PHYSICAL DESCRIPTION: Muses, undeniably, are beautiful creatures. They are tall, ranging in height from 6 to 7 feet. Their pale white skin is silky and opalescent. A muse’s neck and limbs are preternaturally long and thin. While their bodies are also very slender, they have round and cheerful faces with pleasant little noses, wide smiles, small pointed ears, and large bright eyes. It is their eyes, in fact, that most mark them as a creature not of this world, as they are black orbs filled with swirling stars. Muses are hairless, though they do have a small, antenna-like point at the top of their head. From their backs, iridescent fins sprout forth, resembling vestigial faerie wings. These strange appendages flutter vibrantly with the muse’s mood, changing color and intensity accordingly. With these characteristics, many often mistake these creatures for having fey blood, though few true fey-blooded individuals would make the same mistake. Elves and gnomes view the muse to be just as alien as humans and dwarves.

Muses are known to be pleasant smelling, with soft, cool, and smooth voices. A muse’s voice alone has been known to sooth angry beasts and violent men alike.

Muse Racial Characteristics1

  • +2 Intelligence, +2 Charisma, -2 Constitution: Muses are highly intellectual, extremely social , and somewhat fragile creatures.
  • Medium: Muses are Medium creatures with no bonuses or penalties due to size.
  • Normal Speed: Muses have a base speed of 30 feet.
  • Low-Light Vision: Muses can see twice as far as humans in conditions of dim light..
  • Muse Immunities: Muses are immune to magic sleep effects.
  • Source of Inspiration: You grant allies within 50 feet of you a +1 competence bonus to all skill checks that involve skills that you have ranks in.
  • Touch of the Muse: Once per day, as an immediate action that does not provoke an attack of opportunity, you may grant one adjacent ally a chance to reroll any one saving throw, attack roll, or skill check and take the second roll. This effect happens immediately after the first roll was attempted, but before the results are revealed by the Gamemaster. The target must take the second result, even if it is worse.
  • Unearthly Presence: When your hit point total is equal to or greater than half of your maximum hit point total, you gain a +1 morale bonus to armor class and all saving throws against attacks made by creatures in squares immediately adjacent to you.
  • Languages: Muse begin play speaking Common and either Celestial or Infernal. Muses with high Intelligence scores can choose any of the following: Abyssal, Auran, Celestial, Dwarven, Draconic, Elven, Gnome, Halfling, Infernal and Orc.

See Also