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rferries
2019-01-13, 01:49 AM
Grecomyths
Physical Description: Grecomyths vary wildly in appearance according to their invididual subrace. A grecomyth might be a raucous harpy, burly centaur, hauntingly beautiful gorgon, or or some other subrace.

Society: Grecomyths are a passionate people, in every sense of the word. They are wondrous artists and warriors, who live in wild forests or island communities in temperate climates. Smaller groups might be composed mostly or entirely of one subrace, though their larger cities are invariably a mix of all subraces.

Relations: Grecomyths have generally uneasy relations with other races. Although some subraces (such as fauns and most nymphs) have friendly or even intimate relations with non-grecomyths, others are feared as pillagers (such as centaurs and satyrs) or even bloodthirsty monsters (such as gorgons and minotaurs). Similar tensions sometimes exist even between grecomyth subraces.

Alignment and Religion: Grecomyths are strongly inclined towards chaos (whether free-spirited joy, self-indulgent whimsy, or random cruelty). They worship deities of the Olympian pantheon (or equivalent campaign setting deities) almost exclusively.

Adventurers: Grecomyths sometimes leave their homelands to adventure out of wanderlust, self-gratification, or for honour and glory.

Grecomyth Racial Traits
Unless otherwise specified, all grecomyths share the following racial traits.

+2 Charisma, +2 Wisdom, -2 Intelligence: All grecomyths are passionate and in tune with nature and the gods. Conversely, they generally have little interest in higher learning and civilisation.

Type: Varies according to subrace (see below).

Size: Varies according to subrace (see below).

Speed: Varies according to subrace (see below).

Immortal Ichor (Ex): The blood of the gods runs in the veins of grecomyths. They have no maximum age, and cannot be magically aged. They do not accrue aging penalties to their physical ability scores, though they accrue aging bonuses to their mental ability scores at the same rate as elves (to a maximum of +3 to each ability score). They never die of old age, though they can be slain.

Subrace (Ex): Each Grecomyth belongs to a particular subrace, which provides additional racial traits and access to various special feats (see below).

Favoured Class: Varies according to subrace (see below).

Languages: Grecomyths begin play speaking Common and Undercommon. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Sylvan, and Terran.

Level Adjustment: +1.

Grecomyth Subraces
All traits given below are in addition to those of a base grecomyth.

Centaur
These handsome creatures have wild manes of hair and the bodies of horses from the waist down. They have a taste for wine and for attractive humanoids.

+2 Constitution, +2 Dexterity, +2 Strength, -2 Intelligence: Centaurs are large, fast, and strong, but even less learned than other grecomyths.

Fey: Centaurs are creatures of the fey type.

Large: Centaurs are Large creatures, with all the attendant bonuses and penalties.

Charger: Centaurs can gallop as fast as heavy warhorses, and have a base land speed of 50 ft.

Equine Build (Ex): A centaur ignores the prerequisites for the Ride-By Attack and Spirited Charge feats, and may benefit from them as though she were a mounted humanoid creature.

Low-Light Vision (Ex): Centaurs possess low-light vision.

Natural Weapons (Ex): A centaur may make two hoof attacks as secondary natural attacks, dealing damage according to her size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).

Undersize Weapons (Ex): A centaur is treated as being one size category smaller than her actual size for the purpose of wielding manufactured weapons.

Favoured Class: Barbarian.

Child of Cheiron [Racial]
You are descended from the wise and gentle centaur known as Cheiron.

Prerequisites
Grecomyth (centaur), must be selected at 1st level.

Benefits
You lose your racial penalties to Intelligence for being a grecomyth and a centaur, and instead gain a +2 racial bonus to Intelligence.

Choose a class. That class becomes your favoured class (instead of barbarian).
Cyclopes
This subrace of one-eyed giants possesses tremendous skill at crafting.

+2 Constitution, +4 Strength, -2 Wisdom: Cyclopes are large and strong, but somewhat gullible.

Giant: Cyclopes are creatures of the giant type.

Large: Cyclopes are Large creatures, with all the attendant bonuses and penalties.

Normal Speed: Cyclopes have a base land speed of 30 feet.

Fire Resistance: Cyclopes possess fire resistance 5. This improves to resistance 10 at 3rd level, to resistance 20 at 7th level, and to resistance 30 (the maximum) at 11th level.

Low-Light Vision (Ex): Cyclopes possess low-light vision.

Natural Weapons (Ex): A cyclops may make two slam attacks as primary natural attacks, dealing damage according to her size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).

Master Smith (Ex): A cyclopes may craft magic items without requiring item creation feats or even the ability to cast spells. She uses her character level as her caster level and ignores all prerequisites other than gp costs, XP costs, and time spent crafting.

Favoured Class: Barbarian.

Faun
These carefree creatures have the horns and legs of goats.

+2 Charisma, +4 Dexterity, -2 Strength: Fauns are quick and charming, but not particularly strong.

Fey: Fauns are creatures of the fey type.

Small: Fauns are Small creatures, with all the attendant bonuses and penalties.

Fleet Of Foot: Fauns have a base land speed of 40 ft.

Low-Light Vision (Ex): Fauns possess low-light vision.

Natural Weapons (Ex): A faun may make a gore attack as a secondary natural attack, dealing damage according to her size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).

Unearthly Grace (Su): A faun adds her Charisma bonus (if any) as a resistance bonus to all her saving throws and as a deflection bonus to her Armour Class.

Woodland Wisdom (Ex): A faun with levels of bard may learn spells from the druid and ranger spell lists as though they were bard spells.

Favoured Class: Bard.

Satyr [Racial]
You are a particularly aggressive and lustful member of your subrace.

Prerequisites
Grecomyth (faun), must be selected at 1st level.

Benefits
Your size increases to Medium. You lose your racial penalty to Strength for being a faun and instead gain a +2 racial bonus to Strength.

Your gore attack becomes a primary natural attack.
Harpy
These winged creatures are terrible gluttons and have raucous senses of humour.

+4 Dexterity, +2 Constitution, -2 Intelligence: Harpies are agile and have strong stomachs, but have little interest in higher learning.

Monstrous Humanoid: A harpy is a monstrous humanoid.

Medium: A harpy is Medium size, with no particular size bonuses or penalties.

Slow Speed: A harpy has a base land speed of 20 feet.

Flight (Ex): A harpy has a fly speed of 40 feet with clumsy maneuverability.

Iron Stomach (Ex): A harpy is immune to nonmagical diseases and poisons, and has a +4 racial bonus on saves against magical diseases and poisons.

Natural Weapons (Ex): A harpy may make two claw attacks (with his feet) as primary natural attacks and a bite attack as a secondary natural attack, dealing damage according to his size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). While grounded, a harpy cannot make claw attacks.

Favoured Class: Bard.

Harpy Harrier [Racial]
You are adept at aerial combat.

Prerequisites
Grecomyth (harpy), character level 6th.

Benefits
Your maneuverability while flying improves to average.

Siren [Racial]
You are a surprisingly enchanting member of your subrace.

Prerequisites
Grecomyth (harpy), must be selected at 1st level.

Benefits
You may use enthrall three times per day as a supernatural ability (caster level = your character level, save DC 10 + 1/2 your character level + your Charisma modifier).
Minotaur
These creatures have powerfully muscular bodies and the heads of bulls.

+2 Constitution, +4 Strength, -2 Intelligence: Minotaurs are mighty but lack problem-solving abilities.

Monstrous Humanoid: Minotaurs are monstrous humanoids.

Medium: A Minotaur is Medium size, with no particular size bonuses or penalties.

Fast Speed: Minotaurs have a base land speed of 40 ft.

Natural Attacks (Ex): A minotaur may make two slam attacks as primary natural attacks and a gore attack as a secondary natural attack, dealing damage according to her size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).

Powerful Build (Ex): A minotaur is treated as a creature of her actual size or one size category larger, whichever would be more beneficial to her at the time. This also affects the damage of her natural weapons (see above).

Favoured Class: Barbarian.

Powerful Charge [Racial]
You can perform lethal charges.

Prerequisites
Grecomyth (minotaur).

Benefits
You deal double damage during charges.

Trample [Racial]
Your charges destroy all things in your path.

Prerequisites
Grecomyth (minotaur), Powerful Charge.

Benefits
Whenever you perform a charge, you automatically hit all creatures in your path. Creatures may make a Reflex save (DC 10 + 1/2 your character level + your Strength modifier) for half damage.
Nymph
These enchanting creatures resemble inhumanly beautiful humans. This subrace of grecomyths is almost another race unto itself, possessed of many different sub-varieties.

+2 Charisma, +2 Dexterity, +2 Wisdom, -2 Constitution: Nymphs are graceful in both thought and deed, but are somewhat frail.

Fey: Nymphs are creatures of the fey type.

Low-Light Vision: Nymphs possess low-light vision.

Normal Speed: Nymphs have a base land speed of 30 feet.

Unearthly Grace (Su): A nymph adds his Charisma bonus (if any) as a resistance bonus to all his saving throws and as a deflection bonus to his Armour Class.

Favoured Class: Ranger.

Forest Nymph [Racial]
You are a dryad or hamadryad.

Prerequisites
Grecomyth (nymph), must be selected at 1st level.

Benefits
You gain the wild empathy ability as a druid of your character level. If you already possess that ability, you gain a +6 racial bonus on wild empathy checks. You may use it to influence plant creatures as though they were animals.

You benefit from a constant, inherent barkskin effect (caster level = your character level).

Gorgon [Racial]
You are cursed by the gods to be too hideous - or too beautiful - to look upon.

Prerequisites
Grecomyth (nymph), must be selected at 1st level.

Benefits
You gain the Gorgon's Gaze special attack (see below).

Gorgon's Gaze (Su): Creatures within 30 feet that meet your gaze must succeed on a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become shaken for 1d4 rounds. You cannot suppress this ability (save by covering your face). This is a [Fear] gaze attack.

Special
As a physical manifestation of the curse, your skin becomes scaled and your hair becomes a mass of writhing, hissing serpents.

Gorgon's Armour [Racial]
Your scales are as hard as adamant.

Prerequisites
Grecomyth (nymph), Gorgon.

Benefits
You gain a natural armour bonus of +1 per four character levels, to a maximum of +5 at 20th level.

Gorgon's Coils [Racial]
You have a mighty serpent's tail instead of legs, possibly even with a rattlesnake's rattle.

Prerequisites
Grecomyth (nymph), Gorgon.

Benefits
You gain a tail slap as a secondary natural attack, dealing damage according to your size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).

You gain the Improved Grab and Constriction special attacks for your tail slap. Your constriction deals damage additional damage equal to the tail slap's base damage.

Special
You may no longer wear magic items in the leg or foot slots, though at the DM's option you may make substitutions (i.e. an extra ring slot at the end of your tail).

Gorgon's Gaze, True [Racial]
Your gaze is quite petrifying.

Prerequisites
Grecomyth (nymph), Gorgon, Gorgon's Armour, Gorgon's Coils, Gorgon's Tresses, Gorgon's Venom, Greater Gorgon's Tresses, character level 15th.

Benefits
A creature fails its Will save against your gaze (see the Gorgon feat) is panicked instead of shaken. A panicked creature that fails its save against your gaze is either driven permanently insane or transformed into stone (chosen when you select this feat).

Gorgon's Tresses [Racial]
Your serpentine hair can watch for enemies.

Prerequisites
Grecomyth (nymph), Gorgon.

Benefits
You gain the All-Around Vision special quality (see below).

All-Around Vision (Ex): Your serpentine tresses allow you to look in any direction, providing a +4 racial bonus on Spot and Search checks. You can’t be flanked.

Gorgon's Tresses, Greater [Racial]
Your serpentine hair can attack of its own volition.

Prerequisites
Grecomyth (nymph), Gorgon, Gorgon's Tresses.

Benefits
You gain the Swarm Attack special attack (see below).

Swarm Attack (Ex): You gain a swarm attack (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype), automatically dealing damage each round as a swarm of your character level to all enemies in your space and within your natural reach (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). Creatures damaged by this attack are not subject to the Distraction special attack of an actual swarm.


Gorgon's Venom [Racial]
Your serpentine hair has venomous fangs.

Prerequisites
Grecomyth (nymph), Gorgon, Gorgon's Tresses, Greater Gorgon's Tresses.

Benefits
You gain the Poison special attack (see below).

Poison (Ex): Any creature damaged by your swarm attack or your envenomed weapons (see below) is subject to a poison that deals 1d6 points of Constitution, Dexterity, or Strength damage (chosen when you select this feat). The save DC against the intial and secondary damage of your poison is equal to 10 + 1/2 your character level + your Constitution modifier.

As a free action, you may also have your serpents apply their venom to any weapons you are wielding. Your venom loses its potency after 1 round (so you cannot stockpile it).


Special
If you possess the Quick Draw feat, applying your venom to your weapons is a free action.
Water Nymph [Racial]
You are a naiad or nereid.

Prerequisites
Grecomyth (nymph), must be selected at 1st level.

Benefits
You gain the [Water] subtype. You may breathe water and gain a swim speed of 60 feet.

Swim is always treated as a class skill for you and have a +8 racial bonus on Swim checks. You may always take 10 on Swim checks.

You may use water breathing at will as a supernatural ability (caster level = your character level).

To Do
-Other nymphs (Hesperides, Lampades, Maenad, Oread, Sylph)
-Generic grecomyth feats i.e. DR/cold iron for fauns/nymphs
-Specific subrace feats i.e. harpy - rake with talons
-Skill bonuses/class skills-i.e. balance/tumble for harpy due to wings, intimidate for gorgons, survival/knowledge nature/hide for others, etc,

XionUnborn01
2019-01-13, 10:40 PM
Wouldnt it be easier to make them all individual races and give them a subtype that gives the general abilities like baatezu entries do?

rferries
2019-01-14, 06:52 PM
Sure, that works too. The idea is that they are suitable for PCs/don't have racial Hit Dice though, so I wanted to avoid having a bunch of full-fledged individual monster entries (though that may be unavoidable given their disparate abilities).

nonsi
2019-01-15, 05:35 AM
Sure, that works too. The idea is that they are suitable for PCs/don't have racial Hit Dice though, so I wanted to avoid having a bunch of full-fledged individual monster entries (though that may be unavoidable given their disparate abilities).


Actually, their common traits makes it perfectly within reason to make them their own type (or sub-type(?) / secondary type(?)).

rferries
2019-01-16, 06:56 PM
Actually, their common traits makes it perfectly within reason to make them their own type (or sub-type(?) / secondary type(?)).

Yeah I suppose I should give them all a [Grecomyth] subtype or somesuch.