Harpy Racial Traits (Ex):At first level, the harpy gains a number of racial traits detailed below:

  • +2 Dex, +2 Cha, -2 Int: (0rp)Harpies are agile combatants and persuasive orators but they are not as intelligent as typical humans.
  • Medium: Harpies are Medium creatures and have no bonuses or penalties due to size.
  • Birdlike Gait: (-2RP)The harpies’ legs are birdlike and are not suited to walking on land. They have a base speed of 20 ft.
  • Monstrous Humanoid (3rp)
  • Darkvision: Harpies can see in the dark to a range of 60 ft.
  • Terrifying to Goblins: (1rp) Goblins are terrified of harpies, who are their age-old foes. A goblin coming within 120 ft. of the harpy can smell them and must make a DC 15 Will save or become panicked for 1d4 rounds; a success means the goblin is shaken instead. A goblin that successfully saves is not subject to this effect for another 24 hours. This is a scent-based, mind-affecting fear effect.
  • Talons: (1RP)A harpy has long talons on its feet, granting it one natural primary attack on the ground, or two while in the air. A harpy’s talons do 1d4 damage each.

Weapon Familiarity: (1rp)A harpy is proficient with bows and any weapon with the word “harpy” in its name.

Languages: Harpies begin play speaking Common and Auran. Harpies with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll and Goblin.

Wings: (6 RP) At 1st level, members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. At 2nd level, the wings allow the Harpy to be always considered to have a running start when making Acrobatics checks to jump, and receive a +2 bonus to all Acrobatics checks made to Jump. At 3rd level, a harpy can fly with a speed of 30 feet, and a poor maneuverability; Harpy characters wearing medium or heavy armor cannot fly. The flight speed increases by 10 ft. at 4th level and every other level thereafter. At 5th level, the maneuverability becomes clumsy, at 7th it becomes average and can be done with medium armor, at 9th it becomes good, at 11th it becomes perfect, and at 13th it can be done with heavy armor.

1st 3 RP (Gliding)
2nd 1 RP (Bonus to jumping)
3rd 1 RP (Flight 30 feet, poor)
4th .5 RP 35 feet
5th 1 RP Clumsy
6th .5 RP 40 feet
7th 1 RP Average, Medium Armor
8th .5 RP 45 feet
9th 1 RP Good
10th .5 RP 50 feet
11th 1 RP Average
12th .5 RP 55 feet
13th 1 RP Heavy Armor
14th .5 RP 60 feet
15th 1 RP
16th .5 RP 65 feet
17th 1 RP
18th .5 RP 70 feet
19th 1 RP
20th .5 RP 75 feet

1/2 half for advancement
-2 for Armor pen

Harpy Song (Su): A harpy can use Perform (song) to create magical effects on those around her.
She can use this ability a number of rounds per day equal to 4 + her Charisma modifier. At each
level after 1st a harpy can use her harpy song for 2 additional rounds per day. Each round, she can
produce any one of the types of song that she has mastered, as indicated by her character level.
Starting a harpy song is a standard action, but it can be maintained each round as a free action.
Changing a harpy song from one effect to another
requires the harpy to stop the previous song and
start a new one as a standard action. A song cannot
be disrupted, but it ends immediately if the harpy
is killed, paralyzed, stunned, knocked unconscious,
or otherwise prevented from taking a free action to
maintain it each round. A harpy cannot have more
than one song in effect at one time.
Targets must be able to hear the harpy for the
song to have any effect. A deaf harpy has a 20%
chance to fail when attempting to use a song. If she
fails this check, the attempt still counts against her
daily limit.
Fascinating Song (Su): At 1st level, a harpy can sing
and cause all those nearby to become fascinated
by its song. Each creature within a 300 ft. spread
(except for other harpies), must succeed on a Will
save DC 11 + ½ the harpy class level + Cha bonus
or become fascinated. If a character successfully
saves against this effect, the harpy cannot attempt to fascinate that creature again for 24 hours. If its
saving throw fails, the creature sits quietly and
observes the performance for as long as the Harpy
continues to maintain it. While fascinated, a target
takes a –4 penalty on skill checks made as reactions,
such as Perception checks. Any potential threat to
the target allows the target to make a new saving
throw against the effect. Any obvious threat, such
as someone drawing a weapon, casting a spell, or
aiming a weapon at the target, automatically breaks
the effect.
Fascinate is an enchantment (compulsion),
mind-affecting ability. Fascinate relies on audible
components in order to function.


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