 1.
At Zhusk Shaman level 5 becomes fast healing 2 and every 5 Zhusk Shaman levels after ie level 10: fast healing 3, 15: fast healing 4
Can NOT cast Cleric Wounding spells. Sense Life: As a standard action can know where all living, visible creatures within 100ft are. Unlike Sense Pain, he gets a sense of wrongness from undead, constructs, and such. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. (Like Sense Life includes undead, constructs, and such.) At level 7 selects favored race for sensing. If a member of that race is within the range of his Sense Pain when he uses it, he knows what race, including subtype it is, and its location even if it is invisible. Gains another favored race at levels 11, 15, and 19. At level 12 can sense all invisible creatures. Must make a skill check, Control Life: this starts at 4 points at first level, and goes up 1 point each level. Sense Life DC 4/# of size types of creature searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 12. As a move action, can tell how much health a creature has left, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Costs 5 Yrun Points. Other abilities at the DMs Perogative.
At level 3 gains the ability to cast all healing spells at a plus 2 caster level. Costs 2 Yrun Points.
At level 6 gains the ability to cast all healing spells at a range of 30 feet. Costs 3 Yrun Points.
At level 10 gains the ability to create a Healing Curtain. Costs 12 Yrun Pointsper round.
who walks through gets a choice between 4 effects.
1. heal 4d8 damage.
2. heal 2d8 damage and +2 STR and +2 DEX for 1 minute/Zhusk Shaman level.
3. +4 STR and +4 DEX for 1 minute/Zhusk Shaman level
Requires the creature walking through to be at at least 65% health.
4. regenerates lost limbs
Covers 3 consecutive squares of the casters choosing.
If the wall suffers 30 points of physical damage in 1 5’ section in 1 round, the entire wall fails.
At level 15 gains the ability to cast Vigor, Greater, as the spell, but can cast from up to 20 ft away, or 2 targets each 10 feet away. Lasts for 10 rounds + 1 round for every 2 character levels (ie level 16 lasts for 18 rounds) Gains another target for every 5 levels past 15 (3 at 20, 4 at 25, etc.) Costs 8 Yrun Points.
At level 20 gains the ability to use the Cleric spell True Resurrection at no cost (gold or xp). Costs 15 Yrun Points.
Can only be done 1/week.



Gains Bonus Yrun Points from Constitution according to following table.

Bonus Yrun Points Table
Bonus Yrun Points Table
{table=head]Constitution Score|Yrun Points Gained

0|
dead

1-2|
-8

3-4|
-6

5-6|
-4

7-8|
-2

9-10|
0

11-12|
+2

13-14|
+4

15-16|
+6

17-18|
+8

19-20|
+10

21-22|
+12

23-24|
+14

25-26|
+16

27-28|
+18

29-30|
+20[/table]

Gyrkyme Talon
Gyrkyme Talon

Alignment:
Any

Hit Die:
d8

Class Skills:

Skill Points at 1st Level:
(2 + Int modifier) Χ 4

Skill Points at Each Additional Level:
2 + Int modifier

Table: The Gyrkyme Talon
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+1|+0|Flying speed 20 (clumsy manuverability), Skirmish (+1d6)

2nd|+1|+0|+1|+0|Natural Armor (+1)

3rd|+2|+1|+2|+1|Skirmish (+1d6, +3/day)

4th|+3|+1|+2|+1|Fast Flight +20 ft., Improved Manuverability (Poor)

5th|+3|+1|+3|+1|Evasion, Skirmish (+2d6, +3/day)

6th|+4|+2|+3|+2|Natural Armor (+3)

7th|+5|+2|+3|+2|Skirmish (+2d6, +5/day)

8th|+6/+1|+2|+4|+2|Fast Flight +30ft., Improved Manuverability (Average)

9th|+6/+1|+3|+4|+3|Skirmish (+3d6, +5/day)

10th|+7/+2|+3|+5|+3|Natural Armor (+5)

11th|+8/+3|+3|+5|+3|Skirmish (+3d6, +7/day)

12th|+9/+4|+4|+6|+4|Fast Flight +40ft., Improved Manuverability (Good)

13th|+9/+4|+4|+6|+4|Skirmish (+4d6, +7/day)

14th|+10/+5|+4|+6|+4|Hide in plain sight, Natural Armor (+7)

15th|+11/+6/+1|+5|+7|+5|Skirmish (+4d6, +9/day)

16th|+12/+7/+2|+5|+7|+5|Fast Flight +50ft., Improved Manuverability (Perfect)

17th|+12/+7/+2|+5|+8|+5|Skirmish (+5d6, +9/day)

18th|+13/+8/+3|+6|+8|+6|Natural Armor (+9)

19th|+14/+9/+4|+6|+8|+6|Skirmish (+5d6, +11/day)

20th|+15/+10/+5|+6|+9|+6|
[/table]

Class Features
All of the following are class features of the Gyrkyme Talon.

Weapon and Armor Proficiency
Gyrkyme Talons are proficient with all simple and martial weapons and with Light armor (though they can’t wear it while flying). They are also proficient with nets, garrotes, any form of spear, and all shields except tower.

Flight
The Gyrkyme Talon gains the ability to fly at level 1, but at clumsy maneuverability. The speed that they can fly improves at level 4 and every 4 levels after that. At level 4 the flying speed changes from 20ft to 40ft, at level 8 it changes to 50ft, and so on. They Gyrkyme Talon can not fly while wearing any armor unless specifically stated otherwise by the armor. The Gyrkyme can also only fly for a consecutive number of rounds equal to its constitution modifier (minimum 1) and for a total of no more than 1 hour/day. When it gains its first fast flight speed increase this doubles to 2 times its constitution modifier (minimum 2) and for a total of no more than 2 hours/day. When the Gyrkyme Talon receives its 3rd fast flight increase, there is no limit on the Gyrkyme Talons flight anymore.

Natural Armor
The Gyrkyme Talon receives a natural armor bonus while in flight.

Skirmish
The Gyrkyme Talon’s skirmish ability works the same as a Scout’s, with one exception. The Gyrkyme Talon can NOT be flying in order to receive the bonus. It can be perched in a tree, or on a cliff face, or any other wall, including any place where it would need to make a balance check. OR the Gyrkyme Talon can be doing a dive attack. (This is the only situation in which a Gyrkyme Talon gets its Skirmish bonus while flying.)



Their are a few more feats that I would like to add to the Gyrkyme Talon, but I was wondering if people thought it was overpowered right now.
I would like to add some of the feats:Flyby Attack, Hover, Wingover, and Born Flyer.

Gyrkyme Wise

Gyrkyme Wise

Alignment: Any
Hit Die: 1d4

Class Skills:
{table="head"]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+0|+0|+1|Flying Casting, Scribe Scroll, Flying Speed 20 ft, (Clumsy manuverability)|6|4|—|—|—|—|—|—|—|—

2nd|+1|+0|+0|+1||6|4|3|—|—|—|—|—|—|—

3rd|+1|+1|+1|+2||6|5|4|—|—|—|—|—|—|—

4th|+2|+1|+1|+2|Fast Flight +20 ft, Improved manuverability (Poor)|6|5|4|3|—|—|—|—|—|—

5th|+2|+1|+1|+3||6|5|5|4|—|—|—|—|—|—

6th|+3|+2|+2|+3|Evasion|6|6|5|4|3|—|—|—|—|—

7th|+3|+2|+2|+3||6|6|5|5|4|—|—|—|—|—

8th|+4|+2|+2|+4|Improved manuverability (Average), Fast Flight +30 ft|6|6|6|5|4|3|—|—|—|—

9th|+4|+3|+3|+4||6|6|6|5|5|4|—|—|—|—

10th|+5|+3|+3|+5|Improved Evasion|6|6|6|6|5|4|3|—|—|—

11th|+5|+3|+3|+5||6|6|6|6|5|5|4|—|—|—

12th|+6/+1|+4|+4|+6|Fast Flight +30 ft, Improved manuverability (good)|6|6|6|6|6|5|4|3|—|—

13th|+6/+1|+4|+4|+6||6|6|6|6|6|5|5|4|—|—

14th|+7/+2|+4|+4|+6||6|6|6|6|6|6|5|4|3|—

15th|+7/+2|+5|+5|+7||6|6|6|6|6|6|5|5|4|—

16th|+8/+3|+5|+5|+7|Fast Flight +40, Improved manuverability (perfect)|6|6|6|6|6|6|6|5|4|3

17th|+8/+3|+5|+5|+8||6|6|6|6|6|6|6|5|5|4

18th|+9/+4|+6|+6|+8||6|6|6|6|6|6|6|6|5|5

19th|+9/+4|+6|+6|+8||6|6|6|6|6|6|6|6|6|6

20th|+10/+5|+6|+6|+9||6|6|6|6|6|6|6|6|6|6

[/table]
Class Features
All of the following are class features of the Gyrkyme Talon.

Weapon and Armor Proficiency
Gyrkyme Wise are proficient with all simple weapons. They are also proficient with nets, garrotes, any form of spear, greatbows, and all shields except tower.

Flying Casting
This feat allows the Gyrkyme Wise to cast spells while flying despite needing to keep moving forwards at only a -2 to the DCs to overcome it. This means that they can cast a spell that requires a full round action as if it is a standard action if the move action that round is used to remain flying. Normally they would need to be able to Hover or land in order to cast a spell with a full round action casting time.

Flight
The Gyrkyme Wise gains the ability to fly at level 1, but at clumsy maneuverability. The speed that they can fly improves at level 4 and every 4 levels after that. At level 4 the flying speed changes from 20ft to 40ft, at level 8 it changes to 50ft, and so on. They Gyrkyme Wise can not fly while wearing any armor unless specifically stated otherwise by the armor. The Gyrkyme can also only fly for a consecutive number of rounds equal to its constitution modifier (minimum 1) and for a total of no more than 1 hour/day. When it gains its first fast flight speed increase this doubles to 2 times its constitution modifier (minimum 2) and for a total of no more than 2 hours/day. When the Gyrkyme Talon receives its 3rd fast flight increase, there is no limit on the Gyrkyme Talons flight anymore.

Skill Points at 1st Level: (2 + Int modifier) Χ 4
Skill Points at Each Additional Level: 2 + Int modifier

Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|5|3|—|—|—|—|—|—|—|—

2nd|5|4|2|—|—|—|—|—|—|—

3rd|6|4|3|—|—|—|—|—|—|—

4th|6|5|3|2|—|—|—|—|—|—

5th|7|5|4|3|—|—|—|—|—|—

6th|7|6|4|3|2|—|—|—|—|—

7th|8|6|5|4|3|—|—|—|—|—

8th|8|6|5|4|3|2|—|—|—|—

9th|9|6|6|5|4|3|—|—|—|—

10th|9|6|6|5|4|3|2|—|—|—

11th|10|6|6|5|5|4|3|—|—|—

12th|10|6|6|5|5|4|3|2|—|—

13th|10|6|6|5|5|5|4|3|—|—

14th|10|6|6|5|5|5|4|3|2|—

15th|10|6|6|5|5|5|4|4|3|—

16th|10|6|6|5|5|5|4|4|3|2

17th|10|6|6|5|5|5|4|4|4|3

18th|10|6|6|5|5|5|4|4|4|4

19th|10|6|6|5|5|5|4|4|4|4

20th|10|6|6|5|5|5|4|4|4|4

[/table]


More Gyrkyme Classes coming soon too.

RiceMaxi
2009-06-16, 11:20 PM
Monsters

Temeryx
Temeryx
{table=head]|Temeryx, Baby|Temeryx, Young Adult|Temeryx, Adult

Size/Type:|Tiny (Animal)|Small (Animal)|Medium (Animal)

Hit Dice:|1d8 + 1 (5 hp)|3d8 + 3 (15 hp)|5d8 + 10 (30 hp)

Initiative:|2|3|8

Speed:|Land 40 ft. (8 squares)|Land 45 ft. (9 squares)|Land 60 ft. (12 squares)

Armor Class:|15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13|16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13|17 (+4 Dex, +3 natural), touch 14, flat-footed 13

Base Attack/Grapple:|0/-7|+2/0|+5/+8

Attack:|Claw +1 melee (1d4+1) or Bite +1 melee (1d6+1)|Claw +4 melee (1d6+2) or Bite +4 melee (1d8+2)|Claw +8 melee (1d10+3) or Bite +8 melee (2d6+3)

Full Attack:|2 Claws +1 melee (1d4+1)|2 Claws +4 melee (1d6+2)|2 Claws +8 melee (1d10+3) and Bite +3 melee (2d6+1)

Space/Reach:|2 ½ ft./0 ft.|5 ft./5 ft.|5 ft./10 ft.

Special Attacks:|||Tail-Slap

Special Qualities:|Low-Light Vision, Scent|Low-Light Vision, Scent|Low-Light Vision, Scent

Saves:|Fort 3, Ref 4, Will -3|Fort 4, Ref 6, Will -2| Fort 6, Ref 8, Will -2

Abilities:|Str 12, Dex 14, Con 12, Int 4, Wis 4, Cha 18| Str 14, Dex 16, Con 13, Int 4, Wis 4, Cha 16| Str 16, Dex 18, Con 14, Int 4, Wis 4, Cha 12

Skills:|Hide +8, Jump +8, Move Silently +4|Hide +4, Jump +10, Move Silently +6|Jump + 16, Move Silently +8

Feats:|Run|Run, Track|Endurance, Run, Track, Improved Initiative

Environment:|Frozen Tundra|Frozen Tundra|Frozen Tundra

Organization:|Pack (5-8), Company (12-24)| Pack (5-8), Company (12-24)| Pack (5-8), Company (12-24)

Challenge Rating:|1|2|4
Treasure:|None|1/3 Standard; gems only|1/2 standard; gems only

Alignment:|Usually Neutral|Usually Chaotic|Usually Evil

Advancement:|1-2HD Baby|3-4HD Young Adult|5-13HD Adult or 4-11HD Riding

Level Adjustment:|-|-|-[/table]
{table=head]|Temeryx, Riding|Temeryx, Grand|Temeryx, Grand Riding

Size/Type:|Medium (Animal)|Large (Animal)|Large (Animal)

Hit Dice:|4d8 + 8 (24 hp)|14d8 + 44 (100 hp)|11d8 + 36 (84 hp)

Initiative:|4|11|7

Speed:|Land 70 ft. (14 squares)|Land 60 ft. (12 squares)|Land 70 ft. (14 squares)

Armor Class:|16 (+4 Dex, +2 natural), touch 14, flat-footed 12|22 (+7 Dex, +5 natural), touch 17, flat-footed 15|21 (+7 Dex, +4 natural), touch 17, flat-footed 14

Base Attack/Grapple:|+3/+6|+10/+20|+9/+18

Attack:|Claw +6 melee (1d8+3) or Bite +6 melee (1d12+3)|Claw +16 melee (2d6+6) or Bite +16 melee (2d8+6)|Claw +14 melee (1d10+5) or Bite +14 melee ((4d6+1d4)/2+5)

Full Attack:|2 Claws +6 melee (1d8+3) and Bite +1 melee (1d12 +1)|2 Claws +16 melee (2d6+6) and Bite +11 melee (2d8+3)|2 Claws +14 melee (1d10+5) and Bite +9 melee ((4d6+1d4)/2+2)

Space/Reach:|5 ft./5 ft.|10 ft./15 ft.|10 ft./10 ft.

Special Attacks:|Tail-Slap|Tail-Slap|Tail-Slap

Special Qualities:|Low-Light Vision, Scent|Low-Light Vision, Scent|Low-Light Vision, Scent

Saves:|Fort 6, Ref 8, Will -1|Fort 12, Ref 16, Will 1| Fort 11, Ref 15, Will 2

Abilities:|Str 16, Dex 18, Con 14, Int 6, Wis 6, Cha 10| Str 22, Dex 24, Con 16, Int 4, Wis 4, Cha 8| Str 20, Dex 24, Con 16, Int 6, Wis 6, Cha 6

Skills:|Jump +19, Move Silently +7|Hide -4, Jump +25, Move Silently +17|Hide -4, Jump + 31, Move Silently +15

Feats:|Endurance, Run, Track|Armor Proficiency: Heavy, Dodge, Endurance, Improved Initiative, Mobility, Run, Track, Spring Attack, Stealthy|Armor Proficiency: Heavy, Dodge, Endurance, Mobility, Run, Track

Environment:|Frozen Tundra|Frozen Tundra|Frozen Tundra

Organization:|Pack (5-8), Company (12-24), Regiment (60-120)| Pack (5-8), Company (12-24)| Pack (5-8), Company (12-24), Regiment (60-120)

Challenge Rating:|3|8|7

Treasure:|Standard; gems and armor only|Standard; gems only|Double Standard; gems and armor only

Alignment:|Sometimes Evil|Always Evil|Usually Evil

Advancement:|5-13HD Adult or 4-11HD Riding|14+HD Grand or 12+HD Grand Riding|14+HD Grand or 12+HD Grand Riding

Level Adjustment:|-|-|-[/table]

From the tip of its toothy muzzle to tail, the feathered beast is ten feet long, standing six at the head. The rear legs are cocked back like those of a bird, and the forelimbs are are these small, hook-clawed things that aren’t strong, but useful for holding prey. The hind legs are thickly muscled and the interior toe on each has a big sickle-shaped claw that slices through flesh and muscle quicker than a sword. The narrow head has eyes set forward and a long muzzle with rows of sharp teeth.

Combat

While deadly in single combat the Temeryx is just an animal, with no idea of tactics. It will choose somebody, generally the closest person, and attack it. Temeryx do like ambushing people, and will frequently attack, and then carry off their target before the rest have a chance to react. They will obey orders from a Vylean however, as they speak Aurolan as well as the Gibberkin, Vylean, and Harogan. Temeryx also make useful mounts, generally for Vyleans, though occasionally a human or elf will be able to tame one, and occasionally even an urZrethi.

Tail-Slap
The Temeryx exposes himself to an attack of opportunity. If this attack succeeds the Temeryx takes a -5 on his attack roll. He then makes a touch attack on his opponent with his tail. With the attack modifier being his Base Attack + Strength Modifier. If he hits, it deals 1d4 points of damage for every 3 HD of the Temeryx, and Stuns the opponent for 1d4 rounds.

Skills
Temeryx are very fast, quite, and can jump really well. The only bonuses they get however are to jump from their speed or to Hide from their size, getting worse as they get larger.

Challenge Rating
Temeryx do not take levels, just hit dice.

Temeryx As Characters

A Temeryx can not be used as a character. The only way for a person to become a Temeryx is through spells such as Animal Shapes, Shapechange, Reincarnate, and similar spells.

Gibberkin
Gibberkin
{table=head]|Gibberkin

Size/Type:|Medium (Goblinoid)

Hit Dice:|1d8 + 2 (6 hp)

Initiative:|+2

Speed:|Land 30 ft. (6 squares)

Armor Class:| 17 (+3 Dex, +3 Studded Leather armor, +1 light shield), touch 13, flat-footed 14

Base Attack/Grapple:|+1/+3

Attack:| Longknife +2 melee (1d8+1) 19-20/x2 or Light Crossbow +3 ranged (1d8)

Full Attack:| Longknife +2 melee (1d8+1) 19-20/x2 or Light Crossbow +3 ranged (1d8)

Space/Reach:|5 ft./5 ft.

Special Attacks:|Howl

Special Qualities:|-

Saves:|Fort 3, Ref 1, Will -1

Abilities:|Str 12, Dex 14, Con 14, Int 4, Wis 4, Cha 18| Str 14, Dex 16, Con 13, Int 4, Wis 4, Cha 16| Str 16, Dex 18, Con 14, Int 12, Wis 10, Cha 6

Skills:|Listen +2, Spot +6

Feats:|Alertness

Environment:|Cold Forests

Organization:|Pack (5-8), Company (13-24), Regiment (60-120), Usually with 1 Vylean/25 Gibberkin

Challenge Rating:|1

Treasure:|Standard

Alignment:|Always Evil

Advancement:|By Character Class

Level Adjustment:|0[/table]

A Gibberkin stand 5 to 6 feet tall, and weighs 150 to 200 pounds. It has mottled white fur, and a muzzle protruding from its face. It has sharp teeth suitable for biting, but only as a last resort. They wear armor and use either Longknives, or a Light Crossbow. Most Gibberkin encountered outside their homes are warriors.

Combat

Gibberkin are strong but stupid creatures. They are generally under the direction of a vylean if they are organized. Otherwise they rarely leave their forest homes. The vylean is the brains of their units, if the Vylean dies they will stop working together and just attack the nearest enemy.

Howl
When a Gibberkin howls, all creatures except other Aurlani creatures (Vylean, Temeryx, and Harogan) within a 300-foot spread must succeed on a DC 8 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same Gibberkin's howl for 24 hours.

Skills
Gibberkin don’t get any racial bonuses to any skills.

Challenge Rating
Giberkin with levels in NPC classes have a CR equal to their character level -2.

Gibberkin As Characters

Gibberkin characters possess the following racial traits.

+2 Str, -2 Int, -2 Cha A Gibberkin’s base land speed is 30 feet. Automatic Languages: Gibbering, Aurolan or Common. Bonus Languages: Unless they chose common over Gibbering and Aurolan, they don’t get any bonus languages because their vocal chords are arranged so differently from that of a human, that they can’t produce “normal” speech. If they did choose common treat them as a Human for languages.


Weapons
Weapons Table
Weapons
{table=head]Weapon|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type|Proficiency|# of Hands

Longknife|
10 gp|
1d6|
1d8|
19-20/x2|
-|
3 lb.|
Slashing|
Exotic|
1

Draconette|
300 gp|
1d12|
2d8|
19-20/x3|
50|
10 lb.|
Bludgeoning|
Exotic|
2

Quadneal|
1,000 gp|
1d12|
2d8|
19-20/x3|
75|
15 lb.|
Bludgeoning|
Exotic|
2

Garrote|
30 gp|
1d4|
1d6|
18-20/x2|
Reach: 10 ft|
2 lb.|
-|
Exotic|
1

[/table]

Draconette
Loading a Draconette is a full-round action that provokes attacks of opportunity. The Rapid Reload feat changes this to a move action.

Normally, operating a Draconette requires two hands. However, you can shoot, but not load, a Draconette with one hand at a -4 penalty on attack rolls. You can shoot a Draconette with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

A Draconeete requires both ammo and powder to fire. The ammo can be made by anybody who has a mold and access to a forge. A Draconette can also fire anything small enough to fit inside of it, but at a -2 penalty on attack rolls, which stacks with any other penalties incurred on said attack roll. The powder is harder to acquire as very few alchemists know how to make it.

Quadnel
Loading a Quadnel takes 2 full-round actions to load all 4 barrels, and 1 full-round action to just load one. They provoke attacks of opportunity. Rapid Reload changes it to 1 full-round action for all 4, and a move action to reload 1.

A Quadnel has 4 barrels, and can be loaded with up to 4 shots simultaneously. These 4 shots can them be switched between with a lever as a free action, allowing up to 4 shots per round using a full round action if you BAB allows 4 attacks. The feats rapid shot and manyshot work the same as they do for a bow, with a limit of 4 shots per round.

Normally, operating a Quadnel requires two hands. However, you can shoot, but not load, a Quadnel with one hand at a -4 penalty on attack rolls. You can shoot a Quadnel with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

A Quadnel requires both ammo and powder to fire. The ammo can be made by anybody who has a mold and access to a forge. A Quadnel can also fire anything small enough to fit inside of it, but at a -2 penalty on attack rolls, which stacks with any other penalties incurred on said attack roll. The powder is harder to acquire as very few alchemists know how to make it.

Garrote

The garrote is a weapon unique to Gyrkyme, though some other flying races have adapted its use as well. The Gyrkyme flies over the target and catches it around the neck with the garrote. The Gyrkyme then flies upwards taking the target with them. This can NOT be used on a target one or more size categories larger then the Gyrkyme attacking it.

A garrote deals its damage on impact, and doesn’t deal damage to a creature with an armor bonus of +4 or higher or a natural armor bonus of +5 or higher. The garrote is treated as a melee weapon with a 10-foot reach, though larger ones can be used at a -2 attack penalty for every additional 5-feet of reach. You do NOT threaten the area into which you can make an attack however. A garrote can only be used in conjunction with a charge or a flyby attack. In the case of a charge the target gains special bonuses, see below.

To attack with a garrote you must use either a charge or a flyby attack, and make a melee touch attack. If the target is flat footed, you automatically succeed on your attack roll unless you roll a 1. If you hit with the attack, the defender makes a reflex save against your Use Rope skill check, though a 5 or below rolled on your Use Rope skill check automatically fails. If he succeeds, nothing happens. If he fails you lift him off the ground, and he must make a DC 15 reflex save to avoid dropping his weapon and/or shield.

While being held aloft by a garrote you have the option to try to cut the rope, which involves an attack against the rope. (you must be holding a slashing weapon to attempt this.) Or, if you have a ranged weapon you may use a full round action to fire 1 shot at a -4 attack penalty. Either way, at the beginning of each turn you must make a Fortitude save DC 10 + 2 for each round you have been held aloft. Fail and you take 1d4 or 1d6 Con damage depending on the size of the garrote (small vs medium). Fail 3 times and you fall unconscious due to lack of air. If you don’t need to breathe, this does not affect you.

On each successive turn that you are holding somebody aloft with a garrote you have the following options. You may attempt to make a ranged attack at a -4 penalty. You may attempt to tie the garrote somewhere, this requires a branch or rock outcropping or some other location that you would normally be able to tie a rope, and a Use Rope skill check DC 20. You may release the garrote and drop the target creature a distance of however far up you are – the reach of the garrote. Or you may attempt to strangle the target creature. This will make the Fortitude save DC increase by an additional 2 as if another round has passed.

While holding someone aloft you may only move at half speed.

If you attack with a charge, unless the target is flanked, they get a reflex save DC 20 to dodge the attack, and they don’t get lifted off of the ground until the next round. This includes delaying the saves to drop their weapons, and the fortitude save vs. strangling. If the succeed on the save to dodge the attack, they get an option to try a trip attack against you by grabbing the garrote. If they succeed you may drop the garrote to avoid falling to the ground.

You may also use the garrote to try to disarm an opponent. If you choose to do this you get a +2 bonus (including on the roll to keep from being disarmed if the attack fails).



Siege Weapons
Siege Weapons
{table=head]|Multi-Shot Ballista|Dragonel|Skycaster

Size/Type:|Large Construct (Siege)|Medium Construct (Siege)|Large Construct (Siege)

Hit Dice:|10d10+30 (85 hp)|5d10+20 (47 hp)|10d10+30 (85 hp)

Initiative:|As operator|As operator|As operator

Speed:|-|-|-

Armor Class:|19 (-1 size, - Dex, +15 natural), touch 4, flat-footed 19|15 (-5 Dex, +10 natural), touch 5, flat-footed 15|19 (-1 size, -5 Dex, +15 natural), touch 4, flat-footed 19

Base Attack/Grapple:|+7/+15|+3/+7|+7/+15

Attack:|multi-shot (5 arrows) +2 ranged (2d6+4/arrow)|Single Shot -2 melee (10d6)|Single Shot +2 melee (8d6)

Full Attack:|Multi-shot (5 arrows) +2 ranged (2d6+4/arrow)|Single Shot -2 melee (10d6)|Single Shot +2 melee (8d6)

Space/Reach:|10 ft./5 ft.|5 ft./5 ft.|10 ft./75 ft.

Special Attacks:|Fire Shot, Siege Weapon, range 50 ft|Grape Shot, Siege Weapon, range 50 ft|Thunderball, Siege Weapon, range 100 ft

Special Qualities:|Construct traits, damage reduction 5/adamantine| Construct traits, damage reduction 5/adamantine| Construct traits, damage reduction 5/adamantine

Saves:|Fort +3, Ref -2, Will +3|Fort +1, Ref -4, Will +1| Fort +3, Ref -2, Will +3

Abilities:|Str 18, Dex -, Con -, Int -, Wis 10, Cha 1| Str 20, Dex -, Con -, Int -, Wis 10, Cha 10| Str 18, Dex -, Con -, Int -, Wis 10, Cha 1

Skills:|-|-|-

Feats:|-|-|-

Environment:|Any|Any|Any|

Organization:|One Ballista and 2-7 operators|One Dragonel and 2-4 operators|One Skycaster and 2-4 operators

Challenge Rating:|3|8|6

Treasure:|None|Powder|Powder

Alignment:|Always Neutral|Always Neutral|Always Neutral

Advancement:|-|-|-

Level Adjustment:|-|-|-[/table]

Multi-Shot Ballista

Multi-Shot Ballista

Combat

When fired, a Multi-Shot Ballista looses up to 5 arrows from a crossbow shaped mount. It is especially effective against massed troops. A group of Multi-Shot Ballistas can thin out a marching force. Minimum crew complement for one Multi-Shot Ballista is one person. If manned by a full complement of seven people, reloading time is reduced. (minimum of 1 round).

Siege Weapon: A Multi-Shot Ballista of any kind is considered a siege weapon. A siege weapon deals double damage to unattended objects (such as walls, buildings and the like). A siege weapon requires 1d4 rounds to reload after firing when manned by a normal crew. A full crew can reduce the reloading time by 1 round (to a minimum of 1). See the individual descriptions for different siege weapons for information on the minimum and full crew complements.

Reloading time by crew size

{table=head]|Crew Size|Rounds to Reload

1|1d6

2|1d6-1 (minimum 1)

3|1d6-2 (minimum 1)

4|1d6-3 (minimum 1)

5|1d4

6|1d4-1 (minimum 1)

7|1d4-2 (minimum 1)[/table]

The Multi-Shot Ballista can be fired only partially loaded, for every 2 arrows missing the loading time decreases by 1 round.

Multi-shot: Once it is fully loaded, one release launches 5 arrows towards a 2 square spread. Each arrow does 1d8 + 4 damage. They all use the same attack roll, and are targeting the squares, not the people in the squares. If they miss the people in those 2 squares they continue on unabated for 10 feet (2 more squares) or until they run into something. The same attack roll is used on creatures in subsequent spaces the arrows pass through. The shooter decides which of the 2 squares has 3 arrows launched at it, and which of the squares has 2 arrows launched at it.

Fire Shot: The ammunition on the Multi-Shot Ballista can be made aflame with 2 pints of oil. Doing this will add an additional 1d6 fire damage to the Multi-Shot Ballista's normal damage/arrow, but will tardy the reloading process by 1 additional round/2 arrows lit. This also requires 1/2 pint of oil per arrow lit.

Range: A Multi-Shot Ballista has a minimum range of 5ft, a range increment of 50 ft, an effective range of 250 ft. and a maximum range of 400 ft.

Dragonel

Dragonel

Dragonels are most versatile siege weapons, that find their proper use across any battlefield. They are easy to load and easy to use, perfect for breaching walls and plowing through dense enemy troops.

A dragonel is a construction of iron or steel, the most professional military dragonels are sometimes reinforced with protective walls. They range from 5 feet to 20 feet in size and use either single projectile or grape shot.

Combat

All types of dragonels don't attack creatures, but rather target the terrain itself. A specific dragonel generally targets a square that is of equal size category as itself with a single shot, larger with grape shot. A square is defined as a patch of ground, having a Dexterity of 0. The Armor Class of a square is 5 (Medium), 4 (Large), 3 (Huge) or 1 (Gargantuan). A dragonel's theoretical max range is a function of its attack bonus, its range increment and the Armor Class of the square it targets. If a natural 20 is insufficient to score a hit against the target AC, the dragonel is considered to have insufficient range and misses even on such a roll. When a natural 20 is rolled on a target square within range, creatures within that square that are susceptible to critical hits are dealt double damage.

A dragonel's effective range is the maximum distance at which a dragonel hits the intended target half of the time (on a roll of 11-20). Most strategists use effective range as a guideline to maximize the effectiveness of their siege weapons.
Dragonels of any size are treated as having a reach of 5 ft. This is the effective minimum range of the siege weapon, and any creature that ventures within its minimum range can no longer be targeted.
Magical effects such as true strike are not applicable to shots made with a siege weapon.

Siege Weapon: A dragonel of any kind is considered a siege weapon. A siege weapon deals double damage to unattended objects (such as walls, buildings and the like). A siege weapon requires 1d4 rounds to reload after firing when manned by a normal crew. A full crew can reduce the reloading time by 1 round (to a minimum of 1). See the individual descriptions for different siege weapons for information on the minimum and full crew complements.

When fired, a dragonel shoots one large round iron ball or multiple small round iron balls, or anything else stuck in it. It is especially effective against walls and massed troops. A group of dragonels can thin out a marching force. Minimum crew complement for one dragonel is one person. If manned by a full complement of 4 people, reloading time is reduced (minimum of 1 round).

Reloading time by crew size

{table=head]|Crew Size|Rounds to Reload

1|1d6

2|1d6-1 (minimum 1)

3|1d4

4|1d4-1 (minimum 1)[/table]

Single Shot: When fired the metal ball flies out doing 10d6 damage to whatever it hits (double to walls and other objects). (Reflex DC 17 halves the damage). Fast moving creatures are harder to hit with a single-projectile siege weapon. For every 10 feet that a creature's speed exceeds 30 ft., that creature gets a +2 bonus to the Reflex saves made to avoid damage. For every 10 feet that a creature's speed is less than 30 ft., it suffers a cumulative -2 penalty instead. Stationary objects are not entitled to a saving throw. The save DC is Strength-based. If the projectile impacts a wall or other non-movable object the projectile explodes dealing 3d6 damage to everything in a 15ft radius. (this is along with the 20d6 (10d6 doubled) damage to the wall).

Grape Shot: Instead of firing a single large metal ball, the dragonel can fire a bunch of small metal balls. These do 6d6 damage to a 15ft radius spread of the target square.

Range: A dragonel has a minimum range of 5ft, a range increment of 75 ft, an effective range of 375 ft. and a maximum range of 525 ft.

Skycaster

Skycaster

The skycaster is a very specific variant on the dragonel. A skycaster is a construction of iron or steel, the most professional military skycasters are sometimes reinforced with protective walls. They range from 5 feet to 20 feet in size and use either single projectile or grape shot.

Combat

All types of skycasters don't attack creatures, but rather target the terrain itself. A specific skycaster generally targets a square that is of equal size category as itself with a single shot, larger with grape shot. A square is defined as a patch of ground, having a Dexterity of 0. The Armor Class of a square is 5 (Medium), 4 (Large), 3 (Huge) or 1 (Gargantuan). A skyvaster's theoretical max range is a function of its attack bonus, its range increment and the Armor Class of the square it targets. If a natural 20 is insufficient to score a hit against the target AC, the skycaster is considered to have insufficient range and misses even on such a roll. When a natural 20 is rolled on a target square within range, creatures within that square that are susceptible to critical hits are dealt double damage.

A skycasters's effective range is the maximum distance at which a dragonel hits the intended target half of the time (on a roll of 11-20). Most strategists use effective range as a guideline to maximize the effectiveness of their siege weapons.
Skycasters of any size are treated as having a reach of 75 ft. This is the effective minimum range of the siege weapon, and any creature that ventures within its minimum range can no longer be targeted, except as noted by the Thunderball.
Magical effects such as true strike are not applicable to shots made with a siege weapon.

Siege Weapon: A skycaster of any kind is considered a siege weapon. A siege weapon deals double damage to unattended objects (such as walls, buildings and the like). A siege weapon requires 1d4 rounds to reload after firing when manned by a normal crew. A full crew can reduce the reloading time (minimum of 1). See the individual descriptions for different siege weapons for information on the minimum and full crew complements.

When fired, a skycaster shoots one large round iron ball, or anything else stuck in it, in a high arcing parabola. It is especially effective against walls and massed troops. A group of skycasters can thin out a marching force. Minimum crew complement for one skycaster is one person. If manned by a full complement of 4 people, reloading time is reduced (minimum of 1 round)

Reloading time by crew size

{table=head]|Crew Size|Rounds to Reload

1|1d6

2|1d6-1 (minimum 1)

3|1d4

4|1d4-1 (minimum 1)[/table]

Single Shot: When fired the metal ball flies out doing 8d6 damage to whatever it hits (double to walls and other objects). (Reflex DC 16 halves the damage). Fast moving creatures are harder to hit with a single-projectile siege weapon. For every 10 feet that a creature's speed exceeds 30 ft., that creature gets a +2 bonus to the Reflex saves made to avoid damage. For every 10 feet that a creature's speed is less than 30 ft., it suffers a cumulative -2 penalty instead. Stationary objects are not entitled to a saving throw. The save DC is Strength-based. If the projectile impacts a wall or other non-movable object the projectile explodes dealing 2d6 damage to everything in a 15ft radius. (this is as well as the 16d6 (8d6 doubled) damage to the wall).

Thunderball: The true strength of the skycaster is in the thunderball. This ammo can not be used in any other type of dragonel because in order to be effective it requires coming down from a large height. When one is using this ammo, roll a d% with a 20% chance that the ammo will explode while still 15ft in the air. In this case the Thunderball will deal 6d6 damage to everything within a 45 ft radius. In the other 80% chance the thunderball will deal 8d6 to everything within a 30 ft radius, as well as 10d6 damage to the spot that it hit. Both chances have their damage doubled when dealing with an object. The thunderball is able to target a square 75 ft away. This means that when it hits, it detonates causing shrapnel to rip through a 30 ft or 45 ft radius, allowing it to hit that far inside its “minimum” range. The thunderball also causes anybody within 50 ft of it on detonation to go deaf. (Fortitude DC 15 negates.)

Range: A skycaster has a minimum range of 75ft, a range increment of 100 ft, an effective range of 500 ft. and a maximum range of 900 ft.


Feats
Diving Shot
Diving Shot [General]
Some flying archers master the art of using momentum to aid their shot. These archers will swoop down on their targets and shoot while just out of reach and right before pulling up. In this way their arrows have the momentum from their dive as well as the force from the bow.
Prerequisites:Ability to fly, Dex 15, Flyby Attack.
Benefits: When flying you can shoot an arrow while diving towards the target, and pull back up afterwards. This shot will be at your normal base attack bonus, but will do an additional 1d8 points of damage for every 20’ of decent.
Normal:You can shoot from height and do an additional 1d6 for every 30’ that it plunges with plunging shot, or normal damage if you don’t have plunging shot.

Vadin
2009-06-16, 11:27 PM
The races: waaay too many spoilers. You don't need to Spoiler every single section, just the race as a whole.
The classes: You don't need to Spoiler the tables if you're putting the whole class in a spoiler.

Basically, too many spoilers.

Try having a post for each segment and an index post at the beginning so people can easily find what they're looking for without having to unspoiler 50 things.

Ninjalitude
2009-06-16, 11:32 PM
The Gyrkyme Talon needs a capstone, having a blank 20th level seems like a bit of a downer. Didnt have time to read the rest but it looks solid

RiceMaxi
2009-06-16, 11:44 PM
Any suggestions for the capstone for the Gyrkyme Talon that would be appropriate for level 20, and not overpower it?

Also, I edited out some of the spoilers, is this good, or do you think I should edit out some more?

Also, any thoughts on ways to make them more like the races from the books would be appreciated if any of you have read them.

RiceMaxi
2009-06-19, 08:54 PM
Seige Weapons added

ScIaDrd
2009-06-20, 05:59 AM
Too many spoilers but looks good othewise. Love the domains. but there in no negative energy type. You will want the undead type, because they are powered by negative energy. The monsters are cool too, but the lack of a Law/Chaos alognment axis. I presume you want them to care about ,,evil and nothing else" in which case they΄d be Neutral Evil.:smallwink:
Can΄t really comment on balance so I΄ll leave that to the wiser ones here.

I ΄ve got a suggestion for the Gyrkyme talons capstone ability.
Skirmisher΄s stance
As a swift acition (http://www.dandwiki.com/wiki/Swift_action)
you analyse the situation on the battlefield, and shift your stance to prepare for a quick and suprising strike.
Whenever a meele misses you by margin of 5 or more, you can take afive-foot step (http://www.dandwiki.com/wiki/SRD:5-Foot_Step)
to move into any square that you threaten and attack any possible opponent, provoking an Attack of Opportunity (http://www.dandwiki.com/wiki/SRD:Attacks_of_Opportunity) for the attack only.
In addition when you΄re flanked while using this stance, and a meele attack misses you by margin of 5 or more, you can force the other flanker to switch places with you by a sucessful attack roll and she is considered the target of the attack that triggered the action. You can use this stance every 4 rounds for a total nuber of rounds equal to your Wis modifier +1/4 of your Gyrkyme Talon levels per day.
Hope this helps:smallcool:
(and btw. PEACH on the stance please. Is it overpowered? underpowered? I want to know.)

RiceMaxi
2009-06-21, 11:33 PM
Ok, I changed the types/subtype bonus/penalties for Life and Pain Yrun.

Still debating on the skirmishers stance.
I'll probably end up adding it, but have to mull over it a bit more, especially at a time when I am more awake. Will comment then.

dragoonsgone
2009-06-23, 02:55 PM
I would change the name of Garrote. There already is a weapon called a Garrote.
http://en.wikipedia.org/wiki/Garrote

The weapon your describing is more like a Lasso
http://en.wikipedia.org/wiki/Lasso

The only difference I can see between your weapon and a lasso is dealing damage.

If you look at net which is very similar to your garrote, it doesn't do any damage. Has the same range and costs 10G less. Also is an exotic weapon.
http://www.d20srd.org/srd/equipment/weapons.htm#net

So either net isnt good enough or your garrote is too good. I am not good enough to know which.