Fey'ri progression

Post/Author/DateTimePost
#1

gabriel06

Dec 28, 2008 2:34:21
I am needing a level progression for the Fey'ri with the +3 level adjustment using the rules from savage species. This is what I have so far, please correct me if I am wrong or if you have any suggestions.


1st level
HD 1d8
BAB 0
SAVES 2/0/0
SKILLS 2+int mod x4
SPECIAL Feat, Low light vision, Wings, -2 Con, Alter self, +2 bluff, hide


2nd level
HD 1d8
BAB 0
SAVES 2/0/0
SKILLS 2+int mod
SPECIAL Immune to sleep, darkness 1/day, +2 will, +2 Int, Darkvision, +2 search spot


3rd level
HD 1d8
BAB 0
SAVES 2/0/0
SKILLS 2+int mod
SPECIAL Feat, +2 Dex, 40ft fly, 10/magic, fire resistance 10, +2 electricity, +2 listen
#2

thephilosopherking

Dec 29, 2008 8:59:02
maybe exchange darkness and alter self, seems too powerful at 1st lvl.

tough I'm not good with these rules, I did make a musteval once

[sblock]

MUSTEVAL GUARDINAL RACIAL TRAITS AND CLASS FEATURES

Mustevals have the following racial abilities and characteristics.

● Outsider: mustevals are native to the Realms of Elysium, and thus have the outsider type. They gain the extraplanar subtype when not on Elysium. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person, and don't need to eat or sleep unless they are on the Prime material plane or in Shadowfel. Mustevals have darkvision 60 ft. and low-light vision.

●Size: Tiny, mustevals have a +2 bonus to Armor Class, a +2 bonus on attack rolls, a +8 bonus on Stealth checks, and a – 8 penalty on grapple checks. Lifting and carrying limits are 1 – 8 lb. As Small creatures, mustevals have a +1 bonus to Armor Class, a +1 bonus on attack rolls, a +4 bonus on Stealth checks, and a – 4 penalty on grapple checks. Their lifting and carrying limits are 8 – 60 lb. Reach 5'.

● A musteval guardinal's base land speed is 30 ft. (40 ft. for small mustevals) They can also burrow with their tough claws at the speed of 10 ft. (15 ft. for small mustevals).

● Skills: mustevals have good claws (burrow speed 10 ft.) for climbing and sharp perception. They receive a +4 racial bonus on Climb and Perception checks.

● Automatic languages: Guardinal, Celestial, Sylvan. Bonus languages: Terran, Planar Trade, Eladrin, Asura, Bariaur, Archon.

● Favored class: rogue.

● Weapon and armor proficiency: musteval guardinals are proficient with all simple, martial weapons and light armors. A musteval's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

● Speak with Animals (Sp): At 2nd lvl. mustevals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.

● Focused Movement: At 3rd lvl. when moving, a musteval can take a move action and a standard action at any point during the move. The musteval cannot take a second move action during a round when it uses its focused movement ability. They almost always use it.

● Tongues (Su): At 4th lvl. mustevals can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

● Resistance to Elements (Ex): 1st lvl. musteval has resistance to acid and electricity 5. At 2nd lvl. musteval has resistance to cold 5. Resistance to electricity increases to 10 at 2nd lvl., 20 at 3rd lvl., and becomes immune to it at 4th lvl. Resistance to acid increases to 10 at 3rd. lvl. and 20 at 5th lvl. Resistance to cold increases to 10 at 4th level and 20 at 6th lvl.

● Petrification and Poison Immunity (Ex): 1st lvl. musteval +4 bonus on saves against petrification and poison. At 4th lvl. musteval becomes immune to petrification and at 6th lvl. to poison.

● Spell Resistance (Ex): At 5th lvl., a musteval gains spell resistance 15, subsequently it increases by 1 every time musteval gains a lvl.

● Damage Reduction (Su): At 6th lvl., a musteval guardinal gains damage reduction 3/evil or silver.

● Racial Abilities: from 2nd to 6th level, a musteval can choose among these racial abilities (or choose a class improvement) if he meets the requirements: Basic Spell-like Abilities (at will–detect evil, detect magic, diguise self, see invisibility, magic missile, protection from evil), Improved Spell-like Abilities (requirement: Basic Sp; every 6 hours–animal messenger, dispel magic, invisibility, nondetection; every 1d6 rounds–swift dimension door), Telepathy (requirement: able to manifest psionic powers; 60 ft. range, can also detect thoughts every as a spell-like ability at will), Light within Darkness (Su, the darkness cannot muffle your inner light, after successful Stealth check, musteval bursts into a searing corona of light blinding all opponents within 60 ft. who don't make the Fort save, DC 10 +1/2 musteval lvl. + Wis mod.), Tremorsense (Ex, becomes sensitive to vibrations in the ground and can pinpoint the location of anything in contact with it within 60 ft., it also gains +1 bonus to attack and damage if its foe is touching the ground), Scent (Ex, a musteval can detect approaching enemies, sniff out hidden foes, and track by sense of smell) Caster level is mustevals lvl.
#3

lord_karsus

Dec 29, 2008 11:04:07
-I was never good with the Savage Species progression things. That said, perhaps you should make the wings 'vestigial' at 1st Level, to prevent them from being abused (ie, PC files up and pelts the enemy to death without being touched)?