SIRINE statistics for AD&D

Sirine Racial Statistics

  ADJUSTMENTS.  +2 Dexterity, +1 Charisma; -2 Strength, -1
Constitution
  ABILITIES.  (each once per day) Song (charm person), polymorph
self, fog cloud, improved invisibility, +2 Save vs. Poison,
Infravision and Ultravision.
  MOVEMENT BASE:  12", SWIM:  24"
  LANGUAGES.  Common, Sirine
  CLASS RESTRICTIONS AND MAXIMUM LEVELS.  Fighter: 10
  USABLE WEAPONS.  Dagger, Short Sword, Javelin, SlinG.
  USABLE ARMOR.  None
  ARMOR CLASS.  The sirine has a natural AC of 7.

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SIRINE -- Demi-human character class for D&D

Description

Sirines are beautiful humanoid females, who make their homes in
waters or above ground.  They can breath air and water, and are
comfortable in both.

  ALIGNMENT.  The sirine can be of any alignment.
  PRIME REQUISITE.  The sirine's PR is Charisma. A sirine with a
Charisma score of 12 or more gain a bonus to experience points
earned during an adventure.
  MINIMUM SCORES.  A sirine character must have Strength score of
9 and a Dexterity score of 11 or more when first played.
  SIRINE SAVING THROWS.  Sirine's save as a Magic-User of the
same level, and gain a +2 to Save vs. Poison.

TABLE I:  Sirine Experience Table

Level     Title                  XP     HD (d6)
------------------------------------------------
  1       Water Sirine              0     1
  2       River Sirine          2,000     2
  3       Lake Sirine           4,000     3
  4       Ocean Sirine          8,000     4
  5       Salt Sirine          16,000     5
  6       Charm Sirine         32,000     6
  7       Song Sirine          64,000     7
  8       Love Sirine         128,000     8
  9       Sirine of Low Tide  256,000     9
 10       Sirine of HighTide  512,000     10

  TO-HIT ROLLS.  A sirine rolls to hit as a Thief of the same
level.
  HIT DICE.  A six-sided die (1d6) is used to determine a
sirine's hit points.  A sirine starts with 1-6 hit points (plus
Constitution bonus, if any) and gains 1d6 more hit point (plus
bonus) with each Level of Experience. 
  ARMOR.  A sirine cannot wear any armor.
  WEAPONS.  A sirine may use daggers, short swords and javelins.

Special Abilities

A sirine has several different abilities, mostly magical in
nature.

  NATURAL ARMOR CLASS.  Due to a sirine's magical nature, her
Base Armor Class is 7.  She may include her Dexterity bonus in
this base armor class. 
  MAGIC RESISTANCE.  The sirine has a natural resistance to
magic. Her Base Magical Resistance is 10% and increases by 2% per
Level of Experience. For example, a level 5 sirine has a magic
resistance of 20%.
  SONG (charm person).  The sirine can sing a song which has the
same effect as a charm person spell, following the rules of the
spell, once per day.
  POLYMORPH SELF.  The sirine can polymorph herself, as the spell
describes, once per day.
  FOG CLOUD.  The sirine may create a cloud of fog, like the
spell, once per day.
  IMPROVED INVISIBILITY.  The sirine can use this ability as the
spell, once per day.
  BREATHING.  The sirine can breath both air and water with no
ill effects.
  VISION.  In addition to normal vision, sirines have infra- and
ultra-vision.

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