Sphinx (4e Race)
Sphinxes[edit]
By Wryms |
An ancient race of desert dwellers with the body of a human and legs of a cat. With the ability to draw extra cards.
Racial Traits |
Average Height: 6'0"-6'8" |
Average Weight: 180-230 lbs. |
Ability Scores: +2 Constitution, +2 Charisma or +2 Dexterity |
Size: Medium |
Speed: 6 squares |
Vision: Low-light |
Languages: Common, choice of one other |
Skill Bonuses: +2 Acrobatics, +2 Diplomacy |
Desert Walker: You gain earth walk. You ignore difficult terrain if that terrain is the result of rubble, uneven stone, earth, deep sand or silt, wet sand or silt, or quicksand. |
Cat-like Reflexes: You do not need to make Acrobatics checks to remain moving or standing on a stationary platform of any width. If you do fall from a height in which you require a Acrobatics check to land, you do not fall prone on a failed check. Any damage taken from a fall is reduced by 5+ half level. |
Feline Sight: You have darkvision for 3 squares or 15 feet. |
Balancing Acts: Regardless of class skills, you always have Acrobatics in your list of trainable skills. |
Agile warriors of the sands, sphinxes make their home in deserts and oases. Sphinxes command respect from all as if they were royalty. Despite an attraction to luxuries, sphinxes are quick and sure-footed in battle when battle is deemed necessary.
Play a Sphinx if you want...
- To act like a leader.
- To be a race that nears immortality.
- To be able to walk the narrowest paths...literally.
- To be a member of a race that favors the assassin, bard, or warlock classes.
Physical Qualities[edit]
The upper half of a sphinx is that of an incredibly attractive human. Below the sphinx's waist, however, is that of a cat or other feline. Sphinxes have tails but they are usually not strong enough to lift objects. Sphinx tails are typical just for show but can be used to knock over small objects. Sphinxes are often seen with rings or gold bands on their tails but this makes it difficult to lift. because of their lower feline half they have hips that are slightly wider than is proportional to a human of their size. The eyes of a sphinx a feline and typically yellow or some brighter shade of another color. Sphinxes reach maturity around the age of 40 and have a lifespan that has yet to be definitively recorded but many scholars believe average sphinxes live well past 5000.
Playing a Sphinx[edit]
Sphinxes believe themselves to be direct descendants of the gods and pharaohs of ancient times. Their societies are typically located in deserts near oases or some sort of water source. Sphinxes are very persuasive but can be angered if someone attempts to discredit their royal bloodline. Sphinxes natural ability to lead often makes people wonder if there is some truth to their claims about being the heirs to the pharaohs.
Sphinx Characteristics: Arrogant, peaceful, agile, mindful, wise
Male Names: Ammon, Khalid, Khufu, Nassor, Ra, Seth
Female Names: Akila, Isis, Layla, Mafuane, Rashida, Uma
Sphinx Adventurers[edit]
Three sample sphinx adventurers are described below.
Sheena is a sphinx battlemind. She lived in an oasis near the edge of Athas. The psionic energy of Athas never seemed present in her people until she was born. She was the first sphinx of her village to have been contaminated with the psionic energies of Athas. Her people shunned her and regarded her as a mutant. When she reached adulthood she left home to find a way to suppress her psionic abilities. What she found was a fascinating culture filled with oppressed people. Using her psionic powers she vowed to bring new life to Athas and make peace between arcane and psionic powers.
Del is a sphinx assassin. Unlike most sphinxes Del liked to get his hands dirty. Growing up as an orphan Del often had to steal or fight for his meals. His agility and stealth grew over the years. After some time he was approached by a shady character by the name of Pilt. Pilt offered Del a chance to have a new life filled with riches and food. The only catch was that Del had to eliminate some of Pilt's enemies. Del became an assassin for Pilt and is richly rewarded for the very thing he's been doing all his life.
Forla is a sphinx warlock. Forla was born and raised in a warlock temple. Her skills have been honed since birth and her love of knowledge and lore is never satisfied. One day her temple was attacked by a small army of thieves and assassins. She was able to escape the slaughter into the desert beyond. After wandering for days she reached civilization, nearly collapsing from exhaustion and dehydration. She was able to find a cleric temple to heal her wounds...her physical wounds anyway. She returned to her temple to see if anyone had survived. Upon sifting through the pills of rubble and bodies she saw no trace of anyone else escaping. On the clothing of the dead raiders was a symbol. The writing on the symbol read "Orthesia Lukka". This was named of a well known mercenary army. Apparently someone hired them to get rid of her people. Well, Forla will find the mercenaries and then the ones who hired them, and when she does none of them will be left alive.
Sphinx Utility Powers[edit]
When your sphinx character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a sphinx utility power of the same level or lower.
Lived Among the Pharaohs | Sphinx Utility 2 |
You have the persuasion skills of a noble. | |
Encounter | |
Free Action | Personal |
Trigger: You make an Intimidate, Bluff, or Streetwise check to persuade a creature. | |
Effect: You make a Diplomacy check instead. |
Eyes of the Night Cat | Sphinx Utility 2 |
You can see through the thickest darkness | |
Encounter | |
Minor Action | Personal |
Effect: You gain darkvision until the end of your next turn. |
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