EryniesStarting Racial Ability Adjustments:
DEX +2 CHA+2
An Erynies base land speed is 30ft.
Darkvision: Erynies can see in the dark up to 60 feet.
Poison Immunity: Erynies are native to a plane where poison is omnipresent.
Automatic Languages: Infernal, Celestial and Draconic.
Favoured Class: Erynies.
Level HD Base Attack Fort Ref Will Skillpoints Special
1 1d8 +1 +2 +2 +2 (8+int)x4 +1 Natural armor, Feat, resistances(Fire 5, Acid 5, Cold 5), Toungues, Subtypes [Lawful] [Evil]
2 2d8 +2 +3 +3 +3 (8+int) Bonus Feat, Erynies powers 1/day, Telepathy 100 ft, +2 Str, +2 Cha
3 2d8 +2 +3 +3 +3 None +2 Natural armor, Fly 30 ft (average) +2 Dex
4 3d8 +3 +3 +3 +3 (8+int) Feat, Erynies powers 2/day, +2 Wis, +2 Str
5 3d8 +3 +3 +3 +3 None +3 Natural armor, Damage Reduction 2/Good, +2 Cha
6 4d8 +4 +4 +4 +4 (8+int) Bonus Feat, Erynies powers 3/day, +2 Str
7 4d8 +4 +4 +4 +4 None +4 Natural armor, Entangle, See in Darkness, +2 Dex
8 5d8 +5 +4 +4 +4 (8+int) Resistances(Fire 10, Acid 10, Cold 10), Damage Reduction 5/Good, +2 Wis, +2 Int, +2 Con
9 5d8 +5 +4 +4 +4 None +5 Natural armor, Erynies powers at will, +2 Cha
10 6d8 +6 +5 +5 +5 (8+int) Feat, Spell Resistance 10, +2 Str
11 6d8 +6 +5 +5 +5 None +6 Natural armor, Greater Teleport 1/day, +2 Dex
12 7d8 +7 +5 +5 +5 (8+int) True Seeing, +2 Wis
13 7d8 +7 +5 +5 +5 None +7 Natural armor, Greater Teleport 3/day, +2 Cha
14 8d8 +8 +6 +6 +6 (8+int) Fire Immunity, Fly 50ft (good), +2 Str
15 8d8 +8 +6 +6 +6 None +8 Natural armor, Greater Teleport at will, +2 Dex
16 9d8 +9 +6 +6 +6 (8+int) Feat, Spell Resistance 20, Summon Devil, +2 Wis, +2 Int
Erynies Powers (Sp)At the 2nd level an erynies gains the ability to use some spell like abilities 1/day. She can use charm monster, minor image and unholy blight. This Ability improves at level 4 to 2/day and at level 6 to 3/day. At level 9 an erynies can use these powers at will. Caster level 12th. The save DCs are Charisma-based.
Entangle (Ex)At level 7 an erinyes gains the ability to grant any piece of rope in her possesion the ability to entangle opponents of any size as the animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. It takes 8 hours of contact with a piece of rope to imbue this ability.
See in Darkness (Su)Erynies of level 7 or higher can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Greater Teleport (Sp)Begining at level 11 an Erynies gains the ability to use Greater Teleport 1/day, at level 13 this ability improves to 3/day and at level 15 it is usable at will. An Erynies may only move herself and up to 50 pounds of objects in this way.
True Seeing (Su)Erinyes of the 12th level or higher continuously use true seeing, as the spell (caster level 14th).
Summon Devil (Sp)At the 16th level once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
Maug monster class+2 Str, Con -
Medium Construct
Level HD BAB Fort Ref Will Special
1 1d10 +0 +0 +0 +0 Construct Traits, Rapid Repair, Alertness
2 1d10 +0 +0 +0 +0 +2 Str, +2 Dex, Spell resistance
3 2d10 +1 +0 +0 +0 Exotic Weapon Proficiency(Two bladed sword), +2 Str, +2 Int
4 2d10 +1 +0 +0 +0 Pulverize, +2 Str, +2 Cha
5 2d10 +1 +0 +0 +0 Large Size, +2 Str, +2 Dex
Skills: 8+Int(*4 at first level)
Craft, Intimidate, Knowledge(Architecture and Engineering), Listen, Profession, Spot, Survival.
Construct traitsSee Monster manual
Rapid Repair (Ex)A maug regains 1 hp for each full hour he rests. Other characters can double this with a DC 15 craft(stonemasonry) check. A maug cannot assist its own repair.
Spell ResistanceA maug has spell resistance equal to 14 + its hit die from class levels.
Pulverize(Su)Three times a day a maug can negate the hardness of a touched object for 1d4 rounds (Fortitude DC 18 negates). This power effects up to 1000 cubic feet of matter with each use. Unattended nonmagical objects get no saving throw. This attack does not provoke attacks of oppertunity.
Livewood dryad monster classLivewood Dryad
Medium Fey
+2 Dex +2 Cha
Automatic languages: Common, Elven, Sylvian.
Bonus Languages: Any
Level HD BAB Fort Ref Will Special Skills
1. 1d6 +0 +0 +2 +2 Livewood Dependent, Wild Empathy (6+Int)*4
2. 2d6 +0 +0 +3 +3 +2 Cha, +2 Wis, Minor Powers 6+Int
3. 2d6 +0 +0 +3 +3 +2 Dex, +2 Int, DR 5/Cold Iron
4. 3d6 +1 +1 +3 +3 +2 Cha, +2 Wis, Moderate Powers 6+Int
5. 4d6 +1 +1 +4 +4 +2 Dex, +2 Int, +3 Natural Armor 6+Int
6. 4d6 +1 +1 +4 +4 +2 Cha, +2 Dex, Major Powers
Class skills:
Craft, Escape Artist, Handle Animal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival, Use Rope
Livewood Dependent (Su)A Livewood Dryad is bound to a tree that can never die and as such most livewood dryads carry their tree with them in the form of an amulet or a quarterstaff. If her tree is ever more than 300 yards from her she will become sick and die within 4d6 hours.
Wild Empathy (Ex)This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.
Minor powersA dryad gains Entangle, Speak with Plants and Tree shape as spell like abilities usable 1 time a day.
Moderate PowersA dryad gains Charm person, Deep Slumber and Tree Stride as spell like abilities usable 1 time a day. In addition her uses of her minor powers increase to 3 times a day
Major PowersA dryad gains Suggestion as a spell like ability usable 1 time a day. In addition her minor and moderate powers improve. Minor powers are usable at will and moderate powers are usable 3 times a day.
Dryad powers have a caster level equal to her hd and DCs are wisdom based.
Valkyrie Racial Bonuses: +2 Dex +2 Con
Valkyries are Evasive and mobile: They have Uncanny Dodge.
Valkyries have Darkvision 60ft
Valkyries have a racial +10 bonus to Listen and Spot
Valkyries speak Abyssal, Celestial and Common
Favored Class: Swordsage
Medium Outsider
Level HD Base Attack Fort Ref Will Skillpoints Special Initiator Level Manuvers Known Stances Known
1 1d8 +1 +2 +2 +2 (8+int)*4 Chaotic Subtype, Electricity Attacks (d2), Natural Armor +2 - - -
2 2d8 +2 +3 +3 +3 8+int +2 Str, Resistances (5), Lightning Gaze 1d6 1 1 1
3 3d8 +3 +3 +3 +3 8+int +2 Dex, Two weapon Fighting, Natural Armor +3 2 2 1
4 3d8 +3 +3 +3 +3 +2 Str +2 Con, Electricity Attacks (d4) 2 2 1
5 4d8 +4 +4 +4 +4 8+int +2 Dex +2 Cha, Fly 30 (good), Lightning Gaze 2d6 3 3 1
6 5d8 +5 +4 +4 +4 8+int +2 Str, Resistances (10), Electricity Attacks (d6) 4 4 1
7 5d8 +5 +4 +4 +4 +2 Dex +2 Con, Immune Fear, Natural Armor +4 4 4 1
8 6d8 +6 +5 +5 +5 8+int +2 Str +2 Int +2 Wis, Large size, DR 5/Cold Iron 5 5 1
9 7d8 +7 +5 +5 +5 8+int +2 Dex +2 Cha, Fly 60 (perfect), Natural Armor +5 6 6 1
10 7d8 +7 +5 +5 +5 +2 Str +2 Con, Improved Two weapon Fighting 6 6 1
11 8d8 +8 +6 +6 +6 8+int +2 Dex, Resistances (15), Lightning Gaze 3d6 7 7 1
12 9d8 +9 +6 +6 +6 8+int +2 Str, Sonic Burst, Natural Armor +6 8 8 1
13 9d8 +9 +6 +6 +6 +2 Dex +2 Con, Immune Cold, DR 10/Cold Iron 8 8 1
14 10d8 +10 +7 +7 +7 8+int +2 Str +2 Cha, Immune Electricity 9 9 1
15 11d8 +11 +7 +7 +7 8+int +2 Dex, Immune Sonic, Natural Armor +7 10 9 1
16 11d8 +11 +7 +7 +7 +2 Con +2 Int, Lightning Gaze 4d6 10 9 1
Skills:
Class skills are Balance, Concentration, Diplomacy, Hide, Intimidate, Jump, Knowledge(the Planes), Listen, Martial Lore, Sense Motive, Spot, Survival and Tumble.
Weapon and armor proficiency:
A Valkyrie is proficient with all martial weapons and with light armor but not shields.
Initiator level.
A Valkyrie can choose her maneuvers from the Setting Sun, Stone dragon and Tiger Claw Disciplines. Her maneuvers require 5 minutes of meditation to recover.
Spell Resistance(Ex):
A Valkyrie has spell resistance equal to her HD from class levels +6
Electricity Attacks(Su):
A Valkyrie deals an additional 1d2 points of electricity damage with any weapon she wields, at level 4 this improves to 1d4 and at level 6 to 1d6
Valkyrie resistances(Ex):
A Valkyrie gains resistance 5 to Electricity, Sonic and Cold at level 2. This improves to resistance 10 at level 6 and again at level 11 to resistance 15.
Lightning Gaze(Su):
A Valkyrie can strike anyone who meets her gaze with lightning. This ability has a range of 30 feet and deals 1d6 points of electricity damage reflex save to avoid (DC: 10 + 1/2HD from class levels + Cha mod). This ability improves at level 5 to 2d6 at level 11 to 3d6 and finally at level 16 to 4d6 damage.
At level 3 a Valkyrie gains Two weapon Fighting as a bonus feat.
Beginning at level 5 a Valkyrie gains the ability to fly 30ft per round at good maneuverability.
Once she reaches level 7 a Valkyrie is immune to fear.
At level 8 the Valkyries size increases to Large, she receives a -1 penalty on AC and attack rolls. -4 penalty on hide checks and may wield Large weapons without penalty. She receives no attribute bonus for this change.
Once she reaches level 9 a Valkyrie has perfected her flying. Her new fly speed is 60' and maneuverability is perfect.
At level 10 a Valkyrie receives Improved Two weapon fighting as a bonus feat.
Sonic Burst(Su):
Starting at level 10 a Valkyrie can clap her wings together to produce a sonic burst. This is a swift action and creatures within 30 feet of the valkyrie take 4d6 sonic damage.
There is a reflex save to avoid (DC: 10 + 1/2HD from class levels + Cha mod) and the valkyrie must wait 1d4 rounds before using this ability again.
At level 13 and higher a Valkyrie is Immune to Cold
At level 14 and higher a Valkyrie is Immune to Electricity
At level 15 and higher a Valkyrie is Immune to Sonic
NymphMedium Fey
| | | Level | | | Hit Die | | | Base Attack | | | Fort | | | Ref | | | Will | | | Skillpoints | | | Special | | | Spellcasting | | |
| | | 1 | | | 1d6 | | | +0 | | | +0 | | | +2 | | | +2 | | | (6+Int)x4 | | | Stunning Glance 1/day | | | Level 1 | | |
| | | 2 | | | 2d6 | | | +1 | | | +0 | | | +3 | | | +3 | | | (6+Int) | | | Unearthly Grace, +8 to swim, Can take 10 on swim checks | | | Level 1 | | |
| | | 3 | | | 2d6 | | | +1 | | | +0 | | | +3 | | | +3 | | | - | | | Blinding Beauty (Daze), DR 2/ Cold Iron | | | Level 2 | | |
| | | 4 | | | 3d6 | | | +1 | | | +1 | | | +3 | | | +3 | | | (6+Int) | | | Stunning Glance 3/day, +2 DEX, +2 INT, +2 WIS, +2 CHA | | | Level 2 | | |
| | | 5 | | | 3d6 | | | +1 | | | +1 | | | +3 | | | +3 | | | - | | | DR 4/Cold Iron | | | Level 3 | | |
| | | 6 | | | 4d6 | | | +2 | | | +1 | | | +4 | | | +4 | | | (6+Int) | | | Blinding Beauty(Stun) | | | Level 3 | | |
| | | 7 | | | 4d6 | | | +2 | | | +1 | | | +4 | | | +4 | | | - | | | Stunning Glance(at Will), DR 6/Cold Iron | | | Level 4 | | |
| | | 8 | | | 5d6 | | | +2 | | | +1 | | | +4 | | | +4 | | | (6+Int) | | | +2 DEX, +2 INT, +2 WIS, +2 CHA, +2 CON | | | Level 4 | | |
| | | 9 | | | 5d6 | | | +2 | | | +1 | | | +4 | | | +4 | | | - | | | Blinding Beauty(Blind) | | | Level 5 | | |
| | | 10 | | | 5d6 | | | +2 | | | +1 | | | +4 | | | +4 | | | - | | | DR 8/Cold Iron | | | Level 5 | | |
| | | 11 | | | 6d6 | | | +3 | | | +2 | | | +5 | | | +5 | | | (6+Int) | | | Dimention Door 1/day | | | Level 6 | | |
| | | 12 | | | 6d6 | | | +3 | | | +2 | | | +5 | | | +5 | | | - | | | DR 10/ Cold Iron | | | Level 6 | | |
| | | 13 | | | 6d6 | | | +3 | | | +2 | | | +5 | | | +5 | | | - | | | Blinding Beauty(At Will) | | | Level 7 | | |
Racial Traits:
Starting ability score adjustments:
+2 Wis +4 Cha
Speed: Nymph land speed is 30 ft
Low Light Vision
Wild Empathy: As druid but with +6 racial Bonus
Skills: +4 to Swim, May run while swimming
Automatic Languages: Sylvian, Common
Class Abilities:
Nymphs are profitient with simple weapons. Nymphs are not proficient with any armor.
Blinding Beauty(Su): This ability affects all humanoids within 30 ft. Those who look directly at the nymph must succeed on a DC (10+ 1/2 HD + Cha) Fortitude check or be Dazed for one round. The nymph can suppress or resume this ability as a free action and may use it for a number of rounds equal to her Nymph level. This ability improves at level 6 to Stunning the enemy for one round and at level 9 to cause the target to be blinded permanently as though by the blindness spell. a nymph may use this ability for 1 minute per level until level 13, at level 13 a nymph uses this ability constantly unless it is supressed as an at will ability.
Spellcasting, Nymphs can cast spells as if they were druids, see table for details. nymph levels stack with druid levels to determine spellcasting
Stunning Glance(Su): Once a day as a standard action the nymph may stun a creature within 30 ft with a look. The target creature must succeed on a DC (10+ 1/2 HD + Cha) Fortitude check or be stunned for 2d4 rounds. The Nymph gains an additional 2 uses of this ability at level 4 and may use this ability at will at level 7.
Unearthly Grace(Su): A Nymph Adds Her Charisma Modifier as a bonus to all of her saving throws and as a deflection bonus to her AC
At level 2 the nymphs ability to swim improves, she gains an additional +4 to her swim skill and may always take 10 on a swim check even if distracted or endangered.