Space Siren


Medium-Size Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (dex)
Speed: 30 ft.
AC: 15 (+2 dex, +3 natural)
Attacks: slam +2 melee or weapon
Damage: slam 1d3 or by weapon
Face / Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Spellsong
Special Qualities: Discern lies, shapechange
Saves: Fort +1 Ref +2 Will +3
Abilities: Str 13 Dex 15 Con 12 Int 15 Wis 10 Cha 15
Skills: Bluff +3, Climb +2, Craft (any one) +2, Diplomacy +3, Jump +2, Profession (Sailor) +3, Sense Motive +2
Feats: Sex Appeal (B), Charming


Climate / Terrain: Any land and underground
Organisation: Solitary, or crew
Challenge Rating: 1
Treasure: Standard
Alignment: Always good
Advancement: By character class

Sirens are beautiful, athletic women with violet skin. Their hair has all types of colours, including some, that most other beings wouldn't consider tasteful combined with violet. Their eyes can have about any colour that can sparkle, red, green, blue, grey, violet, yellow and some others, the common tongue has no words for. They always radiate a friendly aura and are charming, even though most adventurers would consider them quite strange but still alluring. They usually use their shapeshifting powers to appear as beautiful female of any humanoid race they encounter. Their appearance often leads people to underestimate their physical prowess, which often comes as a nasty surprise to any, who treat them badly - usually the last thing they have ever done in their lives.

Sirens are an ancient sad people, with a strange lust for life. Spelljamming sirens make their own helms and fly beutiful ships called crystal phoenix, which seems to be made of ethar crystal shimmering in all colours of the rainbow. They are skilled spacefarers and sailors and their ships are among the most powerful in arcane space. Sirens have little patience for slavers and evil humanoids, always attacking them, when they see they have a chance or bringing reinforcements when necessary.

Most of their time, sirens are looking for lovers. As an entirely female race, they need human and demi-human lovers to reproduce. Usually they will use their polymorph self ability to appear as a member of that species, unless they know the probable lover to be open-minded. Any siren will reveal her true nature when she believes the relation is secure enough. Sometimes this breaks the relation, but usually it does not, but the sirens genral superiority in almost every area can make some men nervous. Children of sirens are always full-blooded sirens. They will usually seek out men, who have a certain standard of mental and physical fitness.

When a siren really falls into love, she does. Just keep in mind, that they make a point of chosing their lovers carefully and rarely misstep. Sirens aren't stupid, but usually try to tell the truth, except when they think it really gets them into more trouble, than it is worth. They are rather straightforward and if something strikes them as odd or goes against their nature they say so squarely. It is also quite difficult to keep a secret from a siren, as they are rather perceptive and have a natural feeling when someone lies to them. This is no magical ability and cannot be confused by misderections or psionics with the same purpose. Sirens can accept being one among multiple wives occasionally, but their passion will always only be for a single male.

Genrally sirens are scantily clad in dresses that increase the effect of their impressive physique. Siren fighters, rangers and paladins prefer braces and rings of protection over armour, but will wear it if these items are not available.

Combat

Sirens are not naturally aggressive beings, but if they have to fight, they are good at it. All adult sirens have at least three levels in a player character class and fight accoringly. They are highly intelligent and figure out how to deal with pretty much any opponent that they can defeat surprisingly quickly. If overmatched, they retreat from combat to rest and return with rainforcements and new spells, if they want to defeat their foe, or simply let the matter rest if not.
   Discern Lies (Ex): Sirens gain a +20 racial bonus to sense motive checks to know if someone is lying to them.
   Spellsong (Su): Sirens can use a one-handed melee weapon and cast spells at the same time, if they are proficient with the weapon.
   Polymorph Self (Su): Sirens can assume the form of any female humanoid, that carries her features and all those of the race she changed into. She can use this ability once per round as a free action. Sirens can always return to their own form when polymorphed or shapechanged by another sorcerer or wizard.

The crystal phoenix ships, sirens fly in wildspace are as deadly as they are beautiful. The ships can carry up to seven heavy weapons and usually do so, spread among ballista and catapults, though siren crews with a particular high number of spellcasters sometimes use more exotic ones, like a spell amplifier. The beak of a crystal phoenix is a piercing ram, the edges of the wings are razor sharp and may be used for wing shear maneuvers. Siren ships usually attack known slavers, particularly neogi, illithids and evil humanoids on sight.

Background Information

Sirens on the large are loosely organised. Occasionally several crystal phoenix ships meet and hold a conclave, but the largest permanent organisation of sirens is the crew. A typical crew member has 3 to 5 (1d3+2) character levels in any adventurer class. In addition the crew contains 4-7 (1d4+3) spellcasters or psions of level 7-10 (1d4+6) that serve as healers, battle mages and helmswomen. The captain is usually at least a 15th-level character in one of the sirens favoured classes. Since sirens live for hundreds of years, it is quite possible to encounter ships, where everyone has twice as many levels as suggested here.

In times of peace, sirens are loosely organised and ship-board duties are light, because siren helms do not require rigging to properly manoeuvre their ships. When battle is joined however, the loosely knit crew suddenly becomes a tight and efficient hierarchy. The ruthless efficiency of sirens in battle comes as an unpleasant surprise to many slavers and stupid men.

Sirens hail from an ancient sphere that has been abandoned or lost in the flow long ago. Rumour has them loose their men after some ecological or magical desaster, after which they took to space. If the sirens know the truth of the matter, they are not telling. They love their free nomadic lives in space. Since they trade in expensive magical itmes, similar to the mercane, the races came into conflict, when the blue-skinned outsiders wanted to prevent intrusion in their exclusive market. The sirens won the trade wars and are now left alone by the mercane.

The sirens' original culture was obviously highly developed. Many find great pleasure in the arts and practice them, whenever they have time to do so. Often valuable works of art a for sale in addition to their more nototrious merchandise. Any siren crystal phoenix can easily carry magic items of 100,000+ GP value, and at least one spell-caster able to create the most expensive items sold. The sirens various spelljamming helms, but shun those that harm the user, like lifejammers and death helms. Sirens had to develop their martial skills, if for no better reason than defending themselves against those who would steal their merchandise rather than pay for it.

Siren Characters

Sirens can be of any character class, of which they meet the alignment requirements. Their favoured classes are bard, psion (psyhometabolism), ranger and wizard. Whichever of these classes the siren chooses first does not count when determining if she receives an XP penalty for multiclassing.

Sirens are more powerful than normal demihuman characters. Their level adjustment is +3. A first level sirine character is considered a 4th-level character. They start the game with 2d8 hit dice (+2 times the constitution modifier), the feats Sex Appeal and Charming, BAB +1 Base saves Fort +0 Ref +0 Will +3 and the skills listed above as siren class skills. Siren ability modifiers are: Str +2 Dex +4 Con +2 Int +4 Wis - Cha +4

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