Kalanyr
Explorer
Well since everyone else has a race or a project here's mine if I happen to need it ie my power doesn't die this day.
Template
Lyseeri is a template that can be added to any willing creature. The creatures type changes to: Outsider with the Subtypes ((Usually) Chaos, (Usually) Good,Fey,Elf, Monstrous Humanoid, Giant, Unseelie, Dragon, Fire, Cold, Earth, Air, Water, Eectricity, Shapechanger)
Hit Dice: Increased to at least 30 Hit Dice, Upgraded to D12s, Benefits of Hit Dice worth of Class Levels. (Class(es) varies from individual to individual).
Speed: 60 feet, Fly 200 feet (good), Fly 60 feet (perfect), Swim 60 feet, Burrow 30 feet (can glide through earth as a Xorn), Climb 30 feet
AC: Varies by Form
Attacks: Vary by Form (Always has a Bite Attack)(BAB is gained as a Dragon 1 per Level/Hit Dice)
Damage: Varies by Form (All Forms have a Bite Attack useing the appropriate forms bite damage or the following whichever is better.All such bites add Poison damage. The fangs allowing this poison to be injected can be retracted at will. Tiny: 1d3 Damage,Small: 1d4, Medium: 1d6 Large 1d8 Huge: 2d6)
Face/Reach: Varies by Form and Size
Special Attacks: As base creature plus
Spell-Like Abilities(Sp) At will- alter self,animal trance,call lightning, cause fear, chain lightning, charm monster,color spray, command plants, comprehend languages, continual flame, control weather, dancing lights, darkness (Radius 10 feet X 1/3 HD), deeper darkness, detect chaos, detect evil.detect good, detect law, detect magic, detect thoughts, discern location, dispel magic, dominate person, entangle, eyebite, faerie fire, fog cloud,freedom of movement,gust of wind, halucinatory terrain, hold monster, insect plague, improved invisibilty (self only), levitate, locate object, major image, mass charm (reptiles only), mirage arcana, neutralize poison, obscuring mist, polymorph other, passwall, plant growth, see invisibility, stone shape, stone tell, suggestion, teleport without error (self + 50 pounds of objects only); transmute mud to rock, transmute rock to mud, veil, ventriloquism, wall of ice . These abilities are as the spells cast by a sorcerer of character level (save DC 10 + Charisma Modifier + Other Modifiers + Spell Level).
Corrupt Water (Sp): At will the 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 at a Will save (DC equal to that of the Lyseeri’s frightful presence) or become fouled.
Create/Destroy Water (Sp): The Lyseeri 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 automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed at a Will save (DC equal to that of the Lyseeri’s frightful presence) or be ruined.
Freezing Fog (Sp): The Lyseeri can use this ability at will. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The Lyseeri is immune to the grease effect because of its icewalking ability.
Psionics(Sp) All Lyseeri can produce the following effects at will:
Detect Poison: As the spell cast by a sorcerer.of character level.
Chameleon Power: The Lyseeri can change the coloration of itself and its equipment to match its surroundings. (+8 Circumstance Bonus to Hide Checks)
Produce Acid: The Lyseeri can exude acid from its body, dealing 1d6 points of damage to anything it touches. The acid becomes inert when it leaves the Lyseeri’s body.
Aversion: The Lyseeri creates a compulsion effect targeting one creature within 30 feet. The subject must succeed at a Will save (DC 10 + 7 + Charisma Modifier ) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake or Lyseeri, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding at another Will save at the same DC, but still suffers deep anxiety. This causes a -4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake or Lyseeri. This ability is otherwise similar to antipathy as cast by a sorcerer of character level.
Spells: 30HD Can cast arcane spells as an 11th level sorceror
31HD Can cast arcane spells as an 13th level sorceror
34HD Can cast arcane spells as an 15th level sorceror
37HD Can cast arcane spells as an 17th level sorceror
40HD Can cast arcane spells an an 19th level sorceror
Can also cast cleric spells and spells from the Air,Chaos, Earth, Fire,Good and Trickery Domains as arcane spells.
Can also cast divine spells as a 14th level druid.
Gaze(Su): Dominates creatures of 5 or fewer Hit Dice, Range 60 feet, Will Negates (DC: 10+ 1/2 HD + Charisma Modifier) (As the Dominate Monster spell). Even if the save succeeds the creature is affected as though by a charm monster spell for 2d10 rounds. Creatures with more than 5 HD must succeed at a Will Save (DC 10 + 1/2 HD + Charisma Modifer) or suffer the charm monster effect.
Poison (Ex): Delivered by bite: Fortitude (DC 10 + 1/2 HD + Con Modifier), Initial and Secondary Damage: 2d6 Temporary Constitution and 2d6 Temporary Dexterity.
or
Initial Damage: Unconscious for 1 Minute Secondary Damage: Unconsciousness for 2d4 hours (This Venom is also used on arrows)
Special Qualities: As Base Creature plus:
Alternate Form (Su):
The Lyseeri can assume several different forms at will:
If the alternative form lacks wings then the Fly 200 (good) speed rateing is not available. Any form can be assumed with wings if so the Lyseeri desires.
Statistics Modified from Medium Size Humanoid Follows Each form:
All forms are natural forms and the Lyseeri does not revert to any specific form upon death, A true seeing spell reveals all forms at once.
Dragon Form:
(Chromatic or Deep Dragon forms only)
(Limited to Age Categories with equal to or less than the Hit Dice of the Lyseeri)
Ability Scores vary from Medium Sized Humanoid as per Table in Monster Manual on changing sizes.
Always uses the best Natural AC of a Dragon of that size.
Movement: Best Movement rates of Dragon of that size or as base whichever is better.
Attacks/Damage: By Dragon Type and Age Category
Breath Weapon(Su): By Dragon Type and Age Category
Giant Form: (Can assume the form of any Giant (Hill->Storm)
Large: Strength +8 Dexterity: -2, Constitution +4 AC: Natural AC becomes +20, -1 Size Attacks: By Weapon Damage: By Weapon Special Attacks: Rock Throwing Special Qualities:Rock Catching
Huge: Strength +16 Dexterity: -4, Constitution +8 AC: Natural AC becomes +32, -2 Size Modifier Special Attacks: Rock Throwing Special Qualities:Rock Catching
Rock Throwing (Ex): Lyseeri's in giant form are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A Lyseeri of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments.
Range Increments of 180 feet. A Huge Lyseeri can hurl rocks of 60 to 80 pounds (Medium-size objects) .Range increment of 140 feet
Rock Catching (Ex): A Lyseeri of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a Lyseeir that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The Lyseeri must be ready for and aware of the attack. Lyseeri's recieve a +4 Racial Bonus to the check to catch a thrown rock.
Humanoid Form:
A Lyseeri can assume the form of any Medium-Sized Humanoid
Medium: AC: +14 Natural Attacks: By Weapon Damage: By Weapon
Snake Form: As per Deep Dragon of Size and Age Category except assumed at will and movement and AC reductions do not apply.
Unseelie Form:
Tiny : -8 Strength,+4 Dexterity, -2 Constitution, AC : Natural AC becomes +5 , +2 Size. Attacks: By Weapon Damage By Weapon
Small: -4 Size, +2 Dexterity, -2 Constitution, AC: Natural AC becomes +8, +1 Size
Attacks: By Weapon Damage: By Weapon
Viper Form: The Lyseeri can assume the form of a Tiny to Large viper. This ability is similar to a shapchange spell cast by a sorcerer of character level but allows only viper forms and does not grant average ability scores,movement modes,etc. It uses its own poison .
Tiny : -8 Strength,+4 Dexterity, -2 Constitution, AC : Natural AC becomes +5 , +2 Size. Attacks: Bite: Damage Poison
Small: -4 Size, +2 Dexterity, -2 Constitution, AC: Natural AC becomes +8, +1 Size
Attacks: Bite Damage: 1d2 + (modifiers) + poison
Medium: Natural AC becomes +14, Attacks: Bite Damage: 1d4 + (modifieres) + Poison
Large: +8 Strength, -2 Dexterity, +4 Constitution AC: Natural AC becomes +20, -1 Size Attacks: Bite Damage 1d4 + Modifiers + Poison
Wolf Form: Ability Score Changes as per Viper of appropriate size, Natural AC as per viper, Attacks: As werewolf Damage: As werewolf
Yuan-ti Form: May assume the form of a Yuan-ti Halfblood or Abomination, Special Attacks/Qualities gained appropriately. Statistic Changes as per Humanoid (for Half Blood) or as per Large Giant (for Abomination).Exception: Movement Rate changes are overuled.
Blindsight(Ex): 30 ft x 1/3 the Lyseeri's HD.
Damage Reduction(Su): 25/+3
Enhanced Overland Movement (Ex): Lyseeri's are extremely strong flyers and can cover vast distances quickly
Flight Speed 100 feet 150 feet 200 feet 250 feet
One Hour
Normal 15 Miles 20 Miles 30 Miles 40 Miles
Hustle 24 Miles 40 Miles 60 Miles 80 Miles
One Day
Normal 120 Miles 160 Miles 240 Miles 320 Miles
Lyseeri's do not tire as quickly as other creatures when moving overland. If a Lyseeri attempts a hustle or forced march, check for subdual damage once every 2 hours instead of every hour.
Freedom of Movement(Su): Lyseeri continuously have freedom of movement as the spell.
Frightful Presence(Ex): DC 10 + 1/2 Level/HD + Charisma Modifer
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the Lyseeri climbs must be icy. It is always in effect.
Immunities (Ex): Acid,Cold,Charm, Disease,Domination, Electricity, Fire, Petrification, Enchantment, Mind-Affecting effects, Sleep effects, Poison, Paralysis effects.
Keen Senses(Ex): Darkvision 100ft x 1/3 of the Lyseeri's HD, Low-Light Vision (4x as well as a human), 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.
Mind Blank (Ex): An Lyseeri is constantly unable to be scryed upon or have his mind,alignment,emotions or feelings affected by an outside source as though protected by a Mind Blank spell.
Protective Aura (Su): As a free action Lyseeri can surround themselves with a nimbus of light haveing a radius of 20 feet. This acts as a double-strength magic circle against law/evil and as a minor globe of invulnerability, both as cast by a sorceror whose level equal to the Lyseeri's Hit Dice. The aura can be dispelled but the Lyseeri can create it again as a free action on its next turn.
Scent(Ex): Gains the Scent Quality
Sound Imitation(Ex) : The Lyseeri can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC equal to that of the Lyseeri’s frightful presence) to detect the ruse.
Spell Resistance(Ex): 11+Class Level
Sustenance(Ex): Lyseeri do not need to eat, drink or sleep in order to live or enjoy life.
Telepathy(Su): Lyseeri can communicate telepathically with any Lyseeri,Fey,Dragon or Outsider within 50 feet.
Tongues (Ex): All Lyseeri can speak with any creature that has a language, any animal and any plant, as though useing tongues,speak with animals and speak with plants spells as cast by a sorcerer of their Hit Dice as an extraordinary ability.
Trackless Step(Ex): As Druid of Lyseeri's level.
True Seeing (Su): Lyseeri's have a permanent form of true seeing.
Water Breathing (Ex): The Lyseeri can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Woodland Stride(Ex): As Druid of Lyseeri's level
Saves: All saves good (as Dragon) ie All saves = (1/2 HD) +2 + Other Bonuses
* +2 Racial Bonus to Will saves against enchantment spells and effects, +2 Racial Bonus on all saves vs spells and spell-like abiliites.
Abilities: Racial Modifiers replaced by: Str +20, Dex +44, Con +20, Int +44 , Wis +40, Cha +42 (+7 From Levels, Distributed to Taste) (Assuming Medium Size)
Skills*: 8+ Int Modifier per level, (Multiplied by 4 at level 1), Class Skills: Any
* +2 to racial bonus to Spot,Search and Listen checks.
* 1 rank of Spellcraft/HD for free
* 1 rank of Jump/HD for free
* +8 Racial Bonus to Hide Checks in rocky terrain
* Ignore all weight penalties for gear carried when swimming.
Feats*: 1/3 levels plus 1 at First Level, Bonus Feats: Proficient with all Martial and Simpe Weapons, Exotic Weapon Proficiency (Hand Crossbow), Ambidexterity, Two-Weapon Fighting, *Can fight with two weapons with no penalty as a racial ability
Climate/Terrain: Any
Alignment: Usually Chaotic Good
Advancement: By Character Class
Lyseeri are generally happy and carefree beings who spend most of their time enjoying themselve in the form they had prior to becoming a Lyseeri.
Template
Lyseeri is a template that can be added to any willing creature. The creatures type changes to: Outsider with the Subtypes ((Usually) Chaos, (Usually) Good,Fey,Elf, Monstrous Humanoid, Giant, Unseelie, Dragon, Fire, Cold, Earth, Air, Water, Eectricity, Shapechanger)
Hit Dice: Increased to at least 30 Hit Dice, Upgraded to D12s, Benefits of Hit Dice worth of Class Levels. (Class(es) varies from individual to individual).
Speed: 60 feet, Fly 200 feet (good), Fly 60 feet (perfect), Swim 60 feet, Burrow 30 feet (can glide through earth as a Xorn), Climb 30 feet
AC: Varies by Form
Attacks: Vary by Form (Always has a Bite Attack)(BAB is gained as a Dragon 1 per Level/Hit Dice)
Damage: Varies by Form (All Forms have a Bite Attack useing the appropriate forms bite damage or the following whichever is better.All such bites add Poison damage. The fangs allowing this poison to be injected can be retracted at will. Tiny: 1d3 Damage,Small: 1d4, Medium: 1d6 Large 1d8 Huge: 2d6)
Face/Reach: Varies by Form and Size
Special Attacks: As base creature plus
Spell-Like Abilities(Sp) At will- alter self,animal trance,call lightning, cause fear, chain lightning, charm monster,color spray, command plants, comprehend languages, continual flame, control weather, dancing lights, darkness (Radius 10 feet X 1/3 HD), deeper darkness, detect chaos, detect evil.detect good, detect law, detect magic, detect thoughts, discern location, dispel magic, dominate person, entangle, eyebite, faerie fire, fog cloud,freedom of movement,gust of wind, halucinatory terrain, hold monster, insect plague, improved invisibilty (self only), levitate, locate object, major image, mass charm (reptiles only), mirage arcana, neutralize poison, obscuring mist, polymorph other, passwall, plant growth, see invisibility, stone shape, stone tell, suggestion, teleport without error (self + 50 pounds of objects only); transmute mud to rock, transmute rock to mud, veil, ventriloquism, wall of ice . These abilities are as the spells cast by a sorcerer of character level (save DC 10 + Charisma Modifier + Other Modifiers + Spell Level).
Corrupt Water (Sp): At will the 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 at a Will save (DC equal to that of the Lyseeri’s frightful presence) or become fouled.
Create/Destroy Water (Sp): The Lyseeri 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 automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed at a Will save (DC equal to that of the Lyseeri’s frightful presence) or be ruined.
Freezing Fog (Sp): The Lyseeri can use this ability at will. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The Lyseeri is immune to the grease effect because of its icewalking ability.
Psionics(Sp) All Lyseeri can produce the following effects at will:
Detect Poison: As the spell cast by a sorcerer.of character level.
Chameleon Power: The Lyseeri can change the coloration of itself and its equipment to match its surroundings. (+8 Circumstance Bonus to Hide Checks)
Produce Acid: The Lyseeri can exude acid from its body, dealing 1d6 points of damage to anything it touches. The acid becomes inert when it leaves the Lyseeri’s body.
Aversion: The Lyseeri creates a compulsion effect targeting one creature within 30 feet. The subject must succeed at a Will save (DC 10 + 7 + Charisma Modifier ) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake or Lyseeri, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding at another Will save at the same DC, but still suffers deep anxiety. This causes a -4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake or Lyseeri. This ability is otherwise similar to antipathy as cast by a sorcerer of character level.
Spells: 30HD Can cast arcane spells as an 11th level sorceror
31HD Can cast arcane spells as an 13th level sorceror
34HD Can cast arcane spells as an 15th level sorceror
37HD Can cast arcane spells as an 17th level sorceror
40HD Can cast arcane spells an an 19th level sorceror
Can also cast cleric spells and spells from the Air,Chaos, Earth, Fire,Good and Trickery Domains as arcane spells.
Can also cast divine spells as a 14th level druid.
Gaze(Su): Dominates creatures of 5 or fewer Hit Dice, Range 60 feet, Will Negates (DC: 10+ 1/2 HD + Charisma Modifier) (As the Dominate Monster spell). Even if the save succeeds the creature is affected as though by a charm monster spell for 2d10 rounds. Creatures with more than 5 HD must succeed at a Will Save (DC 10 + 1/2 HD + Charisma Modifer) or suffer the charm monster effect.
Poison (Ex): Delivered by bite: Fortitude (DC 10 + 1/2 HD + Con Modifier), Initial and Secondary Damage: 2d6 Temporary Constitution and 2d6 Temporary Dexterity.
or
Initial Damage: Unconscious for 1 Minute Secondary Damage: Unconsciousness for 2d4 hours (This Venom is also used on arrows)
Special Qualities: As Base Creature plus:
Alternate Form (Su):
The Lyseeri can assume several different forms at will:
If the alternative form lacks wings then the Fly 200 (good) speed rateing is not available. Any form can be assumed with wings if so the Lyseeri desires.
Statistics Modified from Medium Size Humanoid Follows Each form:
All forms are natural forms and the Lyseeri does not revert to any specific form upon death, A true seeing spell reveals all forms at once.
Dragon Form:
(Chromatic or Deep Dragon forms only)
(Limited to Age Categories with equal to or less than the Hit Dice of the Lyseeri)
Ability Scores vary from Medium Sized Humanoid as per Table in Monster Manual on changing sizes.
Always uses the best Natural AC of a Dragon of that size.
Movement: Best Movement rates of Dragon of that size or as base whichever is better.
Attacks/Damage: By Dragon Type and Age Category
Breath Weapon(Su): By Dragon Type and Age Category
Giant Form: (Can assume the form of any Giant (Hill->Storm)
Large: Strength +8 Dexterity: -2, Constitution +4 AC: Natural AC becomes +20, -1 Size Attacks: By Weapon Damage: By Weapon Special Attacks: Rock Throwing Special Qualities:Rock Catching
Huge: Strength +16 Dexterity: -4, Constitution +8 AC: Natural AC becomes +32, -2 Size Modifier Special Attacks: Rock Throwing Special Qualities:Rock Catching
Rock Throwing (Ex): Lyseeri's in giant form are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A Lyseeri of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments.
Range Increments of 180 feet. A Huge Lyseeri can hurl rocks of 60 to 80 pounds (Medium-size objects) .Range increment of 140 feet
Rock Catching (Ex): A Lyseeri of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a Lyseeir that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The Lyseeri must be ready for and aware of the attack. Lyseeri's recieve a +4 Racial Bonus to the check to catch a thrown rock.
Humanoid Form:
A Lyseeri can assume the form of any Medium-Sized Humanoid
Medium: AC: +14 Natural Attacks: By Weapon Damage: By Weapon
Snake Form: As per Deep Dragon of Size and Age Category except assumed at will and movement and AC reductions do not apply.
Unseelie Form:
Tiny : -8 Strength,+4 Dexterity, -2 Constitution, AC : Natural AC becomes +5 , +2 Size. Attacks: By Weapon Damage By Weapon
Small: -4 Size, +2 Dexterity, -2 Constitution, AC: Natural AC becomes +8, +1 Size
Attacks: By Weapon Damage: By Weapon
Viper Form: The Lyseeri can assume the form of a Tiny to Large viper. This ability is similar to a shapchange spell cast by a sorcerer of character level but allows only viper forms and does not grant average ability scores,movement modes,etc. It uses its own poison .
Tiny : -8 Strength,+4 Dexterity, -2 Constitution, AC : Natural AC becomes +5 , +2 Size. Attacks: Bite: Damage Poison
Small: -4 Size, +2 Dexterity, -2 Constitution, AC: Natural AC becomes +8, +1 Size
Attacks: Bite Damage: 1d2 + (modifiers) + poison
Medium: Natural AC becomes +14, Attacks: Bite Damage: 1d4 + (modifieres) + Poison
Large: +8 Strength, -2 Dexterity, +4 Constitution AC: Natural AC becomes +20, -1 Size Attacks: Bite Damage 1d4 + Modifiers + Poison
Wolf Form: Ability Score Changes as per Viper of appropriate size, Natural AC as per viper, Attacks: As werewolf Damage: As werewolf
Yuan-ti Form: May assume the form of a Yuan-ti Halfblood or Abomination, Special Attacks/Qualities gained appropriately. Statistic Changes as per Humanoid (for Half Blood) or as per Large Giant (for Abomination).Exception: Movement Rate changes are overuled.
Blindsight(Ex): 30 ft x 1/3 the Lyseeri's HD.
Damage Reduction(Su): 25/+3
Enhanced Overland Movement (Ex): Lyseeri's are extremely strong flyers and can cover vast distances quickly
Flight Speed 100 feet 150 feet 200 feet 250 feet
One Hour
Normal 15 Miles 20 Miles 30 Miles 40 Miles
Hustle 24 Miles 40 Miles 60 Miles 80 Miles
One Day
Normal 120 Miles 160 Miles 240 Miles 320 Miles
Lyseeri's do not tire as quickly as other creatures when moving overland. If a Lyseeri attempts a hustle or forced march, check for subdual damage once every 2 hours instead of every hour.
Freedom of Movement(Su): Lyseeri continuously have freedom of movement as the spell.
Frightful Presence(Ex): DC 10 + 1/2 Level/HD + Charisma Modifer
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the Lyseeri climbs must be icy. It is always in effect.
Immunities (Ex): Acid,Cold,Charm, Disease,Domination, Electricity, Fire, Petrification, Enchantment, Mind-Affecting effects, Sleep effects, Poison, Paralysis effects.
Keen Senses(Ex): Darkvision 100ft x 1/3 of the Lyseeri's HD, Low-Light Vision (4x as well as a human), 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.
Mind Blank (Ex): An Lyseeri is constantly unable to be scryed upon or have his mind,alignment,emotions or feelings affected by an outside source as though protected by a Mind Blank spell.
Protective Aura (Su): As a free action Lyseeri can surround themselves with a nimbus of light haveing a radius of 20 feet. This acts as a double-strength magic circle against law/evil and as a minor globe of invulnerability, both as cast by a sorceror whose level equal to the Lyseeri's Hit Dice. The aura can be dispelled but the Lyseeri can create it again as a free action on its next turn.
Scent(Ex): Gains the Scent Quality
Sound Imitation(Ex) : The Lyseeri can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC equal to that of the Lyseeri’s frightful presence) to detect the ruse.
Spell Resistance(Ex): 11+Class Level
Sustenance(Ex): Lyseeri do not need to eat, drink or sleep in order to live or enjoy life.
Telepathy(Su): Lyseeri can communicate telepathically with any Lyseeri,Fey,Dragon or Outsider within 50 feet.
Tongues (Ex): All Lyseeri can speak with any creature that has a language, any animal and any plant, as though useing tongues,speak with animals and speak with plants spells as cast by a sorcerer of their Hit Dice as an extraordinary ability.
Trackless Step(Ex): As Druid of Lyseeri's level.
True Seeing (Su): Lyseeri's have a permanent form of true seeing.
Water Breathing (Ex): The Lyseeri can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Woodland Stride(Ex): As Druid of Lyseeri's level
Saves: All saves good (as Dragon) ie All saves = (1/2 HD) +2 + Other Bonuses
* +2 Racial Bonus to Will saves against enchantment spells and effects, +2 Racial Bonus on all saves vs spells and spell-like abiliites.
Abilities: Racial Modifiers replaced by: Str +20, Dex +44, Con +20, Int +44 , Wis +40, Cha +42 (+7 From Levels, Distributed to Taste) (Assuming Medium Size)
Skills*: 8+ Int Modifier per level, (Multiplied by 4 at level 1), Class Skills: Any
* +2 to racial bonus to Spot,Search and Listen checks.
* 1 rank of Spellcraft/HD for free
* 1 rank of Jump/HD for free
* +8 Racial Bonus to Hide Checks in rocky terrain
* Ignore all weight penalties for gear carried when swimming.
Feats*: 1/3 levels plus 1 at First Level, Bonus Feats: Proficient with all Martial and Simpe Weapons, Exotic Weapon Proficiency (Hand Crossbow), Ambidexterity, Two-Weapon Fighting, *Can fight with two weapons with no penalty as a racial ability
Climate/Terrain: Any
Alignment: Usually Chaotic Good
Advancement: By Character Class
Lyseeri are generally happy and carefree beings who spend most of their time enjoying themselve in the form they had prior to becoming a Lyseeri.
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