rferries
2017-07-27, 11:52 PM
Another low-power monstrous race for PCs. Flight and natural attacks are the main issues when converting Sphinxes; here those advantages are shuffled off into racial feats as per usual. I see this race as being lawful and hierarchial (more like Egyptian society than the D&D Sphinxes),but you could always have an independent dame like the Greek Sphinx too.
Sphinxfolk
https://i.imgur.com/Ydg1tQJ.jpg
Physical Description: Sphinxfolk are virtually identical to true sphinxes or lammasu, albeit smaller in size. They have the bodies of lions, great feathered wings, and regal humanoid faces. Males possess flowing manes, whereas females simply grow their humanoid hair long.
Society: Sphinxfolk are a generally noble and cultured race, living in the desert ruins of a prior civilisation (possibly their own). Their numbers are few, moreso than even the other monstrous races, and they are generally organised into local prides. Within each pride they obey a strict hierarchy, where advancement is difficult but still possible through age, wisdom, or combat prowess.
Relations: Sphinxfolk are generally seen as trustworthy and are welcomed in desert cities; they benefit in particular from the fact that so many other monsters are seen as much worse in comparison. A sphinxfolk that leaves its pride may rise to the position of advisor or even leader for some humanoid societies.
Alignment and Religion: It is said that sphinxfolk are of divine origin - celestial beings sent to the mortal plane long ago to serve as wise and powerful leaders and protectors. Although this legend might never be verified, it is true that sphinxfolk have a strong tendency to be both Good and Lawful. They worship deities of nobility and the sun.
Adventurers: Sphinxfolk are generally lawful but also very proud, and tend to chafe at junior positions in a pride. It is not uncommon for a sphinxfolk to set out into the world to defeat evil and make a name for themselves, that they might earn the right to lead a priide of their own one day.
http://i.imgur.com/jsfMgQt.jpg?1
Sphinxfolk Racial Traits
+2 Charisma, +2 Strength: Sphinxfolk are powerful and proud.
Medium: Sphinxfolk are Medium creatures and receive no bonuses or penalties due to their size.
Fast Speed: Sphinxfolk have a base speed of 40 feet.
Magical Beast: Sphinxfolk are magical beasts.
Darkvision: Sphinxfolk have darkvision out to 60 feet.
Claws (Ex): A sphinxfolk has a two primary natural claw attacks that deal 1d4 damage each.
Glide: A falling Sphinxfolk (or one that deliberately leaps from a high place) may instead choose to fly at a speed of 40 feet with clumsy maneuverability. They may not ascend while flying in this way and must descend at least 5 feet for each round of flight.
Lore (Ex): This ability functions exactly as the loremaster ability (http://www.d20srd.org/srd/prestigeClasses/loremaster.htm#lore) of the same name, using the sphinxfolk's character level as their loremaster level. A sphinxfolk does not gain the greater lore or true lore abilities unless it takes actual levels in the loremaster class.
Magical Beast Empathy (Su): This ability functions as the druid's wild empathy, save that a sphinxfolk can only use this ability on magical beasts. A sphinxfolk gains a +4 racial bonus on this check.
Morphology (Ex): Any armor or shield a Sphinxfolk uses must be adapted for its quadrupedal form. A sphinxfolk cannot wear magic items in the hand or foot slots, and may only wear one magic ring each (on their tails), but they may wear an additional pair of bracers on their hind legs.
Languages: Sphinxfolk adventurers begin play speaking Common. Sphinxfolk with high Intelligence scores can choose from the following: Auran, Celestial, Dwarven, Elven, and Sylvan.
Level Adjustment: +1.
Favoured Class: Cleric.
New Feats
https://i.imgur.com/WPcKJf0.jpg
Aquiline Grace
Your wings allow to fly rather than merely glide.
Prerequisite
Sphinxfolk, character level 6th.
Benefit
You gain a fly speed equal to twice your base land speed with average maneuverability.
Bestial Visage
Rather than a humanoid head,you have the head of a hawk, ram or some other animal.
Prerequisite
Sphinxfolk, character level 3rd.
Benefit
You gain either a gore attack or a bite attack as a secondary natural attack. In either case the attack deals 1d6 damage.
If you have the head of a ram or similar creature, you gain the scent special quality.
If you have the head of a hawk or similar creature, you gain a +4 racial bonus on Spot checks.
Cheetah's Celerity
You are as fast as one of the spotted cats.
Prerequisite
Sphinxfolk, Run.
Benefit
Your base land speed increases by 10 feet.
Divine Ancestry
You are a shining example of what Sphinxfolk once were... or a horrifying harbinger of what your people might become.
Prerequisite
Sphinxfolk, Knowledge (religion) 6 ranks, character level 12th.
Benefit
If you are good-aligned, you gain the celestial creature template. If you are evil-aligned, you gain the fiendish creature template. Ignore the level adjustment from these templates.
Special
If you are neither good-aligned nor evil-aligned, you gain no benefit from this feat.
Greater Divine Ancestry
You embody the true divine nature of your kind.
Prerequisite
Sphinxfolk, Aquiline Grace, Divine Heritage, Knowledge (religion) 9 ranks, character level 15th.
Benefit
If you possess the celestial creature template, it becomes the half-celestial template. If you possess the fiendish creature template, it becomes the half-fiend template. Ignore the level adjustment from these templates.
Special
If you are neither good-aligned nor evil-aligned, you gain no benefit from this feat.
Feline Ferocity
You are as vicious in combat as any cat.
Prerequisite
Sphinxfolk, character level 6th.
Benefit
You gain the Pounce and Rake special attacks. Each of your rake attacks deals 1d4 damage plus one-half your Strength modifier.
Special
A fighter may select Feline Ferocity as one of his fighter bonus feats.
Growth
You are a particularly large member of your race.
Prerequisites
Nonhumanoid, character level 12th.
Benefits
You grow to the next size category. Use the rules for advancing monsters (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) for determining your new ability scores, natural armor, natural attack damage, and size bonuses and penalties.
Special: You can gain this feat multiple times. Each time you do, increase your size to the next largest category. This may allow you to qualify for other feats with size prerequisites.
Lammasu Heritage
One of your ancestors was one of the sacred lammasu.
Prerequisite
Sphinxfolk, character level 12th, any good alignment.
Benefit
You radiate a continuous magic circle against evil that affects a 20-foot radius. You may suppress or reactivate this ability as a free action.
Leopard's Grace
You are adept at clambering over pyramids and ruins, as well as through tree canopies.
Prerequisite
Sphinxfolk, character level 3rd.
Benefit
You gain a climb speed equal to your base land speed. You have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Mighty Roar
You can unleash a terrible roar to frighten and deafen your foes.
Prerequisite
Sphinxfolk, character level 9th, Constitution 12.
Benefit
You may roar to duplicate the effects of the shout spell (DC 10 plus one-half your character level plus your Constitution modifier, caster level equal to your character level). Whenever you roar, you may also make an Intimidate check against any creature caught in the shout to demoralise them for one round. This is a supernatural sonic breath weapon. Whenever you roar, you must wait 1d4 rounds to roar again.
Sphinx's Lore
You are as knowledgeable as a gynosphinx.
Prerequisites
Sphinxfolk.
Benefits
You gain the bardic lore ability as a bard of your character level. If you already possess levels in bard or loremaster, you gain a +2 racial bonus on bardic lore and lore checks.
Riddle of the Sphinx
You can outwit your foes with a complex riddle.
Prerequisite
Sphinxfolk, Intelligence 12, Sphinx's Lore.
Benefit
Whenever an encounter begins, as a full-round action you may name a Knowledge skill and pose a riddle relating to that skill to your opponents. Until they solve the riddle by succeeding at an Intelligence check (DC 10 plus your ranks in the relevant Knowledge skill plus your Intelligence modifier) you gain an insight bonus on your attacks, saves, and AC equal to your Intelligence modifier during that encounter. As a full-round action any opponent that has heard the riddle may make an attempt to solve the it, and they may make any number of attempts.
Mindless opponents and opponents that do not share a language with you (or that cannot speak an answer aloud or telepathically) ignore the bonuses you gain from this feat.
Tiger's Subterfuge
You are as adept as a tiger at prowling through a jungle.
Prerequisite
Sphinxfolk.
Benefit
Hide and Swim are always considered class skills for you. You always have maximum ranks in those skills (regain any skill points you invested in those skills when you take this feat).
Sphinxfolk
https://i.imgur.com/Ydg1tQJ.jpg
Physical Description: Sphinxfolk are virtually identical to true sphinxes or lammasu, albeit smaller in size. They have the bodies of lions, great feathered wings, and regal humanoid faces. Males possess flowing manes, whereas females simply grow their humanoid hair long.
Society: Sphinxfolk are a generally noble and cultured race, living in the desert ruins of a prior civilisation (possibly their own). Their numbers are few, moreso than even the other monstrous races, and they are generally organised into local prides. Within each pride they obey a strict hierarchy, where advancement is difficult but still possible through age, wisdom, or combat prowess.
Relations: Sphinxfolk are generally seen as trustworthy and are welcomed in desert cities; they benefit in particular from the fact that so many other monsters are seen as much worse in comparison. A sphinxfolk that leaves its pride may rise to the position of advisor or even leader for some humanoid societies.
Alignment and Religion: It is said that sphinxfolk are of divine origin - celestial beings sent to the mortal plane long ago to serve as wise and powerful leaders and protectors. Although this legend might never be verified, it is true that sphinxfolk have a strong tendency to be both Good and Lawful. They worship deities of nobility and the sun.
Adventurers: Sphinxfolk are generally lawful but also very proud, and tend to chafe at junior positions in a pride. It is not uncommon for a sphinxfolk to set out into the world to defeat evil and make a name for themselves, that they might earn the right to lead a priide of their own one day.
http://i.imgur.com/jsfMgQt.jpg?1
Sphinxfolk Racial Traits
+2 Charisma, +2 Strength: Sphinxfolk are powerful and proud.
Medium: Sphinxfolk are Medium creatures and receive no bonuses or penalties due to their size.
Fast Speed: Sphinxfolk have a base speed of 40 feet.
Magical Beast: Sphinxfolk are magical beasts.
Darkvision: Sphinxfolk have darkvision out to 60 feet.
Claws (Ex): A sphinxfolk has a two primary natural claw attacks that deal 1d4 damage each.
Glide: A falling Sphinxfolk (or one that deliberately leaps from a high place) may instead choose to fly at a speed of 40 feet with clumsy maneuverability. They may not ascend while flying in this way and must descend at least 5 feet for each round of flight.
Lore (Ex): This ability functions exactly as the loremaster ability (http://www.d20srd.org/srd/prestigeClasses/loremaster.htm#lore) of the same name, using the sphinxfolk's character level as their loremaster level. A sphinxfolk does not gain the greater lore or true lore abilities unless it takes actual levels in the loremaster class.
Magical Beast Empathy (Su): This ability functions as the druid's wild empathy, save that a sphinxfolk can only use this ability on magical beasts. A sphinxfolk gains a +4 racial bonus on this check.
Morphology (Ex): Any armor or shield a Sphinxfolk uses must be adapted for its quadrupedal form. A sphinxfolk cannot wear magic items in the hand or foot slots, and may only wear one magic ring each (on their tails), but they may wear an additional pair of bracers on their hind legs.
Languages: Sphinxfolk adventurers begin play speaking Common. Sphinxfolk with high Intelligence scores can choose from the following: Auran, Celestial, Dwarven, Elven, and Sylvan.
Level Adjustment: +1.
Favoured Class: Cleric.
New Feats
https://i.imgur.com/WPcKJf0.jpg
Aquiline Grace
Your wings allow to fly rather than merely glide.
Prerequisite
Sphinxfolk, character level 6th.
Benefit
You gain a fly speed equal to twice your base land speed with average maneuverability.
Bestial Visage
Rather than a humanoid head,you have the head of a hawk, ram or some other animal.
Prerequisite
Sphinxfolk, character level 3rd.
Benefit
You gain either a gore attack or a bite attack as a secondary natural attack. In either case the attack deals 1d6 damage.
If you have the head of a ram or similar creature, you gain the scent special quality.
If you have the head of a hawk or similar creature, you gain a +4 racial bonus on Spot checks.
Cheetah's Celerity
You are as fast as one of the spotted cats.
Prerequisite
Sphinxfolk, Run.
Benefit
Your base land speed increases by 10 feet.
Divine Ancestry
You are a shining example of what Sphinxfolk once were... or a horrifying harbinger of what your people might become.
Prerequisite
Sphinxfolk, Knowledge (religion) 6 ranks, character level 12th.
Benefit
If you are good-aligned, you gain the celestial creature template. If you are evil-aligned, you gain the fiendish creature template. Ignore the level adjustment from these templates.
Special
If you are neither good-aligned nor evil-aligned, you gain no benefit from this feat.
Greater Divine Ancestry
You embody the true divine nature of your kind.
Prerequisite
Sphinxfolk, Aquiline Grace, Divine Heritage, Knowledge (religion) 9 ranks, character level 15th.
Benefit
If you possess the celestial creature template, it becomes the half-celestial template. If you possess the fiendish creature template, it becomes the half-fiend template. Ignore the level adjustment from these templates.
Special
If you are neither good-aligned nor evil-aligned, you gain no benefit from this feat.
Feline Ferocity
You are as vicious in combat as any cat.
Prerequisite
Sphinxfolk, character level 6th.
Benefit
You gain the Pounce and Rake special attacks. Each of your rake attacks deals 1d4 damage plus one-half your Strength modifier.
Special
A fighter may select Feline Ferocity as one of his fighter bonus feats.
Growth
You are a particularly large member of your race.
Prerequisites
Nonhumanoid, character level 12th.
Benefits
You grow to the next size category. Use the rules for advancing monsters (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) for determining your new ability scores, natural armor, natural attack damage, and size bonuses and penalties.
Special: You can gain this feat multiple times. Each time you do, increase your size to the next largest category. This may allow you to qualify for other feats with size prerequisites.
Lammasu Heritage
One of your ancestors was one of the sacred lammasu.
Prerequisite
Sphinxfolk, character level 12th, any good alignment.
Benefit
You radiate a continuous magic circle against evil that affects a 20-foot radius. You may suppress or reactivate this ability as a free action.
Leopard's Grace
You are adept at clambering over pyramids and ruins, as well as through tree canopies.
Prerequisite
Sphinxfolk, character level 3rd.
Benefit
You gain a climb speed equal to your base land speed. You have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Mighty Roar
You can unleash a terrible roar to frighten and deafen your foes.
Prerequisite
Sphinxfolk, character level 9th, Constitution 12.
Benefit
You may roar to duplicate the effects of the shout spell (DC 10 plus one-half your character level plus your Constitution modifier, caster level equal to your character level). Whenever you roar, you may also make an Intimidate check against any creature caught in the shout to demoralise them for one round. This is a supernatural sonic breath weapon. Whenever you roar, you must wait 1d4 rounds to roar again.
Sphinx's Lore
You are as knowledgeable as a gynosphinx.
Prerequisites
Sphinxfolk.
Benefits
You gain the bardic lore ability as a bard of your character level. If you already possess levels in bard or loremaster, you gain a +2 racial bonus on bardic lore and lore checks.
Riddle of the Sphinx
You can outwit your foes with a complex riddle.
Prerequisite
Sphinxfolk, Intelligence 12, Sphinx's Lore.
Benefit
Whenever an encounter begins, as a full-round action you may name a Knowledge skill and pose a riddle relating to that skill to your opponents. Until they solve the riddle by succeeding at an Intelligence check (DC 10 plus your ranks in the relevant Knowledge skill plus your Intelligence modifier) you gain an insight bonus on your attacks, saves, and AC equal to your Intelligence modifier during that encounter. As a full-round action any opponent that has heard the riddle may make an attempt to solve the it, and they may make any number of attempts.
Mindless opponents and opponents that do not share a language with you (or that cannot speak an answer aloud or telepathically) ignore the bonuses you gain from this feat.
Tiger's Subterfuge
You are as adept as a tiger at prowling through a jungle.
Prerequisite
Sphinxfolk.
Benefit
Hide and Swim are always considered class skills for you. You always have maximum ranks in those skills (regain any skill points you invested in those skills when you take this feat).