Medea: a Half-Medusa [Archive] - Wizards Community

Post/Author/DateTimePost
PerennialRook

04-13-08, 04:25 AM
Hey, I'm not sure what the niceties are for posting and/or asking for critique on this board are, but I would love some feedback from some more experienced race makers on my homebrew race, the medea.

MEDEA
Medea are the half-human offspring of a medusa and a man. Thus, this rare breed of half-human is often found in only the most depraved societies. Almost unheard of, they are often mistaken for true medusa, and are treated as such.
Personality - Personalities among medea vary widely, as their only common trait is the forcefulness of their personalities.
Physical Description - Medea appear, at first glance, to be a very lithe human, with a skin tone only slightly darker than their paternal heritage, and is indistinguishable from a human at distances greater than 30 ft. Their maternal heritage, if you can call a medusa maternal, curses the medea with writhing snakes instead of hair. These diminutive vipers can be any color of natural snake, from black to multi-striped like a coral snake.
Relations - Most regard medea as abominations, and treat them as such, though many a charming medea has won over a crowd.
Alignment - Medea tend not to be of extreme alignments (LG, LE, CG, CE), favoring some sort of neutrality.
Medea Lands - Large depraved cities are the birth places of many medea, though there are no medea lands.
Religion - Medea are typically heathenist, worshiping no gods, though some revere principles, ideals, or concepts.
Language - Medea speak common. They typically learn other languages well, including obscure ones.
Names - Medea often have no formal name, and adopt nicknames to suit themselves.
Adventurers - Medea often take up adventuring to find their place in the world, never feeling like they are home, the lifestyle allows them to mingle with those as unique and queer as themselves.
MEDEA RACIAL TRAITS
+2 Cha, +2 Con, -4 Str
Medium: As medium creatures, medea have no special bonuses or penalties due to their size.
Medea base land speed is 30 ft.
Darkvision: Medea can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and medea can function just fine with no light at all.
Immunity to snake venom.
Secondary Natural Attack: snakes (1 plus poison)
Poison: The poisonous bite of the medea’s snake hair deals initial and secondary damage of 1d6 Con. The Fort save DC is equal to 10 + 1/2 level + Con.
Add +1 to the Difficulty Class for all saving throws against enchantment spells cast by medea. This adjustment stacks with those from similar effects, such as the spell focus feat.
Snake Affinity: Add +1 to the effective level of any class with a familiar, mount, or other special companion if the familiar, mount ,or companion is any form of serpent or snake.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Sorcerer. A multiclass medea’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing. Medea have arcane magic flowing through their veins, and it takes very little for a medea to exploit that heritage.
Level adjustment +1.
zeratulcraft

04-13-08, 05:05 AM
Hah wow, I really like it, +1 feels about right too.

Awesome conjured image in my mind, I reckon. Good work.
TheDragonmaster

04-13-08, 06:38 AM
The poison damage is a bit much, I would down it to 1d4 Con damage if I were you, but otherwise it feels fine with LA +1.
PerennialRook

04-13-08, 12:51 PM
Here is an example Medea:

Coral
Female Medea (LA +1) Sorcerer 1/Druid 9/Beastmaster 3
NG Medium Humanoid (medea)
Init +0; Senses darkvision 60 ft.; Listen/Spot +16

AC 10, touch 10, flat-footed 10
hp 96 (8d8+1d4+3d10+41)
Fort +12(9), Ref +6(6), Will +16(9); +4 vs. spell-like abilities of fey
Immune venom

Spd 40 ft. (longstrider)
Melee snake +6 (1 plus poison)
Special Attacks poison (DC 19, 1d6 Con/1d6 Con)
Sorcerer Spells Known (CL 1st)
0 (5) – detect magic, message, prestidigitation, resistance
1st (4) – mage armor, true strike
Druid Spells Prepared (CL 9th)
0 (DC 17) – create water, flare, guidance, purify food and drink, resistance, virtue
1st (DC 18) – charm animal, cure light wounds, entangle, longstrider, speak with animals
2nd (DC 19) – barkskin, bear’s endurance, bull’s strength, cat’s grace, resist energy, spider climb
3rd (DC 20) – call lightning, cure moderate wounds, greater magic fang, neutralize poison, poison
4th (DC 21) – cure serious wounds [x2], freedom of movement
5th (DC 22) – animal growth (4 animals), baleful polymorph
Spell-Like Abilities
1/day – speak with animals (CL 3rd)

Str 10, Dex 10, Con 16, Int 10, Wis 25, Cha 16
Base Atk +8/+2; Grp +8
Feats Alertness, Augment Summoning, Leadership, Mounted Combat, Skill Focus (Handle Animal), +1
Skills (ranks/bonuses) Concentration +16 (13), Diplomacy +3 (+17 w/ animals), Handle Animal +21 (15/+3) Know. (nature) +2 (/+2), Listen +16 (7/+2), Ride +17 (15/+2), Spellcraft +1 (1), Spot +16 (7/+2), Survival +13 (4/+2)
Languages common
SQ animal companion (giant constrictor snake), empathic link (familiar), familiar (Elapidae, tiny viper), nature sense, share spells (animal companion/familiar), snake affinity, trackless step, wild empathy +17 (12/+2), wild shape (3/day, large), woodland stride
Gear periapt of wisdom (+6)
Slitherin
Male Small Viper Cleric 13
CN Animal (augmented humanoid [half-elf])
Init +4; Senses low-light vision; Listen/Spot +5

AC 29, touch 17; uncanny dodge
(+1 size, +2 deflection, +4 dex, +3 natural, +9 armor)
hp 72
Fort +9, Ref +8, Will +11; +2 vs. enchantments
Immune snake venom, sleep

Spd 15 ft. (3 squares, run x3), climb 15 ft., swim 15 ft.
Melee bite +13 (1d2-2 plus poison)
Special Attacks poison (DC 17, 1d6 Con/1d6 Con), smite (1/day, +4 to attack, +11 damage), turn undead (5/day, +3 to turn, 2d6+14 HD)
Cleric Spells Prepared (CL 11th; *Domains: Destruction and Fate)
0 (DC 13) – detect magic [x2], detect poison, guidance, light, resistance
1st (DC 14) – bless water, comprehend languages, divine favor, hide from undead, sanctuary, shield of faith, true strike*
2nd (DC 15) – death knell, enthrall, find traps, shatter*, silence, spiritual weapon, zone of truth
3rd (DC 16) – bestow curse*, blindness/deafness, contagion, prayer, searing light, water walk
4th (DC 17) – air walk, imbue with spell ability, inflict critical wounds [x2], poison [x2], restoration, status*
5th (DC 18) – break enchantment, mass inflict light wounds*, righteous might
6th (DC 19) – harm*, hero’s feast
7th (DC 20) - disintegrate*, regenerate

Str 6, Dex 18, Con 12, Int 13, Wis 18, Cha 14
Base Atk +9/+4; Grp +3
Feats Combat Casting, Combat Expertise, Natural Spell, Weapon Finesse, +1
Skills Concentration +20, Diplomacy +20, Gather Information +4, Listen +5, Search +4, Spellcraft +17, Spot +5
Languages common, elven, celestial
Gear +2 ring of protection, ring of sustenance, +1 glamered (as snake-skin) full plate, +2 periapt (trinket) of wisdom
Elapidae
Tiny Viper Familiar
TN Magical Animal (augmented animal)
Init +3; Senses low-light vision; Listen/Spot +1

AC 19, touch 16, flat-footed 15
(+2 size, +4 dex, +3 natural)
hp 42
Fort +8, Ref +8, Will +9; improved evasion
Immune snake venom

Spd 25 ft. (longstrider), climb 15 ft., swim 15 ft.
Melee bite +11 (1 plus poison)
Special Attacks poison (DC 10, 1d6 Con/1d6 Con)

Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2
Base Atk +6; Grp -5
Feats Improved Initiative, Weapon Finesse
Skills Balance +11, Concentration +13, Climb +11, Handle Animal +9, Hide +15, Listen +9, Ride +18, Spellcraft -1, Spot +9, Survival +5, Swim +5
SQ empathic link, scent, share spells
Kaa
Huge Giant Constrictor Warsnake
TN Animal
Init +3; Senses low-light vision; Listen/Spot +9

AC 21, touch 11, flat-footed 18
(-2 size, +3 dex, +4 natural, +6 armor)
hp 102 (12 HD)
Fort +11, Ref +11, Will +9; improved evasion

Spd 30 ft. (longstrider; in armor), climb 30 ft., swim 30 ft.
Space/Reach 15 ft./10 ft.
Melee bite +15 (2d6+13, 19-20)
Special Attacks constrict (2d6+13), improved grab

Str 29, Dex 17, Con 16, Int 2, Wis 14, Cha 2
Base Atk +9; Grp +26
Feats Improved Critical, Improved Natural Attack, Improved Toughness, Iron Will, Weapon Focus (bite)
Skills Balance +8, Climb +16, Hide +4, Listen +9, Spot +9, Swim +12
SQ combative mount, link, scent, share spells
Tricks combat riding, attack anything
Gear +1 silent huge breastplate
sonofzeal

04-14-08, 12:11 AM
The poison damage is a bit much, I would down it to 1d4 Con damage if I were you, but otherwise it feels fine with LA +1.
An LA +1 race with even stats SHOULD have pretty awesome racial traits. If anything, I think the race as stated is a little on the weak side.
runestar

04-14-08, 01:12 AM
It is a bit disappointing that they lack a medusa's signature petrifying gaze, even if in a limited form.

Here is a sample half-medusa (http://www.seankreynolds.com/rpgfiles/monsters/halfmedusa.html) from Reynolds, though at LA+3, it is significantly more powerful.
PerennialRook

04-14-08, 01:30 AM
My intent was that the +1 CL to enchantment spells and the charisma boost would represent the petrifying gaze quality of the medusa. A weak gaze attack would be ineffective, but a medea sorcerer with the right spells could be on par with, and exceed the power of, the petrifying gaze.
ChaosWolf1982

04-16-08, 06:32 PM
Aside from the petrifying gaze being swapped for the bonus to CHA and enchantment spells, how is this that much different from a regular medusa? I mean, even the hair is still serpentine, and that's outright iconic for the medusa, so what's changed, that one could really tell this wasn't a regular medusa, other than the fact you don't turn to stone when she looks at you?
PerennialRook

04-16-08, 09:26 PM
That's just it. You wouldn't be able to tell. It is a direct offspring of a human and a medusa, so it looks like a human with snakes for hair and slightly earthier skin. That, and a medea could be male, where medusa are all female.
soulphantum

04-17-08, 07:12 AM
??? but you said yourself that this char will always be female as well....

"Medea are the half-human offspring of a medusa and a man. Always female, this rare breed of half-human is often found in only the most depraved societies"

I like it, but why does only the fighter class not have a multiclass penalty if the trait boils down to arcane magic in the veins. Shouldn't if be for arcane caster levels?
PerennialRook

04-17-08, 11:04 AM
??? but you said yourself that this char will always be female as well....

"Medea are the half-human offspring of a medusa and a man. Always female, this rare breed of half-human is often found in only the most depraved societies"

I like it, but why does only the fighter class not have a multiclass penalty if the trait boils down to arcane magic in the veins. Shouldn't if be for arcane caster levels?
:surrender Sometimes I forget what I've written. Good catch on the fighter slip up. I'm not suer why I limited the offspring to female only, I'll fix that as well.
ChaosWolf1982

04-17-08, 06:48 PM
Hm... so much for my belief that medusae only bred-true with human males and the result was another medusa (and a free lunch for the mother).
PerennialRook

04-17-08, 07:16 PM
Medusae eat people?
zeratulcraft

04-17-08, 08:00 PM
A pretty statue, then.
ChaosWolf1982

04-17-08, 09:55 PM
Medusae eat people?

From what I was told by the old myths, yes. They would lure people to them to serve either as mate or food, and those who resisted, became statuary in their lairs
ragoftag

04-19-08, 07:34 PM
PerennialRook wrote:Medusae eat people?That explains all the bits missing from the statues! Although its your world and you can alter the text as you see fit, having them prey upon humans and other sentients makes them a touch more diabolical.
With the originals so bound to Greek myth, some reworking for D&D is justified. I kept the Divine curse angle, but the true origin is a rumor at best, even to sages. Read that as 'RP opportunity'.