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Lix Lorn
2012-08-20, 09:43 PM
The Savayan Races
Several closely related races come under the banner of the Savayans, various subspecies, each differing mainly in the extent of their avian appearance. Often, they coexist in the same communities, the interrelated races sharing a fierce family spirit.

TYPICAL SAVAYANS
Most Savayans are fierce, passionate creatures, quick to anger and to cool, as willing to befriend and to hate on the turn of a die. Hotheaded, light boned and fleet of foot and wing, they live fast and fly free.

PHYSICAL DESCRIPTION
The two most common species of Savayan are known as the lesser harpies and the lesser Valkyries.
The harpies, resembling their feral cousins, have clawed feet, and no arms, but merely great wings. While they have great dexterity, they can be bitter and hateful, and can be jealous of their brothers, gifted with human feet and hands.
The Valkyries are far more fortunate, having all the harpies wish for. Their wings lie upon their back, their feet and forms are hale and strong. They tend to be zealous, angry and excessive in their passions. As the greatest examples of their kind-or so they insist-they are the kind most often met by outsiders.
The third kind, which are less easily defined, are known merely as the birds. They are similar to either of the former kinds, but have feathers, beaks, or various other avian features.

Relations With Other Races
Relations with Savayans tend to be easier on a large scale than a small. While a single Savayan is hot-headed, communities can usual gather at least one member capable of concentrating on the larger picture. The small size of most Savayan communities means they often end up as insular towns in larger areas, ruled nominally by other races who generally know better than to try and force them to anything.

Alignment
Savayan passions drive them to extreme alignments, and most often to the chaotic end of the spectrum. Chaotic Good is the archetypical Savayan, with strong beliefs they will defend to the exclusion of all others, let alone such frivolities as logic, reason, and common sense.

Lands
Predictably, Savayans are fond of plateaus, mountains, cliffs, and anywhere else they can find at a great altitude. They have been known to settle in treetops, but generally prefer rocky areas. More famous is the cloud dominions of the Savayans. Savayan spellcasters can cast a powerful spell that renders clouds a solid substance. While other races can learn this spell, Savayans have a natural affinity for it, and use it on large scales.

Religion
Savayans are fond of deities of fire and sun, passionate gods that reflect their own personalities.

Language
Savayans speak quickly and forcefully, and often have to deliberately slow their speech down to make it understandable. Despite their accent, and to the surprise of anyone trying to understand it, they do speak common.

Common Names
Saya, Kari, Tenna, Renson, Niska

Adventurers
The passionate, hot-blooded nature of the Savayan races leads many of them to the chaos of an adventuring life. their flight, and the natural weapons some of them possess make them eminently suited to the task.

Savayan/Lesser Harpy Racial Traits
Abilities: +2 Dex, -2 Str, +2 Wis OR +2 Cha. Agile and dextrous, Savayans rely more on their flight than strength to defeat their foes. While most young Savayans are headstrong and passionate, some Savayans are incredible paragons of common sense.
Size: Medium
Type: Monstrous Humanoid. A Savayan is a Monstrous Humanoid, and is thus not affected by spells or abilities that only affect humanoids. Savayans do not possess darkvision.
Movement Rate: 20ft land, 20ft flight (average). Inexperienced Savayans are slow and unsteady, and their elders are too focussed on the sky to move rapidly on land.
Flight: All Savayans are winged, and have at least a 20ft flight speed, with average manoeuvrability. However, as they get more experienced, their flight becomes more sure. At fifth character level, it increases to 30ft (Good), and 40ft (perfect) at eighth level. Each third level beyond grants them another 10ft of movement speed.
Glide: A Savayan's wings also allow them to glide. This negates damage from a fall of any height and allows 20 feet of forward travel for every 5 feet of descent. They glide at a speed of 30 feet (poor maneuverability). Even if their maneuverability improves, they can't hover while gliding. A Savayan can't glide while carrying a medium or heavy load. If a Savayan becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Savayan descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Avian Sight: Savayans have excellent eyesight. They gain a +2 racial bonus to spot checks.
Cloudwalkers: Savayans add the spell Cloudhome to Sorcerer, Wizard, Cleric and Druid spell lists as a second level spell, and the psionic version to the power list of Psions and Wilders as a third level power.
Favoured Class: Rogue, Warmage, Fatetamer
LA: +2

New Spell, New Feat
Cloudhome
Transmutation
Sorcerer/Wizard 5, Druid 5
Components: V, S, DF
Casting Time: Full round action+Concentration
Range: Long (400ft+40ft/level)
Area: 5ft/caster level radius
Duration: Permanent

This spell solidifies rainclouds in the area, converting them to a soft, slightly springy material which can easy be stood upon, built upon, and even used as soil. These cloud-constructs are permanent, and continue to produce weather as normal. Large areas of clouds can have long-term effects on plant life below them, as clouds affected by this spell are no longer moved by the wind.
The default area of this spell is 5ft/caster level, for a single round. Each additional round adds this range again to the radius, to a maximum number of rounds equal to a quarter of their caster level, rounded up. The spell can be dispelled while the user concentrates, but is immune after its completion.
A character may not create more than one area of clouds. He may target his original area to expand it if he has gained caster level.

Savayans cast this spell as a second level spell, although they make scrolls and other items as if it had its usual level.
They also have access to a psionic equivalent, which has a range equal to 5ft per pp expended on it, and has auditory and visual displays.

Claw and Beak
Prerequisites: Savayan, must be taken at first character level.
Benefits: You bear more animalistic features than your brethren. You may have two large talons for feet, each doing 1d4+str damage as a primary natural weapon.You may also have a bite attack from a large beak, dealing 1d6+1.5 str damage as a secondary natural weapon. Note that all Savayans are highly dextrous, and always have two limbs capable of grasping weapons and items.
Special: Lesser Phoenixes are a type of Savayan.

Legends Tell

Of a rare type of Savayan, one that draws its origins not from birds of prey, but from the greatest, noblest, mightiest of all birds-the Phoenix, whether that of frost and blizzard or ash and flame. And unlike many myths, it is true. The fireborn-and their cousins, the snowborn-are very, very real. Perhaps one is born in a town every generation, not rare enough to be all but myth, but certainly not common enough to be at much risk. They are proud and powerful, with wills and skills to move nations.

Lesser Phoenix Racial Traits
Abilities: +6 Dex, +6 Con, +2 Int, +6 Wis OR +6 Cha. Those with the blood of the phoenix are hard to put down, and pirouette like the eldest of Savayan from weeks of age. Their personalities are mighty without exception, though some are louder than others.
Size: Medium
Type: Monstrous Humanoid. A Lesser Phoenix is a Monstrous Humanoid, and is thus not affected by spells or abilities that only affect humanoids. Lesser Phoenixes do not possess darkvision.
Movement Rate: 20ft land, 60ft flight (Perfect). Lesser Phoenixes are swift of wing from an early age.
Flight: All Lesser Phoenixes are winged, and have incredible skills in the air, from a young age. However, as they get more experienced, their flight becomes faster still. A Lesser Phoenix begins with a flight speed of 60ft (perfect). Each third level beyond grants them another 10ft of movement speed.
Glide: A Lesser Phoenix's wings also allow them to glide. This negates damage from a fall of any height and allows 20 feet of forward travel for every 5 feet of descent. They glide at a speed of 30 feet (poor maneuverability). Even if their maneuverability improves, they can't hover while gliding. A Lesser Phoenix can't glide while carrying a medium or heavy load. If a Lesser Phoenix becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Lesser Phoenix descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Gift of Frost or Flame: Lesser Phoenixes can manipulate the elemental power that suffuses them. Whenever they make a physical attack, they may deal 3d6 additional energy damage. This damage is either fire or cold damage. Without the presence of a weapon, they may make a ranged attack, with range of 5ft/character level, dealing 3d6 damage of the appropriate type, plus the higher of their charisma and wisdom modifiers. This is considered a natural weapon, although they may make multiple attacks in a round with it, if their base attack bonus is high enough.
In addition, they add two to their caster or manifester level for spells and powers of the relevant school. (Fire or cold.)
Finally, they are immune to their own energy type, while being vulnerable to the other.
Avian Sight: Lesser Phoenixes have excellent eyesight. They gain a +2 racial bonus to spot checks.
Cloudwalkers: Lesser Phoenixes add the spell Cloudhome to Sorcerer, Wizard, Cleric and Druid spell lists as a second level spell, and the psionic version to the power list of Psions and Wilders as a third level power.
Eternal Essence: Lesser Phoenixes are all but impossible to kill, at least permanently. Any time a lesser phoenix is killed, they burst into elemental essence, dealing 1d8 points of damage per character level of the appropriate type to anything within 15 feet. This explosion always leaves behind a pile of ashes, in the case of a fireborn, or a pile of miniscule ice crystals, both of which function as if disintegrated. Twenty-four hours later, they reforms wherever these ashes, or the greatest quantity of them, lie. A soul bind spell prevents this resurrection, as will a wish or miracle spell. Resurrecting in this way leaves the lesser phoenix exhausted and nauseated until they have a good night’s sleep. A lesser phoenix killed while exhausted, or within one hour of resurrection, takes twice as long to resurrect. Killing them again before they rest doubles the time again. In addition, whenever a lesser phoenix returns to life in this way, they take two points of charisma and wisdom damage. This damage cannot be healed magically and must be healed naturally, and is suffered even if the lesser phoenix is otherwise immune to ability damage. Lesser Phoenixes reduced to wisdom or charisma zero suffer the normal penalties (http://www.d20srd.org/srd/specialAbilities.htm#abilityScoreLoss).
Favoured Class: Cleric, Warmage, Fatetamer
LA: +3. They also have three monstrous humanoid hit die, granting 3d8hp, a feat, and skill points equal to 12 plus six times their intelligence modifier. Their effective character level is six, and they have three HD. (This makes level six the earliest level they can be played.)

Lesser Phoenix Monster Class-Because Six is a lot of LA
Starting Gold: 6d8x10
Starting Age: As cleric
Class Skills-The Lesser Phoenix’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Knowledge (Religion), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Tumble (Dex).
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4+ Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0| +1 Cha/Wis, +1 Dex, Form of the Flighted (Glide), Young Phoenix
2nd|
+1|
+3|
+3|
+0| +1 Cha/Wis, +1 Con
3rd|
+2|
+3|
+3|
+1| +1 Con, +1 Dex, Gift of Frost or Flame
4th|
+3|
+4|
+4|
+1| +1 Cha/Wis, +1 Dex
5th|
+3|
+4|
+4|
+1| +1 Con, +1 Int, Form of the Flighted (Flight)
6th|
+4|
+5|
+5|
+2| +1 Cha/Wis, +1 Dex
7th|
+5|
+5|
+5|
+2| +1 Con, +1 Cha/Wis
8th|
+6/+1|
+6|
+6|
+2| +1 Con, +1 Dex
9th|
+6/+1|
+6|
+6|
+3| +1 Cha/Wis, +1 Dex
10th|
+7/+2|
+7|
+7|
+3| +1 Con, +1 Int, Eternal Essence[/table]

Weapon and Armour Proficiency: A Lesser Phoenix is proficient with simple weapons, all bows, and light armour, as well as any natural weapons they possess.

Form of the Flighted: A Lesser Phoenix has great wings, allowing them to glide.
This negates damage from a fall of any height and allows 20 feet of forward travel for every 5 feet of descent. They glide at a speed of 30 feet (poor maneuverability). Even if their maneuverability improves, they can't hover while gliding. A lesser phoenix can't glide while carrying a medium or heavy load. If a lesser phoenix becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The lesser phoenix descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

At fifth level, this ability upgrades. They gain a flight speed of 20ft (average), which increases by ten foot at each class level, to a maximum of 70ft at level ten. After level ten, she gains an additional ten feet of flight speed for each three levels she attains.
At level seven, her maneuverability increases to good. At nine, it increases to perfect.

Young Phoenix: A Lesser Phoenix is a monstrous humanoid with the Avian Sight and Cloudwalkers racial traits from its race. It shares the same favoured classes.

When a lesser Phoenix is killed, they explode in a burst of elemental power. At first level, choose either cold or fire. They gain resistance 3/level to that energy type, and vulnerability to the other. At level ten, this resistance upgrades to immunity. If killed, the explosion deals 1d8 damage per character level to all beings within 15ft. A reflex save with DC 10+1/2 Character level+higher of Cha and Wis mods halves this damage. TThis explosion always leaves behind a pile of ashes, in the case of a fireborn, or a pile of miniscule ice crystals, both of which function as if disintegrated.

Gift of Frost or Flame (Su): At third level, a lesser phoenix’s control over her element grows. She becomes capable of enhancing her attacks. Whenever she makes a physical attack, she may have it deal bonus damage of her energy type. This damage is equal to the higher of her charisma and wisdom modifiers, plus 1d6/two class levels.
If she has no physical weapon to enhance, she may project the energy, with a range of 5ft/character level, as a ranged attack using dexterity. This is considered a natural weapon, although they may make multiple attacks in a round with it, if their base attack bonus is high enough.

Eternal Essence: At tenth level, a lesser phoenix’s truest power is suffused in them-they cannot be truly killed. Twenty-four hours after the explosion that marks their death, they reform wherever their remains, or the greatest quantity of them, lie. A soul bind spell prevents this resurrection, as will a wish or miracle spell. Resurrecting in this way leaves the lesser phoenix exhausted and nauseated until they have a good night’s sleep. A lesser phoenix killed while exhausted, or within one hour of resurrection, takes twice as long to resurrect. Killing them again before they rest doubles the time again. In addition, whenever a lesser phoenix returns to life in this way, they take two points of charisma and wisdom damage. This damage cannot be healed magically and must be healed naturally, and is suffered even if the lesser phoenix is otherwise immune to ability damage. Lesser Phoenixes reduced to wisdom or charisma zero suffer the normal penalties (http://www.d20srd.org/srd/specialAbilities.htm#abilityScoreLoss).

Feats
Rapid Resurrection
Prerequisites: Eternal Essence
Benefits: When killed, you take half as long to return to life.
Special: You may take this feat more than once, each time halving the time before you return.
Normal: Normal people are at least inconvenienced by dying.

Immolation
Prerequisites: Rapid Resurrection
Benefits: As a full round action, you may cause yourself to burst into energy, similarly to the event that occurs when you are killed. However, you are not dead, and reform in a number of rounds equal to the hours you would normally require to return.
Normal: Exploding is not a viable combat strategy.

Grand Immolation
Prerequisites: Eternal Essence
Benefits: When you explode, whether via the Immolation feat or being slain, you do so over a radius of 5ft/character level, rather than simply 15ft
Normal: Exploding is not a viable combat strategy!

Mighty Immolation
Prerequisites: Immolation, Grand Immolation
Benefits: When you explode using the Immolation feat, you may do so as if slain. If you do, you do not suffer from ability damage, but take the full time to reform. In exchange, you increase the damage dealt to d12s.
Normal: EXPLODING IS NOT A VIABLE COMBAT STRATEGY.

Searing Flames
Prerequisites: Gift of Frost or Flame racial ability
Benefits: Increase the damage of this ability by 2d6, to a maximum of 1d6/two character levels.
Normal: It doesn't scale because that gets sorta insane. Especially in gestalt. ._.
Special: This feat may be taken more than once. Its effects stack.

Alternate Phoenixes
If, like me, you are obsessed with pattern completion, you may desire rules for Electricity, Sonic, Acid, or various other forms of Phoenix. While it's hard to think of a fluff-justification other than 'wizards did it', an acid-green feathered phoenix who explodes into a pile of glowing green dust, or a storm blue or bright yellow lightning phoenix who leaves behind magnetised crystals are both valid, and would require only simple substitution of energy type.
A sound-based phoenix, due to the inherent advantages of sonic damage, require lowered damage. Typically, reducing her immolation to a d6 die, and her Gift to a d4 should do well enough. A sonic phoenix could attack with a banshee-like scream, and leave behind an conical monument that shapes the wind into a tune. (Okay, so a sound-themed dust is quite difficult, albeit not as hard as...)
For a Force based Phoenix, or any damage type with incredibly uncommon resistance, or inherent advantages, a second reduction (to d4 and d3) is expected. A force phoenix could easily be flavoured as psionic, perhaps leaving charged crystals, or even ectoplasm.
Conversely, some concepts could call for a physical damage type. A Phoenix who projects high-pressure water could deal bludgeoning or even nonlethal damage, while one who fights with vicious winds could be fluffed as either slashing or bludgeoning. An earth-aligned phoenix could deal bludgeoning, or utilise vicious stones and spikes to do slashing or piercing. Most other concepts are likely to deal a physical damage type, but some simplt do not function as damage dealers. While doing so is risky, SLAs could be the answer. For example, a smoke-based phoenix, with grey feathers and an 'immolation' that results in a pile of ashes blurring from coal black to snow white, could merely have Fog Cloud as an SLA 1/encounter, and project their choice of a Fog Cloud or a weakened Cloudkill upon death. (A Weakened Cloudkill might be instant death to those six HD below the caster, a save-or-die to those three below, while doing its normal constitution damage to others.) If one were worried about the imbalances created, they could try to delineate other advantages to make up for the loss of a decent ranged attack, but creating slight modifications for every conceivable theme is beyond this work, and leads to the kind of variety of choice that breaks games. Generally, work out what fits the concept, and then put on numbers that don't make the DM cry.

TuggyNE
2012-08-21, 02:55 AM
Do Savayans and Lesser Phoenixes cast cloudhome as an SLA, or do they merely add it to their spell list at the appropriate level?
Lesser Phoenixes should have an LA of +3; LA and RHD are added to class levels together to get ECL.
The primary Savayan entry for Avian Sight incorrectly refers to Lesser Phoenixes.
The fluffed differences between lesser harpies and lesser valkyries don't seem to have any mechanical impact; is that intended?


Other than that short list of possible problems, this looks very good, and quite complete. Nice addition to the playable monster races.

Debihuman
2012-08-21, 10:27 AM
In your description of the Savayan you list Cleric, Pson and Wilder but note that none of those are its favored class (Rogue, Warmage and Fatetamer) and the spell it uses is Sor/Wiz 5 or Drd 5 but it can use it at 2nd level)? A little consistency would have been nice.

Also, primary attacks for creatures use their full strength when making attacks. Flight and not taking damage from falling should be listed as two separate Special Abilities. Savayans should probably have cloudhome as a Spell-like ability (in addition to getting it if they take it as spell). This also gives the spell to savayans who didn't take a spellcasting class. I don't see any creatures that are given a spell that isn't a spell-like ability. This makes your creature useable by more DMs if you make the features standard.

Cloudhome needs a little revision to reflect the creature a bit better and narrow its focus. Likewise, your feat should be racial in addition to being only allowed at first level, though you need to spell it out more clearly than you did.

Since you call it Claw and Beak, the claw attack which is primary should be first.

Here are the (edited) changes that I propose. I don't think the lesser harpy needs a bonus to Wisdom or Charisma. That along with Cloudwalker ability should be left to the lesser phoenixes.

Savayan/Lesser Harpy Racial Traits
Abilities: +2 Dex, -2 Str. Agile and dextrous, Savayans rely more on their flight than strength to defeat their foes.
Size: Medium
Type: Monstrous Humanoid. A savayan is a Monstrous Humanoid, and is thus not affected by spells or abilities that only affect Humanoids.
Unlike other Monstrous Humanoids, savayans do not possess darkvision. Lacking arms, Savayans wield their weapons with their feet.
Movement Rate: 20 ft. land, Fly 20 ft. (average). Inexperienced Savayans are slow and unsteady, and their elders are too focused on the sky to move rapidly on land.
Flight (Ex): All savayans are winged; they begin with 20-foot flight speed with average maneuverability. However, as they get more experienced, their flight becomes more sure. At 5th level, their flight speed increased to 30 ft (good), and at 8th level it increases to 40 ft. (perfect)l. Each third level thereafter grants them another 10 feet of flight speed to a maximum of 100 feet. A savayan can carry up to her maximum light load without penalty while flying. She drops to Good maneuverability while carrying a Medium load and drops to Average maneuverability while carrying a Heavy load. A savayan cannot fly if she is carrying more than a Heavy load.
Never Plummet (Ex): If a savayan becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The savayan descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Avian Sight (Ex): Savayans have excellent eyesight. They gain a +2 racial bonus to Spot checks.
Favored Class: Cleric, Psion or Fatetamer
Level Adjustment: +2

Cloudhome (Air)
Air 4, Cleric 5, Druid 5, Sor/Wiz 5
Components: V, S, DF
Casting Time: Full round action
Range: Long (400 ft.+ 40 ft/level)
Area: 5 ft./caster level radius
Duration: Permanent

This spell solidifies rainclouds in the area, converting them to a soft, slightly springy material which can easily be stood upon, built upon, and even used as soil. These cloud-constructs are permanent but behave as normal clouds producing rain, snow, sleet, hail, and even thunderstorms. (See weather (http://www.d20srd.org/srd/weather.htm)) Large areas of clouds can have long-term effects on plant life below them. The caster of this spell has no means to control where the cloud travels and cannot control the weather below (unless he or she has other magical means to do so).

Psionic versions of this spell are available to Psion/Wilder 5. It has auditory and mental displays. It costs 9 power points and XP.

Claw and Beak (Racial)
Prerequisites: Must be savayan; this feat can only be taken at 1st level.
Benefits: You have more animalistic features than your brethren and can make attacks with your natural weapons. You have two large talons for feet, each doing 1d4 plus your strength modifier damage as your primary natural weapons. You also have a large beak that does 1d6 plus half your strength modifier damage as your secondary weapon.
Special: You cannot wear footwear (mundane or magical) while attacking with your feet. You cannot wield a weapon while attacking with both feet. If you attack with a manufactured weapon in one foot, your other foot can attack as a secondary attack.

Here is how I would revise the Cloudwalker ability:

Cloudwalkers (Sp) or (Psi): Once a day, a lesser phoenix can cast spell cloudhome as Spell-like or Psionic ability. CL 3rd.

Debby

Lix Lorn
2012-08-21, 12:23 PM
Do Savayans and Lesser Phoenixes cast cloudhome as an SLA, or do they merely add it to their spell list at the appropriate level?
The Latter.
Lesser Phoenixes should have an LA of +3; LA and RHD are added to class levels together to get ECL.
Ugh I hate that system. Will change.
The primary Savayan entry for Avian Sight incorrectly refers to Lesser Phoenixes.
Whoops!
The fluffed differences between lesser harpies and lesser valkyries don't seem to have any mechanical impact; is that intended?Absolutely. I don't want to punish someone for wanting to play an armless character. It's not like it gives benefits.


Other than that short list of possible problems, this looks very good, and quite complete. Nice addition to the playable monster races.
Thanks. :)


In your description of the Savayan you list Cleric, Pson and Wilder but note that none of those are its favored class (Rogue, Warmage and Fatetamer) and the spell it uses is Sor/Wiz 5 or Drd 5 but it can use it at 2nd level)? A little consistency would have been nice.
Cleric and Rogue are both important. While every community has a cleric or two, likely of high importance, I imagine most Savayans (in a core game) would be rogues. (Possibly rangers.)
My habit with favoured classes is one core, one canon, one homebrew.


Also, primary attacks for creatures use their full strength when making attacks.
Didn't know that!


Flight and not taking damage from falling should be listed as two separate Special Abilities.
Makes sense, I guess.


Savayans should probably have cloudhome as a Spell-like ability (in addition to getting it if they take it as spell)
Why? It's not an innate ability they have, just something that comes easy to them.


Cloudhome needs a little revision to reflect the creature a bit better and narrow its focus. Likewise, your feat should be racial in addition to being only allowed at first level, though you need to spell it out more clearly than you did.
Needs revision how?
By having it require a racial feature, it effectively is racial. But if I'm splitting that into two, it's easier just to say it's for Savayans.


Since you call it Claw and Beak, the claw attack which is primary should be first.
Makes sense.


Also, you should NOT be able to wield weapons with your feet unless you take a feat that grants this. Standard harpies do have hands and cannot wield weapons with their feet.
These harpies do not have hands. They very, very much SHOULD be able to, because otherwise you suffer major mechanical issues for wanting to play that race.

Debihuman
2012-08-21, 03:29 PM
Cleric and Rogue are both important. While every community has a cleric or two, likely of high importance, I imagine most Savayans (in a core game) would be rogues. (Possibly rangers.)
My habit with favoured classes is one core, one canon, one homebrew.


Then be consistent and make it cleric and rogue. I wouldn't have had a problem with the classes if you had been consistent with how their abilities and classes were supposed to interact. Just because you have a habit of arbitrarily picking 3 classes doesn't mean you are picking classes that best suit your race. Cleric, Rogue and Ranger would all be fine choices for favorite classes and you can limit it to just one. It just has to do with how it multiclasses.

Regarding primary attacks, now you know. The only exception is herbivores that are non-combative that use their primary attack as secondary. It's in the SRD.


Why? It's not an innate ability they have, just something that comes easy to them.

What's the difference between those two statements? If it is something that comes easy to them then isn't that innate? In any case, if you are going to have this creature cast a spell as a Special Ability, having it as a Spell-like Ability makes the most sense as it is a spell. This really should be obvious. See here: http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities

Mea Culpa on missing that they do not have arms. I seem to have skipped over the description. I'll go back and fix that. The ability to wield weapons with their feet makes sense given they have no hands. They would have been overpowered if they could do both was what I was thinking.

Debby

Lix Lorn
2012-08-21, 04:01 PM
Then be consistent and make it cleric and rogue. I wouldn't have had a problem with the classes if you had been consistent with how their abilities and classes were supposed to interact. Just because you have a habit of arbitrarily picking 3 classes doesn't mean you are picking classes that best suit your race. Cleric, Rogue and Ranger would all be fine choices for favorite classes and you can limit it to just one. It just has to do with how it multiclasses.
I'm really not sure. More of the race would be rogues than would be clerics.


Regarding primary attacks, now you know. The only exception is herbivores that are non-combative that use their primary attack as secondary. It's in the SRD.
Makes sense. I'm not great at remembering the really minor bits.


What's the difference between those two statements? If it is something that comes easy to them then isn't that innate? In any case, if you are going to have this creature cast a spell as a Special Ability, having it as a Spell-like Ability makes the most sense as it is a spell. This really should be obvious. See here: http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities
There's a HUGE difference. Something that is innate, you can do. No effort is needed. It's just something you can do. Something that comes easy to you you still need to work at, just not very much.

They DON'T have it as a special ability. They just have access to it at a lower level.


Mea Culpa on missing that they do not have arms. I seem to have skipped over the description. I'll go back and fix that. The ability to wield weapons with their feet makes sense given they have no hands. They would have been overpowered if they could do both was what I was thinking.

Debby
It's okay, we all miss stuff. :smallsmile:

Debihuman
2012-08-21, 04:22 PM
Actually, cloudhome was one of the features I liked best since it defined how they live in the clouds. Seems a waste for it to only go to a savayan that takes a spellcasting class (esp. if you yourself view them as rogues).

The real problem is that you allow this race to have access to a spell at a lower level than anyone else without having the ability to cast it. So what if they get earlier? If they aren't a spellcasting class (or psionic), they can't cast it at all. Why would anyone give up a spell to play a rogue with this class? That doesn't make good design sense. Rather by making it a spell-like ability, they can take any class and still be able to use this spell once a day. I fail to see how hamstringing this ability is better. It's like telling a Player "here's a nifty toy but you can't play with it." That's just unfair and kinda mean. In fact, I broadened the classes that can cast the spell.

Debby

Lix Lorn
2012-08-21, 04:46 PM
Because they're not naturally magic. They shouldn't be able to cast a spell without being spellcasters, but if they are spellcasters, they can cast that spell. It makes perfect sense to me.

I could see the argument for putting it (and other SLAs) on the phoenix version, but not the base.

Debihuman
2012-08-21, 05:58 PM
Eternal Essence is overpowered for PC. The first line doesn't make sense since they can indeed be killed but they are reform 24 hours later. What if it disintegrated and there are no remains? FYI, you switch between singular and plural so I tried to keep it consistent.

Eternal Essence: Any time a lesser phoenix is killed, its remains burst into elemental essence, dealing 1d8 points of damage per character level of the appropriate type to anything within 15 feet. Twenty-four hours later, it reforms wherever its ashes, or the greatest quantity of them, lie. A soul bind spell prevents this resurrection, as will a wish or miracle spell.Resurrecting in this way leaves the lesser phoenix exhausted and nauseated until it has a good night’s sleep. A lesser phoenix killed while exhausted, or within one hour of resurrection, takes twice as long to resurrect. In addition, whenever a lesser phoenix returns to life in this way, it takes two points of charisma and wisdom damage (minimum 1). This damage cannot be healed magically and requires time.

Debby

Lix Lorn
2012-08-21, 07:52 PM
Eh, I know it's very strong, but it's not really a phoenix without it.
...I was going to argue against having them be able to get to 0 wisdom and charisma, but even that isn't fatal. Coma and nightmares seem a perfectly reasonable punishment for dying thirteen or so times. Will edit.

Debihuman
2012-08-23, 06:23 AM
Your picture doesn't really works since they have no arms; maybe this would be better:

http://www.rumiko-takahashi.com/ranma/images/tests/creatures/harpy.jpg


Debby

Debihuman
2012-08-23, 08:17 AM
Tried to edit and just got a white page (again).

Your lesser phoenix feats are hilarious:

Normal: Normal people are at least inconvenienced by dying.

Normal: Exploding is not a viable combat strategy.

Normal: Exploding is not a viable combat strategy!

Normal: EXPLODING IS NOT A VIABLE COMBAT STRATEGY.

And we all know min/maxers and munchkins will explode as a combat strategy every time if they can.

Debby

Lix Lorn
2012-08-23, 09:33 AM
Your picture doesn't really works since they have no arms; maybe this would be better:

http://www.rumiko-takahashi.com/ranma/images/tests/creatures/harpy.jpg


Debby
Ooh, that's a nice picture.
The picture I have would work well for a lesser valkyrie with the feat, while that one is closer to a harpy with it. I'll use both! And fix the tags on the one that is there!


Tried to edit and just got a white page (again).

Your lesser phoenix feats are hilarious:

Normal: Normal people are at least inconvenienced by dying.

Normal: Exploding is not a viable combat strategy.

Normal: Exploding is not a viable combat strategy!

Normal: EXPLODING IS NOT A VIABLE COMBAT STRATEGY.

And we all know min/maxers and munchkins will explode as a combat strategy every time if they can.

Debby
Hee. Making the 'normal' bit funny is a trademark of mine. Can't remember who I stole that from.

Nihilarian
2012-08-23, 11:18 AM
FluffPhysical Description: What is the difference between lesser harpies and valkyries? Is it merely fluff or is there a mechanical advantage?

Common Names: I assume, despite harpies and valkyries typically being portrayed as lady's clubs, there are some Mr. Beakfaces among the savayans since a single-gender race seems to be the kind of thing one mentions in the fluff. Despite that, they draw names from the same list?On to the actual race.Abilities: In 3.5 you generally don't get a choice of ability scores. I don't think this is too strong, exactly, I'm just saying this goes a bit against the grain.

Glide: A savayan will never ever ever die from falling. Ever. If a single d6 kills you, you were dead to begin with. But since this is always on, I'd give it some kind of saving throw or skill check to be successful. A fortitude or reflex save seems appropriate, and it might justify a non-spellcasting savayan.

Avian Sight: Seems a bit weak. Spell/featsCloudhome: I'd limit this to one effect per spellcaster. Otherwise the entire world will be covered in solid clouds. There's also the matter of dissipation. The clouds are permanent? Since they follow the same rules for weather, they should dissipate eventually, but it seems like you want them to be around forever.

Permanently affecting something this big seems really strong for a 2nd level spell. Remember, anyone can use scrolls that you make.

I'd suggest having it be a 4th level spell for everyone, but for a non-savayan it costs a certain amount of XP. Specify that the spell anchors the clouds so that they don't dissipate, and that the spellcaster can only have one instance of this spell active at one time. Also, what school is it?

Claw and Beak: Generally, secondary attacks use half strength modifier, IIRC.Lesser PhoenixGift of Frost or Flame: Why cold damage at all? Doesn't really jive. Then again, I'm not a big fan of this feature at all. It's basically eldritch blast. Whether I'm a spellcaster or a warrior, I probably have something better to do. The caster level boost and immunity/vulnerability are fine, though again I question why a cold phoenix is on the table.

Eternal essence: There are actually strategies that involve exploding, so I don't mind this all too much. Once you've used this you're out of the game, and it hurts your allies as much as your enemies, and you can't choose to explode on your own, so making a character who dies as fast as possible is probably not optimized. Could make for a very interesting tank, though.

LA: HD should have its own little blurb, instead of being tacked on to LA.

Monster class: I must be counting this wrong. 3 HD, 3 LA, 10 class levels. That's 4 too many.

I'd also like to see a racial transition class, for a savayan who becomes a lesser phoenix. This isn't really necessary, though.FeatsYou can explode whenever you like now, and it's stronger and farther reaching, but still takes you out of the game. Probably not too powerful.

I would take out the part that lets you take Rapid Resurrection more than once, though.General errorsMovement Rate: "Focussed" should have 1 "s"
Glide: It's on the same line as the last sentance of Flight. You should put it as it's own paragraphOverall, I like it.

Lix Lorn
2012-08-23, 12:26 PM
Fluff
Physical Description: What is the difference between lesser harpies and valkyries? Is it merely fluff or is there a mechanical advantage?
It's only fluff, but a harpy would take the feat to have talons.


Common Names: I assume, despite harpies and valkyries typically being portrayed as lady's clubs, there are some Mr. Beakfaces among the savayans since a single-gender race seems to be the kind of thing one mentions in the fluff. Despite that, they draw names from the same list?
Correct. All of the names seemed rather gender neutral to me, and I'm not good at names.


On to the actual race.
Abilities: In 3.5 you generally don't get a choice of ability scores. I don't think this is too strong, exactly, I'm just saying this goes a bit against the grain.
I have little respect for the grain.


Glide: A savayan will never ever ever die from falling. Ever. If a single d6 kills you, you were dead to begin with. But since this is always on, I'd give it some kind of saving throw or skill check to be successful. A fortitude or reflex save seems appropriate, and it might justify a non-spellcasting savayan.
I literally copy-pasted Glide from the Raptoran web page, and I believe they're an LA 0 race. :smallsmile:

Avian Sight: Seems a bit weak.
I could throw in low-light vision, but... not sure. Maybe extended sight range?


Spell/feats
Cloudhome: I'd limit this to one effect per spellcaster. Otherwise the entire world will be covered in solid clouds. There's also the matter of dissipation. The clouds are permanent? Since they follow the same rules for weather, they should dissipate eventually, but it seems like you want them to be around forever.
I want them to be able to build cities on them. If they can dissipate, that doesn't really work.
Limiting it is a good idea. Will implement.


Permanently affecting something this big seems really strong for a 2nd level spell. Remember, anyone can use scrolls that you make.
I may just put in a NOPE for the scroll exploit.
it's meant to be big. It's big in a sideways, utility way.


I'd suggest having it be a 4th level spell for everyone, but for a non-savayan it costs a certain amount of XP. Specify that the spell anchors the clouds so that they don't dissipate, and that the spellcaster can only have one instance of this spell active at one time. Also, what school is it?
I don't like exp costs at all.


Claw and Beak: Generally, secondary attacks use half strength modifier, IIRC.
A beak should be painful.


Lesser Phoenix
Gift of Frost or Flame: Why cold damage at all? Doesn't really jive. Then again, I'm not a big fan of this feature at all. It's basically eldritch blast. Whether I'm a spellcaster or a warrior, I probably have something better to do. The caster level boost and immunity/vulnerability are fine, though again I question why a cold phoenix is on the table.
Because cryophoenixes are (http://images.wikia.com/leagueoflegends/images/1/1a/Anivia_OriginalSkin_Ch.jpg) pretty (http://images.wikia.com/leagueoflegends/images/c/cf/Anivia_BirdOfPreySkin.jpg) awesome (http://images.wikia.com/leagueoflegends/images/c/cf/Anivia_HextechSkin.jpg). I'd allow lightning or acid phoenixes too, but they're way less symmetrical.
The feature exists because at level 6, you have no class levels, three HD, no class features, and only some pretty epic ability scores. This exists so you can actually do something.


Eternal essence: There are actually strategies that involve exploding, so I don't mind this all too much. Once you've used this you're out of the game, and it hurts your allies as much as your enemies, and you can't choose to explode on your own, so making a character who dies as fast as possible is probably not optimized. Could make for a very interesting tank, though.
I'm sure it can be munchkinned /somehow/.


LA: HD should have its own little blurb, instead of being tacked on to LA.
I really dislike the HD/LA rules. REALLY dislike.


Monster class: I must be counting this wrong. 3 HD, 3 LA, 10 class levels. That's 4 too many.
It's meant to be. If the monster class was only six levels, it would need to have less features/ability scores than the race or be strictly superior. I wanted it to have just as many features and just as powerful features. Therefore, you pay four more levels, but instead of being level 6 with 3hd, are level 10 with 10hd.


I'd also like to see a racial transition class, for a savayan who becomes a lesser phoenix. This isn't really necessary, though.
That'd be pretty good, but I'm not sure how useful it would be. Also, a little awkward fluffwise.


Feats
You can explode whenever you like now, and it's stronger and farther reaching, but still takes you out of the game. Probably not too powerful.

I would take out the part that lets you take Rapid Resurrection more than once, though.
Why? You need to spend five feats on it to get it under an hour.


General errors
Movement Rate: "Focussed" should have 1 "s"
It doesn't have to. You can spell it either way.


Glide: It's on the same line as the last sentance of Flight. You should put it as it's own paragraph
Overall, I like it.
Whoops, and thank you.

Nihilarian
2012-08-23, 12:54 PM
You're right about focused and glide. I've never seen it spelled like that, and I'm not real familiar with the raptoran. Though that brings up a question: Why is the race worth a +2 LA? Is it just access to the spell? Because that doesn't really seem worth it. Especially for a spellcaster, which is the only way to take advantage of it. Flight from level 1, I suppose, but I'm not sure it's worth +2 LA - again, especially for a spellcaster who will almost certainly have options for flight by level 5 or 6, and that's when lack of flight would really start hurting you.

I also dislike LA and experience costs, so I do understand. I believe there are spells around for shifters and dragonborn that grant extra benefits for those races even though anyone can take them. I still don't really like a 3 spell-level discount.

I didn't catch it the first time, but your monster class isn't like the other monster classes out there. I'd take the race over the class any day. 10 is more than 6, and some DM's allow LA buyoff, which will reduce it to just the 3 racial HD (eventually).

A character who took that Rapid Resurrection feat enough times can now explode once a round (or possibly once every other round, depending on interpretation). If there's a way to munchkin the ability, that seems like a good start.

Lix Lorn
2012-08-23, 01:29 PM
You're right about focused and glide. I've never seen it spelled like that, and I'm not real familiar with the raptoran. Though that brings up a question: Why is the race worth a +2 LA? Is it just access to the spell? Because that doesn't really seem worth it. Especially for a spellcaster, which is the only way to take advantage of it. Flight from level 1, I suppose, but I'm not sure it's worth +2 LA - again, especially for a spellcaster who will almost certainly have options for flight by level 5 or 6, and that's when lack of flight would really start hurting you.
Because they have flight from the word go. A Raptoran waits until level five before actually being able to fly.


I also dislike LA and experience costs, so I do understand. I believe there are spells around for shifters and dragonborn that grant extra benefits for those races even though anyone can take them. I still don't really like a 3 spell-level discount.
I don't really think it's a problem.


I didn't catch it the first time, but your monster class isn't like the other monster classes out there. I'd take the race over the class any day. 10 is more than 6, and some DM's allow LA buyoff, which will reduce it to just the 3 racial HD (eventually).
I'd take the 6 too, if I started at level six. But I don't think a level one game would let me in as a phoenix at character level six.


A character who took that Rapid Resurrection feat enough times can now explode once a round (or possibly once every other round, depending on interpretation). If there's a way to munchkin the ability, that seems like a good start.
Thirteeen feats. This is with me rounding down odd numbers to make the numbers easier, so actually speeds it up. Assuming two flaws, this requires about level 10... if you gestalt it with my base class giving a ridiculous quantity of feats.
Honestly, if you're putting that much effort into it... working as intended.