View Full Version : Erinyes - make them a playable race please?
Stormthorn
2008-03-15, 12:10 PM
I want to create a Erinyes character and they have a level adjustment of +7, but i want an entery for "Erinyes as Characters".
Could someone please write one?
RandomLunatic
2008-03-15, 12:46 PM
Erinyes as Characters
-Abilities: STR +10, DEX +10, CON +10, INT +4, WIS +8, CHA +10
-Medium size.
-Speed 30', Fly 60' (Good)
-Racial Hit Dice: An Erinyes begins with 9 levels of outsider, providing it with 9d8 Hit Dice, a +9 BAB, and base save bonuses of +7 Fort, +7 Reflex, and +7 Will.
-Racial Skills: And Erinyes' racial hit dice provide it with skill points equal to 12x(8+INT modifier). Its class skills are Concentration, Diplomacy, Escape Artist, Hide, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Spot, Survival, and Use Rope.
-Racial Feats: The Erinyes' racial levels provide it with four feats. It also gets Dodge and Mobility as bonus feats.
-+8 Natural Armor Bonus.
-Baatezu Traits: Darkvision 60', Immunity to Fire and Poison, Acid resistance 10 and Cold resistance 10, See in Darkness, Telepathy 100'.
-Special Attacks: Entangle, Spell-Like Abilities, Summon Baatezu.
-Special Qualities: True Seeing, DR 5/Good, SR equal to 20+class levels.
-Automatic Languages: Infernal, Celestial, Draconic. Bonus Languages: ?
-Favored Class: Bard?
-Level Adjustment: +7.
Lairship
2008-03-15, 02:08 PM
Erinyes as Characters
+2 Charisma, -2 Wisdom [Strong willed with a regal air about them, but their pride and mood swings are often their downfall]
Medium size.
A erinye’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: Erinyes have a +2 racial bonus on Diplomacy and Sense Motive.
Racial Feats: A erinye gains feats according to its class levels, it also gains Dodge at level five and Mobility at level seven.
Baatezu Traits: Fire resistance 2 at level two and +2 every four levels.
Automatic Languages: Infernal. Bonus Languages: Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
Favored Class: Rogue [While not thieves, they act in secret]
Level adjustment: I'm not sure, not +7 though. :D
Stormthorn
2008-03-15, 03:47 PM
Level adjustment: I'm not sure, not +7 though. :D
Thats what the website gives. I did figure that they get like +12 for a number of skills form their d20srd entry, but i might be wrong on that.
The_Snark
2008-03-15, 04:06 PM
I actually wrote up a monster progression for the erinyes a while ago, using the rules in Savage Species. Note that when it says feat on the table, that just denotes when you get the feat you'd normally get every three levels; the level adjustment throws off that progression a bit.
Here it is, if you want to play the monster erinyes rather than a modified player race and aren't starting at level 16.
Starting Racial Traits:
+2 Dex, +2 Cha
Darkvision
See in Darkness
+4 bonus on saves against poison
{table=head]
Level|
Hit Dice|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Skill Points|
Special
1st|1d8|
+1|
+2|
+2|
+2|(8+Int mod)x4|Feat, resist fire 10, Dodge
2nd|2d8|
+2|
+3|
+3|
+3|8+Int mod|+2 Con, telepathy 100 ft, +1 natural armor
3rd|2d8|
+2|
+3|
+3|
+3|-|+2 Str, +2 Con, fly 30 (good), resistances
4th|3d8|
+3|
+3|
+3|
+3|8+Int mod|Feat, +2 Wis, +2 Cha, spell resistance, +2 natural armor
5th|3d8|
+3|
+3|
+3|
+3|-|+2 Str, +2 Int, immune to fire and poison, Mobility, summon devil (2d4 lemures, 50%)
6th|4d8|
+4|
+4|
+4|
+4|8+Int mod|+2 Dex, +3 natural armor
7th|4d8|
+4|
+4|
+4|
+4|-|+2 Str, +2 Cha, erinyes powers 1/day, summon devil (2d8 lemures, 50%)
8th|5d8|
+5|
+4|
+4|
+4|8+Int mod|+2 Wis, +4 natural armor, summon devil (1 barbazu, 30%)
9th|5d8|
+5|
+4|
+4|
+4|-|+2 Dex, +2 Con, DR 5/good
10th|6d8|
+6|
+5|
+5|
+5|8+Int mod|Feat, erinyes powers 3/day, +5 natural armor
11th|6d8|
+5|
+5|
+5|
+5|-|+2 Cha, greater erinyes powers 1/day, summon devil (2d10 lemures or 1d4 barbazus, 50%), true seeing 1 min/day
12th|7d8|
+7|
+5|
+5|
+5|8+Int mod|+2 Dex, erinyes powers at will, +6 natural armor
13th|7d8|
+7|
+5|
+5|
+5|-|+2 Int, +2 Dex, greater erinyes powers 3/day, true seeing 10 min/day
14th|8d8|
+8|
+6|
+6|
+6|8+Int mod|+2 Con, fly 50 ft (good), +7 natural armor
15th|8d8|
+8|
+2|
+2|
+6|-|+2 Str, +2 Wis, entangle, greater erinyes powers at will
16th|9d8|
+9|
+6|
+6|
+6|8+Int mod|+2 Con, +2 Cha, true seeing at will, +8 natural armor
[/table]
Skills: An erinyes gains 8+Int modifier skill points at every level when it gains another hit die, or 8+Int modifier x4 at 1st level. Its class skills are Concentration, Escape Artist, Hide, Knowledge (any), Listen, Move Silently, Search, Sense Motive, and Spot.
Weapon and armor proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor or shields.
Resistances: At 3rd level, an erinyes gains resistance to acid and cold 10.
Spell resistance: At 4th level, an erinyes gains SR equal to her level+4.
Erinyes powers (Sp): At 7th level, the erinyes gains the ability to use Charm Monster and Minor Image each once per day, at a caster level equal to ¾ of her level. Save DCs are Charisma-based. At 10th level, the erinyes can use these powers each three times per day, and at 12th level she can use them at will.
Greater erinyes powers (Sp): At 11th level, the erinyes gains the ability to use Greater Teleport (self and up to 50 lbs of inanimate objects only) and Unholy Blight each once per day, at a caster level equal to ¾ of her level. Save DCs are Charisma-based. At 13th level, the erinyes can use these powers each three times per day, and at 15th level she can use them at will.
True Seeing (Su): At 11th level, an erinyes can invoke a True Seeing effect, for up to 10 rounds per day. She can activate and deactivate the effect as a free action, but each activation takes a minimum of 1 round of her daily time. At 13th level, the erinyes can use this ability for up to 10 minutes each day, and at 16th it is constant.
Abilities not noted here function as listen in the erinyes monster entry.
Lairship
2008-03-15, 04:27 PM
I actually wrote up a monster progression for the erinyes a while ago, using the rules in Savage Species. Note that when it says feat on the table, that just denotes when you get the feat you'd normally get every three levels; the level adjustment throws off that progression a bit.
Here it is, if you want to play the monster erinyes rather than a modified player race and aren't starting at level 16.
Starting Racial Traits:
+2 Dex, +2 Cha
Darkvision
See in Darkness
+4 bonus on saves against poison
{table=head]
Level|
Hit Dice|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Skill Points|
Special
1st|1d8|
+1|
+2|
+2|
+2|(8+Int mod)x4|Feat, resist fire 10, Dodge
2nd|2d8|
+2|
+3|
+3|
+3|8+Int mod|+2 Con, telepathy 100 ft, +1 natural armor
3rd|2d8|
+2|
+3|
+3|
+3|-|+2 Str, +2 Con, fly 30 (good), resistances
4th|3d8|
+3|
+3|
+3|
+3|8+Int mod|Feat, +2 Wis, +2 Cha, spell resistance, +2 natural armor
5th|3d8|
+3|
+3|
+3|
+3|-|+2 Str, +2 Int, immune to fire and poison, Mobility, summon devil (2d4 lemures, 50%)
6th|4d8|
+4|
+4|
+4|
+4|8+Int mod|+2 Dex, +3 natural armor
7th|4d8|
+4|
+4|
+4|
+4|-|+2 Str, +2 Cha, erinyes powers 1/day, summon devil (2d8 lemures, 50%)
8th|5d8|
+5|
+4|
+4|
+4|8+Int mod|+2 Wis, +4 natural armor, summon devil (1 barbazu, 30%)
9th|5d8|
+5|
+4|
+4|
+4|-|+2 Dex, +2 Con, DR 5/good
10th|6d8|
+6|
+5|
+5|
+5|8+Int mod|Feat, erinyes powers 3/day, +5 natural armor
11th|6d8|
+5|
+5|
+5|
+5|-|+2 Cha, greater erinyes powers 1/day, summon devil (2d10 lemures or 1d4 barbazus, 50%), true seeing 1 min/day
12th|7d8|
+7|
+5|
+5|
+5|8+Int mod|+2 Dex, erinyes powers at will, +6 natural armor
13th|7d8|
+7|
+5|
+5|
+5|-|+2 Int, +2 Dex, greater erinyes powers 3/day, true seeing 10 min/day
14th|8d8|
+8|
+6|
+6|
+6|8+Int mod|+2 Con, fly 50 ft (good), +7 natural armor
15th|8d8|
+8|
+2|
+2|
+6|-|+2 Str, +2 Wis, entangle, greater erinyes powers at will
16th|9d8|
+9|
+6|
+6|
+6|8+Int mod|+2 Con, +2 Cha, true seeing at will, +8 natural armor
[/table]
Skills: An erinyes gains 8+Int modifier skill points at every level when it gains another hit die, or 8+Int modifier x4 at 1st level. Its class skills are Concentration, Escape Artist, Hide, Knowledge (any), Listen, Move Silently, Search, Sense Motive, and Spot.
Weapon and armor proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor or shields.
Resistances: At 3rd level, an erinyes gains resistance to acid and cold 10.
Spell resistance: At 4th level, an erinyes gains SR equal to her level+4.
Erinyes powers (Sp): At 7th level, the erinyes gains the ability to use Charm Monster and Minor Image each once per day, at a caster level equal to ¾ of her level. Save DCs are Charisma-based. At 10th level, the erinyes can use these powers each three times per day, and at 12th level she can use them at will.
Greater erinyes powers (Sp): At 11th level, the erinyes gains the ability to use Greater Teleport (self and up to 50 lbs of inanimate objects only) and Unholy Blight each once per day, at a caster level equal to ¾ of her level. Save DCs are Charisma-based. At 13th level, the erinyes can use these powers each three times per day, and at 15th level she can use them at will.
True Seeing (Su): At 11th level, an erinyes can invoke a True Seeing effect, for up to 10 rounds per day. She can activate and deactivate the effect as a free action, but each activation takes a minimum of 1 round of her daily time. At 13th level, the erinyes can use this ability for up to 10 minutes each day, and at 16th it is constant.
Abilities not noted here function as listen in the erinyes monster entry.
That right there is smexy. :biggrin:
Stormthorn
2008-03-15, 08:43 PM
True Seeing, DR 5/Good, SR equal to 20+class levels
I get the first bit, but what do DR 5/good and SR mean?
Flickerdart
2008-03-15, 08:50 PM
I get the first bit, but what do DR 5/good and SR mean?
Damage resistance 5 against any weapon that is not Good, Spell Resistance of 20 plus level.
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