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.
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.