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==Playing Feylaars== {{3rd Party}} The madlads behind "Terrors of Athas", a [[netbook]] intended to serve as a [[Monster Manual]] for their fan-update of [[Dark Sun]] to [[Dungeons & Dragons 3rd Edition]] included rules for playing a feylaar. This isn't as crazy as you might think, since a) Dark Sun already allows you to play [[Thri-Kreen]] and [[Half-Giants]], and feylaar are, as already said, easily as smart as any human. This netbook even plays up their intelligence, fleshing out their meagre 2e lore to give them a slightly higher civilization (largely based on oral histories and traditions) and even stating that some actually seek out feylaars for tutelage in [[psionics]] without having to attend the [[Sorcerer-King]]-controlled academies. ::Ability Score Modifiers: +6 Str, +4 Dex, +2 Con, +2 Int, -2 Cha ::Large size. –1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. ::A feylaar‘s base land speed is 30 feet. ::Darkvision out to 60 feet. ::Racial Hit Dice: A feylaar begins with 7 levels of Monstrous Humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5 and Will +5. ::Racial Skills: A feylaar‘s Monstrous Humanoid levels give it skill points equal to 10 x (2 + Int modifier). Its class skills are Climb, Craft (any), Jump, Psicraft, Search, Spot and Survival. ::A feylaar‘s Monstrous Humanoid levels give it three feats. ::+3 natural armor bonus. ::A feylaar has a +8 racial bonus on grapple checks. ::Natural Weapons: 4 claws (1d6) and bite (1d8). ::Special Attacks (see above): :::Constrict (Ex): A feylaar deals 1d6+3 points of damage with a successful grapple check. :::Death Field (Ps): This innate psionic power may be used 3 times per day. When activated, the feylaar sacrifices a number of hit points, up to its current total. All creatures within 20 feet must make a successful Fortitude save (DC 12) or suffer negative energy damage equal to the amount of hit points sacrificed by the feylaar. A successful save negates this damage. Death field is the equivalent of a 3rd-level psionic power. The save DC is Charisma-based. :::Improved Grab (Ex): If it successfully strikes with its slam attack, the feylaar may initiate a grapple attempt as a free action without provoking an attack of opportunity. :::Psi-Like Abilities: 3/day – body adjustment (2d12*), chameleon, cloud mind (DC 11), conceal thoughts, ecotoplasmic form, false sensory input (2 targets, DC 12*), id insinuation (3 targets, DC 13*), mindlink (unwilling targets, 2 targets, DC 10*), psionic dimension door, psionic dominate (DC 13*), psychic vampire (DC 13). Manifester level 7th. The save DCs are Charismabased. *Includes augmentation for the feylaar‘s manifester level. ::Automatic Languages: Feylaar. Bonus Languages: Aarakocran, Common, Halfling. ::[[Favored Class]]: [[Psion]]. ::[[Level Adjustment]]: +4. [[Category: Dark Sun]] [[Category: Monsters]]
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