RPG/Martial Harpy

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Martial Harpy
STR -2 AGI +2 INT +1
DEF -2 ACC +1 PER +0

Racial Advantages: Double-Jointed, Quick-Witted, Eagle-Eyed

Racial Disadvantages: Big Target, Weak Point (Wings)

Level HP MP Skill Points Facet Level Stat Points Special Abilities
1 8 8 5 1 0 Dive Boost +1
2 16 16 10 1 0
3 24 24 15 2 0 Dive Boost +2, Take to the Sky 1
4 32 32 20 2 1
5 40 40 25 2 1 Dive Boost +3
6 48 48 30 3 1 Take to the Sky 2
7 56 56 35 3 2 Dive Boost +4
8 64 64 40 4 2
9 72 72 45 4 2 Dive Boost +5, Take to the Sky 3
10 80 80 50 4 3

Dive Boost +X: Once per encounter, Harpies may spend both of their hand actions to do a special attack. The harpy pushes themself forwards with both wings, moving them X times 5 feet in any direction. If they wish to hit someone in range of this attack, they make a Martial Arts or Gym/Agility roll, with a bonus of +X, considered to be in the Fast style. If they hit, the attack deals 2+dAgi+X damage. This attack can be a critical hit, but instead of the usual Fast critical, it deals double damage, as though it were a strong attack.

Take to the Sky X: Harpies gain the ability to use their wings to fly. As they level, they become more competent at flying. If they already possessed any of the advantages their racial levels grant them, they may instead immediately purchase any number of advantages with a cost listed on the level.

1(1000 XP): You gain the Glide advantage.

2(1000 XP): You gain the Hover advantage.

3(1500 XP): You gain the Limited Flight advantage.

4(1500 XP): You gain the Full Flight advantage.

5 and up(N/A): You gain +1 to your agility for each level in this ability past 4 as long as you are at least 30 feet above the ground.

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