The Euryale (downgraded medusa) [Archive] - Wizards Community

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okaynowa

09-07-06, 08:22 PM
The Euryale
Prologue

I'm a fan of the Droaam region of the Eberron setting, so you can imagine how inspiring the recent Dragonshard on medusas (http://www.wizards.com/default.asp?x=dnd/ebds/20060905a) was for me. My players are currently in a typical Sharn-based campaign, but I'm dreaming of the day they agree to a Great Crag-based "monster's ball." In anticipation of that far off dream, I've begun work on a PC-permissible version of the medusa. I've named this version the euryale (you-REE-all-ee) in order to keep track of who I'm talking about when making comparisons to the medusa from the Monster Manual (page 180, doncha know).

Some caveats before we go any further:

This is a rough draft, and has not been playtested. I'll be making changes as I mull things over and putter around. You're welcome to point out both my simple mistakes and glaring errors, but...
The euryale is intended to work best under the rules I use in my house. What works for me may be completely wrong for you. When a feature or quality of the euryale depends on those rules, I'll try to remember to explain my otherwise hidden assumptions. For example...
I'm of the opinion that player characters shouldn't get certain features or qualities just because they're listed in the Monster Manual. Player characters are supposed to increase their powers through class levels and feats. Therefore, I try to use class levels and feats, and avoid Level Adjustments and racial Hit Dice whenever possible.

One last note before we start: it would be rude of me not to mention Disciple of Jubilex's medeian (http://community.wizards.com/showthread.php?t=698224) thread over on the main Races board. He beat me to the punch, after all.

The Euryale

Personality
Euryales tend to be self-centered and demanding; it's natural to expect to get your own way when you can petrify someone by staring them down. On the other hand, they also seem to crave recognition, and will actively pursue challenges to prove their monstrous reputations or artistic prowess.

Euryales consider archery and hunting fine sports (for true combat they rely more on their gaze and poison), and fancy themselves sophisticated appreciators of literature and architecture. Collecting books, jewelry, and artistically petrified creatures are also popular passtimes, not to mention excellent demonstrations of success.

Physical description
Euryales resemble attractive human women in build in and stature. Their Khyber legacy can result in unusual skin colors, though they are generally pale-hued from a life spent in dark places. Their most distinctive feature is their famous hair, which looks like a nest of scaly, fanged vipers. By the time a euryale reaches adulthood, these snakes reach just past her shoulders. As a euryale passes into middle and old age, her visage becomes more snake-like as the scales of her hair begin to spread down her neck and temples. Venerable euryales can be scaled from the shoulders up, and may even develop (non-functional) snake-like fangs.

The euryale's method of reproduction results only in the birth of a female euryale.A euryale courts a humanoid or monstrous humanoid male, whose presence serves as a catalyst for pregnancy. His role in this process has a lot to do with symbolism and magic, and almost nothing to do with genetic "fatherhood." Whether he survives the process or not is up to the euryale; even an appreciative gal may decide he keeps better as a hatrack.Relations
Euryales do not make friends; they fear no one, and enjoy being feared. They follow the Daughters of Sora Kell because they respect their strength, and they rule small bands of humanoids because they appreciate the cheap labor (and disposable beaux). Houses Tharashk and Deneith have begun courting euryales as potent mercenaries, and they are slowly proving amenable to such flattery.

Alignment
It's hard for a girl to grow up Good when she knows that she can one day kill anyone with whom she makes eye contact. Even the most social euryales are proud, vain, selfish, insensitive, and cruel. If others choose to call them Evil for simply being who they are, then so be it.

Lands
For ages, euryales ruled small enclaves and retreats in the depths of Khyber, raising their daughters and practicing their traditions away from the light of day. Now they walk the streets of The Great Crag and the alleys of Sharn, and call the ruins of Cazhaak Draal their capital city.

Religion
Two radically different trends prevail among theological euryales. Most tend towards privacy in their beliefs, and prefer contemplating the mystery of the gods to joining in shared rites. They favor the Dark Six (especially The Shadow and The Keeper) over the Sovereign Host, and may have their own peculiar, esoteric interpretations of the entire pantheon. The more vocal and visible euryale divines lead cults of the Dragon Below, and delight in holding temporal and spiritual power over their flock. A few euryales believe their petrifying gaze is a gift from The Traveler, and seek to spread the blessings of "transformation" whenever possible.

Language
Euryales are generally raised speaking Undercommon as a first language. Most also study Serpentine, a subtle sign language conveyed by their animate hair. An intelligent euryale also learns Common, Goblin, or Giant, the better to command her servitors.

Names
Euryales prefer noble, classic, and elegant sounding names. They are especially fond of grand and imposing titles; as observers have noted, "Every medusa [sic] is ready to be crowned queen of her own half-mile." Until they have the personal clout to back up such titles, they may use a matronymic to warn others of their lineage.

Adventurers
Before the ascendance to Droaam, a euryale spent her adolescence cloistered and controlled by her mother, stepping out only after her powers had reached full strength. In this new world above, young and ambitious daughters are tempted to make an earlier debut. House Tharashk, the Daughters of Sora Kell, and shady organizations across Khorvaire are eager to hire medusas for the power they promise, and what euryale's ego can resist such invitations? And if they aren't quite as terrible yet as their mothers, no matter: they'll grow into it.

Racial Traits

Type: Euryales are monstrous humanoids. They are not, however, automatically proficient with any weapons or armor. Euryales gain weapon and armor proficiency according to their class(es).House rule of note: I'm a fan of the Arcana Evolved take on magic. Under those rules, a caster's Enchantment spells generally affect only creatures of her own type; affecting creatures of another type takes a higher level spell. So a euryale is immune to your elf's charm person, but the elf is also immune to hers. Also, I lean towards the newer, shape-specific version of polymorph spells, so a euryale sorceress isn't going to gargoyle-out for free with alter self.Size: Euryales are Medium size creatures.

Speed: Euryale base land speed is 30 ft.

Darkvision: Euryales have 60 ft. darkvision, allowing them to see perfectly in lightless conditions. Darkvision is black-and-white only, but is otherwise like normal sight.

Natural Attack: A euryale can use her snake-hair to make a bite attack that deals 1d4 + 1/2 strength bonus damage. If a euryale fights using a weapon, she may use her snakes as a secondary attack at a -5 penalty.

Stoning gaze (Su): Once per day, as a standard action, a euryale may direct her stoning gaze at any opponent within 30 ft. who is looking in her direction (the target may avoid her gaze using the usual rules, MM 309). If the target fails its Fortitude save (DC 10 + 1/2 HD + Cha modifier), the euryale rolls 1d6 per Hit Die. If the rolled total equals or exceeds the target's current hit points, the target is turned to stone (with no further saving throw). Stoning gaze does not affect targets immune to petrification effects (it had to be said). Targets turned to stone by a euryale's stoning gaze may be restored by a medusa's kiss (http://www.wizards.com/default.asp?x=dnd/ebds/20060905a) or stone to flesh spell.For the euryale to really be a medusa of any kind, it has to have some sort of killer gaze out of the gate. However, a 1st level character can't go around petrifying threats left and right. I patterened this limited petrifying gaze on the death touch clerical domain power (Player's Handbook 186). I'm calling it "stoning gaze" for the moment to differentiate if from the full petrifying gaze.Languages: Undercommon, Common. Bonus languages: Daelkyr, Draconic, Giant, Gnoll, Goblin, Orc, Serpentine.

Racial Class Levels
[Thank you, Monte Cook.]
Euryales can take up to three levels in "euryale" at any time, but they need not take any (or all three).

Skill Points: (4 + Int modifier) x4 at 1st level, 4 + Int modifier at any other level.
Class Skills: Bluff, Craft (any), Diplomacy, Disguise, Intimidate, Move Silently, Profession (any), Spot
Level Hit Dice BAB F R W Special
1 1d8 +0 +0 +2 +2 +1 gaze/day
2 2d8 +1 +0 +3 +3 +1 natural armor, poison
3 3d8 +2 +1 +3 +3 +1 gaze/dayWeapon & Armor Proficiency: Euryales who have only racial class levels are proficient with all simple weapons, with the shortbow and longbow (and compound versions of same), and with the snake-chain (see Savage Species 46). They are proficient with light armor, and with shields (but not tower shields).

Natural Armor: As a euryale embraces her nature, her skin becomes smooth and hard like marble.

Poison (Ex): Injury, Fortitude save (DC 10 + 1/2 Hit Dice + Con modifier), initial and secondary Strength damage according to the euryale's Hit Dice as indicated below below:Hit Dice Initial/Secondary Damage
1-2 1 pt/2 pts
3-4 1d2/1d4 pts
5-8 1d3/1d6 pts
9-12 1d4/1d8 pts
13-20 1d6/2d6 ptsA euryale may bite a target multiple times, but multiple doses of the poison do not stack.

EDIT: I've reduced the racial class's natural armor bonus, but added light armor and shield proficiency. Don't want multi-classed warriors to get too much benefit from it.
okaynowa

09-07-06, 08:23 PM
Racial Feats

Several published feats are appropriate for the euryale:

Deadly Poison: See Savage Species 31.
Irresistible Gaze: see SS 37.
Pervasive Gaze: See SS 37.
Piercing Gaze: See SS 38.
Poison Immunity: See SS 38
Poison Resistance: See SS 38
Virulent Poison: See SS 40Narrowed Gaze (SS 37) won't really be necessary until I've sorted out the prestige classNew Feats
DREADED LOCKS (monstrous)
Your serpentine mane is stronger and just a bit longer.
Prerequisite: Euryale, Str 13+, BAB +3
Benefit: When using your snakes to make a natural attack, you apply your full Strength bonus to the damage roll. Additionally, your snakes can wrap around opponents who get too close, granting you a +2 bonus to Grapple checks.
Normal: Your natural attack is a bite that does 1d4 + 1/2 Strength bonus.
Special: Euryale fighters may select Dreaded Locks as a fighter bonus feat.

EXTRA GAZE (monstrous)
You can use your stoning gaze more often.
Prerequisite: Euryale, stoning gaze with limited uses per day.
Benefit: You gain two additional uses of your stoning gaze per day. These extra uses stack with any gained from euryale racial class levels.
Special: You may only take this feat once.

KHYBER’S DAUGHTER (monstrous)
Instead of legs, your body ends in a serpentine, almost draconic tail.
Prerequisite: Euryale, 1st level only.
Benefit: Your base movement rate becomes Speed 20 ft. , and you lose the “boot/shoes” item slot. You gain a +4 racial bonus to Swim and Balance checks, and the Stability special quality (as the dwarf,MM 92). You may also use your tail to make a natural slam attack (damage 1d6 + Str mod). If you make an attack with a weapon, you may use your tail to make a secondary attack at your highest attack bonus -5.
Special: You may only take this feat at 1st level or during character creation.

DADDY’S GIRL (monstrous)
Though most euryales take after their mothers, you inherited some minor qualities from the “suitor.”
Prerequisite: Euryale.
Benefit: Choose one humanoid or monstrous humanoid race. You gain a +2 racial bonus on Disguise skill checks to imitate a member of that race, and a +2 racial bonus to Diplomacy skill checks when dealing with members of that race. You also gain a +1 racial bonus to the save DC of your stoning gaze against members of the chosen race; you are your mother’s daughter too, after all.
Special: You need not take this feat at 1st level or character creation (some euryales manifest their hidden heritage only later in life, if at all), but you may only take this feat once.

WICKED WINK (monstrous)
Your stoning gaze is quicker than usual.
Prerequisite: Euryale, 3 uses/day of stoning gaze.
Benefit: You may use your stoning gaze as a move action.
Standard: A euryale’s stoning gaze requires a standard action.

Prestige Class

Countess of Cazhaak Draal
Hit Die: d8
Requirements:
Race: Euryale
Skills: 10 ranks in any two skills
Special: The euryale must claim a household in Cazhaak Draal, the center of medusa culture in Droaam. The "household" must have an area of at least 10,000 square feet, and requires 3 cp per square foot per month in upkeep.
Class Skills: Bluff, Craft (any), Diplomacy, Disguise, Intimidate, Move Silently, Profession (any), Spot
Skill Points at Each Level: 4 + Int modifier.
Level Hit Dice BAB F R W Special
1 1d8 +0 +0 +2 +2 Peerage, petrifying gaze (10' range)
2 2d8 +1 +0 +3 +3 +1 natural armor, Heart of Stone (+2)
3 3d8 +2 +1 +3 +3 petrifying gaze (20' range)
4 4d8 +3 +1 +4 +4 +1 natural armor, Heart of Stone (+4)
5 5d8 +3 +1 +4 +4 petrifying gaze (30' range)
Peerage: A countess of Cazhaak Draal gains a +1 bonus per class level to Diplomacy, Gather Information, Knowledge (local), and Intimidation skill checks made within the borders of Droaam.
Petrifying Gaze (Su): As the medusa's petrifying gaze in the Monster Manual, with the range determined by levels in the prestige class. At 5th level in this class, when the countess's gaze weapon reaches the full 30' range, petrifying gaze replaces the stoning gaze racial ability. Any feats taken to improve the DC of the stoning gaze ability now apply to the petrifying gaze instead. Any feats taken to increase the number of uses of stoning gaze should be swapped out for any other feat for which the euryale qualifies (although a monstrous feat would be better).
Heart of Stone (Ex): At second level, a countess of Cazhaak Draal gains a +2 bonus to saving throws against petrification spells and effects, and against spells and effects with the Earth descriptor. This bonus increases to +4 at 4th level.
Natural Armor: The euryale gains natural armor, or increases natural armor already gained (for example, from racial levels).
Elgorfo

09-07-06, 08:51 PM
Great thrend! I'm so using this in my campain!
okaynowa

09-08-06, 09:54 AM
What should a euryale do in the party?

A euryale with only euryale levels begins to look like a decent mageslayer. Her good Will and Ref saves and her Monstrous Humanoid type are excellent defenses against most of the low-level wizard's or sorcerer's arsenal. Her gaze weapon and poison are both resisted with Fortitude, usually a weak spot for arcane casters. Additionally, her stoning gaze die is larger than the wizard and sorcerer's hit die, and her poison targets Strength, usually their weakest ability. The spellcaster faces a greater risk of being dropped to Strength 0 and paralyzed, even after fleeing the battle. Her proficiency with bows comes in handy when the spellcasters hang back.

At other times, a euryale's darkvision and Move Silently and Spot skills can make her a decent scout. Or she might invest ranks in the social skills (she'll want a high Charisma for her gaze attack anyway) and become the party's "front"-- a role quite in keeping with her queenly attitude.

When branching off into other classes, a euryale should consider what aspect of her nature she wants to enhance. Her natural armor, Con-based poison, and proficiency with bows make any of the martial classes attractive. The ranger is perhaps the most obvious choice, but the hexblade can also prove rewarding to a high-Charisma euryale. Alternately, a euryale may devote that Charisma towards a few levels in bard or sorcerer, enjoying a more potent gaze and spells (natural armor doesn't hurt there, either).

What if the euryale doesn't take any racial levels?

A player might choose to skip the racial levels altogether in favor of more caster levels or traditional class features. In that case, the stoning gaze becomes more of a rare "finishing move," which should be held in reserve until a major target has been softened up a bit. Without the benefit of poison, her natural weapon becomes irrelevant by mid-level, although a sneak-attacking rogue always benefits from having an extra attack. And even if a pure wizard or swordsage euryale doesn't have the stoning/petrifying gaze and poisonous bite her sisters do, she should be prepared for people to continue to react (and persecute her) as if she does.
Prince Indirian

09-08-06, 10:15 AM
Respect, I like the work you have done. Good job..,
OzyBurrfoot

09-08-06, 10:29 AM
Very neat. Though I worry that even that limited gaze attack seems powerful for a LA+0 race.
okaynowa

09-08-06, 11:06 AM
Said OzyBurrfoot:Though I worry that even that limited gaze attack seems powerful for a LA+0 race.That is the big question, isn't it?

Lessee...

Stheno (NE female euryale Eur 1) has the elite array of Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 15. Without any feats, she can use her stoning gaze (DC 12) twice a day against any target within 30' who meets the criteria of eye contact.

Assuming Stheno's opponent isn't taking the defensive measure of averting or closing his eyes (for 50% or total defense, respectively), the target will resist the stoning gaze altogether if he rolls 12 or more on his Fortitude save. Anybody with a Fort +2 or better still has at least a 50% chance to skate by.

Assuming the target fails the Fortitude save, Stheno has to roll the target's hit points or higher using 1d6. A higher Charisma can boost the save DC, but that won't help Stheno on the d6 roll (yet-- a feat might be in the works), and if that roll isn't high enough, the target walks scott-free. At the highest levels, a 20d6 stoning gaze may still have trouble taking out an un-wounded opponent whose base Hit Die is a d8 or higher (even assuming that this high-level opponent isn't relying on Blindsight, Blindsense, or Tremorsense).

It doesn't seem like it's too powerful, but I still might be missing something. Ideally, a low-level euryale should need the rest of the party's help to petrify a target.
OzyBurrfoot

09-08-06, 11:11 AM
I think its the kind of thing that needs to see a bit of playtesting before we can really be sure about its playability. Also use a group of them as enemies for a low-level group and see how well that goes. It's not the best case scenario you need to contemplate, its the worst.
okaynowa

09-08-06, 06:13 PM
I'm more concerned about euryales as PCs than about euryales as NPC opponents. As DM, I have a lot more control over what a monstrous foe can and will do; it's when those abilities are placed in the hands of an independently thinking player that they cause trouble. :)

As for testing, I'm currently running the numbers on a ridiculously, unfairly max-ed out Stheno the Broken (LE euryale Eur 3). I've got a roster of CR 3 and CR 4 encounters to try her against. My hypothesis (based on K's tests, link coming later) is that she should win about half the encounters with a CR equal to her character level. If she wins more than half, she's too tough. If she wins less than half, she's too weak. I'll test that hypothesis and post the results later.

Edit:
Thinking about the euryale prestige class, I checked a 12 HD euryale with an unlimited, DC 21 (10 + 6 from HD + 5 from Cha 21) 30' gaze attack against some CR 12 foes. That DC should probably be higher, but at a glance:Abyssal Greater Basilisk
Fort +18 will make most saves; high enough attack bonus to close eyes and ignore gaze.

Adult Brass Dragon
Blindsight w/excellent range denies gaze ability.

Young Adult Bronze Dragon
Again with the blindsight, ignores the gaze.

11-headed Cryohydra/Pyrohydra
Not smart enough to close all those eyes, only +12 Fort, will eventually fail a roll (if Stheno can keep it going).

Frost Worm
Only Fort +14, Stheno could get through-- but does petrifying it trigger the blast?

Inevitable (Kolyarut)
Construct, immune to her gaze.

Kraken
+21 Fort save, pretty unlikely to fail its saves even if it fights with its eyes open.

Leonal
Immune to petrification.

Colossal Monstrous Scorpion
+25 Fort save, even more resistant than the kraken.

Elder Black Pudding Ooze
Immune to gaze attack.

Purple Worm
+17 Fort, may eventually fall to gaze if it doesn't swallow her first.

Roper
Strand has greater range than her gaze; but Fort is only +10, when it draws her in close, likely to succumb.

Mature Adult White Dragon
Dragon senses once again ignore her gaze.All in all, at 12th level an always-on petrifying gaze doesn't look too overpowered compared to the type of foes her party should be up against. By this stage of the campaign, it's more for crowd control of lesser foes than for taking down the big game.
Phantom Lord

09-09-06, 12:36 PM
:clap:

You're stylin', as usual Okaynowa. Originally I thought a d6 'damage die' for the stoning gaze ability was a little weak, but the math proved me wrong. The class looks well-balanced. I'll try to get on the feats and PrC later today.

Math examples:
*Assuming a CHA of 15, a first-level Euryale would have a 37.5% chance of petrifying an orc (CR 1/2)
*Assuming a CHA of 16, a fourth-level Euryale would have a 31.3% chance of petrifying an ogre (CR 4)
*Assuming a CHA of 17, a tenth-level Euryale would have a 0% chance of petrifying a fire giant and an 18% chance of petrifying a gray slaad (CR 10)
okaynowa

09-11-06, 11:48 AM
I'm testing out the prestige class a little more, checking an 8th level euryale (Eur 3/Other 4/Countess 1) with a 10' range, DC 20 petrifying gaze against CR 8 opponents. I've also removed the caster levels from the basic and prestige class because I'm starting to think a player should have to choose between spell power and the offense/defense of the gaze.

Edit:
I surveyed the Monster Manual's CR 8 monsters to see how that DC 20, 10' range petrifying gaze would work for the first level of the prestige class. I ignored the one Construct (shield guardian) and several undead (bodak, mohrg, greater shadow) at this level because they are by their very nature immune to the gaze; I also ignored the dragons (3 juvenile, 1 young adult) who could fight her just fine with their eyes closed.

Of the critters that were left, most have Fortitude saves in the +11 to +15 range. A substantial number are Large creatures (or larger) with a 10' reach, which means the euryale has to place herself in range of a physical attack to deliver the gaze. Several creatures, such as the Stone Giant, Behir, and Efreet, have ranged attacks (weapon, breath, spell) that may discourage getting that close. The CR 8 gorgon's petrifying breath weapon is about as tough as the euryale's gaze and has a much better range-- interesting match up. Surprisingly, the very mundane tyrannosaur has Fort +16 (even better than the the elder xorn) and a nearly unavoidable Swallow attack. The ogre mage and gynosphinx are fairly vulnerable with only Fort +7, but they're also supposed to be clever, manipulative combatants, and with the right tactics could still provide a challenge.

I'm going to judge the 10/20/30 increases for the gaze attack fair for an 8th/10th/12th level Countess of Cazhaak Draal, and get back to the background fluff parts.
okaynowa

09-12-06, 10:37 AM
Fashion
Euryale culture is made up of extremely willful individuals, and so the euryale sense of style can be very idiosyncratic. One euryale may dress in classic robes inspired by the ancient hobgoblin art of Cazhaak Draal; another may dress in the latest Cyran fashion, copied diligently from the petrified form of an unwary adventurer. Some euryale make their own garments, some demand fine clothing as tribute. Regardless of taste, the typical euryale has the physique and personal charm to make her choice work for her.

Most euryale have some degree of natural armor, so they can afford to emphasize their shape with form-fitting fabrics at the expense of protection. At the same time, euryales are aware of the fear they inspire, and they have learned the value of concealing their true nature with head-to-toe garments. No ensemble is complete without a shawl, veil, or scarf that the euryale may don for "polite company." Among the new generation of euryale adventuring abroad, the Shadow March tokhar, a broad, conical sun-hat made of straw, is also growing in popularity for its simplicity and its association with the half-orcs of House Tharashk.

In Play: Disguise is a class skill for a euryale with at least one racial level, and the high Charisma she needs for her gaze attack can only help with skill checks. A player may invest a few ranks in Disguise to represent the euryale character's ability to mimic other races' fashions; the deception might not hold up under scrutiny, but it could last long enough for that critical first impression (AKA "the surprise round").

Squeamishness
Despite their reputation as monstrous harridans who would just as soon kill an entire village as look at it (since they can), most euryale are surprisingly averse to the sight of blood. Their natural armor renders them immune to most of the incidental cuts and scrapes that softer beings suffer, and their poison can sap an enemy's blows of penetrating force. Even if a euryale doesn't take up the traditional bow, her signature gaze weapon stops enemies at a distance with a swift, bloodless transformation into clean marble. The ideal combat ends with the leisurely contemplation of a new statue, not the looting of messy corpses.

The euryale's distaste for gore also applies to the undead. A rotting body may be unpleasant, but a rotting body that moves is a horrid inversion of how enemies are supposed end up. The fact that undead are by their very nature immune to the euryale's greatest weapons only increases the revulsion she feels for them. The Daughters of Sora Kell are aware of this attitude, and tactfully avoid putting the medusas of Cazhaak Draal in the same war party with zombies or ghouls (though they also find the same to be good instruments of persuasion).

In Play: You need not avoid physical contact with opponents during the heat of battle, but be certain to wipe off your weapon(s) afterwards. If you want something off a fallen opponent, get someone else to grab it and clean it for you. If you are a cleric or necromancer, consider devoting your powers to destroying undead rather than creating or controlling them.
okaynowa

09-13-06, 09:37 AM
Medusa Magic
A euryale spellcaster is typically a sorceress or bard, capitalizing on a high Charisma that powers her gaze as well as her spells. Clerics and wizards are less common, and druids are quite rare (the euryale's Khyber legacy is at odds with most sects of druidism). Regardless of her power source, a euryale spellcaster has available to her a small but powerful list of traditional magics that have developed over the millenia.

Unless otherwise indicated, these spells appear on any euryale spellcaster's class list at the described level.
A euryale who wants to go for all three racial levels and the prestige class will only have 12 levels left over for spellcasting classes. Conversely, a euryale who goes for more powerful spellcasting will have to sacrifice most of her chances to improve her racial abilities. These spells are meant to let a straight-forward euryale spellcaster act more like a medusa despite her divergeance from the "traditional" path. Since most of these spells involve dealing with petrified creatures, there's still incentive to spend time (or levels) improving the stoning or petrifying gaze.
0-Level Spells
Pose: Alter the pose of a petrified creature.

1st Level Spells
Claim: Remove or add one item/level from a petrified creature.

2nd Level Spells
coming soon

3rd Level Spells
Medusa's Kiss: (see dragonshard) (http://www.wizards.com/default.asp?x=dnd/ebds/20060905a)

4th Level Spells
Contagious Gaze: Petrified creature petrifies the next living creature to touch it.

5th Level Spells
coming soon

6th Level Spells
Marble Orchard: petrify 1d4 HD/level of corporeal undead

Claim
Transmutation
Level: 1
Components: V, S, caster must be a euryale or medusa
Casting Time: 1 standard action
Range: Touch
Effect: 1 item/caster level
Duration: 1 minute/level or until items are transferred
Saving Throw: None (harmless)
Spell Resistance: No

The rogue looks like solid marble, but your hand dips into her backpack as into a pool of milk and plucks out a delicate glass vial. "My potion now," you hiss.

This spell allows you to take an item from, or give an item to, a creature that you have petrified with your stone gaze or petrifying gaze. The spell ends when you have taken or granted one item per caster level, or after one minute per caster level, whichever comes first. Items that are taken from a petrified creature are instantly restored to their normal state. Items given to a petrified creature immediately become petrified like the rest of the creature's gear, rendering it inert and inactive. You can only affect the creature's worn or carried gear; you cannot, for example, pluck out an organ, or place an object inside the creature's stomach.

Contagious Gaze
Transmutation
Level: 4
Components: V, S, F, caster must be a euryale or medusa
Casting Time: 1 standard action
Range: Touch
Effect: One petrified creature
Duration: Until triggered, then instantaneous
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes

The hobgoblin stretched a cautious hand towards the statue. It looked like Thaash, but it couldn't be Thaash, could it? He touched the cold, hard stone-- and suddenly felt his own limbs going numb.

This spell may only be cast upon a creature that you have petrified using your own stoning gaze or petrifying gaze ability. The next living creature to touch the spell's focus must make a Fortitude saving throw against the same effect, with the same DC. If it fails, it is petrified (or in the case of stoning gaze, petrified if its hit points are equal to or less than your total on a roll of 1d6/HD).
Focus: One creature that you have petrified using your stoning gaze or petrifying gaze.

Marble Orchard
Transmutation
Level: 6
Components: V, S, M, caster must be a euryale
Casting Time: 1 standard action
Range: Centered on caster
Effect: Several corporeal undead creatures within a 40 ft. radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

With a wave of your hands and a scattering of dust, the wights closing in on you suddenly turn grey and grind to a halt.

The spell petrifies 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Incorporeal undead are not targeted by this spell.
Material Component: The powder of crushed jade worth at least 500 gp.

Pose
Transmutation
Level: 0
Components: S, caster must be a euryale or medusa
Casting Time: 1 round
Range: Touch
Effect: One petrified creature
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: No

You look at the petrified hobgoblin, his arms raised before his terrified face, and decide that just won't do. You grip the arms firmly and bring them down to a more relaxed position, gently close the screaming mouth, and lower the eyelids a tad. Perfect!

Each casting of this spell allows you to physically alter the pose of a petrified creature. The adopted pose must be one the creature could have achieved in life: you cannot, for example, use this spell to tie a knot in a petrified creature's arms (unless it's a petrified choker or kraken, perhaps), or rotate its head 180-degrees (unless it's a petrified owl). This spell only affects petrified creatures; it has no effect on mundane statues (or subjects of the statue spell).
okaynowa

09-18-06, 02:21 PM
Having recently acquired Dragon Magic, it seems like it might be effecient to adopt one of that book's methods and let euryale characters replace certain class features with the Stoning Gaze ability. A euryale fighter, for example, would give up a certain number of feats (and possibly heavy armor proficiency); a euryale druid would give up wildshape or the animal companion (or possibly some spells).

It would take a lot of consideration to figure out what a petrifying gaze attack is worth to each class, but it could be a smooth way to integrate the ability (and ultimately easier for a multi-classed euryale).
Phantom Lord

09-20-06, 08:11 AM
I actually think that your racial levels are overpowered there, Okaynowa. If it was me, I would drop at least two of the improvements to natural armor, or one of the will saves, a natural armor, and a bonus gaze.

Khyber's Daughter: I would also mention that if the tail attack is used as a tertiary attack it takes a -10; it makes perfect sense to me as-is, but you should plan for the lowest common denominator.

The Countess looks like a good PrC, pretty well balanced.

Other than that, I love it!
okaynowa

09-20-06, 08:50 AM
Hmm... the natural armor does seem a little overpowering if a warrior class goes for all three levels. If I take out any of the natural bonus, I'll have to give the euryale some sort of armor proficiency (otherwise a 1st level euryale-only is toast). I'm loathe to remove uses of the gaze-- that and the poison are the raison d'etre of the racial levels.

As for the Khyber's Daughter feat-- D&D doesn't really have such a thing as a tertiary attack:When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary. . . Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll, no matter how many there are.Which isn't to say that I insist on granting another natural attack through this feat. Actually, the tail attack doesn't feel quite right to me. But, if a player is going to sacrifice 10 ft. of movement rate, the feat has to offer something worthwhile, and Stability and a bonus to Swim/Balance checks don't quite cut it. This feat anticipates someone who wants to play a medusa pointing to Clash of the Titans and saying, "I want that!" Nice image, but which mechanics of the game can best describe it?

The process continues!
Phantom Lord

09-20-06, 09:27 PM
So, if the Euryale attacks with a weapon (BAB) then the snakes (BAB -5) she still gets a tail swipe at...BAB -5? I thought that for each iteration it dropped an additional 5; I was just going on the assumption that the weapon would be primary, snakes would be secondary, so the next in line (BAB -10, or so I thought) would be tertiary.

BTW, I don't have a problem with the tail attack, I was just under the assumption that the wording needed to be corrected: attacking with natural weapons is not a mechanic that I am very familiar with, so I beg your pardon if I got it wrong.
okaynowa

09-21-06, 08:23 AM
No worries-- calling it out keeps me on my toes

"Iterative attacks" has come to mean those attacks which somebody with class levels derives from a high base attack bonus. Natural weapons do not gain additional attacks as the BAB increases, but there's usually more of them to begin with.

Something like this has always been in place, though not explicitly so. Fighters in AD&D gained extra attacks as they leveled up, but a monster of the same level still only got one attempt for each part of its claw/claw/bite routine. The behind-the-curtain difference in mechanics didn't really matter until 3.0 and 3.5, when monsters started gaining class levels and PCs started gaining claws and fangs.

(Actually, right now I'm also working on a 20-level class that I want to give a slam attack, and trying to cover the loopholes of natural weapon craziness is what's taking the most time.)

I need to nail down the pre-requisites for the Countess of Cazhaak Draal, but doing so should be easy considering how setting-specific this PrC is. In addition to minimum skill ranks, the character will probably be required to reside in Cazhaak Draal for a specific period and maintain a residence afterwards. (I can just see the euryale version of "Flip This House!"-- only in C.D., the garden gnomes are really gnomes...)

Cheers!
okaynowa

02-26-07, 10:46 AM
I've finalized the Countess of Cazhaak Draal prestige class-- finally found a phrasing for the Special requirement that I'm happy with.
okaynowa

02-28-07, 11:00 PM
Seems that Tweedledope had some original ideas about euryales over in this thread:

Euryale PrC (http://boards1.wizards.com/showthread.php?t=761255)

Tweedledope's Euryale is a prestige class for the medusa, but still Droaam-centric. Very different from what I'm doing, but very keen.

Can't say I blame him. It's a great name. :D
Tweedledope

02-28-07, 11:12 PM
Hey, hey, I like this...a lot!

Perhaps we should make Stheno next? :D
SquirrelMortis

03-03-07, 01:31 PM
Must... Play... Euryale... :D

I want to keep this alive long enough so that I can show it to the DM the next time our campaign picks up.

Already the backstory is forming... :plotting:
Tweedledope

03-03-07, 01:50 PM
You know...I thought about making my Euryale PrC more..Euryale friendly. Any thoughts on how to do so? I'd love to somehow tie our two ideas together.
okaynowa

03-05-07, 09:36 AM
Tweedledope, I'll see what I can think up. The primary obstacle at this point seems to be that the Euryale PrC requires the character to be a full-fledged medusa. For the race I've written, the character would have to take at least two racial levels and a level of Countess of C.D. to get the most out of the Euryale PrC.
Tweedledope

03-05-07, 03:35 PM
Perhaps we could do the ol' Medusa or Euryale with x pre-req. Your choice really because it'd be how you "idealize" your race.