Glamour: I'm pretty not sure this is exactly what you are looking for but to me the standard Fey Glamour is all about style. For this type of fey species ability I'd go with the following on top of the standard Appearance bonus.
I was looking more towards people who view them and get asked for a description having the following:
Witness: "They were really beautiful."
Investigator: "Was it a male or female?"
Witness: "Umm, it was an..."
Investigator: "Were they tall or short?"
Something like complete befuddlement of the senses - your senses just get overwritten magically, and you can't identify any real features of the creature beyond them being "very attractive". Mechanically I'm thinking it'd be harder to recall details about the target (perhaps an error range boost), as well as a pseudo-disguise, but not into a specific person - just into not yourself. I have no idea how to even start actually modelling the effect in game terms though. The simple solution is to just boost appearance, and maybe give something like style expert, but I think altering the base type might be a better route.
Something like Beguiling and a Disposition boost ("Something so beautiful can't possibly mean me harm") - but that only works in areas where magic works, might be a good start though.
Non-Persistent Origin Abilities: Personally, I would be very wary of this line of thought. For instance the "retractable claws" I would still consider Claw I because they can still be used at will.
Seems like a reasonable line of thinking. At this stage I'm looking at no change for positives qualities (if they are effectively at will) and a reduction on negative qualities (being Light Sensitive only at night for example isn't worth anywhere near the full negative value, imo).
I wouldn't do Transmogrification via a species option, but via a species feat and grant the feat. This is what I've done with a few shapeshifters in my homebrew, but the mechanics will likely change once Spellbound finally drops.
Yeah, the delay on Spellbound is absolutely murdering
my game plan. The game was supposed to start a month ago, and that book is kinda essential for several core themes of the game. Needless to say, not amused. Size Alteration and Transformation will be easy with a baseline to work from, but with zero point of refence it's a bit frustrating.
Life Drain: Not sure where to go with this. The simplest answer is just give them the extra trick. The hard answer would be to make this a supernatural extraordinary attack.
Good thinking, I guess it comes down to how powerful I want it to be - a supernatural attack will have more juice then the baseline trick (but the trick may be easier to fit into a 7pt origin, at a 1pt cost). I really like your life squeeze attack though, so I guess I'll have to figure out exactly
what I want in the rest of the Origin.
Gaze Attack: This is likely most easily done as conversion from NPC attacks, if as I think, you meant Rock Clutch's Gaze. If we try to build that through normal rules...
* Stress Gaze: Standard Ranged Extraordinary Damaging Attack II (2d6/19-20; REF DC 10 for 1/2 damage) @ 4 XP + Gaze Attack @ 3 XP = 7 XP or 3.5 Value. I also think that changing from Lethal to Stress damage increases the cost by probably another 1-1.5 value for 4.5 to 5 total.
Then the rest of the package applies a -2.5 value adjustment making it a total of a 2-2.5 point feat.
* -1 value for the -2 DEX penalty
* -1.5 value for Reviled -10 penalty
Yeah, I sort of figured the feat was worth 2-2.5 points (most species feats seem to be), and since the negatives on it are about -2 pts (I see Reviled at -1 on the wiki) that the attack itself is about 4-4.5 pts. A fair bit more then a breath weapon, but also a fair bit more useful then a breath weapon too.
Poison: Another conversion from NPC attacks. Itís a standard Natural Attack at 2XP per grade + 2XP for Venomous. Thus a standard Venomous Claw I would be 4XP or 2 built point value. If you wanted to do more, it transfers to an Extraordinary attack. For example...
Yeah, I was looking at standard Venomous - nothing extraodinary or supernatural, though those are good ideas.
Damage Resistance: I'd go off the one we know which is Stress Resistance. This is a value of 1 for Stress Resistance 4. Sterner Stuff (-4 to Keen) is also 1 point, so I would think it safe to say that any X Resistance 4 = 1 point.
Sounds good to me (though it'd have to be higher for common types - Lethal Resistance would be super valuable, far more then 1pt worth). I was looking at stuff like Cold, Heat and Fire - so that shouldn't be a problem at 1pt for Resistance 4.
Size Alteration: As with transformation, I would grant this via a species feat granted as a bonus feat. Again, I'd probably wait for Spellbound to see how they handle this effect.
Yeah, I was originally waiting for Spellbound to make my races (this campaign is having entirely new races, from scratch - the Tolkien based races in the core book are fine and all, but I'm looking to do something different) but the delays are just too much, and I want to get some solid work on the campaign actually finished while I have some spare time.
Cheers for the reply - after about a week of nothing I'd basically given up, but I've got some good ideas to chew on from you too (modeling effects on NPC attacks and such). Sorry if there's any weird typo's - my reply window started to get squirrely on me (maybe my post is too long?).