Cheiromancer
Adventurer
Erinyes Monster Class
Erinyes appear attractive to humans, resembling tall, very comely women or men with white wings. They are not above being mistaken for celestials.
Erinyes prefer to avoid combat when they can. If forced to fight, they use their charm ability to turn foes against one another and entangle those they cannot charm.
Hit dice: d8
Racial Traits
sub-type: Erinyes are Outsiders with the [evil] and [lawful] sub-types. Any weapon used by the erinyes is treated as being [evil] and [lawful] for the purpose of overcoming damage resistance.
Starting Ability Score Adjustments: +2 Int, +2 Cha. Erinyes have strong minds and personalities.
Speed: Erinyes land speed is 30 feet.
See in Darkness: Erinyes can see in all magical darkness as well as normal darkness.
Acute Vision: Erinyes can see invisible as if using the spell.
Resistances: Erinyes begin with fire resistance 5 and a +4 racial bonus to saves vs poison.
Automatic Languages: Infernal.
Bonus Languages: Abyssal, Celestial, Common, Draconic
Favored Class: Erinyes. Good multi-classing choices for an Erinyes are bard, ranger, and rogue.
Racial bonuses: Erinyes gain a +2 racial bonus to Survival checks when following tracks, and Use Rope checks involving bindings
Class Skills
Erinyes Class Skills are:
Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Hide(Dex), Knowledge (any)(Int), Listen(Wis), Move Silently(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survival (Wis), Use Rope (Dex)
Skill Points at first level: (8 + Int modifier) x 4.
Skill Points at each additional hit dice: 8 + Int modifier.
note: each additional hit dice, not each additional level!
Level...BAB/HD...Saves... Special
1..........+1.........+2.... feat, cumulative modifiers*
2..........+1.........+2.... lesser erinyes powers 1/day, fly 20 ft (avg)
3..........+2.........+3.... summon lemures (2d6, 50%), telepathy
4..........+2.........+3.... entangle (10 ft), lesser erinyes powers 3/day
5..........+3.........+3.... feat, fly 50 ft (good), improved resistance
6..........+3.........+3.... lesser erinyes powers at will, summon lemures (2d8, 50%)
7..........+4.........+4.... +1 ability, entangle (20 ft), spell resistance
8..........+4.........+4.... greater erinyes powers 1/day, flaming bow
9..........+5.........+4.... summon lemures (2d10, 50%), DR 5/good
10........+5.........+4.... entangle (30 ft), immunities
11........+6.........+5.... feat, true seeing
12........+6.........+5.... greater erinyes powers 3/day, summon barbazu (1d4, 35%)
13........+7.........+5....
14........+7.........+5.... improved resistance
15........+8.........+6.... +1 ability, summon barbazu (1d4, 50%)
16........+9.........+6.... feat, teleport and unholy blight at will
*Cumulative modifiers:
Level.....str....dex....con....int....wis....cha....NA....SR
1..........0......0........0......2......0.......2.......2.......
2..........2......2........2......2......0.......2.......3.......
3..........2......2........2......2......2.......2.......3.......
4..........4......2........4......2......2.......2.......4.......
5..........4......2........4......2......2.......4.......4.......
6..........4......4........4......2......2.......4.......5.......
7..........4......4........4......2......2.......4.......5.......11
8..........6......4........6......2......2.......4.......6.......12
9..........6......4........6......2......2.......6.......6.......13
10........6.......6.......6.......4......2.......6.......6.......14
11........6.......6.......6.......4......2.......6.......6.......15
12........8.......8.......8.......4......2.......6.......7.......16
13........8.......8.......8.......4......4.......8.......7.......17
14........10.....10......10.....4......4.......8.......7.......18
15........10.....10......10.....4......4.......10......7.......19
16........10.....10......10.....4......4.......10......8.......20
Class Features
All of the following are class features of the Erinyes monster class.
Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor or shields.
Feats: An erinyes recieves one feat at 1st level and additional ones at 5th, 11th and 15th level. After 16th level it gains feats normally according to its character level, as shown on Table 2-5: Experience and Level-Dependant Benefits.
Cumulative Modifiers: An erinyes becomes more powerful with time, gaining bonuses to its ability scores, natural armor, and spell resistance. See the associated chart for the total bonus gained by a particular level.
+1 Ability: At levels 7 and 15 the Erinyes increases one ability score of its choice by +1. After 16th level it increases abilities normally according to its character level, as shown on Table 2-5: Experience and Level-Dependant Benefits.
Entangle(Ex): Each erinyes carries a length of rope (or equivalant) some 50 feet long that entangles opponents of any size as an animate rope spell. The erinyes caster level for this effect is its hit dice +3. Should this rope be destroyed, the erinyes can enchant a new one as a standard action spell-like ability. The erinyes can hurl the rope the indicated distance with no range penalty.
Telepathy(Su): At 3rd level, an erinyes gains telepathy. It may communicate telepathically with any creature within 100 feet that has a language.
Lesser Erinyes powers(Sp): At 2nd level the erinyes may use charm person, magic weapon (only usable on the erinyes' own bow) and minor image 1/day. At 4th level these abilities may be used 3/day, and at 6th level they may be used at will. Caster level is hit dice +3.
Fly(Ex): The erinyes may use its bird like wings to fly. At second level its speed is 20 with average maneuverability, but this increases to 50 (good maneuverability) at 5th level.
Summon(Sp): Once per day the erinyes can attempt to summon other devils. This ability is the equivalent of a 3rd level spell.
Improved Resistance(Ex): At 5th level the erinyes gains fire resistance 15 and cold and acid resistance 5. At 14th level this improves to acid and cold resistance 10.
Spell Resistance(Ex): At 7th level the erinyes gains spell resistance equal to her erinyes level +4.
Flaming bow(Su): At 8th level the composite bow used by the erinyes acts as a +1 flaming bow while in her possession.
Greater Erinyes powers(Sp): At 8th level the erinyes may use charm monster, greater teleport (self and 50 lbs of gear only) and unholy blight 1/day. At 12th level they may be used 3/day, and greater teleport and unholy blight may be used at will at 16th level. Caster level is hit dice +3.
DR(Su): At 9th level the erinyes gains damage resistance 5/good.
Immunities(Ex): At 10th level the erinyes becomes immune to fire and poison.
True Seeing(Su): At 11th level the erinyes gains true seeing as cast by a 14th level cleric.
Erinyes appear attractive to humans, resembling tall, very comely women or men with white wings. They are not above being mistaken for celestials.
Erinyes prefer to avoid combat when they can. If forced to fight, they use their charm ability to turn foes against one another and entangle those they cannot charm.
Hit dice: d8
Racial Traits
sub-type: Erinyes are Outsiders with the [evil] and [lawful] sub-types. Any weapon used by the erinyes is treated as being [evil] and [lawful] for the purpose of overcoming damage resistance.
Starting Ability Score Adjustments: +2 Int, +2 Cha. Erinyes have strong minds and personalities.
Speed: Erinyes land speed is 30 feet.
See in Darkness: Erinyes can see in all magical darkness as well as normal darkness.
Acute Vision: Erinyes can see invisible as if using the spell.
Resistances: Erinyes begin with fire resistance 5 and a +4 racial bonus to saves vs poison.
Automatic Languages: Infernal.
Bonus Languages: Abyssal, Celestial, Common, Draconic
Favored Class: Erinyes. Good multi-classing choices for an Erinyes are bard, ranger, and rogue.
Racial bonuses: Erinyes gain a +2 racial bonus to Survival checks when following tracks, and Use Rope checks involving bindings
Class Skills
Erinyes Class Skills are:
Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Hide(Dex), Knowledge (any)(Int), Listen(Wis), Move Silently(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survival (Wis), Use Rope (Dex)
Skill Points at first level: (8 + Int modifier) x 4.
Skill Points at each additional hit dice: 8 + Int modifier.
note: each additional hit dice, not each additional level!
Level...BAB/HD...Saves... Special
1..........+1.........+2.... feat, cumulative modifiers*
2..........+1.........+2.... lesser erinyes powers 1/day, fly 20 ft (avg)
3..........+2.........+3.... summon lemures (2d6, 50%), telepathy
4..........+2.........+3.... entangle (10 ft), lesser erinyes powers 3/day
5..........+3.........+3.... feat, fly 50 ft (good), improved resistance
6..........+3.........+3.... lesser erinyes powers at will, summon lemures (2d8, 50%)
7..........+4.........+4.... +1 ability, entangle (20 ft), spell resistance
8..........+4.........+4.... greater erinyes powers 1/day, flaming bow
9..........+5.........+4.... summon lemures (2d10, 50%), DR 5/good
10........+5.........+4.... entangle (30 ft), immunities
11........+6.........+5.... feat, true seeing
12........+6.........+5.... greater erinyes powers 3/day, summon barbazu (1d4, 35%)
13........+7.........+5....
14........+7.........+5.... improved resistance
15........+8.........+6.... +1 ability, summon barbazu (1d4, 50%)
16........+9.........+6.... feat, teleport and unholy blight at will
*Cumulative modifiers:
Level.....str....dex....con....int....wis....cha....NA....SR
1..........0......0........0......2......0.......2.......2.......
2..........2......2........2......2......0.......2.......3.......
3..........2......2........2......2......2.......2.......3.......
4..........4......2........4......2......2.......2.......4.......
5..........4......2........4......2......2.......4.......4.......
6..........4......4........4......2......2.......4.......5.......
7..........4......4........4......2......2.......4.......5.......11
8..........6......4........6......2......2.......4.......6.......12
9..........6......4........6......2......2.......6.......6.......13
10........6.......6.......6.......4......2.......6.......6.......14
11........6.......6.......6.......4......2.......6.......6.......15
12........8.......8.......8.......4......2.......6.......7.......16
13........8.......8.......8.......4......4.......8.......7.......17
14........10.....10......10.....4......4.......8.......7.......18
15........10.....10......10.....4......4.......10......7.......19
16........10.....10......10.....4......4.......10......8.......20
Class Features
All of the following are class features of the Erinyes monster class.
Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor or shields.
Feats: An erinyes recieves one feat at 1st level and additional ones at 5th, 11th and 15th level. After 16th level it gains feats normally according to its character level, as shown on Table 2-5: Experience and Level-Dependant Benefits.
Cumulative Modifiers: An erinyes becomes more powerful with time, gaining bonuses to its ability scores, natural armor, and spell resistance. See the associated chart for the total bonus gained by a particular level.
+1 Ability: At levels 7 and 15 the Erinyes increases one ability score of its choice by +1. After 16th level it increases abilities normally according to its character level, as shown on Table 2-5: Experience and Level-Dependant Benefits.
Entangle(Ex): Each erinyes carries a length of rope (or equivalant) some 50 feet long that entangles opponents of any size as an animate rope spell. The erinyes caster level for this effect is its hit dice +3. Should this rope be destroyed, the erinyes can enchant a new one as a standard action spell-like ability. The erinyes can hurl the rope the indicated distance with no range penalty.
Telepathy(Su): At 3rd level, an erinyes gains telepathy. It may communicate telepathically with any creature within 100 feet that has a language.
Lesser Erinyes powers(Sp): At 2nd level the erinyes may use charm person, magic weapon (only usable on the erinyes' own bow) and minor image 1/day. At 4th level these abilities may be used 3/day, and at 6th level they may be used at will. Caster level is hit dice +3.
Fly(Ex): The erinyes may use its bird like wings to fly. At second level its speed is 20 with average maneuverability, but this increases to 50 (good maneuverability) at 5th level.
Summon(Sp): Once per day the erinyes can attempt to summon other devils. This ability is the equivalent of a 3rd level spell.
Improved Resistance(Ex): At 5th level the erinyes gains fire resistance 15 and cold and acid resistance 5. At 14th level this improves to acid and cold resistance 10.
Spell Resistance(Ex): At 7th level the erinyes gains spell resistance equal to her erinyes level +4.
Flaming bow(Su): At 8th level the composite bow used by the erinyes acts as a +1 flaming bow while in her possession.
Greater Erinyes powers(Sp): At 8th level the erinyes may use charm monster, greater teleport (self and 50 lbs of gear only) and unholy blight 1/day. At 12th level they may be used 3/day, and greater teleport and unholy blight may be used at will at 16th level. Caster level is hit dice +3.
DR(Su): At 9th level the erinyes gains damage resistance 5/good.
Immunities(Ex): At 10th level the erinyes becomes immune to fire and poison.
True Seeing(Su): At 11th level the erinyes gains true seeing as cast by a 14th level cleric.
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