Showing posts with label Race Class. Show all posts
Showing posts with label Race Class. Show all posts

Friday, September 16, 2011

Harpy Talonists Race Class [Labyrinth Lord]

Harpy Talonists
Requirements: STR 9+, DEX 9+
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: 8
Special: Innate Magic Resistance (+2 on all Saves), Magical Songs

Attacks: Talonists get up to 3 attacks when using their talons followed up by a scream, or once a day the Talonist may make an all-out combined attack on one target using just their talons, doing double damage and using the third attack to re-roll any misses.

Harpy Talonists are notably brutal, bloodthirsty and crude, even among other harpies. They will sometimes wear armor looted from past victims, especially if they realize that it is magic, but they prefer to rely upon their wicked scimitar-like talons as their primary weapons which inflict 1d6+1 damage each. Unlike their sisters, these harpies do not rely overly much on their song-spells, but rather prefer to use their primary wounding scream attack in combination with their filthy talons.

Harpy Talonists gain 1 Magical Song every other level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence only block their use of the magical song-spells.

Song-Spells of theTalonists
  1. As Curse (LL p. 20)
  2. Cause Fear (LL p. 25)
  3. Confusion (LL p.28)
  4. Bleeder-chant; causes all open wounds to profusely bleed for double damage.

Harpy Screechers Race Class [Labyrinth Lord]


Harpy Screechers
Requirements: WIS 10+
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 10
Special: Innate Magic Resistance (+1 onall Saves), Magical Songs

Wing Buffet Attack: Screechers get a wing-buffet attack that can strike up to two adjacent targets for 1d4/level of the Screecher in place of the usual claw attacks.

Screech Attack: 1d4 damage/level of Screecher, 1 designated target must make Save or be deafened for 3d4 turns. They may use this attack only if they are not already casting a song-spell.

Vicious and spiteful winged hags, the Screechers concoct foul potions and worse poisons from the remains of their victims, as well as crafting bone-marionettes and scalp-dolls that they use as tiny minions. A Screecher rarely engages in melee combat, preferring instead to fly off a short distance and cast spells or shoot poisoned arrows at their enemies. If they cannot withdraw and attack from a distance, Screechers will spastically flutter about the place making wing buffets, slashing away at random with a dagger and making full use of their screech attack.

Harpy Screechers gain 1 Magical Song every level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence cause 2d4 damage to the Screechers, in addition to preventing their use of the magical song-spells.

Song-Spells of the Screechers
  1. Animate Objects (LL p. 20); limited to bones, rags and offal strung together with bits of cast-off wire, cordage or their own hair and excrement.
  2. Conjure Animals (LL p. 20); limited to Giant Owls only.
  3. As Curse (LL p. 20)
  4. Cause Light Wounds (LL p. 21); inflicts 1d6 damage, +1 point/level of Screecher.
  5. Curdle Potions; Save or all potions within 20' radius are ruined.
  6. Horrid Revulsion; Save or flee in terror, as Feeblemind (LL p. 31)
  7. Charm Monster (LL p. 27)
  8. Charm Person (LL p. 28)
  9. Corrosive Calumnifying Chant; Save or lose 1 point of WIS (base 30% chance of being permanent).
  10. Blood-Curdling Scream; Save or take 3d4 as your blood literally curdles in your veins.

Harpy Tormenters Race Class [Labyrinth Lord]

Harpy Tormentors
Requirements: INT 10+, DEX 9+
Prime Requisite: INT and DEX
Hit Dice: 1d6
Maximum Level: 12
Special: Innate Magic Resistance (+1 on all Saves), Magical Songs

Harpy Tormentors delight in rigging-up traps and fiendishly clever ambushes for their prey. Cruel and devious slave-masters, the Tormentors delight in the misery and suffering of others. They gain spells as though they were a magic user of the same level but must cast all their spells as chants, dirges and recitations. They learn their spells from grizzled and wizened elder-crone harpies who recite each spell as part of a foul and twisted oral tradition that only a harpy may hear without suffering from Confusion effects (Save -1).

Tormentors rig-up traps as a Thief of the same level.

Harpy Tormenters gain 1 Magical Song every level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence cause 2d4 damage to the Tormentors, in addition to preventing their use of the magical song-spells.

The Songs of theTormentors
  1. Putrify Food and Drink [Reverse form of Purify Food and Water] (LL p. 24)
  2. Cause Fear (LL p. 25)
  3. Song of Pain; All creatures within 30' radius suffer -4 penalty on all attacks and -2 penalty to DEX for 1d8 turns.
  4. Chant of Hopelessness; Make Save or surrender for 2d4 turns.
  5. Charm Monster (LL p. 27)
  6. Charm Person (LL p. 28)
  7. Confusion (LL p.28)
  8. Dispel Magic (LL p.30)
  9. Song of Withering; Harpy needs to score a hit, then victim rolls a Save or their extremities begin to shrivel and rot, causing 1d6 damage/turn for 2d4 turns. The damage is permanent unless healed by magic.
  10. Chant of Hallucinations; as Hallucinatory Terrain (LL p. 31)