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Sub-race · Chimera

Harpy

Harpy is a specialized Chimera lineage.

Record
Sub-race
Primary race
Chimera
Size
Medium
Traits
3

Rules reference

Character creation

Harpy uses the core creation benefits of Chimera; its unique traits are listed in full below.

Inherited from Chimera

Attributes

You gain +1 in toughness and +1 in awareness.

Inherited from Chimera

Proficiencies

You can speak, read and write Common as well as the special dialect of your sub-race.

Inherited from Chimera

Skills

You gain +5 skill points in either Magic, Survival, Animal Husbandry, Perception, Insight, Linguistics or Artifice.

Identity & lore

Lineage overview

Harpies are a prideful race of Chimera, originally inhabiting the foothills of Mt. Merlin, where their natural command over the skies first took flight.  Renowed for their aerial prowess, every Harpy child is given a swallow to raise as a pet, carefully studying the birds' unpredictable aerial acrobatics to hone their own flying skills.  This early training instills young Harpies with a fierce pride and confidence in their wings, reinforcing the significance of flight to their cultural identity.  As they mature, they become adept aerial hunters, using their keen perception and swift reflexes to hunt various hard to reach game on the sheer cliffs.

In the lower elevations of their homes, the Harpy clans maintain a steady relationship with the Tengu, who dwell in the colder, snowier peaks of Mt. Merlin.  Both groups gather periodically to train together, testing their skills in friendly competitions and forging bonds through trade.  Because Harpies reside closer to the more accessible areas of Lyr, they are often the more visible face of this winged alliance, facilitating most interactions between the Tengu and the main population.

Players that want to express skyborne freedom will find Harpies to be an ideal choice.

Harpy

Lineage features

Abilities unlocked

Complete rules for every ability granted by this sub-race.

Ability

Flight

0 AP
Range
Self

You gain controlled Flight up to your speed. If you take damage while flying higher than 5ft above the ground, your altitude drops by 20ft. If this would reduce your altitude to the point where you touch the ground, you become rooted and cannot fly again until the end of your next turn. If the attack that reduced your HP came from a flying creature other than yourself, you do not lose altitude.

When you end your turn within 5ft of the ground, Flight ends.

Requirements

-
0 AP
Range
Self

Your next movement before the end of your turn does not provoke attacks of opportunity.

Requirements

Can be used after you make a melee attack while flying.

Ability

Downburst

2 AP1 MP
Range
720ft
Keywords
Lock On,Spell,Wind

You may make a Heavy Attack that deals Wind damage against the target. 

On damage, the target immediately plummets to the ground and takes falling damage. This falling damage cannot be negated through the use of abilities that would normally negate falling damage.

Requirements

Target must be Flying.