D.9 Harpy
Harpies are winged creatures with the upper body of a humanoid and the lower body of a bird. Most harpies are female, but male harpies do exist.
Creature Type: Unlike most other playable species, harpies are monstrous humanoids instead of humanoids.
Size: Medium.
Attributes: -1 Intelligence, +1 Dexterity.
Special Abilities:
- Harpy Archetype: Harpies only gain two class archetypes instead of three. Instead, they treat the Harpy archetype as one of their archetypes, and they gain ranks in it just like they gain ranks in class archetypes.
- Limited Equipment: Harpies can wear armor, but it is treated as barding instead of normal armor, reducing its effectiveness (see Barding). Harpy talons are not able to effectively wield shields or manufactured weapons.
- Prehensile Talons: Harpies have a talon natural weapon on each foot (see Natural Weapons). In addition, they can use their feet as free hands. They can make short hops to use their feet to attack or manipulate objects without suffering penalties for gliding or flying.
- Wings: Harpies have no arms or hands. Instead, they have feathered wings that sprout from their shoulders. These wings grant them an average glide speed (see Aerial Movement).
- Winged Agility: While a harpy is able to use its wings, it gains a +2 bonus to Armor defense, a +3 bonus to the Balance skill, and a +5 foot bonus to its maximum horizontal jump distance (see Jumping).
Automatic Languages: Common.
D.9.1 Harpy Archetype
Rank 1 – Luring Song ✨
| Luring Song ✨ | Standard action |
Tags: Auditory, Compulsion
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Make an attack vs. Mental against a creature within Long (90 ft.) range. In addition, you begin a vocal performance (see Performance Types).
Hit: As a condition, the target must use all of its available movement to move towards you as best it can during each of its turns. In addition, it cannot move farther away from you at any time, except as necessary to get closer to you (such as to avoid an intervening obstacle). It can otherwise act freely, and is still able to attack you and your allies. It is not required to use abilities that would increase its available movement.
The target will risk danger to reach you, such as moving towards your allies or swimming through rough water. However, it is not compelled to take actions that are guaranteed to damage harm it, such as jumping off of a cliff. If it cannot make any progress towards you, it remains in place.
If the target notices you attacking it with any ability other than this one, or if you stop your vocal performance, this effect is automatically broken. When this effect ends, the target becomes immune to this effect until it finishes a short rest.
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The attack’s accuracy increases by +1 for each rank beyond 1. In addition:
Rank 3: You can target an additional creature within range.
Rank 5: The maximum number of targets increases to 3.
Rank 7: The maximum number of targets increases to 5.
Rank 2 – Harpy Wings
You gain a slow fly speed with a maximum height of 10 feet (see Flight). As a free action, you can increase your fatigue level by one to ignore this height limit this turn. In addition, you reduce the penalties to your Armor and Reflex defenses for being midair by 1.
Rank 3 – Sharp Talons
Your talons deal 1d6 damage and gain the Keen ability tag.
Rank 3 – Winged Agility+
The Armor defense bonus increases to +3, and the Balance bonus increases to +8.
Rank 4 – Siren Song ✨
| Siren Song ✨ | Standard action |
Tags: Auditory, Emotion, Sustain (minor)
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Make an attack vs. Mental against all enemies within a Medium (30 ft.) radius from you. In addition, you begin a vocal performance (see Performance Types).
Hit: The target is both charmed (friendly with charmer) by you and stunned (-2 defenses) as long as it can still hear your vocal performance. It remains stunned even if it stops being charmed, such as if you or your allies attack it. This ability does not have the Subtle tag, so an observant target may notice that it is being influenced.
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The attackś accuracy increases by +1 for each rank beyond 4. In addition:
Rank 6: The area increases to a Large (60 ft.) radius.
Rank 5 – Caress the Enthralled
You gain a +2 accuracy bonus against creatures that are affected by either your luring song or siren song ability.
Rank 6 – Harpy Wings+
Your maximum height increases to 30 feet, and the speed increases to average. In addition, the penalty reduction increases to 2.
Rank 7 – Mythic Siren ✨
You gain a +5 accuracy bonus with your luring song and siren song abilities, and they gain the Subtle tag. Targets still observe your performance, but they do not realize they are being magically compelled, which can change how they react to you.
Rank 7 – Sharp Talons+
D.9.2 Base Class Effects
If you choose harpy as your base class, you gain the following benefits.
| Level | Rank | Durability | Bonus1 | Special |
| 1 | 1 | +0 | +0 | — |
| 2 | 1 | +1 | +1 | — |
| 3 | 1 | +2 | +1 | +1 to two attributes |
| 4 | 2 | +2 | +2 | HP: 2x durability |
| 5 | 2 | +3 | +2 | — |
| 6 | 2 | +4 | +3 | — |
| 7 | 3 | +4 | +3 | HP: 3x durability |
| 8 | 3 | +5 | +4 | — |
| 9 | 3 | +6 | +4 | +1 to two attributes |
| 10 | 4 | +6 | +5 | HP: 4x durability |
| 11 | 4 | +7 | +5 | — |
| 12 | 4 | +8 | +6 | — |
| 13 | 5 | +8 | +6 | HP: 6x durability |
| 14 | 5 | +9 | +7 | — |
| 15 | 5 | +10 | +7 | +1 to two attributes |
| 16 | 6 | +10 | +8 | HP: 8x durability |
| 17 | 6 | +11 | +8 | — |
| 18 | 6 | +12 | +9 | — |
| 19 | 7 | +12 | +9 | HP: 10x durability |
| 20 | 7 | +13 | +10 | — |
| 21 | 7 | +14 | +10 | +2 to two attributes |
Defenses
You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.
Resources
- Attunement points: 5 (see Attunement Points).
- Fatigue tolerance: 2 + your Constitution (see Fatigue).
- Insight points: 1 + your Intelligence (see Insight Points).
- Trained skills: 5 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (see Skills).
Weapon Proficiencies
You are not proficient with any manufactured weapons, even simple weapons. You are still proficient with your natural weapons.
Armor Proficiencies
You are proficient with light armor.
Starting Items and Equipment
You can start with the following items and equipment:
- Buff leather
- Two potions of healing
- A vial of alchemist’s fire
- A standard adventuring kit (see Standard Adventuring Kit).
- A rank 0 wealth item (1 gp)
Class Skills
You have the following class skills:
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Strength: Climb, Jump.
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Dexterity: Balance, Flexibility, Perform, Stealth.
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Perception: Awareness, Creature Handling, Deception, Persuasion, Social Insight, Survival.
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Other: Intimidate.