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IR Aftermath (Revival/Take 2) (A Work In Progress) (3rd IR Players Please Read)
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<blockquote data-quote="Kalanyr" data-source="post: 1300932" data-attributes="member: 190"><p><strong>New Races 3: Lyseeri (Work In Progress)</strong></p><p></p><p><strong>Lyseeri</strong> </p><p></p><p>Age Category 1 (Wyrmling)</p><p><strong>Tiny Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 7</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str 12 Dex 34 Con 21 Int 30 Wis 23 Cha 31</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 2 (Very young)</p><p><strong>Small Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 10</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str 16 Dex 38 Con 25 Int 34 Wis 27 Cha 35</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 3 (Young)</p><p><strong>Small Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 13</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str 18 Dex 40 Con 27 Int 36 Wis 29 Cha 37</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 4 (Juvenile)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 16</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str 22 Dex 44 Con 31 Int 40 Wis 33 Cha 41</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 5 (Young Adult)</p><p><strong>Medium Outsider (Air, Chaos, Cold, Earth, Fire, Good, Shapechanger, Water)</strong><strong>HD</strong>: 19d12 (123) + 209 +3 (335 hp)</p><p><strong>Initiative</strong>: +22 (+18 Dex +4 Improved Initiative)</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>: (+17 Natural)</p><p><strong>Base Attack/Grapple</strong>: +19/+16</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str: 24 Dex: 46 Con: 33 Int: 42 Wis: 35 Cha: 43</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>: 7 Non-Epic Feats, Alertness (B), Amor Proficiency (Light,Medium) (B), Combat Reflexes (B), Deflect Arrows (B), Dodge (B), Exotic Weapon Proficiency (Thinblade,Hand Crossbow) (B), Greater Two-Weapon Fightning (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Lightning Reflexes (B), Martial Weapon Proficiency (All) (B), Mobility (B), Multi-attack (B), Shield Proficiency (B), Simple Weapon Proficiency (B), Spring Attack (B), Toughness (B), Two-Weapon Fighting (B), Track (B),Weapon Focus (Bite), Weapon Finesse (B)</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>: 20-21 HD</p><p><strong>Level Adjustment</strong>:</p><p></p><p></p><p>Age Category 6 (Adult)</p><p><strong>Medium Outsider (Air, Chaos, Cold, Earth, Fire, Good, Shapechanger, Water)</strong></p><p><strong>HD</strong>: 22d12 (143) + 286 + 3 (432 hp)</p><p><strong>Initiative</strong>: +24 (+20 Dex +4 Imp Init)</p><p><strong>Speed</strong>: 240 ft, Burrow 120', Climb 160 ft, Fly 300 ft (Perfect), Swim 240 ft, </p><p><strong>Armor Class</strong>: 68 (+20 Dex, +18 Deflection, +19 Natural + 1 Dodge) (+1 Dodge) Flat Footed: 47 Touch: 49 Flat Footed Touch: 28</p><p><strong>Base Attack/Grapple</strong>: +22/+31</p><p><strong>Attack</strong>: Slam +43 or Touch +43 or Bite +44 or Wing Buffet +43</p><p><strong>Full Attack</strong>: Slam +43/+38/+33/+28 and Bite +42 and 2 Wing Buffets +41; Touch +43/+38/+33/+28 </p><p><strong>Damage</strong>: Slam 1d6+9+ (1d4 Int) +Paralysis + 1d8+5 (negative or positive energy) , Touch: 1d8+5 (negative or positive energy) + 1d4 Int + Paralysis , Bite: 1d8+4+Poison (18-20/x3) ; Wing Buffet: 1d4+4</p><p><strong>Space/Reach</strong>: 5 ft x 5 ft/5 ft</p><p><strong>Special Attacks</strong>: Spells, Psionics, Spell-Like Abilities, Augmented Critical, Blinding Beauty, Celestial Blast, Charming Song, Energy Burst, Energy Touch, Gaze,Glamour, Improved Grab, Instrument, Rock Throwing, Stunning Glance, Sneak Attack +3d6, True Strike, Turn and Rebuke Undead </p><p><strong>Special Qualities</strong>: Alternate Form, Awe, Blink, Blood of Power, Class Abilities, Control Water, Detect Snares and Pits, Dimension Door, DR 5/-, DR 15/Cold Iron and Evil and Magic, Earth Mastery, Faerie Grace, Frightful Presence, Greater Invisibility, Icewalking, Immunities,Keen Senses, Mind Blank, Musical Ability, Musical Resistance, Oversized Weapon, Perfect Motion, Superior Overland Movement, Plane Shift, Regeneration 22, Rock Catching, Soothing Touch, SR/PR ??, Song, Sonic Resistance 5, Sound Imitation, Spider Climb, Perfect Tongues, Strider's Charm, Telepathy, Two-Weapon Fighting, Turn Immunity, Unearthly Grace, Unerring Senses, Water Mastery, Wild Empathy</p><p><strong>Saves</strong>: Fort +44 Ref +54 Will +47</p><p><strong>Abilities</strong>: Str: 28 Dex: 50 Con: 37 Int: 46 Wis: 39 Cha: 47</p><p><strong>Skills</strong>: Due to their passion for many different activities and incredible learning abilities no skills are considered cross class skills for Lyseeri. Lyseeri recieve 8 + Int Mod skills per HD, multiplied by 4 at 1 HD.</p><p><strong>Feats</strong>: 7 Non-Epic Feats, 1 Epic Feat, Alertness (B), Amor Proficiency (Light,Medium) (B), Combat Reflexes (B), Deflect Arrows (B), Dodge (B), Exotic Weapon Proficiency (Thinblade,Hand Crossbow) (B), Greater Two-Weapon Fightning (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Lightning Reflexes (B), Martial Weapon Proficiency (All) (B), Mobility (B), Multi-attack (B), Perfect Two-Weapon Fightng (B), Shield Proficiency (B), Simple Weapon Proficiency (B), Spring Attack (B), Toughness (B), Two-Weapon Fighting (B), Track (B),Weapon Focus (Bite), Weapon Finesse (B)</p><p><strong>Challenge Rating</strong>: 28?? </p><p><strong>Advancement</strong>: 23-24 HD</p><p><strong>Level Adjustment</strong>: +18??</p><p></p><p>Age Category 7 (Mature Adult)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 25</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str: 30 Dex: 52 Con: 39 Int: 48 Wis: 41 Cha: 49</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 8 (Experienced)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 28</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str: 32 Dex: 54 Con: 41 Int: 50 Wis: 43 Cha: 51</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 9 (Very Experienced)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 31</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str: 34 Dex: 56 Con: 43 Int: 52 Wis: 45 Cha: 53</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 10 (Elder)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 34</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str: 36 Dex: 58 Con: 45 Int: 54 Wis: 47 Cha: 55</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Category 11 (Great Elder)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 37</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str 38 Dex 60 Con 47 Int 56 Wis 49 Cha 57</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p></p><p>Age Category 12 (Enlightned)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 40</p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>: Str 40 Dex 62 Con 49 Int 58 Wis 51 Cha 59</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p>Age Catergory 13+ (Advanced)</p><p><strong>Medium Outsider (Chaos, Good, Shapechanger)</strong></p><p><strong>HD</strong>: 43 + </p><p><strong>Initiative</strong>:</p><p><strong>Speed</strong>:</p><p><strong>Armor Class</strong>:</p><p><strong>Base Attack/Grapple</strong>:</p><p><strong>Attack</strong>:</p><p><strong>Full Attack</strong>:</p><p><strong>Damage</strong>:</p><p><strong>Space/Reach</strong>:</p><p><strong>Special Attacks</strong>:</p><p><strong>Special Qualities</strong>:</p><p><strong>Saves</strong>:</p><p><strong>Abilities</strong>:</p><p><strong>Skills</strong>:</p><p><strong>Feats</strong>:</p><p><strong>Challenge Rating</strong>:</p><p><strong>Advancement</strong>:</p><p><strong>Level Adjustment</strong>:</p><p></p><p></p><p><strong>Treasure</strong>:</p><p><strong>Alignment</strong>: Always Chaotic Good</p><p><strong>Description</strong>: </p><p></p><p></p><p><strong>Combat</strong>:</p><p>A Lyseeri's natural weapons as well as any weapons it wields are treated as good-aligned and chaotic-aligned for the purposes of overcoming damage reduction and regeneration. A lyseeri's natural weapons and any weapons it wields are treated as magical weapons for the purposes of striking incorporeal creatures or overcoming damage reduction or regeneration, at adult age this upgrades to Epic. </p><p></p><p><strong>Special Attacks</strong>:</p><p><strong>Spells</strong> Lyseeri cast spells as Druids of 2/3 their HD rounded down, and Sorcerors of 2/3 their HD rounded down, with the ability to cast cleric and bard spells as arcane sorceror spells and access to the Chaos,Good and choice of 2 of the following domain's spells as arcane spells: Magic, War, Trickery, Fire, Air, Earth and Protection Domains.</p><p></p><p><strong><em>Psionics</em></strong> </p><p>Wyrmling - At Will - <em>Animal Trance, Aversion (to Snakes), Cause Fear, Chameleon Power, Deeper Darkness, Detect Poison, Entangle, Far Hand, Finger of Fire, Neutralize Poison, Produce Acid </em> 3/day - <em>Suggestion</em>1/day - <em>Baleful Polymorph (into Snake Form only), Charm Person</em></p><p></p><p>Adult - At Will -<em> Dissolving Touch, Mass Aversion </em></p><p></p><p>Attack/Defense Modes:</p><p>Wyrmling - 3 Attack Modes (not including Mind Blast) and 3 Defense Modes </p><p>Young - All Except Mindblast/All Defense Modes </p><p>Juvenile - All/All</p><p></p><p>Aversion (Sp) - A Lyseeri can psionically create a compulsion effect targeting one creature within 30 feet. The target must succeed on a Will save (DC 18 + Cha Mod) or gain an aversion to snakes for 10 minutes. Affected creatures must stay at least 20 feet away from any snake or yuan-ti, alive or dead; if already within 20 feet, they move away. A subject unable to move away or one attacked by snakes or Yuan-ti is overcome with revulsion. This revulsion reduces the creature's Dexterity Score by 4 points until the effect weas off or the subject is no loner within 20 feet of a snake or yuan-ti. This ability is otherwise similar to antipathy as the spell. (Caster Level = HD, mimimum of 16th).</p><p></p><p>Chameleon Power (Sp): A Lyseeri can psionically change the coloration of itself and its equipment to match its surroundings, granting a +10 circumstance bonus on Hide checks.</p><p></p><p>Dissolving Touch (Sp): As Produce Acid except that the touch deals 7d6 damage and the grapple deals 10d6 instead.</p><p></p><p>Mass Aversion (Sp): As Aversion but it effects all enemies within 20'. And the DC is 10 + 1/2 HD + Cha Modifier.</p><p></p><p>Produce Acid (Sp) - A Lyseeri has the psionic power to exude acid from its body, dealing 3d6 points of acid damage to the next creature it touches. If the lyseeri is grappling or pinning a foe when it uses this power its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the Lyseeri's body.</p><p></p><p></p><p><strong><em>Spell-Like Abilities</em></strong> (Sp) (Abilities are cumulative)</p><p>Wyrmling: <strong>At Will</strong> – <em>Aid, Animal Trance, Arcane Mark, Bless, Cause Fear, Chaos Hammer, Control Water, Charm Person, Charm Reptiles, Command Plants, Commune with Nature, Continual Flame, Create/Destroy Water, Dancing Lights, Daylight, Daze, Deeper Darkness</em> (Radius of 10' per age category)<em>, Deep Slumber, Detect Thoughts, Disguise Self, Dispel Magic, Entangle, Enthral, Faerie Fire, Fireball, Flare, Fog Cloud, Glitterdust, Goodberry, Grease, Greater Teleport, Grounding, Gust of Wind, Hallucinatory Terrain, Holy Smite, Jump, Lesser Confusion, Mage Hand, Mending, Message, Mirror Image, Neutralize Poison, Obscuring Mist, Open/Close, Permanent Image (visual and auditory elements only) , Pass Without Trace, Persistent Image, Plant Growth, Phase Door, Polymorph Any Object, Prestidigitation, Produce Flame, Protection from Arrows, Pyrotechnics, Quench, Remove Disease, Resistance, Scare, Shatter, Shocking Grasp, Spike Growth, Spike Stones, Stone Shape, Stone Tell, Summon Swarm, Transport Via Plants, Tree Shape, Tree Stride, Water Breathing, Wall of Fire, Ventriloquism</em><strong> 3/day</strong> – <em>Call Lightning, Charm Monster, Cone of Cold, Lightning Bolt, Magic Missile </em><strong>2/day</strong> - <em>Heat Metal, Insect Plague, Warp Wood</em><strong> 1/day </strong> - <em> Confusion, Cure Serious Wounds, Crushing Despair, Dispel Evil, Earthquake, Eyebite, Good Hope, Hypnotism, Lesser Geas, Move Earth, Otto's Irresistible Dance, Ray of Enfeeblement, Suggestion, Tasha's Hideous Laughter, Wall of Ice , Wall of Stone, Woodmaze </em><strong> 1/week</strong> –<em> Control Weather</em> </p><p></p><p>Very Young: <strong>At Will</strong> – <em>Alter Self, Animate Dead, Bless Weapon, Charm Monster, Color Spray, Continual Flame, Hold Monster, Ice Storm, Insect Plague, Mirage Arcana, Remove Fear, Remove Paralysis, Solid Fog</em><strong> 3/day</strong>-<em> Break Enchantment, Restoration </em><strong> 1/day</strong> – <em> Chain Lightning, Cloak of Chaos, Dominate Person, Holy Aura Prismatic Spray, Wall of Force </em></p><p></p><p>Young: <strong>At Will</strong>- <em>Confusion, Greater Dispel Magic, Freezing Fog, Know Direction, Lesser Planar Ally, Ray of Enfeeblement, Spectral Hand, Suggestion, Telekinsesis</em><strong> 3/day</strong> –<em> Holy Word, Word of Chaos</em><strong> 1/day </strong> – <em> Feeblemind, Mass Charm Monster, Hallow, Power Wind: Blind, Symbol </em></p><p></p><p>Juvenile:<strong> At Will</strong> – <em>Acid Fog, Call Lightning, Cloak of Chaos, Cone of Cold, Control Weather, Hallow, Holy Aura, Holy Word, Locate Object, Word of Chaos, Veil</em><strong> 1/day </strong>- <em>Geas/Quest, Mass Invisibility, Mass Suggestion, Power Word: Stun, Summon Monser IX (Celestial's Only)</em> </p><p></p><p>Young Adult: <strong>At Will</strong> – <em>Chain Lightning (Empowered), Cure Serious Wounds, Divine Favour, Find the Path, Mass Charm Monster, Wall of Ice, Wall of Force </em><strong>1/day</strong> –<em> Heal, Insanity, Power Word: Kill, Ressurection, Time Stop </em></p><p></p><p>Adult: <strong>At Will</strong> –<em> Dominate Person </em></p><p></p><p>Mature Adult: <strong>At Will</strong> –<em> Horrid Wilting</em><strong> 5/day</strong> –<em> Elemental Swarm, Summon Nature's Ally IX </em></p><p></p><p>Experienced – <strong>At Will</strong> – <em> Discern Location</em></p><p></p><p></p><p>Description of Special Spell-Like Abilities</p><p>Charm Reptiles (Sp) - A lyseeri can use this ability at will. It works as a mass charm spell that affects only reptilian animals. The Lyseeri can communicate with any charmed reptiles as though casting a speak with animals spell. THis ability is the equivalent of a 1st level spell.</p><p></p><p>Corrupt Water (Sp) - At will an adult or older Lyseeri can stagnate 10 cubic feet of water, making it become still, foul and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the Lyseeri's frightful presence) or become foulded. This ability is the equivalent of a first level spell. Its range is equal to that of a 1st level spell. It's range is equal to that of the Lyseeri's frighful presence.</p><p></p><p>Create Destroy Water (Sp) - A Lyseeri of any age category can use this ability at will. It works like the create water spell, except that the Lyseeri can decide to destroy water instead of creating it, which automaticall spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will Save (DC equal to the Lyseeri's frightful presence) or be ruined. This ability is the equivalent of a 1st level spell.</p><p></p><p>Freezing Fog (Sp) - This ability is similar to a solid fog spell also causes a slippery ice to form on any surface the fog touches, creating the effects of a grease spell. The Lyseeri is immune to the grease effect because of its icewalking ability. The ability is the equivalent of a 5th level spell.</p><p></p><p>Grounding (Sp): Lyseeri have the ability to use this special spell-like ability at will. This is cast against a single target, who must succeed at a Will save (DC 12 + Cha Mod) or be grounded. This lasts for 6d6 rounds, and can affect any target within 10 yards.</p><p></p><p>Woodmaze(Sp): A special variation of the maze spell, resembling that spell in every way except that the barriers are of impenetrable vegetation rather than planes of force.</p><p></p><p></p><p>A Lyseeri's caster level is equal to its HD. Save DCs are Charisma based. </p><p></p><p></p><p><strong>Augmented Critical (Ex)</strong> The Lyseeri's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. Neither Improved Critical nor Keen nor Keen-edge can be applied to a Lyseeri's bite.</p><p></p><p><strong>Blinding Beauty (Su)</strong>: This ability effects all humanoids within 30 feet of a Lyseeri. Those who look directly at the Lyseeri must make a Fortitude save (DC 10 + 1/2 HD + Cha Mod) or be blinded permanently as though by the blindness spell. A Lyseeri can suppress or resume this ability as a free action.</p><p></p><p><strong>Celestial Blast (Su)</strong>: Once per day a Lyseeri can unleash a blast of eldritch fire. The blast fills a 20-radius spread anywhere within a range of 400 feet + 40 feet per HD of the Lyseeri. The blast deals 1d6 points of damage per HD of the Lyseeri (maximum 20d6). Half of the damage is fire damage, but the rest results from divine power and is therefore not subject to being reduced by protection from energy (fire), fire shield (chill shield) or similar magic. A successful reflex save (DC 10 + 1/2 HD + Cha Mod) reduces the damage by half.</p><p></p><p><strong><em>Charming Song (Sp)</em></strong>: At Will - A Lyseeri can sing a special song that functions like a charm person spell (Caster Level: 1/2 HD, DC 11 + Cha Mod), except that it lasts at least 11 hours and affects every creature that hears it. </p><p></p><p><strong>Energy Burst (Su)</strong>: Lyseeri of at least very young age can release a silent burst of negative or positive energy at a range of up to 100 feet. The burst has a 20' radius and deals/heals 1d8+10 damage (Will Save DC 10 + 1/2 HD + Cha Mod) to each creature in the area depending on the creatures type and the type of energy used. Once a Lyseeri unleashes an Energy Burst it must wait 1d4 rounds before it can use this ability again.</p><p></p><p><strong>Energy Touch (Su)</strong>: A Lyseeri has a touch attack that uses positive or negative energy to inflict or cure 1d8+5 points of damage to living or undead creatures. A lyseeri may use its natural attacks instead of its touch attack if it prefers. If it chooses the later it deals the damage as extra damage on one of its natural weapons. In addition the negative energy inrush into living beings causes them to make a Fortitude Save (DC 10 + 1/2 HD + Lyseeri's cha mod) or be paralyzed. Only remove paralysis or magic capable of removing a curse can free the victim. The effect cannot be dispelled.</p><p></p><p><strong>Gaze (Su)</strong>: In humanoid form only - Dominate evil creatures of HD/2 or less, range 60' Will DC 10 + 1/2 HD + Cha Mod negates. Even if the save succeeds the creature is affected as though by a charm spell for 2d10 rounds. Nonevil creatures and evil creatures with more than 5 HD must succeed at the Will Save or suffer the charm effect. </p><p></p><p><strong>Glamour (Su)</strong>: A Lyseeri can create clothing, weaponry and other non-innately valuable materials from air. A craft check is required to fashion any item that would normally require one. Once an object is created it is totally real and in no way magically. However in the hands of a Lsyeeri a weapon created with its Glamour ability has a total enchantment of half the Lyseeri's Hit Dice, the Lyseeri can change the distribution of enchantments on its weapons, once per round as a free action. Eg a 7 HD Lyseeri wielding a Glamour created Thinblade can start with a +1 Keen Flaming Thinblade and then change it as a free action to a +1 Flaming Burst Thinblade, or a +3 Thinblade, A lyseeri may not reduce the enhancement bonus on such a weapon below +1.</p><p></p><p><strong>Instrument (Su)</strong>: A Lyseer with access to an instrument can play a variety of magical tunes. When it plays, all creatures withim a 60' spread (except Lyseer) must succeed at a Will Save (DC 10 + 1/2 HD + Cha Modifier) or be effected by a charm person, sleep or fear spell (caster level = HD, the Lyseeri chooses the tune and its effect). This is an ability of the Lyseeri not the instrument it plays. A creature that successfully saves againsts the effects cannot be effected again by the same Lyseeri for 24 hours. </p><p></p><p><strong>Intelligence Damage (Su)</strong>: A Lyseeri's touch attack deals 1d4 points of Intelligence Damage or 2d4 points on a critical hit.</p><p></p><p><strong> Laugh (Su)</strong>: 3/day—60-foot spread, Will save (DC 10 + 1/2 HD + Cha Mod) or stunned 1d4 round. A bard’s countersong ability can nullify the effects. Whether the save is successful or not, the creature is immune to the laugh from that Lyseeri for one day.</p><p></p><p><strong>Poison (Ex)</strong>: Lyseeri secret a potent venom, from retractable fangs in their mouths, they also frequently coat their missile and melee weapons in this venom. A creature struck with Lyseeri poison must succeed on a Fort Save (DC 10 + 1/2 HD + Con Mod) or fall unconscious. After 1 minute the the subject must succed on another Fort save of the same DC or remain unconscious for 2d4 hours.</p><p></p><p>Lyseeri also have a more deadly venom, that they use through their bite attacks. Injury, Fortide Save (DC 10 + 1/2 HD + Con Mod) Initial and Secondary Damage 1d6 Con.</p><p></p><p><strong>Rock Throwing</strong> (Ex): Lyseeri are accomplished rock throwers and recieve a +1 racial bonus on attack rolls when throwing rocks. A lyseeri may throw rocks of 2 size categories below its own. Lyseeri throw rocks have a range increment of 140' with a maximum of five range increments. A Lyseeri may choose to throw rocks 2 handed, allowing them to throw a rock 1 category larger than normal with a range increment of 180' and recieving 1.5x their Str Bonus to damage with that rock.</p><p></p><p>Base Damage:</p><p>Small Rocks: 2d6</p><p>Medium Rocks: 2d8</p><p>Large Rocks: 4d6</p><p></p><p><strong>Sneak Attack (Ex) </strong>: Anytime a Lyseeri's target is denied a dexterity bonus or when a target is flanked by a Lyseeri, the Lyseeri deals ana additional 3d6 points of damage on a successful melee attack. This damage stacks with sneak attack damage from other sources such as rogue levels. For the purposes of overcoming uncanny dodge a Lyseeri functions as a 5th level rogue.</p><p></p><p><strong>Special Arrows(Ex)</strong> Lyseeri sometimes employ arrows or bolts, that deal no damage byt can erase memory or put a creature to sleep.</p><p>Memory Loss: An opponent struck by this arrow must succeed on a DC (10 + 1/2 HD + Cha Mod + 2 (Racial Bonus)) Will save or lose all memory. The subject retains skills, languages and class abilities, but forgets everything else until he or she recieves a heal spell or memory restoration with limited wish, wish or miracle. </p><p>Sleep: Any opponent struck with this arrow regardless of Hit Dice must succeed on a DC (10 + 1/2 HD + Cha Mod + 2 (Racial Bonus)) Fortitude save or be affected as though by a sleep spell.</p><p> </p><p><strong>Stunning Glance (Su)</strong>: As a standard action, a wrathful Lyseeri can stun a creature within 30' with a look. The target creature must succeed at a DC (10 + 1/2 HD + Cha Mod) Fortitude save or be stunned for 2d4 rounds. </p><p></p><p><strong>Turn and Rebuke Undead (Su)</strong>: 3+ Cha Mod times per day a Lyseeri may turn or rebuke undead as a cleric of its HD.</p><p></p><p><strong>Special Qualities</strong>:</p><p></p><p><strong>Alternate Form (Su)</strong>: Lyseeri are creations of powerful magic created by blending many races, Lyseeri can assume the form of any creature on the following list as a swift action, providing it has HD equal to or less than the Lyseeri's. When in an alternative form, Lyseeri gain the attack routines and reach of that form (it retain's a bite attack even if the creature does not have one (so long as the creature has a mouth)) and may if it chooses have the form be winged (providing the creature with a Fly (Lyseeri's fly speed) (Perfect), also in any form with humanoid arms, the Lyseeri has access to slam attacks, speed and allowing the Lyseeri access to 2 Wing Buffet attacks), a Lyseeri gains access to any natural, Extraordinary or Supernatural ability of the form it assumes, while retaining its own (providing the form can logically use them eg a Lyseeri cannot throw or catch rocks while in draconic form)</p><p></p><p>Fey (Dryad,Fossergrim,Gloura,Hybsil, Jermlaine,Kelpie, Nymph, Ocean Strider, Oread, Satyr,Sirine,Spriggan, Sprite (any)) </p><p>Giant (Cloud,Firbolg,Fire,Fog,Fomorian, Frost,Hill,Ogre,Stone,Storm)</p><p>Humanoid (Bugbear,Any Elf, Gnoll, Goblin, Grimlock, Hobgoblin, </p><p>Orc) </p><p>Yuan-ti (Pureblood,Half-Blood,Abomination or Anathema)</p><p>Werewolf Hybrid Form</p><p>Animal (Wolf and Viper of any size)</p><p></p><p>A Lyseeri retains its own ability scores, armor modifiers, movement speeds, if they are superior to that of the form assumed. A Lyseeri's natural armor, ability scores and attacks and armor class are affected by its size as shown on the table below.</p><p></p><p>(The table below assumes a medium-sized Lyseeri as the basis)</p><p>Tiny: (-8 Str, +4 Dex,-2 Con, +2 Size Modifier, +8 Hide check)</p><p>Small: (-4 Str, +2 Dex,- 2Con, +1 Size Modifier, +4 Hide check)</p><p>Medium: (Base)</p><p>Large: (+8 Str, -2 Dex,+4 Con, -1 Size Modifier, +2 Natural Armor, -4 Hide check)</p><p>Huge: (+16 Str, -4 Dex,+8 Con, -2 Size Modifier, +5 Natural Armor, -8 Hide check)</p><p>Gargantuan: (+24 Str, -4 Dex,+12 Con,-4 Size Modifier, +9 Natural Armor, -12 Hide check, Fly Speed increases to 350 (perfect))</p><p>Colossal: (+32 Str, -4 Dex, +16 Con, -8 Size Modifier, +13 Natural Armor,-16 Hide check, Fly Speed increases to 400 (Perfect))</p><p></p><p>Attack Damage By Size</p><p></p><p>Tiny: (Bite 1d4, Slam 1d3, Wing Buffet 1d2)</p><p>Small: (Bite 1d6, Slam 1d4, Wing Buffet 1d3)</p><p>Medium: (Bite 1d8, Slam 1d6, Wing Buffet 1d4)</p><p>Large: (Bite 2d6, Slam 1d8, Wing Buffet 1d6)</p><p>Huge: (Bite 2d8, Slam 2d6, Wing Buffet 1d8)</p><p>Gargantuan: (Bite 4d6, Slam 2d8, Wing Buffet 2d6)</p><p>Colossal: (Bite 4d8, Slam 4d6 , Wing Buffet 2d8)</p><p></p><p>Any of these forms is the Lyseeri's true form and a true seeing spell reveals all forms simultaneously. A Lyseeri can transform into a child (non-combatant) form of a creature it is not yet powerful enough to transform into (eg a Juvenille Lyseeri can appear a Storm Giant Child).</p><p></p><p><strong>Awe (Su)</strong>: At the mere sight of a Lyseeri, a hostile viewer must succeed at a Will Save (DC 10 +1/2 HD +Cha Mod) or be paralyzed with awe for 2d4 rounds. Whether or not the save is successful, that creature cannot again be affected by the Lyseeri's awe power for 24 hours. </p><p></p><p><strong>Blink (Su)</strong>: A lyseer can Blink as the spell (Caster Level = 2 x HD) and can evoke or end the effect as a free action.</p><p></p><p><strong>Blood of Power (Ex)</strong>: Lyseeri are a magically created race blending the best traits of several different races, as a result Lyseeri have d12 HD, desipite not having the dragon type. However Lyseeri count as dragons for the purpose of spells and magical items. Lyseeri also count as any type of creature they can use their alternate form ability to assume for the purposes of spells and magical items. This means that a Lyseeri can be subject to multiple bane effects from a single weapon but this is limited to 3 (one for each Outsider Alignment Axis and Once for a racial subtype). Lyseeri are not hindered by Anti-Life shells counting as Outsiders for that effect. This mixed blood means that Lyseeri are impossible to shapechange into or otherwise assume the form of since they do not technically have a form to assume.</p><p></p><p><strong>Burrow (Ex)</strong>: A Lyseeri can glide through stone,dirt or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves being no tunnel or hole, nor does it create any ripple or other sign of its presence.</p><p></p><p><strong>Class Abilities</strong>: A Lyseeri in addition to its naturally abilities also possesses the class features of 1 class level for each HD it possesses, ie a 7 HD Lyseeri has the Bonus Feats of a 7th level Fighter (and access to fighter only feats as appropriate) or the spellcasting ability of a 7th level wizard, etc. A Lyseeri may select Prestige Classes it qualifies for but must select one class level at a time (ie a Wyrmling can't use it's innate caster level to take pure mystic theurge levels). In addition a Lyseeri may never raise its Druid or Sorceror spell casting level above its HD through this feature, any additional levels of druid or sorceror spellcasting are wasted.</p><p></p><p><strong>Control Water (Su)</strong>: A Lyseeri can control water as the spell cast by a sorcerer of its HD.</p><p></p><p><strong>Detect Snares and Pits (Su)</strong>: Lyseeri have a continuous detect snares and pits ability, as the spell (caster level 20th or HD (whichever is better). </p><p> </p><p><strong>Dimension Door (Su)</strong>: A lyseeri can teleport once per round as a free action (Caster Level = 2x HD). The ability effects only the Lyseeri and its equipment, which never appears in a solid object and can act immediately after teleporting.</p><p></p><p><strong>Earth Mastery(Ex)</strong>: A Lyseeri gains a +1 bonus on attack and damage rolls if it's foe is touching the ground. </p><p></p><p><strong>Faerie Grace (Ex) </strong>: A Lyseeri may move through any sort of natural terrain or undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. In addition, thorns, briars,, overgrown areas and other terrain (such as stone spikes) that have been magically manipulated to impede motion do not affect her. A Lyseeri leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. </p><p></p><p><strong>Frightful Presence</strong> (Su/Ex): </p><p> As an extraordinary ability a lyseeri can unsettle foes with its mere presence. The ability takes effect automatically whever the Lyseeri attacks, charges or flies overhead. Creatures within a radius of 30 feet x the Lyseeri's age category are subject to the effect if they have fewer HD than the Lyseeri. A potentially affected creature that succeeds on a Will Save (DC 10 + 1/2 HD + Lyseeri's Cha Mod) remains immune to that Lyseeri's frightful presence for 24 hours. On a failure a creature with 4 or less HD becomes panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Lyseeri ignore the frightful presence of other Lyseeri and dragons. </p><p></p><p>The supernatural ability occurs whenever a Lyseeri charges or attacks. Affected creatures must make a Will Save or become shaken remaining in that condition as long as they remain within 60 feet of the Lyseeri. Lyseeri ignore this ability of other Lyseeri.</p><p></p><p><strong>Greater Invisibility (Su)</strong>: A Lyseeri remains invisible even when it attacks. This ability is constant but the Lyseeri can suppress or resume it as a free action.</p><p></p><p><strong>Icewalking</strong>(Ex): This ability works like the spider climb spell but the surface the Lyseeri climbs must be icy. It is always in effect.</p><p></p><p><strong>Immunities (Ex) </strong>: Lyseeri are immune to acid, cold, disease, death effects, enchantment spells and effects, electricity, fire, the effects of illusion spells, effects such as maze and woodmaze, mind-affecting attacks, poison, paralysis, petrification, polymorphing attacks, sleep effects, stunning. Lyseeri are not subject to critical hits, ability drain or energy drain. Immune to damage to ability scores as well as exhaustion and fatigue. Lyseeri are not subject to death from massive damage.</p><p></p><p><strong>Keen Senses(Ex)</strong>: Blingsight 60', Darkvision 120ft , Low-Light Vision (4x as well as a human), Scent, Normal vision twice as good as a human in normal light. An Lyseeri who passes within 5 feet of a secret door is entitled to a Search check as though actively looking for it. A Lyseeri's sight is so sharp that they can spot moving objects or creatures even if they are invisible or ethereal.</p><p></p><p><strong>Lyseeri Traits (Ex)</strong> Lyseeri recieve a +2 racial bonus on saves against spells and spell-like abilities.</p><p></p><p><strong>Muscial Ability (Ex)</strong>: When a Lyseeri uses a magical musical instrument the saving throw DC for any use of the item is increased by 2.</p><p></p><p><strong>Musiscal Resistance(Ex)</strong>: Lyseeri recieve a +2 bonus on saves made to resist musical effects including sonic spells, bardic music, and the effects of magical instruments.</p><p></p><p><strong>Mind Blank (Ex)</strong>: A Lyseeri and it's possessions cannot be detected or scryed upon by any form of non-epic magic, nor can its emotions, thoughts or alignment be affected or detected by any form of non-epic magic. In all otherways this ability functions as a Mind Blank spell.</p><p></p><p><strong>Oversized Weapon</strong>: A Lyseeri counts as a being 1 size category larger than it is for the purpose of wielding melee weapons.</p><p></p><p><strong>Perfect Motion (Su) </strong>: Lyseeri have a continuous freedom of movement ability as the spell (caster level = HD). The effect can be dispelled but the Lyseeri can create it again on its turn as a free action. In addition Lyseeri jumping heights are not capped by their size. </p><p></p><p><strong>Perfect Tongues (Ex)</strong>: Although Lyseeri prefer to communicate telepathically with each other, they are capable of speaking with any creature possessing a spoken language, as well as conversing with any plant or animal. Lyseeri can also read and write any language including the ability to read magic. </p><p></p><p><strong>Plane Shift (Su)</strong>: At Will as a Standard Action a Lyseeri can produce a Plane Shift effect as a Sorceror of it's HD, this ability effects only the Lyseeri and it's equipment. When moving to the Ethereal or Shadow planes, this ability shifts the Lyseeri to the point coexistent with its orignal location on the plane it left.</p><p></p><p><strong>Protective Aura (Su)</strong>: Against attacks made or effects created by evil or lawful creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20' of the Lyseeri. Otherwise it functions as a magic circle against evil and law effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals the Lyseeri's HD). (The defensive bonus from the circle are not included in the Lyseeri's stat block. </p><p></p><p><strong>Quickness (Su)</strong>: A Lyseeri is constantly under an effect similar to a superior version of the haste spell (this ability does not stack with haste). This grants the Lyseeri one extra standard action or move action, either before or after its regular action. It also grants the Lyseeri a +1 doge bonus to its AC, +1 to attack rolls and reflex saves (already included in the statistics block). The Lyseeri loses the +1 AC bonus anytime it would lose a dodge bonus. The Lyseeri can jump one and one half times as far as normal.</p><p></p><p><strong>Regeneration (Ex)</strong>: Attacks made with evil cold iron weapons deal normal damage to a Lyseeri. The lyseeri are immune to effects that produce incurable or bleeding wounds (such as mummy rot, a sword with the wounding special ability or a clay golem's cursed wound ability). If a Lyseeri loses a limb or body part, the lost portion regrows in 1d6 minutes (the deteched piece dies and decays normally). The creature can reattach the severered member instantly by holding it to the stump.</p><p> </p><p><strong>Rock Catching (Ex)</strong>: A lyseeri may catch a thrown rock or similar shaped projectiles of sizes from small up to its own size category when its in a form possessing arms. Once per round a Lyseeri that would normally be hit by a rock can make a Reflex save to catch it. The DC is based on the size of the rock as shown on the table below. If the rock is magically enchanted the enhancement bonus is added to the DC below. Lyseeri recieve a +4 racial bonus on Reflex saves to cach a thrown rock.</p><p></p><p>Small DC 15</p><p>Medium DC 20</p><p>Large DC 25</p><p>Huge DC 30</p><p>Gargantuan DC 35</p><p>Colossal DC 40</p><p></p><p><strong>Song (Ex/Su)</strong>: A Lyseeri has a captivating voice and use bardic music just as a bard can. Unlike a bard however a Lyseeri requires no instrument other than its unearthly voice and it may sing as often as it likes, in addition it can use or maintain concentration on one such ability per round as a free action. A Lyseeri's bard level for this purpose is equal to its Hit Dice.</p><p></p><p><strong>Soothing Touch (Su)</strong>: A lyseeri if it desires can use its touch to restore 1d6 points of Intelligence damage caused by any Lyseeri or Sirine.</p><p></p><p><strong>Sound Imitation (Ex)</strong>: A Lyseeri can mimic any voice or sound it has head, anytime it likes. Listener's must succeed at a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.</p><p></p><p><strong>Spell and Power Resistance</strong>: Lyseeri have Spell and Power Resistance of X?? + their HD. Unlike normal Spell/Power Resistance a Lyseeri may raise or lower this as a reactive free action. </p><p></p><p><strong>Spider Climb (Ex)</strong>: A Lyseeri can climb sheer surfaces as though with a spider climb spell.</p><p></p><p><strong>Strider's Charm (Su)</strong> If a Lyseeri enters a tree containing a spellcaster that is using tree stride or a similar spell, there always is room in the tree for the Lyseeri. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 10 + 1/2 HD + Cha Mod), as the charm monster spell. These special charms can be used at will and do not count against the Lyseeri's daily usage of her charm monster spell-like ability. </p><p></p><p><strong>Superior Overland Movement (Ex)</strong>: Lyseeri are exceedinly strong flyers and can cover vast distances quickly. A Lyseeri's overland flying speed is a function of its tactical fly speed, as show on the table below.</p><p></p><p>Lyseeri Overland Flying Speeds</p><p> Lyseeri Flying Speed</p><p>One Hour 200 feet.............250 feet..............300 feet</p><p>Normal 30 Miles.............40 Miles...............45 Miles</p><p>Hustle 60 Miles.............80 Miles...............90 Miles</p><p>One Day</p><p>Normal 240 Miles...........320 Miles..............360 Miles</p><p></p><p>Lyseeri do not tire when moving overland on the ground. If a Lyseeri attempts a hustle or a forced march, it does not need to check for nonlethal damage.</p><p></p><p><strong>Telepathy(Su)</strong>: A Lyseeri can communicate telepathically with any being within 100 feet.</p><p></p><p></p><p></p><p><strong>Trample (Ex)</strong>: As a standard action during its turn each round a Lyseeri can trample opponents at least 1 size category smaller than itself. This attack deals base damage equal to its slam attack + 1.5 x it's Str modifier, this is bludgeoning damage. A trampled opponent can attempt either an Attack of Opportunity with a -4 penalty or a Reflex save (DC 10 + 1/2 HD + Str Mod) for half damage. </p><p></p><p><strong>True Strike (Su)</strong>: As long as both a Lyseeri and its opponent are standing in a river claimed by a Lyseeri, the Lyseeri gains a +20 insight bonus on attack rolls as if affected by the spell true strike. This ability is usually only of use to Lyseeri who were once fossergrim.</p><p></p><p><strong>Turn Immunity</strong>: Though a Lyseeri has strong elemental affiliations and the abilities of some varieties of good aligned undead, Lyseeri are utterly immune to being Turning or Rebuking nor are they able to be Bolstered.</p><p></p><p><strong>Two-Weapon Fighting (Ex)</strong>: A Lyseeri gains Two-Weapon Fighting and Improved Two-Weapon Fighting at Wyrmling, it gains Greater Two-Weapon Fighting at 11 HD and Perfect Two-Weapon Fighting at 21 HD. These feats allow a Lyseeri to fight with Two-Weapons with no penalty as a special racial ability. In combination with it's oversized weapon ability this ability allows a Lsyeeri to fight with two weapons of it's size category without penalty.</p><p></p><p><strong>Unearthly Grace (Su)</strong>: A lyseeri gains a deflection bonus to its Armour class and an unnamed bonus on all saving throws that is equal to its charisma modifier.</p><p></p><p><strong>Unnerring Senses(Su)</strong>: In addition to its normal keen senses , a Lyseeri posesses supernatural senses that mean it is not affected by any illusions, invisibility, changes of form, magical or mundane impediment to it's senses or disguises. In addition this ability allows a Lyseeri to Detect Good, Detect Evil,Detect Law,Detect Chaos, Death Watch, Discern Lies and Detect Magic and to percieve onto co-existant planes to the range of its senses, all these abilities function as if in the final round immediately.</p><p></p><p><strong>Water Breathing (Ex)</strong>: A lyseeri has no need to breathe and can use its </p><p>breath weapons, spells and other abilities freely even while submerged.</p><p></p><p><strong>Water Mastery (Ex)</strong>: A Lyseeri gains a +1 attack and damage bonus if both it and its opponent touch water.</p><p></p><p><strong>Water Walking (Su)</strong>: Lyseeri may function as if under a Water Walk effect as cast by a cleric of their HD, at will. This ability can be suppressed or resumed at will as a free action. </p><p></p><p><strong>Wild Empathy (Ex)</strong>: This power works liike the druid's wild empathy class feature except that the Lyseeri has a +6 racial bonus on the check.</p><p></p><p><strong>Wind Walk (Su)</strong>: A Lyseeri can wind walk at will, transforming from physical to ariel form or back as a move action. </p><p></p><p><strong>Habitat/Society</strong>:</p><p></p><p><strong>Ecology</strong>:</p><p></p><p><strong>Skills</strong> Lyseeri recieve a , a +4 racial bonus on Craft,Disable Device, Open Lock, Ride checks, a +8 racial bonus on Bluff, Climb, Jump, Listen, Perform, Search, Sleight of Hand, Spot, Survival and Swim checks (to avoid a hazard or perform a special action, it can always take 10 on a swim check even if distracted or endangered. A lyseeri can take the run action while swimming provided it swims in a straight line, Lyseeri ignore all weight penalties for gear carried while swimming) , a +10 racial bonus on Hide, Move Silently and Sense Motive checks. A Lyseeri can always take 10 on Climb Checks even when rushed or threatened. Outdoors in plains or forests Lyseeri can use Disable Device and Search Checks as a Rogue. *While within a forest or woodland a Lyseeri gains a +20 racial bonus on Knowledge (nature) checks and her racial bonus to Survival checks raises to +20.</p><p></p><p></p><p></p><p>With Thanks To Original Creator: Nyah! Don't need this one because its MINE! MINE! MINE!</p><p></p><p>(Several Abilities of the Lyseeri were taken from the creature catalogue.)</p></blockquote><p></p>
[QUOTE="Kalanyr, post: 1300932, member: 190"] [b]New Races 3: Lyseeri (Work In Progress)[/b] [b]Lyseeri[/b] Age Category 1 (Wyrmling) [b]Tiny Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 7 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str 12 Dex 34 Con 21 Int 30 Wis 23 Cha 31 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 2 (Very young) [b]Small Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 10 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str 16 Dex 38 Con 25 Int 34 Wis 27 Cha 35 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 3 (Young) [b]Small Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 13 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str 18 Dex 40 Con 27 Int 36 Wis 29 Cha 37 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 4 (Juvenile) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 16 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str 22 Dex 44 Con 31 Int 40 Wis 33 Cha 41 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 5 (Young Adult) [b]Medium Outsider (Air, Chaos, Cold, Earth, Fire, Good, Shapechanger, Water)[/b][b]HD[/b]: 19d12 (123) + 209 +3 (335 hp) [b]Initiative[/b]: +22 (+18 Dex +4 Improved Initiative) [b]Speed[/b]: [b]Armor Class[/b]: (+17 Natural) [b]Base Attack/Grapple[/b]: +19/+16 [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str: 24 Dex: 46 Con: 33 Int: 42 Wis: 35 Cha: 43 [b]Skills[/b]: [b]Feats[/b]: 7 Non-Epic Feats, Alertness (B), Amor Proficiency (Light,Medium) (B), Combat Reflexes (B), Deflect Arrows (B), Dodge (B), Exotic Weapon Proficiency (Thinblade,Hand Crossbow) (B), Greater Two-Weapon Fightning (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Lightning Reflexes (B), Martial Weapon Proficiency (All) (B), Mobility (B), Multi-attack (B), Shield Proficiency (B), Simple Weapon Proficiency (B), Spring Attack (B), Toughness (B), Two-Weapon Fighting (B), Track (B),Weapon Focus (Bite), Weapon Finesse (B) [b]Challenge Rating[/b]: [b]Advancement[/b]: 20-21 HD [b]Level Adjustment[/b]: Age Category 6 (Adult) [b]Medium Outsider (Air, Chaos, Cold, Earth, Fire, Good, Shapechanger, Water)[/b] [b]HD[/b]: 22d12 (143) + 286 + 3 (432 hp) [b]Initiative[/b]: +24 (+20 Dex +4 Imp Init) [b]Speed[/b]: 240 ft, Burrow 120', Climb 160 ft, Fly 300 ft (Perfect), Swim 240 ft, [b]Armor Class[/b]: 68 (+20 Dex, +18 Deflection, +19 Natural + 1 Dodge) (+1 Dodge) Flat Footed: 47 Touch: 49 Flat Footed Touch: 28 [b]Base Attack/Grapple[/b]: +22/+31 [b]Attack[/b]: Slam +43 or Touch +43 or Bite +44 or Wing Buffet +43 [b]Full Attack[/b]: Slam +43/+38/+33/+28 and Bite +42 and 2 Wing Buffets +41; Touch +43/+38/+33/+28 [b]Damage[/b]: Slam 1d6+9+ (1d4 Int) +Paralysis + 1d8+5 (negative or positive energy) , Touch: 1d8+5 (negative or positive energy) + 1d4 Int + Paralysis , Bite: 1d8+4+Poison (18-20/x3) ; Wing Buffet: 1d4+4 [b]Space/Reach[/b]: 5 ft x 5 ft/5 ft [b]Special Attacks[/b]: Spells, Psionics, Spell-Like Abilities, Augmented Critical, Blinding Beauty, Celestial Blast, Charming Song, Energy Burst, Energy Touch, Gaze,Glamour, Improved Grab, Instrument, Rock Throwing, Stunning Glance, Sneak Attack +3d6, True Strike, Turn and Rebuke Undead [b]Special Qualities[/b]: Alternate Form, Awe, Blink, Blood of Power, Class Abilities, Control Water, Detect Snares and Pits, Dimension Door, DR 5/-, DR 15/Cold Iron and Evil and Magic, Earth Mastery, Faerie Grace, Frightful Presence, Greater Invisibility, Icewalking, Immunities,Keen Senses, Mind Blank, Musical Ability, Musical Resistance, Oversized Weapon, Perfect Motion, Superior Overland Movement, Plane Shift, Regeneration 22, Rock Catching, Soothing Touch, SR/PR ??, Song, Sonic Resistance 5, Sound Imitation, Spider Climb, Perfect Tongues, Strider's Charm, Telepathy, Two-Weapon Fighting, Turn Immunity, Unearthly Grace, Unerring Senses, Water Mastery, Wild Empathy [b]Saves[/b]: Fort +44 Ref +54 Will +47 [b]Abilities[/b]: Str: 28 Dex: 50 Con: 37 Int: 46 Wis: 39 Cha: 47 [b]Skills[/b]: Due to their passion for many different activities and incredible learning abilities no skills are considered cross class skills for Lyseeri. Lyseeri recieve 8 + Int Mod skills per HD, multiplied by 4 at 1 HD. [b]Feats[/b]: 7 Non-Epic Feats, 1 Epic Feat, Alertness (B), Amor Proficiency (Light,Medium) (B), Combat Reflexes (B), Deflect Arrows (B), Dodge (B), Exotic Weapon Proficiency (Thinblade,Hand Crossbow) (B), Greater Two-Weapon Fightning (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Lightning Reflexes (B), Martial Weapon Proficiency (All) (B), Mobility (B), Multi-attack (B), Perfect Two-Weapon Fightng (B), Shield Proficiency (B), Simple Weapon Proficiency (B), Spring Attack (B), Toughness (B), Two-Weapon Fighting (B), Track (B),Weapon Focus (Bite), Weapon Finesse (B) [b]Challenge Rating[/b]: 28?? [b]Advancement[/b]: 23-24 HD [b]Level Adjustment[/b]: +18?? Age Category 7 (Mature Adult) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 25 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str: 30 Dex: 52 Con: 39 Int: 48 Wis: 41 Cha: 49 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 8 (Experienced) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 28 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str: 32 Dex: 54 Con: 41 Int: 50 Wis: 43 Cha: 51 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 9 (Very Experienced) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 31 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str: 34 Dex: 56 Con: 43 Int: 52 Wis: 45 Cha: 53 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 10 (Elder) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 34 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str: 36 Dex: 58 Con: 45 Int: 54 Wis: 47 Cha: 55 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 11 (Great Elder) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 37 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str 38 Dex 60 Con 47 Int 56 Wis 49 Cha 57 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Category 12 (Enlightned) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 40 [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: Str 40 Dex 62 Con 49 Int 58 Wis 51 Cha 59 [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: Age Catergory 13+ (Advanced) [b]Medium Outsider (Chaos, Good, Shapechanger)[/b] [b]HD[/b]: 43 + [b]Initiative[/b]: [b]Speed[/b]: [b]Armor Class[/b]: [b]Base Attack/Grapple[/b]: [b]Attack[/b]: [b]Full Attack[/b]: [b]Damage[/b]: [b]Space/Reach[/b]: [b]Special Attacks[/b]: [b]Special Qualities[/b]: [b]Saves[/b]: [b]Abilities[/b]: [b]Skills[/b]: [b]Feats[/b]: [b]Challenge Rating[/b]: [b]Advancement[/b]: [b]Level Adjustment[/b]: [b]Treasure[/b]: [b]Alignment[/b]: Always Chaotic Good [b]Description[/b]: [b]Combat[/b]: A Lyseeri's natural weapons as well as any weapons it wields are treated as good-aligned and chaotic-aligned for the purposes of overcoming damage reduction and regeneration. A lyseeri's natural weapons and any weapons it wields are treated as magical weapons for the purposes of striking incorporeal creatures or overcoming damage reduction or regeneration, at adult age this upgrades to Epic. [b]Special Attacks[/b]: [b]Spells[/b] Lyseeri cast spells as Druids of 2/3 their HD rounded down, and Sorcerors of 2/3 their HD rounded down, with the ability to cast cleric and bard spells as arcane sorceror spells and access to the Chaos,Good and choice of 2 of the following domain's spells as arcane spells: Magic, War, Trickery, Fire, Air, Earth and Protection Domains. [b][i]Psionics[/i][/b][i][/i] Wyrmling - At Will - [i]Animal Trance, Aversion (to Snakes), Cause Fear, Chameleon Power, Deeper Darkness, Detect Poison, Entangle, Far Hand, Finger of Fire, Neutralize Poison, Produce Acid [/i] 3/day - [i]Suggestion[/i]1/day - [i]Baleful Polymorph (into Snake Form only), Charm Person[/i] Adult - At Will -[i] Dissolving Touch, Mass Aversion [/i] Attack/Defense Modes: Wyrmling - 3 Attack Modes (not including Mind Blast) and 3 Defense Modes Young - All Except Mindblast/All Defense Modes Juvenile - All/All Aversion (Sp) - A Lyseeri can psionically create a compulsion effect targeting one creature within 30 feet. The target must succeed on a Will save (DC 18 + Cha Mod) or gain an aversion to snakes for 10 minutes. Affected creatures must stay at least 20 feet away from any snake or yuan-ti, alive or dead; if already within 20 feet, they move away. A subject unable to move away or one attacked by snakes or Yuan-ti is overcome with revulsion. This revulsion reduces the creature's Dexterity Score by 4 points until the effect weas off or the subject is no loner within 20 feet of a snake or yuan-ti. This ability is otherwise similar to antipathy as the spell. (Caster Level = HD, mimimum of 16th). Chameleon Power (Sp): A Lyseeri can psionically change the coloration of itself and its equipment to match its surroundings, granting a +10 circumstance bonus on Hide checks. Dissolving Touch (Sp): As Produce Acid except that the touch deals 7d6 damage and the grapple deals 10d6 instead. Mass Aversion (Sp): As Aversion but it effects all enemies within 20'. And the DC is 10 + 1/2 HD + Cha Modifier. Produce Acid (Sp) - A Lyseeri has the psionic power to exude acid from its body, dealing 3d6 points of acid damage to the next creature it touches. If the lyseeri is grappling or pinning a foe when it uses this power its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the Lyseeri's body. [b][i]Spell-Like Abilities[/i][/b][i][/i] (Sp) (Abilities are cumulative) Wyrmling: [b]At Will[/b] – [i]Aid, Animal Trance, Arcane Mark, Bless, Cause Fear, Chaos Hammer, Control Water, Charm Person, Charm Reptiles, Command Plants, Commune with Nature, Continual Flame, Create/Destroy Water, Dancing Lights, Daylight, Daze, Deeper Darkness[/i] (Radius of 10' per age category)[i], Deep Slumber, Detect Thoughts, Disguise Self, Dispel Magic, Entangle, Enthral, Faerie Fire, Fireball, Flare, Fog Cloud, Glitterdust, Goodberry, Grease, Greater Teleport, Grounding, Gust of Wind, Hallucinatory Terrain, Holy Smite, Jump, Lesser Confusion, Mage Hand, Mending, Message, Mirror Image, Neutralize Poison, Obscuring Mist, Open/Close, Permanent Image (visual and auditory elements only) , Pass Without Trace, Persistent Image, Plant Growth, Phase Door, Polymorph Any Object, Prestidigitation, Produce Flame, Protection from Arrows, Pyrotechnics, Quench, Remove Disease, Resistance, Scare, Shatter, Shocking Grasp, Spike Growth, Spike Stones, Stone Shape, Stone Tell, Summon Swarm, Transport Via Plants, Tree Shape, Tree Stride, Water Breathing, Wall of Fire, Ventriloquism[/i][b] 3/day[/b] – [i]Call Lightning, Charm Monster, Cone of Cold, Lightning Bolt, Magic Missile [/i][b]2/day[/b] - [i]Heat Metal, Insect Plague, Warp Wood[/i][b] 1/day [/b] - [i] Confusion, Cure Serious Wounds, Crushing Despair, Dispel Evil, Earthquake, Eyebite, Good Hope, Hypnotism, Lesser Geas, Move Earth, Otto's Irresistible Dance, Ray of Enfeeblement, Suggestion, Tasha's Hideous Laughter, Wall of Ice , Wall of Stone, Woodmaze [/i][b] 1/week[/b] –[i] Control Weather[/i] Very Young: [b]At Will[/b] – [i]Alter Self, Animate Dead, Bless Weapon, Charm Monster, Color Spray, Continual Flame, Hold Monster, Ice Storm, Insect Plague, Mirage Arcana, Remove Fear, Remove Paralysis, Solid Fog[/i][b] 3/day[/b]-[i] Break Enchantment, Restoration [/i][b] 1/day[/b] – [i] Chain Lightning, Cloak of Chaos, Dominate Person, Holy Aura Prismatic Spray, Wall of Force [/i] Young: [b]At Will[/b]- [i]Confusion, Greater Dispel Magic, Freezing Fog, Know Direction, Lesser Planar Ally, Ray of Enfeeblement, Spectral Hand, Suggestion, Telekinsesis[/i][b] 3/day[/b] –[i] Holy Word, Word of Chaos[/i][b] 1/day [/b] – [i] Feeblemind, Mass Charm Monster, Hallow, Power Wind: Blind, Symbol [/i] Juvenile:[b] At Will[/b] – [i]Acid Fog, Call Lightning, Cloak of Chaos, Cone of Cold, Control Weather, Hallow, Holy Aura, Holy Word, Locate Object, Word of Chaos, Veil[/i][b] 1/day [/b]- [i]Geas/Quest, Mass Invisibility, Mass Suggestion, Power Word: Stun, Summon Monser IX (Celestial's Only)[/i] Young Adult: [b]At Will[/b] – [i]Chain Lightning (Empowered), Cure Serious Wounds, Divine Favour, Find the Path, Mass Charm Monster, Wall of Ice, Wall of Force [/i][b]1/day[/b] –[i] Heal, Insanity, Power Word: Kill, Ressurection, Time Stop [/i] Adult: [b]At Will[/b] –[i] Dominate Person [/i] Mature Adult: [b]At Will[/b] –[i] Horrid Wilting[/i][b] 5/day[/b] –[i] Elemental Swarm, Summon Nature's Ally IX [/i] Experienced – [b]At Will[/b] – [i] Discern Location[/i] Description of Special Spell-Like Abilities Charm Reptiles (Sp) - A lyseeri can use this ability at will. It works as a mass charm spell that affects only reptilian animals. The Lyseeri can communicate with any charmed reptiles as though casting a speak with animals spell. THis ability is the equivalent of a 1st level spell. Corrupt Water (Sp) - At will an adult or older Lyseeri can stagnate 10 cubic feet of water, making it become still, foul and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the Lyseeri's frightful presence) or become foulded. This ability is the equivalent of a first level spell. Its range is equal to that of a 1st level spell. It's range is equal to that of the Lyseeri's frighful presence. Create Destroy Water (Sp) - A Lyseeri of any age category can use this ability at will. It works like the create water spell, except that the Lyseeri can decide to destroy water instead of creating it, which automaticall spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will Save (DC equal to the Lyseeri's frightful presence) or be ruined. This ability is the equivalent of a 1st level spell. Freezing Fog (Sp) - This ability is similar to a solid fog spell also causes a slippery ice to form on any surface the fog touches, creating the effects of a grease spell. The Lyseeri is immune to the grease effect because of its icewalking ability. The ability is the equivalent of a 5th level spell. Grounding (Sp): Lyseeri have the ability to use this special spell-like ability at will. This is cast against a single target, who must succeed at a Will save (DC 12 + Cha Mod) or be grounded. This lasts for 6d6 rounds, and can affect any target within 10 yards. Woodmaze(Sp): A special variation of the maze spell, resembling that spell in every way except that the barriers are of impenetrable vegetation rather than planes of force. A Lyseeri's caster level is equal to its HD. Save DCs are Charisma based. [b]Augmented Critical (Ex)[/b] The Lyseeri's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. Neither Improved Critical nor Keen nor Keen-edge can be applied to a Lyseeri's bite. [b]Blinding Beauty (Su)[/b]: This ability effects all humanoids within 30 feet of a Lyseeri. Those who look directly at the Lyseeri must make a Fortitude save (DC 10 + 1/2 HD + Cha Mod) or be blinded permanently as though by the blindness spell. A Lyseeri can suppress or resume this ability as a free action. [b]Celestial Blast (Su)[/b]: Once per day a Lyseeri can unleash a blast of eldritch fire. The blast fills a 20-radius spread anywhere within a range of 400 feet + 40 feet per HD of the Lyseeri. The blast deals 1d6 points of damage per HD of the Lyseeri (maximum 20d6). Half of the damage is fire damage, but the rest results from divine power and is therefore not subject to being reduced by protection from energy (fire), fire shield (chill shield) or similar magic. A successful reflex save (DC 10 + 1/2 HD + Cha Mod) reduces the damage by half. [b][i]Charming Song (Sp)[/i][/b][i][/i]: At Will - A Lyseeri can sing a special song that functions like a charm person spell (Caster Level: 1/2 HD, DC 11 + Cha Mod), except that it lasts at least 11 hours and affects every creature that hears it. [b]Energy Burst (Su)[/b]: Lyseeri of at least very young age can release a silent burst of negative or positive energy at a range of up to 100 feet. The burst has a 20' radius and deals/heals 1d8+10 damage (Will Save DC 10 + 1/2 HD + Cha Mod) to each creature in the area depending on the creatures type and the type of energy used. Once a Lyseeri unleashes an Energy Burst it must wait 1d4 rounds before it can use this ability again. [b]Energy Touch (Su)[/b]: A Lyseeri has a touch attack that uses positive or negative energy to inflict or cure 1d8+5 points of damage to living or undead creatures. A lyseeri may use its natural attacks instead of its touch attack if it prefers. If it chooses the later it deals the damage as extra damage on one of its natural weapons. In addition the negative energy inrush into living beings causes them to make a Fortitude Save (DC 10 + 1/2 HD + Lyseeri's cha mod) or be paralyzed. Only remove paralysis or magic capable of removing a curse can free the victim. The effect cannot be dispelled. [b]Gaze (Su)[/b]: In humanoid form only - Dominate evil creatures of HD/2 or less, range 60' Will DC 10 + 1/2 HD + Cha Mod negates. Even if the save succeeds the creature is affected as though by a charm spell for 2d10 rounds. Nonevil creatures and evil creatures with more than 5 HD must succeed at the Will Save or suffer the charm effect. [b]Glamour (Su)[/b]: A Lyseeri can create clothing, weaponry and other non-innately valuable materials from air. A craft check is required to fashion any item that would normally require one. Once an object is created it is totally real and in no way magically. However in the hands of a Lsyeeri a weapon created with its Glamour ability has a total enchantment of half the Lyseeri's Hit Dice, the Lyseeri can change the distribution of enchantments on its weapons, once per round as a free action. Eg a 7 HD Lyseeri wielding a Glamour created Thinblade can start with a +1 Keen Flaming Thinblade and then change it as a free action to a +1 Flaming Burst Thinblade, or a +3 Thinblade, A lyseeri may not reduce the enhancement bonus on such a weapon below +1. [b]Instrument (Su)[/b]: A Lyseer with access to an instrument can play a variety of magical tunes. When it plays, all creatures withim a 60' spread (except Lyseer) must succeed at a Will Save (DC 10 + 1/2 HD + Cha Modifier) or be effected by a charm person, sleep or fear spell (caster level = HD, the Lyseeri chooses the tune and its effect). This is an ability of the Lyseeri not the instrument it plays. A creature that successfully saves againsts the effects cannot be effected again by the same Lyseeri for 24 hours. [b]Intelligence Damage (Su)[/b]: A Lyseeri's touch attack deals 1d4 points of Intelligence Damage or 2d4 points on a critical hit. [b] Laugh (Su)[/b]: 3/day—60-foot spread, Will save (DC 10 + 1/2 HD + Cha Mod) or stunned 1d4 round. A bard’s countersong ability can nullify the effects. Whether the save is successful or not, the creature is immune to the laugh from that Lyseeri for one day. [b]Poison (Ex)[/b]: Lyseeri secret a potent venom, from retractable fangs in their mouths, they also frequently coat their missile and melee weapons in this venom. A creature struck with Lyseeri poison must succeed on a Fort Save (DC 10 + 1/2 HD + Con Mod) or fall unconscious. After 1 minute the the subject must succed on another Fort save of the same DC or remain unconscious for 2d4 hours. Lyseeri also have a more deadly venom, that they use through their bite attacks. Injury, Fortide Save (DC 10 + 1/2 HD + Con Mod) Initial and Secondary Damage 1d6 Con. [b]Rock Throwing[/b] (Ex): Lyseeri are accomplished rock throwers and recieve a +1 racial bonus on attack rolls when throwing rocks. A lyseeri may throw rocks of 2 size categories below its own. Lyseeri throw rocks have a range increment of 140' with a maximum of five range increments. A Lyseeri may choose to throw rocks 2 handed, allowing them to throw a rock 1 category larger than normal with a range increment of 180' and recieving 1.5x their Str Bonus to damage with that rock. Base Damage: Small Rocks: 2d6 Medium Rocks: 2d8 Large Rocks: 4d6 [b]Sneak Attack (Ex) [/b]: Anytime a Lyseeri's target is denied a dexterity bonus or when a target is flanked by a Lyseeri, the Lyseeri deals ana additional 3d6 points of damage on a successful melee attack. This damage stacks with sneak attack damage from other sources such as rogue levels. For the purposes of overcoming uncanny dodge a Lyseeri functions as a 5th level rogue. [b]Special Arrows(Ex)[/b] Lyseeri sometimes employ arrows or bolts, that deal no damage byt can erase memory or put a creature to sleep. Memory Loss: An opponent struck by this arrow must succeed on a DC (10 + 1/2 HD + Cha Mod + 2 (Racial Bonus)) Will save or lose all memory. The subject retains skills, languages and class abilities, but forgets everything else until he or she recieves a heal spell or memory restoration with limited wish, wish or miracle. Sleep: Any opponent struck with this arrow regardless of Hit Dice must succeed on a DC (10 + 1/2 HD + Cha Mod + 2 (Racial Bonus)) Fortitude save or be affected as though by a sleep spell. [b]Stunning Glance (Su)[/b]: As a standard action, a wrathful Lyseeri can stun a creature within 30' with a look. The target creature must succeed at a DC (10 + 1/2 HD + Cha Mod) Fortitude save or be stunned for 2d4 rounds. [b]Turn and Rebuke Undead (Su)[/b]: 3+ Cha Mod times per day a Lyseeri may turn or rebuke undead as a cleric of its HD. [b]Special Qualities[/b]: [b]Alternate Form (Su)[/b]: Lyseeri are creations of powerful magic created by blending many races, Lyseeri can assume the form of any creature on the following list as a swift action, providing it has HD equal to or less than the Lyseeri's. When in an alternative form, Lyseeri gain the attack routines and reach of that form (it retain's a bite attack even if the creature does not have one (so long as the creature has a mouth)) and may if it chooses have the form be winged (providing the creature with a Fly (Lyseeri's fly speed) (Perfect), also in any form with humanoid arms, the Lyseeri has access to slam attacks, speed and allowing the Lyseeri access to 2 Wing Buffet attacks), a Lyseeri gains access to any natural, Extraordinary or Supernatural ability of the form it assumes, while retaining its own (providing the form can logically use them eg a Lyseeri cannot throw or catch rocks while in draconic form) Fey (Dryad,Fossergrim,Gloura,Hybsil, Jermlaine,Kelpie, Nymph, Ocean Strider, Oread, Satyr,Sirine,Spriggan, Sprite (any)) Giant (Cloud,Firbolg,Fire,Fog,Fomorian, Frost,Hill,Ogre,Stone,Storm) Humanoid (Bugbear,Any Elf, Gnoll, Goblin, Grimlock, Hobgoblin, Orc) Yuan-ti (Pureblood,Half-Blood,Abomination or Anathema) Werewolf Hybrid Form Animal (Wolf and Viper of any size) A Lyseeri retains its own ability scores, armor modifiers, movement speeds, if they are superior to that of the form assumed. A Lyseeri's natural armor, ability scores and attacks and armor class are affected by its size as shown on the table below. (The table below assumes a medium-sized Lyseeri as the basis) Tiny: (-8 Str, +4 Dex,-2 Con, +2 Size Modifier, +8 Hide check) Small: (-4 Str, +2 Dex,- 2Con, +1 Size Modifier, +4 Hide check) Medium: (Base) Large: (+8 Str, -2 Dex,+4 Con, -1 Size Modifier, +2 Natural Armor, -4 Hide check) Huge: (+16 Str, -4 Dex,+8 Con, -2 Size Modifier, +5 Natural Armor, -8 Hide check) Gargantuan: (+24 Str, -4 Dex,+12 Con,-4 Size Modifier, +9 Natural Armor, -12 Hide check, Fly Speed increases to 350 (perfect)) Colossal: (+32 Str, -4 Dex, +16 Con, -8 Size Modifier, +13 Natural Armor,-16 Hide check, Fly Speed increases to 400 (Perfect)) Attack Damage By Size Tiny: (Bite 1d4, Slam 1d3, Wing Buffet 1d2) Small: (Bite 1d6, Slam 1d4, Wing Buffet 1d3) Medium: (Bite 1d8, Slam 1d6, Wing Buffet 1d4) Large: (Bite 2d6, Slam 1d8, Wing Buffet 1d6) Huge: (Bite 2d8, Slam 2d6, Wing Buffet 1d8) Gargantuan: (Bite 4d6, Slam 2d8, Wing Buffet 2d6) Colossal: (Bite 4d8, Slam 4d6 , Wing Buffet 2d8) Any of these forms is the Lyseeri's true form and a true seeing spell reveals all forms simultaneously. A Lyseeri can transform into a child (non-combatant) form of a creature it is not yet powerful enough to transform into (eg a Juvenille Lyseeri can appear a Storm Giant Child). [b]Awe (Su)[/b]: At the mere sight of a Lyseeri, a hostile viewer must succeed at a Will Save (DC 10 +1/2 HD +Cha Mod) or be paralyzed with awe for 2d4 rounds. Whether or not the save is successful, that creature cannot again be affected by the Lyseeri's awe power for 24 hours. [b]Blink (Su)[/b]: A lyseer can Blink as the spell (Caster Level = 2 x HD) and can evoke or end the effect as a free action. [b]Blood of Power (Ex)[/b]: Lyseeri are a magically created race blending the best traits of several different races, as a result Lyseeri have d12 HD, desipite not having the dragon type. However Lyseeri count as dragons for the purpose of spells and magical items. Lyseeri also count as any type of creature they can use their alternate form ability to assume for the purposes of spells and magical items. This means that a Lyseeri can be subject to multiple bane effects from a single weapon but this is limited to 3 (one for each Outsider Alignment Axis and Once for a racial subtype). Lyseeri are not hindered by Anti-Life shells counting as Outsiders for that effect. This mixed blood means that Lyseeri are impossible to shapechange into or otherwise assume the form of since they do not technically have a form to assume. [b]Burrow (Ex)[/b]: A Lyseeri can glide through stone,dirt or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves being no tunnel or hole, nor does it create any ripple or other sign of its presence. [b]Class Abilities[/b]: A Lyseeri in addition to its naturally abilities also possesses the class features of 1 class level for each HD it possesses, ie a 7 HD Lyseeri has the Bonus Feats of a 7th level Fighter (and access to fighter only feats as appropriate) or the spellcasting ability of a 7th level wizard, etc. A Lyseeri may select Prestige Classes it qualifies for but must select one class level at a time (ie a Wyrmling can't use it's innate caster level to take pure mystic theurge levels). In addition a Lyseeri may never raise its Druid or Sorceror spell casting level above its HD through this feature, any additional levels of druid or sorceror spellcasting are wasted. [b]Control Water (Su)[/b]: A Lyseeri can control water as the spell cast by a sorcerer of its HD. [b]Detect Snares and Pits (Su)[/b]: Lyseeri have a continuous detect snares and pits ability, as the spell (caster level 20th or HD (whichever is better). [b]Dimension Door (Su)[/b]: A lyseeri can teleport once per round as a free action (Caster Level = 2x HD). The ability effects only the Lyseeri and its equipment, which never appears in a solid object and can act immediately after teleporting. [b]Earth Mastery(Ex)[/b]: A Lyseeri gains a +1 bonus on attack and damage rolls if it's foe is touching the ground. [b]Faerie Grace (Ex) [/b]: A Lyseeri may move through any sort of natural terrain or undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. In addition, thorns, briars,, overgrown areas and other terrain (such as stone spikes) that have been magically manipulated to impede motion do not affect her. A Lyseeri leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. [b]Frightful Presence[/b] (Su/Ex): As an extraordinary ability a lyseeri can unsettle foes with its mere presence. The ability takes effect automatically whever the Lyseeri attacks, charges or flies overhead. Creatures within a radius of 30 feet x the Lyseeri's age category are subject to the effect if they have fewer HD than the Lyseeri. A potentially affected creature that succeeds on a Will Save (DC 10 + 1/2 HD + Lyseeri's Cha Mod) remains immune to that Lyseeri's frightful presence for 24 hours. On a failure a creature with 4 or less HD becomes panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Lyseeri ignore the frightful presence of other Lyseeri and dragons. The supernatural ability occurs whenever a Lyseeri charges or attacks. Affected creatures must make a Will Save or become shaken remaining in that condition as long as they remain within 60 feet of the Lyseeri. Lyseeri ignore this ability of other Lyseeri. [b]Greater Invisibility (Su)[/b]: A Lyseeri remains invisible even when it attacks. This ability is constant but the Lyseeri can suppress or resume it as a free action. [b]Icewalking[/b](Ex): This ability works like the spider climb spell but the surface the Lyseeri climbs must be icy. It is always in effect. [b]Immunities (Ex) [/b]: Lyseeri are immune to acid, cold, disease, death effects, enchantment spells and effects, electricity, fire, the effects of illusion spells, effects such as maze and woodmaze, mind-affecting attacks, poison, paralysis, petrification, polymorphing attacks, sleep effects, stunning. Lyseeri are not subject to critical hits, ability drain or energy drain. Immune to damage to ability scores as well as exhaustion and fatigue. Lyseeri are not subject to death from massive damage. [b]Keen Senses(Ex)[/b]: Blingsight 60', Darkvision 120ft , Low-Light Vision (4x as well as a human), Scent, Normal vision twice as good as a human in normal light. An Lyseeri who passes within 5 feet of a secret door is entitled to a Search check as though actively looking for it. A Lyseeri's sight is so sharp that they can spot moving objects or creatures even if they are invisible or ethereal. [b]Lyseeri Traits (Ex)[/b] Lyseeri recieve a +2 racial bonus on saves against spells and spell-like abilities. [b]Muscial Ability (Ex)[/b]: When a Lyseeri uses a magical musical instrument the saving throw DC for any use of the item is increased by 2. [b]Musiscal Resistance(Ex)[/b]: Lyseeri recieve a +2 bonus on saves made to resist musical effects including sonic spells, bardic music, and the effects of magical instruments. [b]Mind Blank (Ex)[/b]: A Lyseeri and it's possessions cannot be detected or scryed upon by any form of non-epic magic, nor can its emotions, thoughts or alignment be affected or detected by any form of non-epic magic. In all otherways this ability functions as a Mind Blank spell. [b]Oversized Weapon[/b]: A Lyseeri counts as a being 1 size category larger than it is for the purpose of wielding melee weapons. [b]Perfect Motion (Su) [/b]: Lyseeri have a continuous freedom of movement ability as the spell (caster level = HD). The effect can be dispelled but the Lyseeri can create it again on its turn as a free action. In addition Lyseeri jumping heights are not capped by their size. [b]Perfect Tongues (Ex)[/b]: Although Lyseeri prefer to communicate telepathically with each other, they are capable of speaking with any creature possessing a spoken language, as well as conversing with any plant or animal. Lyseeri can also read and write any language including the ability to read magic. [b]Plane Shift (Su)[/b]: At Will as a Standard Action a Lyseeri can produce a Plane Shift effect as a Sorceror of it's HD, this ability effects only the Lyseeri and it's equipment. When moving to the Ethereal or Shadow planes, this ability shifts the Lyseeri to the point coexistent with its orignal location on the plane it left. [b]Protective Aura (Su)[/b]: Against attacks made or effects created by evil or lawful creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20' of the Lyseeri. Otherwise it functions as a magic circle against evil and law effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals the Lyseeri's HD). (The defensive bonus from the circle are not included in the Lyseeri's stat block. [b]Quickness (Su)[/b]: A Lyseeri is constantly under an effect similar to a superior version of the haste spell (this ability does not stack with haste). This grants the Lyseeri one extra standard action or move action, either before or after its regular action. It also grants the Lyseeri a +1 doge bonus to its AC, +1 to attack rolls and reflex saves (already included in the statistics block). The Lyseeri loses the +1 AC bonus anytime it would lose a dodge bonus. The Lyseeri can jump one and one half times as far as normal. [b]Regeneration (Ex)[/b]: Attacks made with evil cold iron weapons deal normal damage to a Lyseeri. The lyseeri are immune to effects that produce incurable or bleeding wounds (such as mummy rot, a sword with the wounding special ability or a clay golem's cursed wound ability). If a Lyseeri loses a limb or body part, the lost portion regrows in 1d6 minutes (the deteched piece dies and decays normally). The creature can reattach the severered member instantly by holding it to the stump. [b]Rock Catching (Ex)[/b]: A lyseeri may catch a thrown rock or similar shaped projectiles of sizes from small up to its own size category when its in a form possessing arms. Once per round a Lyseeri that would normally be hit by a rock can make a Reflex save to catch it. The DC is based on the size of the rock as shown on the table below. If the rock is magically enchanted the enhancement bonus is added to the DC below. Lyseeri recieve a +4 racial bonus on Reflex saves to cach a thrown rock. Small DC 15 Medium DC 20 Large DC 25 Huge DC 30 Gargantuan DC 35 Colossal DC 40 [b]Song (Ex/Su)[/b]: A Lyseeri has a captivating voice and use bardic music just as a bard can. Unlike a bard however a Lyseeri requires no instrument other than its unearthly voice and it may sing as often as it likes, in addition it can use or maintain concentration on one such ability per round as a free action. A Lyseeri's bard level for this purpose is equal to its Hit Dice. [b]Soothing Touch (Su)[/b]: A lyseeri if it desires can use its touch to restore 1d6 points of Intelligence damage caused by any Lyseeri or Sirine. [b]Sound Imitation (Ex)[/b]: A Lyseeri can mimic any voice or sound it has head, anytime it likes. Listener's must succeed at a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse. [b]Spell and Power Resistance[/b]: Lyseeri have Spell and Power Resistance of X?? + their HD. Unlike normal Spell/Power Resistance a Lyseeri may raise or lower this as a reactive free action. [b]Spider Climb (Ex)[/b]: A Lyseeri can climb sheer surfaces as though with a spider climb spell. [b]Strider's Charm (Su)[/b] If a Lyseeri enters a tree containing a spellcaster that is using tree stride or a similar spell, there always is room in the tree for the Lyseeri. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 10 + 1/2 HD + Cha Mod), as the charm monster spell. These special charms can be used at will and do not count against the Lyseeri's daily usage of her charm monster spell-like ability. [b]Superior Overland Movement (Ex)[/b]: Lyseeri are exceedinly strong flyers and can cover vast distances quickly. A Lyseeri's overland flying speed is a function of its tactical fly speed, as show on the table below. Lyseeri Overland Flying Speeds Lyseeri Flying Speed One Hour 200 feet.............250 feet..............300 feet Normal 30 Miles.............40 Miles...............45 Miles Hustle 60 Miles.............80 Miles...............90 Miles One Day Normal 240 Miles...........320 Miles..............360 Miles Lyseeri do not tire when moving overland on the ground. If a Lyseeri attempts a hustle or a forced march, it does not need to check for nonlethal damage. [b]Telepathy(Su)[/b]: A Lyseeri can communicate telepathically with any being within 100 feet. [b]Trample (Ex)[/b]: As a standard action during its turn each round a Lyseeri can trample opponents at least 1 size category smaller than itself. This attack deals base damage equal to its slam attack + 1.5 x it's Str modifier, this is bludgeoning damage. A trampled opponent can attempt either an Attack of Opportunity with a -4 penalty or a Reflex save (DC 10 + 1/2 HD + Str Mod) for half damage. [b]True Strike (Su)[/b]: As long as both a Lyseeri and its opponent are standing in a river claimed by a Lyseeri, the Lyseeri gains a +20 insight bonus on attack rolls as if affected by the spell true strike. This ability is usually only of use to Lyseeri who were once fossergrim. [b]Turn Immunity[/b]: Though a Lyseeri has strong elemental affiliations and the abilities of some varieties of good aligned undead, Lyseeri are utterly immune to being Turning or Rebuking nor are they able to be Bolstered. [b]Two-Weapon Fighting (Ex)[/b]: A Lyseeri gains Two-Weapon Fighting and Improved Two-Weapon Fighting at Wyrmling, it gains Greater Two-Weapon Fighting at 11 HD and Perfect Two-Weapon Fighting at 21 HD. These feats allow a Lyseeri to fight with Two-Weapons with no penalty as a special racial ability. In combination with it's oversized weapon ability this ability allows a Lsyeeri to fight with two weapons of it's size category without penalty. [b]Unearthly Grace (Su)[/b]: A lyseeri gains a deflection bonus to its Armour class and an unnamed bonus on all saving throws that is equal to its charisma modifier. [b]Unnerring Senses(Su)[/b]: In addition to its normal keen senses , a Lyseeri posesses supernatural senses that mean it is not affected by any illusions, invisibility, changes of form, magical or mundane impediment to it's senses or disguises. In addition this ability allows a Lyseeri to Detect Good, Detect Evil,Detect Law,Detect Chaos, Death Watch, Discern Lies and Detect Magic and to percieve onto co-existant planes to the range of its senses, all these abilities function as if in the final round immediately. [b]Water Breathing (Ex)[/b]: A lyseeri has no need to breathe and can use its breath weapons, spells and other abilities freely even while submerged. [b]Water Mastery (Ex)[/b]: A Lyseeri gains a +1 attack and damage bonus if both it and its opponent touch water. [b]Water Walking (Su)[/b]: Lyseeri may function as if under a Water Walk effect as cast by a cleric of their HD, at will. This ability can be suppressed or resumed at will as a free action. [b]Wild Empathy (Ex)[/b]: This power works liike the druid's wild empathy class feature except that the Lyseeri has a +6 racial bonus on the check. [b]Wind Walk (Su)[/b]: A Lyseeri can wind walk at will, transforming from physical to ariel form or back as a move action. [b]Habitat/Society[/b]: [b]Ecology[/b]: [b]Skills[/b] Lyseeri recieve a , a +4 racial bonus on Craft,Disable Device, Open Lock, Ride checks, a +8 racial bonus on Bluff, Climb, Jump, Listen, Perform, Search, Sleight of Hand, Spot, Survival and Swim checks (to avoid a hazard or perform a special action, it can always take 10 on a swim check even if distracted or endangered. A lyseeri can take the run action while swimming provided it swims in a straight line, Lyseeri ignore all weight penalties for gear carried while swimming) , a +10 racial bonus on Hide, Move Silently and Sense Motive checks. A Lyseeri can always take 10 on Climb Checks even when rushed or threatened. Outdoors in plains or forests Lyseeri can use Disable Device and Search Checks as a Rogue. *While within a forest or woodland a Lyseeri gains a +20 racial bonus on Knowledge (nature) checks and her racial bonus to Survival checks raises to +20. With Thanks To Original Creator: Nyah! Don't need this one because its MINE! MINE! MINE! (Several Abilities of the Lyseeri were taken from the creature catalogue.) [/QUOTE]
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