Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 330911 times)

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Prime32

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I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

PhaedrusXY

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I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...
That sure as hell sounds fun to RP.

Oh wow, look at that. I grew another head!  :lmao If one of you writes this up, I might throw it onto the troll/half-dragon monk I'm playing in Boz's homebrew-only campaign. :D
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]


oslecamo

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WereHydra(prc)




Crunch:
[spoiler]
Note: A Werehydra can pass on it's curse through Curse of the Lycanthrope (4th level ability) or hereditarily. a hereditary werehydra can reach 6th level. if gained through Curse of the Lycanthrope, it may not gain werehydra levels past those of the Werehydra that granted lycanthropy at the time of the event. however, werehydras are inheritely rare, and only a few have ever been mentioned in history.

Prerequisites:
to become a werehydra, the character must meet the following requirements

Race: Any  humanoid or giant
Special:Must have been injured by the natural attack of another werehydra and contracted lycanthropy, or been born to another werehydra.
HD:d10
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+0
Alternate form(Hydra), Lunar body, Multiple heads
2nd
+1
+3
+1
+0
Alternate form(hybrid), Regrowth
3rd
+1
+3
+1
+1
Fast Healing
4th
+2
+4
+2
+1
Growth, Curse of Lycanthropy
5th
+2
+5
+2
+1
Improved Regrowth
6th
+3
+6
+3
+2
PyroHydra/CyroHydra
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A werehydra gains proficiency with their own natural wepons

Features:

Lunar body(ex): Werehydras retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.

A Werehydra gains natural armor equal to half its con bonus while in Hydra or hybrid form. While in humanoid form their natural armor is equal to half  their con bonus

Alternate Form(su): At first level, a Werehydra can take Hydra form. while in this form, they cannot use weapons or do anything requiring the use hands as their arms disapear, but gains a bite attack dealing 1d4 damage and all their move speed decreases to 20ft. A Werehydra can transform 1/day/2 HD, minimum 1, and can remain transformed indefinitely.

At second level, a Werehydra can assume hybrid form. While in hybrid form, a Werehydra gains  a bite attack dealing 1d4 damage, and retains her arms, so it can wield any weapons they could use in humanoid form and her speeds remain unchanged. Both alternate forms are large sized, regardless of the creature's normal size.

Multiple heads: For Every Werehydra HD possessed, a werehydra gains one extra head in hydra form, and for every two non-werehydra HD possesed, one head in Hydra form (up to two twice the number of WereHydra levels), and gains half this number in hybrid form (up to the number of WereHydra levels). They gain a bite attack for each head they posses. the number of heads possessed at a given level for a given form is considered it's original number of heads for that form for all purposes.

All of the heads add full Str bonus to their damage rolls.

Regrowth: Whenever the Werehydra takes damage in alternate or hybrid form it instinctevely "parries" it with their long necks. If it takes enough damage, the head is severed and two new sprout from the stomp 2d4 rounds later. A Werehydra cannot have more heads total than 2*(Werehydra level) in Hydra form, and half that in hybrid form.

The damage needed to sprout each extra heads depends on the Wereydra level:
WereHydra Level+1/2 other levels Percentage of max HP lost to grow an extra head.
150%
233%
325%
420%
517%
614%
713%
812%
911%
1010%
119%
128%
The hydra may grow several extra heads in one turn if it takes enough damage in a single turn.

So for example a Fighter 2/WereHydra 1 with 18 HP that takes 13 damage from a single blow would grow two extra heads

A Fighter 10/WereHydra 5  with 100 HP who loses 50 HP would grow five extra heads.

If the Hydra recovers HP, her extra heads wither and fall off at the same ratio it gains when hurt. So if the Fighter 10/Werehydra 5 of the last example recovered 30 HP it would lose three heads.

Growth: At 4th level, a Werehydra's alternate forms become Huge. their bite attack deals 1d6+Str damage now. In addition their natural armour improves by 1 while in alternate form.

A Werehydra of 16 HD or more may choose to become gargantuan by expending three normal transformations.

A Werehydra of 20 HD or more may choose to become colossal by expending four normal transformations.

Fast Healing: At 3rd level, a Werehydra gains Fast Healing equal to half it's HD.

Curse of lycanthropy: At 4th level a Werehydra can transmit lycanthropy to other creatures. If a humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

Improved regrowth: At 5th level, the Werehydra's heads don't instantly wither when it recovers HP, but last 5 rounds.

Pyrohydra/CyroHydra: at 6th level, the werehydra gains the cold, acid, electrecity or fire subtype, and therefore cold imunity to cold or heat, but not both subtypes, or imunities. as well, the werehydra gains a breath weapon which all heads may use every 2d6 rounds. They all must fire on the same direction and the effect is a line 5 foot long per HD of the chosen element, dealing 1d6 damage per head. A successful reflex save halves the damage, save DC is 10+1/2HD+Con modifier. It gains these abilities in all forms, including humanoid, but notice the damage is based on the number of heads.
[/spoiler]

oslecamo

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I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...

Personally, the multi-headed template is the most hax one for monsters I've ever seen, since the number of extra heads you gain is exponential, and each head adds +2 Con, skills, and the HD count for all effects and purposes, including gaining feats, and then you give it a level of barbarian for pounce and...Well, it gets out of hand pretty quickly.

Your plan sounds good, but It'll take some time to do. Meanwhile, enjoy the werehydra, a project I had lying around, and that does give you extra heads. Yes, I know there's not such thing as an official werehydra. Yes, I was crazy to do that.

SiggyDevil:
Glad to see another satisfied customer!

Gave the Nightwalker Eclipse a  buff by making eclipse buff his desecrating aura, since before it really wouldn't boost your combat ability against most oponents.

Prime32

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I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...

Personally, the multi-headed template is the most hax one for monsters I've ever seen, since the number of extra heads you gain is exponential, and each head adds +2 Con, skills, and the HD count for all effects and purposes, including gaining feats, and then you give it a level of barbarian for pounce and...Well, it gets out of hand pretty quickly.
You could say that the heads get in each others' way, preventing the use of all of them for bite attacks. Maybe breath weapons must be fired in different directions, or using them with multiple heads at once reduces the DC by -1 for each additional head. Maybe you can still only use your breath weapon once, but the DC increases.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Multi-Headed Creature (prc)

[spoiler]
Pre-requisites:
-Must be a corporeal creature with a discernible head.

HD:d12
Level Bab Fort Ref Will Feature
1 +1 +2 +0  +0 Strange Body,  Extra Head
2 +2 +3 +0  +0 Head Skills
3 +3 +3 +1  +1 Superior Multi-Weapon Fighting
4 +4 +4 +1  +1 Extra Head
5 +5 +4 +1  +1 Strange Skill
6 +6 +5 +2  +2Extra Head
7 +7 +5 +2  +2Strange Skill
8 +8 +6 +2  +2 Extra Head
9 +9 +6 +3  +3 Strange Skill
10 +10 +7 +3  +3Extra Head
11 +11 + 7 +3  +3Strange Skill
12 +12 + 8 +4  +4Extra Head
13 +13 + 8 +4  +4Strange Skill
14 +14 + 9 +4  +4Extra Head
15 +15 +9 +5  +5 Strange Skill
16 +16 +10 +5  +5 Extra Head
17 +17 +10 +5  +5 Strange Skill
18 +18 + 11 +6  +6 Extra Head
19 +19 +11 +6  +6 Strange Skill
20 +20 + 12 +6  +6Extra Head
Skills:2+int modifier per level, quadruple at firt level,  Class skills are Climb,  Hide, Jump, Listen, Move Silently,Search, Spot, Survival

Proficiencies:No new proficiencies gained.

Features:

Strange body: If you were an animal before then you're now a magical beast. Otherwise your type remains unchanged. You gain darkvision 90 feet, and +1 Natural armor for every Extra Head you have.

Extra Head: You grow one new head. A base creature with a bite, gore, or tongue attack gains one additional such attack for each additional head. This additional attack has the same attack bonus as its counterpart in the base creature. The damage bonus for an extra natural attack gained by the addition of a head is the Strength modifier for a primary attack, or 1/2 the Strength modifier for a secondary attack.

The extra Heads can talk just like you, but you gain no extra benefits from itfor now, or any other special attacks (like breath weapons) unless otherwise noticed in this class.

Head Skills: Each Extra Head grants you +2 to Spot, Listen, Search and Intimidate checks, plus +1 to Iniative and one extra attack of oportunity per round.

Superior Multiweapon Fighting : Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand.

Strange Skill: Having multiple heads allows for certain special tricks “normal” creatures couldn't easily pull off. Whenever this ability is gained choose one of the following. Unless otherwise noticed no choice may be taken more than once.

[spoiler]
Special Heads: Choose two of your Extra Heads. Those heads can now use any special attack that your original head could use, like breath weapons or gaze attacks. You can take this multiple times, each time applying to two new heads. All of your heads must use the special attack at the same time, altough they can aim at diferent targets. If a creature is targeted by two or more heads on the same round, it is affected only one time by the special attack, but the HD of the multi-headed creature counts as two higher for each extra head using the attack.

So for example a red dragon 1/multiheaded creature 5 using all his breath weapons on the same area would deal 10d6 damage with a reflex DC of 15+Con modifier. Alternatively he could make one heads fire in one direction dealing normal breath damage and the other two in another direction dealing 8d6 damage with a reflex DC of 14+Con modifier.

Thinking Head: Choose one of your Extra Heads. During your turn that head can use one of your SLAs, spells whitout somatic components, psionic power or similar ability, as long as it doesn't demand physical actions besides speaking. You can also use that Extra Head to keep concentration of effects that demand it, freeing the rest of your body for other actions. You can take this multiple times, each time applying to a new head.

Hard Heads: On other creatures the head is one of the main weak points. For you is a redudant apendage. You gain +2 to Will saves and 5% chance to resist critical hits for every Extra Head you have.

Talking Heads: You learned how to coordinate your extra brains in order to tackle all kind of philosophical and scientific topics in a civilized manner. Or just overwhelm your oponents with factoids. You gain +2 in all Knowledge, Craft, Apraise, Diplomacy, Bluff and Profession checks for every Extra Head you have.

War Heads: Your heads know how to help each other in combat. You can't be flanked, and oponents you threaten in melee always count as flanked. In adition you can use aid another as a swift action, and the bonus is equal to the number of your Extra Heads.

Tough Heads: You gain +10 HP for every Extra Head you have.

Energy Head: Choose cold, fire, electrecity or acid. Your original head gains a breath attack dealing 1d6 damage of the chosen energy  per 2 HD in a cone with 5 feet per HD, reflex save with DC 10+1/2HD+Con modifier for half, every 1d4 rounds. You also gain resistance to that energy equal to your HD. You need to take Special Head to grant that Breath weapon to your other heads.

[/spoiler]

[/spoiler]

Comments:
[spoiler]
Well this was one was a big challenge. In the end I took Prime32's advice of one extra head roughly every 2 levels, and special stuff to do with the extra heads in the between levels.

No Ability score bonus or anything else because the extra actions potential and massive number of extra attacks is already pretty powerfull. Critique on the power-level welcome.

Anyway, if you think that two (or more) heads are better than one, the multi-headed's creature for you!
[/spoiler]

oslecamo

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Pit fiend


[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0+2 Pit Fiend body, Bully, +1 Str
2+2+3+0+3 Devil, Pit fiend Magic, Invisibility, +1 Con
3+3+3+1 +3 Summon Devil, Hell Skin, +1 Str
4+4+4+1+4 Magic circle against good, Regeneration, +1 Con
5+5+4+1+4 Wings, +1 Str
6+6+5+2+5Growth, Improved grab, Constrict, +1 Con
7+7+5+2+5  Fireball , +1 Cha
8+8+6+2+6 Dispel magic +1 Str
9+9+6+3+6Persistent Image +1 Cha
10+10+7+3+7Teleport, Create undead +1 Con
11+11+7+3+7Devil bite, +1 Str
12+12+8+4+8 Fear Aura, +1 Con
13+13+8+4+8  Unholy aura +1 Str
14+14+9+4+9 Power Word, stun +1 Con
15+15+9+5+9 Blasphemy +1Cha, +1 Str
16+16+10+5+10 Meteor Swarm, +1 Con
17+17+10+5+10Mass Hold Monster +1 Cha, +1 Str
18+18+11+6+11 Overpower, +1 Str, +1 Con, +1 Cha
19 +19+11+6+11 Overlord, +1 Str, +1 Con, +1Cha
20+20+12+6+12 Wish, +1 Con
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device.

Proficiencies:Simple and martial weapons, its own natural weapons.

Features:

Pit fiend body:The Pit fiend loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural claw attacks dealing 1d10+str damage each.

The Pit Fiend also gains a bonus to Nat armor equal to his Con modifier.

Bully: Whenever the Pit Fiend hits an oponent in melee, it may perform an Intimidate check as a free action (either demoralize or try to change its behaviour, Pit Fiend's choice) on the struck oponent.

At 10 HD, the Pit Fiend ignores immunity to fear when performing Intimidate checks of any kind, but oponents with such immunity still gain a +5 bonus on their rolls to resist it.

Ability increase:Pit fiend gains:
 +1 Str at levels 1, 3, 5, 8, 1, 13, 15, 17, 18, 19

+1 Con at levels 2, 4, 6, 10, 12, 14, 16, 18, 19, 20

+1 Cha at levels 7, 9, 11, 13, 15, 17, 18, 19

Devil:gain resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In adtion, its darkvision applies to all kinds of darkness, even deeper darkness.

Pit fiend Magic: The pit fiend becomes able to use some SLAs. Saves are 10+1/2HD+Cha modifier. The Pit Fiend SLAs may have extra effects compared to the normal spell. Check each entry for details.

Invisibility:as a SLA 1/day for each HD. At 6 HD See Invisibility, Invisibility Purge and other such anti-invisibility effects except True Seeing don't bypass the Pit Fiend's invisibility unless the observer is whitin 10 feet. At 14 HD not even True Seeing bypasses it unless the observer is whitin 10 feet of the Pit Fiend.

Summon Devil:Twice per day, the Pit fiend can summon reinforcments, depending on its HD:

3HD:2 lemures
5 HD: 4 lemures
8HD:2 bearded devils
10HD: 1 Erineyes
12HD:2 Bone Devils
14HD: 1 Ice Devil
18HD: 1 Horned Devil
20HD: two horned devils, or four Ice Devils, or sixteen Bone Devils, or Sixteen Erneyes, or 64 Bearded Devils, or 256 Lemures.

Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.

Hell Skin:The Pit fiend gains DR/silver and good equal to half its HD and SR equal to 11+HD.

Magic circle against good: as a SLA 1/day for each HD.

Regeneration: The Pit Fiend gains regeneration equal to 1/2  HD, rounded down. A pit fiend takes normal damage from good-aligned silvered  weapons, and from spells or effects with the good descriptor.

Wings:The pit fiend grows a pair of powerfull wings, wich can be used to fly at a speed of 5 feet per HD (with average maneuverability). Each wing can also be used to deliver an attack dealing 1d8+half str modifier damage.

Growth:
The pit fiend grows one size category, and also grows a powerfull tail that can deliver a tail slap dealing 2d8+1/2 str damage.

Improved Grab (Ex):To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

 Constrict:2d8+ 2xStr modifier with every sucessfull grapple check.

Fireball: as a SLA 1/day for every HD. No damage cap, and half the damage is sacred damage.

Dispel magic:SLA 1/day for HD, upgrades to Greater dispel Magic at 11HD. The Pit Fiend may use this to counter spells/SLAs as an immediate action.

Persistent Image:SLA 1/day for 2HD. The Pit Fiend is always aware of when somebody disbelieves one of his illusions, regardless of distance.

Teleport:SLA 1/day for 3HD, upgrades to greater teleport at 13HD.

Create undead:SLA 1/day for each 5HD. Needs a dead body to be used, but the undead is automaticaly under the pit fiend's control. The Pit Fiend can control up to 4 times his own HD in undead HD.

Devil bite:Gains a bite attack dealing 4d6+half str damage. This bite inflicts poison (Injury, Fortitude DC 10+1/2HD+Con mofidier, initial damage 1d6 Con, secondary damage death).

A creature struck by a pit fiend’s bite attack must also succeed on a DC 10+1/2HD+Con mod Fortitude save or be infected with a vile disease  known as devil chills (incubation period 1d4 days, damage 1d4 Str)

The pit fiend can lick weapons and its own natural weapons to poison them, one move action for each. This licked poison only stays viable for 1 hour per HD. The disease also carries over with the poison. The Pit Fiend doesn't risk poisoning himself.

Fear Aura:A pit fiend can radiate a 5-foot-radius per 2 HD fear aura  as a free action. Any oponent in the area must succeed on a Will save with DC 10+1/2HD+Cha mod or suffer the effect of a Fear spell as cast by a sorceror of the Pit Fiend's HD. A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura, and the pit fiend may exclude any allies from it as well.
 
Unholy aura: SLA 1/day for each HD, except that the Strenght damage applies to any attacker, not just good ones. Save DC 10+1/2 HD+Cha mod.
 
Power Word, stun:SLA 1/day for each 2HD

Blasphemy:SLA 1/day for each 2HD.

Meteor Swarm:SLA 1/day for each 2HD. All the damage is sacred damage.

Mass Hold Monster:SLA 1/day for each 2HD.

Overpower:The Pit Fiend now ignores Freedom of Movement effects, and its Fear Aura, Poison and Disease can now affect creatures normally immune to those effects, altough they gain +5 on their saves. Creatures whitout a Con score take Cha damage instead.

Overlord: The Pit Fiend is now a general of the 9 Hells and has direct acess to its armies. It's summons now have a permanent duration, but the Pit Fiend can only maintain up to twice his HD of summoned minions at any time. He can instantly dismiss any of his summons whitin his sight as a swift action to make room for new ones.

Wish: SLA 1/day for each 5 HD. If the pit fiend uses the wish to create/improve an item or lasting effect (like a permanent bonus to ability score), it must pay the full exp price.

[/spoiler]

Comments:
[spoiler]
Ah, the lawfull cousin of the Balor. The Pit fiend is more focused in powerfull natural weapons and battlefield control.

Its SLAs are more diverse, in particular Magic circle against evil and Create undead to produce it's own minions. I gave it the ability to auto-control his own undeads since it's kinda useless otherwise. It also has illusions and fear aura for extra control, giving it a solid array of threats.

The Balor does get dominate monster for his own minions and true seeing to counter illusions.

The pit fiend also flies and grows later than the Balor (and flies worst at that), but has regeneration. And poison.

They both have the same total stat modifiers, the Balor just gets a fat bonus at the last two levels, before geting the powerfull wish SLA. Since casting 1/year isn't very funny, I let the Pit fiend use it up to 4 times per day, with the typical you must pay exp to abuse this clause.

Finally, the pit fiend summons devils earlier and more times per day (and eventually for more time), but the Balor summons stronger forces.


[/spoiler]

Prime32

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Special Head needs clarification. Does each head get separate uses or do they use the ability at the same time?

Seems odd that you can't get Strange Skills unless you have three or more heads. I suppose that could help balance outside of ardents and gestalt though.
« Last Edit: December 29, 2010, 05:18:06 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Special Head needs clarification. Does each head get separate uses or do they use the ability at the same time?
Clarified it. Also put a special clause to limit stacking abuse of targeting one oponent with multiple breaths/gaze attacks, but in return now each time you pick Special Head it applies to two heads instead of one.

Seems odd that you can't get Strange Skills unless you have three or more heads. I suppose that could help balance outside of ardents and gestalt though.
Precisely. Strange skills are pretty powerful, so I didn't want it to be obtainable with a small dip.

It was also your own sugestion. ;)

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

oslecamo

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Antropormhopic Animal



[SPOILER]
HD: d8
Level
BAB
Fort
Ref
Will
Features
1 +1 +0 +0 +0 Hybrid body, What has magic done?, Animal prowess
2 +2 +0 +0 +0 What has magic done? Animal Skill
3 +3 +1 +1 +1 Animal power
4 +4 +1 +1 +1 Animal power
5 +5 +1 +1 +1 Animal apotheosis
6 +6 +2 +2 +2 Animal apotheosis
Class Skills (4+ Int Modifier,quadruple at 1st level):Balance, Climb, Jump, Hide, Knowledge(Nature or Dungeoneering), Listen, Move Silently, Sense Motive, Spot, Survival,  and Swim

Proficiencies: The antropormhopic animal is proficient with simple weapons and whatever natural weapons it acquires from this class.

Features:


Hybrid body:
At 1st level an antropormhopic animal  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 40 ft. An antropormhopic animal is a medium or small(player's choice) bipedal creature and has two arms capable of fine manipulation. Also choose one of the classe's saves. That save becomes of good progression.

Aspect-wise it resembles a crossover between an human and one or more animal, the details of which are left to the player to specify depending on the choices it takes from now on.

Regardless, an antropormhopic animal has a natural armor bonus equal to its Con bonus.


What has magic done?:
At 1st and 2nd level the antropormhopic animal may select two of the following bonus.  Unless otherwise noticed no ability from this list may be picked more than once.

[spoiler]

Bite/gore:
the AA gains a natural bite/gore attack dealing 1d8+1,5 str mod damage, for a medium character, adjust acordingly for AAs of diferent sizes.

Claws/talons:
the AA gains two natural claw/talon attacks dealing 1d6+Str mod damage, adjust acordingly for AAs of diferent sizes. Those claws/talons are also the AA's hands so they can't be used if she has them busy with something else.

Hoof/stamp:
the AA gains two natural hoof/stamp attacks dealing 1d6+1/2 Str mod damage, adjust acordingly for AAs of diferent sizes. Hoof/stamp attacks are on the AA's legs so they can be used even if the AA's hands are busy with something else.

Tail: the AA has a tail wich can be used to deliver a tail slap attack dealing 1d8+1,5 str mod damage for a medium character, adjust acordingly for AAs of diferent sizes.

Tentacle: the AA has a tentacle wich can be used as a natural weapon dealing 1d4+1/2 str mod damage for a medium character and has double the normal reach. This option may be taken multiple times, each new time granting a new tentacle.


Scent:
as the srd ability.

Swim:
the AA can swim at it's base speed. It gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim  check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The AA can also now hold his breath 8 times longer than normal.


Cute:
the AA is incredibly cute. It adds diplomacy and bluff to it's class skills and adds her Con bonus to those checks.

Fearsome: The AA looks quite scary. It adds intimidate and handle animal to it's class skills and adds her Con bonus to those checks.

At 8 HD the AA can Intimidate even oponents immune to fear, altough it takes a -5 penalty on such atempts.

Fast: the AA gains +10 speed to all its move speeds, plus an extra 5 feet for every 4 HD it has, and gains Dodge as a bonus feat, except you don't need to pick a specific oponent, your dodge bonus applies against all attacks unless you're denied your Dex bonus to AC.

Improved Grab:Choose one of the AA's natural weapons. To use this ability, the AA  must hit with that attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

At 8 HD the AA ignores Freedom of Movement effects on its targets.

Improved trip:Choose one of the AA's natural weapons. To use this ability, the AA  must hit with that attack. It can then attempt to start a trip as a free action without provoking an attack of opportunity. If the trip fails the oponent can't react.

Snake tail: instead of legs the AA possesses a snake tail, wich reduces it's speed by 10 foot. In return it gains the Improved grab ability above, applied to her tail, and whenever it wins a  grapple check against a creature it can constrict for 1d3+1,5 str modifier for a medium AA, adjust acordinly for AAs of other sizes.

Attach(must have bite or tail attack): If an AA hits with a bite or tail attack, it uses its powerful jaws/tail to latch onto the opponent’s body and automatically deals bite/tail slap damage each round it remains attached. An attached AA loses its Dexterity bonus to Armor Class. An attached AA can be struck with a weapon or grappled itself. To remove an attached AA through grappling, the opponent must achieve a pin against the creature

At 8 HD the AA ignores Freedom of Movement effects on its targets.

If both Improved Grapple and Attach were taken, oponents never get a bonus on grapple checks for being bigger than the AA.

Pounce:When an AA charges it may perform a full attack.

Ink Cloud: the AA can emit a cloud of jet-black ink 5 feet high by 5 feet wide by 5 feet long per HD once per minute as a free action. The cloud provides total concealment. All vision within the cloud is obscured.

Poison (must have bite attack): The AA's bite delivers poison with a fort save of 10+1/2 HD+Con modifier. It's initial and secondary damage are 1d2 of one physical ability score, chosen when this ability is taken. Once done this choice cannot be changed. If it's Con then reduce the poison damage by half, rounded down. For every two HD beyond 1st, both poison damage die increase one step category.

At 10 HD this can affect oponents immune to poison, but they gain a +5 bonus on their saves.

Enduring: choose one of the AA's base saves. That save gains good progression.

Blood Squirt: The AA can spray forth a small quantity of blood from its eyes as a standard action. The blood loss causes no harm to the AA, but it is disconcerting to those who view this ability. Oponents who see this ability must make a DC 10+1/2HD+Con modifier Will save or be shaken for 1 round per HD of the AA.

At 8 HD this can affect creatures immune to fear, but they gain a +5 bonus on their saves.

Spines: The AA is covered with sharp spines. An opponent that hits it with a natural weapon, noreach melee weapon or an unarmed attack automatically takes 1d2 points of piercing damage. This damage increases one step category for every 2 extra HD of the AA beyond first. Grappled oponents automatically take spine damage every time a grapple check is made.

Versatile feet:The AA ignores dificult terrain. At 8 HD the AA may replicate a Freedom of Movement effect as a free action for a number of rounds per day equal to twice its HD, even if unable to take actions. The duration can be divided between several uses.

Ferocity: the AA can keep fighting while disabled or dying whitout penalty, and only dies when it reaches negative HP equal to 1/4 its normal HP or -10, wichever is more advantageous.
[/spoiler]

Animal Prowess: At 1st level the AA gains +1 to two physical ability scores of it's choice. For every other level on this class it gains an extra +1 to the chosen scores, for a total bonus of +6 at 6th level.

Animal skill:
Choose one physical skill. The AA gains a bonus on that skill equal to it's HD. Alternatively, choose two physical skills, and the AA gains a bonus on those skills equal to 1/2 it's HD.

Animal power: At 3rd and 4th level select one of the following options. Alternatively select three more from the "What has Magic done?" option.

[spoiler]
Sprint:Once per hour per 2 HD the AA can multiply it's land speed by ten for one round as a free action. This doesn't affect the other AA's movement speeds.

Burrow: the AA gains a burrow speed equal to half it's land speed

Climb: the AA can now climb at it's base speed. It can always take 10 on climb checks  and gains an +8 bonus on such checks, not taking penalties to fight while climbing.

Fly (demands 4HD): the AA can now fly with average maneuverability at its base speed.

Size change:if the AA was medium it now becomes large. If it was small it becomes tiny.

Faster(demands Fast):the AA gains an extra +20 foot to all its speeds, plus an extra 5 feet for every 4 HD it has. This stacks with fast. The AA also gains  Mobility as bonus feats even if it doesn't meet the prerequisites, and gains a +4 bonus on to-hit rolls with attacks of oportunity.

Superior: The AA gains an extra +2 to one of it's physical scores.

Blindsense:the AA gains blindsense with a range of 10 foot per HD.

Blindsight (demands blindsense): the AA gains blindsight with a range of 5 foot per HD.

Powerfull charge (demands gore attack): the AA deals double damage with its gore attack on a charge.

Animal rage: if the AA that takes damage in combat she must make a will save with DC equal to the damage taken or fly into a berserk rage on her next turn (can choose to fail this save).  She gains +4 to Strength, +4 to Constitution, and -2 to Armor Class for a number of rounds equal to 3+it's improved Con mod, after wich she's fatigued. While on this rage she can only move and/or attack with her natural weapons. The AA cannot end its rage voluntarily. An AA can rage once per hour for every 4 HD it has. Animal rage stacks with rage from other classes.
 
[/spoiler]

Animal apotheosis:
At 5th and 6th level select one of the following bonus. Alternatively pick two from Animal power or five more from "What has magic done?"

[spoiler]
Air superiority (demands fly speed):
the AA's maneuverability increases by two steps.

Examplar specimen(demands superior):the AA gains an extra +2 bonus to its superior physical score and +2 to another physical score.

In addition whenever it gains a natural score increase (every 4 HD), it gains an additional +1 to a physical ability score of its choice.

Size change(demands large or tiny size): if the AA was large it now becomes huge and gains the trample ability as per the SRD. If it was tiny it now becomes diminutive but gains a 5 foot reach with all its natural weapons.

If the AA become huge and then multiclasses into fighter or monk it can count AA levels as fighter levels for qualifying for fighter-only feats and special abilities(so an huge AA 5/fighter 1 could pick dungeon crasher) and for calculating monk unarmed damage, unarmored speed bonus, flurry of blows attack bonus, unarmed damage, and any monk abilities based on Wis may be based on Con instead, including Stunning Fist.

If the AA became diminutive and then multiclasses into a class with precision damage (like sneak attack or sudden strike), it can count its AA levels as levels of that class for calculating how much precision damage dice it inflicts. Cannot count as more than one class this way, so if you take both rogue and ninja levels, AA levels count only as either rogue or ninja levels, your choice,

Fastest (demands Faster): the AA gains an extra +30 to all its speeds, plus an extra 5 feet for every 2 HD it has. It also gains Spring attack as a bonus feat even if it doesn't meet the prerequisites.  If the AA has pounce as well, it may full attack with Spring Attack.

Nature linked:An AA who multiclasses into a divine caster class can count his AA levels as levels of that class for purposes of CL and for the purposes of learning new spells/powers and getting new spell slots/power points. However, she does not retroactively gain spell slots or new spells for caster levels she did not take, nor does she add her AA level to her character level for the purpose of other class features, such as turn undead.

In adition, the AA gains a +4 bonus to Wis.
[/spoiler]

[/spoiler]

Comments
[spoiler]
The AA is a result of bored wizards trying to play god and thus can go a lot of ways. The player can pick from several natural weapons weapons, size changes and animal abilities to create his own monstruosity/catgirl. The player can also get up to +10 to a single physical ability score over 6 levels.

[/spoiler]


oslecamo

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Tengu



[SPOILER]
HD: d8
Level
BAB
Fort
Ref
Will
Features
1 +0 +0 +0 +2 Ancestral body, Wing Baffle, Crow Trickery, Grace over strenght, Sound Imitation, +1 Dex
2 +1 +0 +0 +3 Scholar Body, Sky soul, +1 Cha
3 +1 +1 +1 +3 Crow Magic,  +1 Dex
4 +2 +1 +1 +4 Crow Magic, Wind Feathers
5 +2 +1 +1 +4  Crow Magic, +1 Cha, +1 Dex
6 +3 +2 +1 +5 Crow Magic, Crow Feat, +1 Cha, +1 Dex
Class Skills (6+ Int Modifier,quadruple at 1st level): Balance, Bluff, Concentration, Diplomacy, Intimidate, Listen, Sense Motive, Perform(any), Profession(any), Knowledge(any), Iajutsu Focus, Spellcraft, Wilderness Lore

Proficiencies: The tengu is proefecient with it's own natural weapons, simple weapons and the Katana (bastard sword)


Features:

Ancestral Body:
At 1st level the Tengu loses any other racial bonus and gains monstruous humanoid traits (basically darkvision 60 foot). The Tengu is a medium sized monstruous humanoid with base speed 30 foot and with a crow head wich provides a beak natural weapon that deals 1d4+Str modifier damage.

The Tengu also gains a bonus to natural armor equal to his Con modifier.

Wing Baffle:
The Tengu has wings but they're too weak to lift him for now. Instead, young Tengus learn how to use their wings to distract their oponents during battle. The first time each round a Tengu attacks in melee it may do a bluff check oposed by the oponent's sense motive check. If he suceeds then the Tengu gains a circumstance bonus on attacks against that oponent equal to his HD.

At 4 HD the Tengu can fly at double his base speed with average maneuverability, but cannot use Wing Baffle while flying with his own wings.

Crow trickery:
The Tengu can use disguise self, minor image and ghost sound as SLAs 1/day for each HD it has.

At 8 HD the Tengu can use Shout as a SLA for each 4 HD it has.

Save DCs 10+1/2HD+Cha mod.


Grace over Strenght:
The Tengu gains the weapon finesse feat even if he doesn't meet the prerequisites. In adition he can apply this feat to the Katana (bastard sword).

At 6HD, the Tengu can use his Dex modifier instead of his Str modifier for damage rolls on melee finesseable weapons and the katana (bastard sword).

Sound Imitation: The Tengu can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 10+1/2 HD+Cha mod) to detect the ruse.

Ability Increase:
The Tengu gains +1 Dex at levels 1, 3, 5, 6 for a total of +4 at 6th level.

The Tengu gains +1 Cha at levels 2, 5 and 6, for a total of +3 at 6th level.

Scholar body: At 2nd level the Tengu shrinks to small size and his head becomes like that of an human, losing it's beak attack. It however can still wield medium-sized weapons whitout penalty.


Sky Soul:
The Tengu becomes able to cast spells as a sorceror of his level-1, with the following modifications:
[spoiler]
-The Tengu counts as a divine caster (this means it doesn't suffer from armor arcane spell failure).
-The Tengu uses ofudas, small sheets of paper inscribed with mystical writings, as spell focus and material component for his magic. The cost of such ofudas is exactly the same as normal spell focus and material components (so this is basically a fluff ability).
-The Tengu adds the spells from the Air domain to his spells known for free at the levels he becomes able to cast them.
-The Tengu can learn spells from either the sorceror/wizard, cleric or druid spell lists. He must choose what list he can learn spells from and then cannot change change this decision.
-However, whenever it levels up and learns new spells (including when this ability is gained), one of those spells must be from the Illusion or Divination school or have the Air descriptor.
-Tengus cannot learn spells with the Fire descriptor.
-The Tengu gains spell focus:illusion and spell focus:divination for free.
-If the Tengu multiclasses into a divine fullcasting class (aka that gets 9th level spells, like cleric, but not paladin) it may choose to keep increasing this kind of spellcasting instead of that class's normal spellcasting, in wich case both classes stack for spellcasting purposes. Multiclassing as cleric won't give extra domains in this case.
-If a Tengu picks up a Prc that advances spellcasting it may choose to keep increasing this kind of spellcasting as much levels that Prc gives altough the Tengu class is tecnically just 6 levels long. So a Tengu 6/cleric 3/fullcasting prc 10 could reach 9th level spells.

[/spoiler]

If you have Oriental Adventures book, you may instead have the Tengu cast as a Shu-Jenga of his Tengu level-1, with the air favored elemental and prohibiting the fire element. Shu-Jenga levels stack with this ability for spellcasting purposes.

Crow Magic:
At levels 3, 4, 5 and 6 the Tengu can gain of the following SLAs, each useable 1/day for each  HD and with saves DC 10+1/2HD+Cha mod.

Mirror image, blur, Major Image, Invisibility.

Wind feathers:
the Tengu gains SR equal to 11+HD.

Crow Feat:
The Tengu gains a bonus feat from the following list(must meet the pre-reuquisites): dodge, mobility, spring attack, Improved Iniative, Weapon focus.
[/spoiler]

Comments
[spoiler]
The Tengu is an ancient and relatively well known oriental monster altough the details of what they can actualy do are blurry.

Anyway they're suposed to be pretty skillfull, naturally magic and prefer trickery and finesse over brute strenght.

So they get 6 skill points per level, some SLAs, custom casting if you don't know/like the original shu-jenga, a strong incentive to use Bluff during combat, support for focusing on Dex in melee and some other stuff.

Only one good save and weak Bab hopefully help make up for the above.

The Tengu can go two distinct paths. Either you take just 1st level and then branch off to pure melee classes(notice you'll get juicy flying with just 1 Tengu level) for a "warrior" Tengu, or take the whole class and get a gish of sorts combining katanas with magic.

[/spoiler]


oslecamo

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Ghaele Eladrin


[spoiler]
HD:d8
Level Bab Fort Ref Will Feature
1+1+0+0 +2 Eladrin body, Heaven soul, Divine miracle (color spray and dancing lights), +1 Str
2+2+0+0 +3 Eladrin, Divine skin, +1 Str
3+3+1+1+3Detect toughts, disguise self, +1 Cha
4+4+1+1+4Gaze, +1 Str
5+5+1+1+4 Lesser Protective aura, Tongues, +1 Cha
6+6+2+2+5 See invisibility, chain lighting, +10 Speed, +1 Str
7+7+2+2+5 Greater protective aura, +1 Cha
8+8+2+2+6 Greater invisibility, Major image, +1 Str
9+9+3+3+6 Alternate Form, Light Rays, +1 Str
10+10 +3+3+7 Teleport, Hold Monster
11+11+3+3+7 Prayer Amulet, +1 Str, +1 Cha
12+12+4+4  +8 Wall of force, Prismatic Spray, +10 Speed
13+13+4+4+8  Incadescent Weapon, +1 Str, +1 Cha
Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Hide(Dex) Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Proficiencies: Simple weapons, Two martial weapons of its choice and light rays.

Features:

Eladrin Body:
The ghaele eladrin loses all other racial bonus and gains outsider traits (basicaly and darkvision 60 foot). She is a medium sized outsider with base speed 30 foot and low-light vision.

At levels 6 and 12 of this class the eladrin's base speed increases by an extra 10 foot.

Aditionally the ghaele eladrin gains a bonus to nat armor equal to her Con modifier.

Heaven soul:
the ghaele eladrin can cast spells as a sorceror, with the following changes:
[spoiler]
-It counts as divine spellcasting (so isn't hindered by armor)
-It learns spells from the cleric list instead of the sorceror/wizard list.
-It uses Cha for spell DCs and extra spells per day but needs to have a Wis score of 10+spell level to learn/cast a spell of that level.
-It the ghaele eladrin multiclasses as cleric or favored soul it can choose to keep increasing this kind of spellcasting instead of receiving the normal cleric spellcasting.
-If the ghaele eladrin picks up a Prc that advances spellcasting it may choose to keep increasing this kind of spellcasting as much levels that Prc gives altough the GE class is tecnically just 13 levels long. So a GE 13/fullcasting prc 5 could reach 9th level spells.
[/spoiler]

Divine miracle:
At the levels in wich a spell name appears the GE can use it a certain number of times per day as SLAs. Save DCs are 10+1/2HD+Cha mod.

1-Color spray and dancing lights 1/day per HD
3-Detect toughts and Disguise self 1/day per HD
5-Tongues, permanent effect
6-See invisibility, chain lighting 1/day per 2 HD
8-Greater invisibility(self only) and major image 1/day per 4 HD.
10-Teleport and hold monster 1/day per 5 HD.
12-Wall of force and Prismatic spray 1/day per 6 HD.

A GE 10 that reaches 14 HD has it's teleport SLA upgraded to greater teleport.

Eladrin:Gains resistance to electrecity and a bonus to saves against petrification equal to her HD, and resistance to Cold and fire equal to half her HD.

Divine skin:
Gains DR/evil or cold iron equal to half her HD. At 5 HD this upgrades to DR/evil and cold iron. The GE also gains the good and chaotic subtypes and her attacks count as good and chaotic for purposes of bypassing DR.


Ability increase:
The GE gains +1 to Str at levels 2, 4, 6, 8, 9,  11 and 13 for a total of +7 at 13th level and +1 to Cha at levels 3, 5, 7, 11, 13 for a total of +5 at 13th level.


Gaze:
Slay evil creatures with less HD than half the GE's  own HD, rounded down, range 60 feet, Will DC 10+1/2HD+Cha mod negates. Even if the save succeeds, the creature is affected as though by a fear spell for 1 round. At 6 HD this increases to 1d10 rounds, and every other 6 HD the duration increases by an extra 1d10 rounds.

 Nonevil creatures, and evil creatures with more HD than half the GE's own HD must succeed on a DC 10+1/2HD+Cha mod Will save or suffer the fear effect.

The GE can only keep her gazer for a number of rounds per day equal to her HDxCha modifier. Starting it is a standard action and ending is a free action. The total use time can be divided between several uses in a single day.

At 10 HD the gaze can be started as a swift action.


Lesser Protective Aura:
Always active, as magic circle against evil, but affects all whitin 20 feets of the Ghaele Eladrin, and the bonus to AC and saves is equal to her Wis modifier.

Greater protective aura:
Always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the eladrin and blocks spells up to (Character HD/2)-3.

Alternate form:
A ghaele can shift between its humanoid and globe forms as a standard action 1/day per HD. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly at a speed of 10 foot per HD (perfect maneuverability), use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Light rays:
A ghaele in globe form can project a light ray with a range of 25 feet per HD dealing 1d12 damage for each 5 HD. This attack overcomes damage reduction of any type and counts as touch attack. The GE can shoot multiple rays as iterative attacks in a fullattack just like with a normal weapon.


Prayer Amulet:
The GE takes on an object of her choice in wich she deposits her faith. She can use a weapon for her Prayer Amulet. Using rare incenses, oils and other special substances she can deposit cleric spells from scrolls on her prayer amulet just like a wizard copies scrolls on his spellbook. Only actual cleric spells can be deposited, not special domain spells that normally don't appear on the cleric list.

 In adition, choose one cleric domain. All spells from that domain are miracously deposited on the prayer amulet when this ability is gained.

When regaining spells, the GE can meditate with her Prayer Amulet to get extra spell knowns for that day. The extra spells must be chosen from the ones deposited on the Prayer Amulet, and the GE can only draw a number of extra spells equal to her Wis modifier in a single day. Those spells vanish from her mind after 24 hours and she must pray again to recover them.

0th level spells count as 1/2 level for all purposes of this ability.

A GE can have more than one prayer amulet, as long as she spends the resources to fill them with spells, but only one has her domain spells. If she loses (or sacrifices) the prayer amulet with her domain spells, she can acquire a new domain by praying for 24 hours on front of a new prayer amulet and make offerings worth 4500 GP. The new prayer amulet is then filled with the domain spells. If she later finds her older prayer amulet she can no longer retrieve spells from it.


Incadescent weapon:
1/day per HD as a swift action the GE can give any weapon she's wielding an enanchment bonus equal to 1/4 her HD and the holy property for 1 round, making it appear as if covered in pure-white flames.

 If the weapon is her domain prayer amulet, instead this ability lasts for one hour or untill it leaves the GE's possession, wichever comes first. The GE can choose to end this effect on her prayer amulet earlier as another swift action, in wich case she gains an enachment bonus to her strenght score equal to her HD for 1 round.

If a GE hits an oponent with an incadescent weapon, that oponent takes a penalty on saves against the GE spells, SLAs and other abilities equal to the enanchment bonus of the weapon for 1 round.
[/spoiler]

Comments:
[spoiler]
The Ghaele Eladrin is a powerfull gish warrior, with full Bab, limited spontaneous cleric casting and several other goodies.

It's main features are it's strong gaze attack and a powerfull array of ofensive and support SLAs.  It never grows to big size but +7 Str and full Bab plus cleric buff still makes him more than able to lay down the pain. It must turn into a ball for flying wich makes it

I added the Prayer Amulet at 11th level to let the GE get some extra punch on spell choice. It's limited by Wis (wich isn't your main casting stat) however so you you can never go wild like a rainbow servant. Normal sorcerors would be prcing to something nice to get extra spells earlier anyway.

Compared to a cleric it has much less spell choice and is MAD. Compared to a sorceror it only gets some of the nice sorcereror tricks and is MAD.

So if you want to play a celestial wingless warrior-mage the Ghaele Eladrin's for you!
[/spoiler]

Prime32

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My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Fusion Golem




[spoiler]

Entry Requirements
-Must have the 3 levels of Half-golem.
-Must lack another body part to be replaced (Those who wish to remove the limb surgically must have another perform a DC 20 Heal check on them, or suffer 1d6 points of constitution damage. A failed half-golem suffers 1d10+5 damage for a failure on this heal check. One may attempt this heal check on their own, but the DC is increased by 10.)
-Must spend 500 gp for the raw materials used in construction of this limb at first level of Fusion Golem, and then must respectively pay 600 gp, 700 gp, 800 gp, and 900 gp  for taking the other four levels, in order to pay for the improvements. Alternatively should a player destroy a Golem of the appropriate type, and leave enough of its body in tact (DM’s Discretion), it may forgo these prices. An appropriate graft feat, or Craft Constructs may be used to reduce this price by half. (With no xp cost.)

HD: d10

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+0
The Danger, Second construction material, Unstability, Improve, Str +1.
2nd
+1
+0
+0
+0
Second golemaic weapon, Demolish, Str +1.
3rd
+2
+0
+0
+0
The Danger, Third construction material, Composite Plating, Str +1.
4th
+3
+1
+1
+1
Third golemaic weapon, Twin Core, Spell Immunity, Str +1.
5th
+3
+1
+1
+1
New Generation, Tech Up, Str +1.
Skills: The Fusion Golem gains (4+Intelligence Modifier) skills per level. The Fusion Golem class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int),  Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Weapon Proficiencies: The Fusion Golem gains proficiency with any special or natural attacks offered by its class features, it does not however gain any new armor proficiencies.

Features:

The Danger: Just because the character managed to implant one golem limb doesn't mean the second will be any easier. Upon taking the 1st level of Fusion Golem the character must make a Will save (DC 20) after the 24 hour ritual required to implant the Golem’s limb. Other people can help the operation process by attempting a DC 20 Heal check, (This assistance is non-stressful and fairly simple, and these assistants may take 10). Each successful Heal check grants the Character a +2 bonus to its Will save at the end of the Ritual. These assistants must partake in the 24 hour ritual. People wanting to play safe will hire several experts to assist the ritual.

Succeeding on this save means nothing goes wrong. If it fails the Elemental Spirit animating the new Golem limb makes an attempt take over the Character's body, or begins to clash with the Elemental Spirit already attempting to take over the character’s body. The character’s type changes to construct, if it wasn’t already, gaining all of the following construct traits. The Golem’s limb expands inside the Character’s body producing a horrible internal amalgam of minerals and flesh. The character permanently loses 6 Charisma as that it partially loses its own identity, or drifts even further from it. If this would reduce the Fusion Golem to 0 Charisma it becomes a mindless rampaging construct that attacks everything on its path until destroyed.

In addition a failed Fusion Golem only gains 2+Int Skill Points per level and has no class skills.

Construct Traits of the Failed Half-golem
[Spoiler]The Failed Half-golem has no Constitution score.
The Failed Half-golem gain Darkvision out to 60 feet.
The Failed Half-golem has immunity to all mind-affecting effects.
The Failed Half-golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
The Failed Half-golem is not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
The Failed Half-golem cannot heal damage on its own, although it can be healed.
The Failed Half-golem has immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
The Failed Half-golem is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
The Failed Half-golem, having had its body and soul befouled by that of which animated to slap-shod limb, cannot be raised or resurrected. It can only be revived by a wish, limited wish, or miracle spell or effect.
The Failed Half-golem does not breathe, eat, or sleep.
[/spoiler]
Some people actually consider failing this danger to be the true success, as they believe flesh to be weak, and would rather fully embrace the artificial side of the half-golem, so they choose to automatically fail their saves. There are dark rituals where people who believe that the Failed half-golem is an improvement attempt to encourage a ‘Failure’ this functions exactly as the Heal Checks to Aid the process, but instead impose a -2 penalty on the Character’s Will save at the end of the 24 Ritual.

At 4th level The Danger applies again when the Fusion Golem adds yet another part, but the Will Save will be 22.

In either case, the new "limbs" can be grafted over diferent body parts, combined with other golem parts or grafted directly over the body forming an irremoveable armor. This allow the Fusion Golem to have a wide array of looks depending on the player's tastes.

Second construction material: At first level the Fusion Golem gains a new construction material ability based on the new material used to graft the Fusion Golem’s second limb. (See Half-golem construction materials.) This material must be different than the material type the character used for its half-golem levels. The Fusion Golem does not gain any of other benefits from this material at this level (including Golemaic weapon or Prototype.)

If the Fusion Golem has two material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the Fusion Golem’s armor bonus equals 1.5 the ability modifier the material type’s armor bonus is based on. If for some reason these two abilities are based on two different ability scores use the higher of the two. (I.e. a Half Stone Golem takes Iron as their second material, their bonus to natural armor is equal to 1.5 their constitution modifier.)

Ability Increase: Each level of the Fusion Golem grants an extra +1 to Str.

Unstability: At first level the Fusion Golem essentially has three spirits trying to control it, the original one, and the two from the limbs. One is normally in control, but any sign of weakness from it will cause the others to try to take over.

If a non-construct Fusion Golem fails a will save against an harmfull effect, it instead goes into a rampage, recklessly attacking to the best of its abilities the nearest enemy. If it can't reach any enemy on his own turn with any of his attacks, it will attack his nearest ally. This rage lasts for 3+Con modifier rounds, after which the effects of the failed Will Save apply.

If the character is a construct,  it must make a Will Save with DC 20/22/24 when its HP drops below 75%/50%/25% of its total HP, respectively, or enter a similar rampage, which lasts 3 rounds.

Improve(Ex):
Regardless of suceeding on failing The Danger, the Fusion Golem is going to become something more than it is now. Each level of this class grants +1 to an ability score of the Fusion Golem's choice besides Str. The character also can choose one of the save progressions of the Fusion Golem class to become a ‘Good Save Progression’ (+2, +3, +3, +4, +4).

Ability Score Increase(Ex): The Fusion golem gains +1 to Str at every level, for a total of +5 Str at 5th level.

Second golemaic weapon (Su): At second level the Fusion Golem gains a new golemaic weapon based on the new material used to graft the Fusion Golem’s second limb. (See Half-golem Golemaic Weapons.) This weapon must be of the same material type  as its second construction material ability granted at 1st level of the Fusion Golem.

Regardless of the choice made, any effect that allows a save can affect even targets immune to it once the Fusion golem reaches 10 HD, but they gain a +5 bonus on their saves.

Demolish: At second level the Fusion Golem combined materials allow it to easily crush pretty much everything. It ignores half of the DR and hardness of any targets it attacks.

Third construction material (Su): At third level the Fusion Golem gains a new construction material ability based on the new material used to graft the Fusion Golem’s third limb. (See Half-golem construction materials.) This material must be different than the material type the character used for its half-golem levels, and for their second material. The Fusion Golem does not gain any of other benefits from this material at this level (including Golemaic weapon or Prototype.)

If the Fusion Golem has two material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the Fusion Golem’s armor bonus equals 1.5 the ability modifier the material type’s armor bonus is based on. If for some reason these two abilities are based on two different ability scores use the higher of the two. (I.e. a Half Stone Golem takes Iron as their second material, their bonus to natural armor is equal to 1.5 their constitution modifier.)

If the Fusion Golem has three material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the Fusion Golem’s armor bonus equals 2x the ability modifier the material type’s armor bonus is based on. If for some reason these three abilities are based on two or three different ability scores use the higher of the two or three. (I.e. a Half Stone Golem takes Iron as their second material, and Brass as their third, their bonus to natural armor is equal to 2x their constitution modifier.)

Composite Plating:
At third level, any DR the Fusion Golem possesses is doubled.

Twin Core: At fourth level the Fusion Golem selects one of its new materials. It gains the benefits of prototype body for that material. If that material later changes, the prototype body bonus also changes acordingly.

Spell Immunity:At fourth level the combination of three diferent golem parts disrupts pretty much all magic. Spells always count as failing to penetrate the Fusion Golem's spell resistance.

Third Weapon: At fourth level the Fusion Golem gains a new golemaic weapon based on the new material used to graft the Fusion Golem’s third limb. (See Half-golem Golemaic Weapons.) This weapon must be of the same material type as its third construction material ability granted at 3rd level of the Fusion Golem.

Regardless of the choice made, any effect that allows a save can affect even targets immune to it once the Fusion golem reaches 10 HD, but they gain a +5 bonus on their saves.

New Generation: At fifth level any Fusion Golem that didn't destroy itself can only be considered a rousing sucess. The natural and artificial parts have reached a delicate balance point, and the result is something completely new. The Fusion Golem can count himself as a construct or its original creature type whenever its benefecial. So for example it could benefit from a bard's inspire courage while remaining immune to mind-control spells from oponents. In adition the Fusion Golem no longer suffers from Unstability.

This also allows a Fusion Golem that was just a construct before to "recover" his old Con score and add it to the HP and Fort saves, but don't recalculate base saves or skill points.

Finally, all of the properties granted by the Fusion Golem and Half-golem class now become Ex if they weren't before, since they've been upgraded beyond the mysticism of magic.

Tech Up: At fifth level the Fusion Golem can now replace parts of himself with relative easy. By paying 1,000 gp it may undergo an 8 hour process in which it may change out any one of its three golemaic weapons or materials to that of another half-golem’s type. These do not need to match (material to weapon) but the Fusion Golem does not gain any benefits of having two of the same weapon or material. (The construction cost may be ignored if the Fusion Golem has access to a viable limb of an appropriate type, DM's discretion). The Craft Construct feat reduces this cost by 50%, the Graft Flesh [Construct] feat reduces this cost by an additional 50%.)
[/spoiler]

Fusion Golem Feats
[spoiler]
Detachable Limb
Prerequisites: Tech U class ability.
Benefits: By paying 5x the cost of grafting a construction material or golemaic weapon, the Fusion Golem may create a ‘detachable’ body part. When this limb is removed by Tech Up it may be saved, and reattached later at no price.
Special As with Tech Up The construction cost may be ignored if the Fusion Golem has access to a viable limb of an appropriate type. The Craft Construct feat reduces this cost by 50%, the Graft Flesh [Construct] feat reduces this cost by an additional 50%.

Fourth Construction Material
Prerequisites: Tech Up class ability, 12+ HD.
Benefits: The Fusion Golem may have up to 4 construction materials now, however it still must graft its fourth material to itself using the Tech Up class ability.

Fourth Golemaic Weapon
Prerequisites: Tech Up class ability, 15+ HD.
Benefits: The Fusion Golem may have up to 4 golemaic weapons now, however it still must graft its fourth material to itself using the Tech Up class ability.

Regardless of the choice made, any effect that allows a save can affect even targets immune to it, but they gain a +5 bonus on their saves.


Tri-Core, 18+ HD
Prerequisites: Tech Up class ability, Fourth Construction material, Fourth Golemaic Weapon
Benefits: The Fusion Golem now gains the prototype body bonus from another of its body materials currently attached.
[/spoiler]

Comments:
[spoiler]
The original template does allow you to attach multiple limbs, and this Prc explores that, a half-golem combining diferent kinds of artificial limbs.

You gain two new golemaic weapons and materials, one new prototype body, and become able to switch new stuff. Also magic immunity and you can further expand the class with feats.

By the end of the class you're beyond a simple construct or living creature so you can benefit from the best of both worlds.

If you liked the Half-Golem and wanted to expand on it, then the Fusion Golem is for you.

[/spoiler]

Contributed by Chumplump from GITP





oslecamo

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Son/Daughter of Silence


[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+0 +2 Cursed body, Total silence, Devour Sound, Unstability, +1 Cha
2+1 + 0+0 +3 Traitor's tongue, Steal speech, +1 Dex
3+ 2+ 1+ 1 +3 Selective uncorporeality, Disruptive touch,+1 Cha
4+ 3+ 1+1 +4 Bestow uncorporeality, Silent Grapple, +1 Dex
5+ 3+ 1+ 1 +4 Sound Immunity, Traitor Touch, +1Dex, +1 Cha
6+ 4+ 2+2 +5 Phantasm, Silent Magic +1 Dex,+1 Cha
Skills:4+int modifier per level, quadruple at 1st level,  class skills are Diplomacy(Cha), Heal (wis), Intimidate(Cha), Hide(Dex), Knowledge (any) (int), Listen (wis), Profession (any, wis), Perform(any, cha), Spot (wis)

Proficiencies: Simple weapons, light armor and Disruptive touch.

Features:

Cursed Body:
A Son or Daughter of Silence loses all other racial bonus and gains humanoid traits (nothing really). He/She is a medium sized humanoid with base speed 40 foot.


Total Silence (Su):
At first level, Sons and Daughters of Silence cannot make sound directly or indirectly unless benefitting from their Steal Speech or Devour Sound abilities. Anything they do will make no sound whatsoever; shattered glass will fall to the ground in utter silence, stone will break with no noise whatsoever. This ability will not silence other beings near them, however; a human stabbed by a Daughter of Silence will still scream, for example, even if their body makes no noise when it hits the floor.

Devour Sound (Su)
- At first level, a Son or Daughter of Silence is normally mute, but they can temporarily overcome this limitation. Whenever they are in the area of a spell that deals sonic damage, they may speak for one round per caster level of the spell. Additionally, if they slay a living creature that has a language, they may steal its breath as a free action and become capable of speech for a number of rounds equal to that creature's hit dice. A Son or Daughter of Silence typically spends its time singing when it has the ability to.

In adition, they recover a number of Unstability (see below) rounds equal to the CL of the spell or the HD of the slain creature. They cannot end up with more uses than they start the day with.


Unstability (Su):
At first level as a swift action a Son or Daughter of Silence can gain the incorporeal subtype along with all equipment carried, receiving the related penalties and advantages. This ability lasts a number of rounds equal to HDxCha mod. It can be ended earlier as a free action, and the total number of rounds can be spent over several uses in a single day this way. Incorporeal equipment can't be used unless it has the ghost touch property. An incorporeal Son or Daughter of silence gains a flight speed equal to their base speed.

Traitor's Tongue (Su):
- At 2nd level a Son or Daughter of Silence warps sound and speech around themselves. All spells with verbal components cast within 5 feet per HD of them have a 75% chance to fail, and normal verbal communication is impossible; words become randomly replaced or simply refuse to leave the lips of their speakers. Sons and Daughters of Silence are immune to this ability and may suppress, resume or reduce it's effect radius (or back to normal) it as a free action, but only once per turn.

Ability Increase:
A Son or Daughter of Silence gains a permanent +1 to Cha at levels 1, 3, 5 and 6, and +1 to Dex at levels 2, 4, 5 and 6, for a total of +4 Dex and +4 Cha at level 6.


Steal Speech (Su):
- At 2nd level as a standard action, a Son or Daughter of Silence may attempt to steal the speech from all beings within five feet per 2 HD. Those affected must succeed at a Will save (DC 10 + 1/2 of the Son/Daughter's hit dice + Son/Daughter's charisma modifier) or be rendered mute for 24 hours or until the Son or Daughter of Silence is slain. At the end of the 24 hour period, they make a second save; failure indicates that they are struck permanently mute unless healed by a restoration, greater restoration or wish spell. Once they have stolen speech this way, a Son or Daughter of Silence may speak for ten rounds for each muted creature.

In adition, they recover a number of Unstability rounds equal to the half the total HD of the muted creatures. They cannot end up with more uses than they start the day with.

Selective Incorporeality (Su) -  At 3rd level while using their Unstability ability, Sons or Daughters of Silence are treated as incorporeal only whenever it benefits them; they may affect the physical world whenever they choose to, have a Strength score whenever it is beneficial to do so, et cetera. They may choose to act as both corporeal and incorporeal at the same time; that is, they may choose to exercise their Strength score,  use weapons and other equipment normally, and grapple while still remaining immune to physical attacks and being able to pass through objects.

Disruptive touch:
At 3rd level as a standard action a Son or Daughter of silence can deliver a touch attack dealing 1d8+Cha mod damage. For each extra 3 HD they gain this damage increases by an extra 1d8. This damage has no type.

Bestow Incorporeality (Su):
At 4th level once a Son or Daughter of Silence has established a grapple on an opponent, they may, as a swift action, render their victim incorporeal as long as the grapple continues by spending an extra Unstability use per round. As long as their victim is incorporeal, they have no Strength score (for grapple purposes count as Str modifier 0) and are weightless - a Son of Silence's typical use of this ability is to drop the victim into the earth or a wall, then release them, shunting them into the nearest open space and dealing them 1d6 points of damage per square moved in the interim. Bestow Incorporeality can plunge a target quite deep inside something before they're shunted out, specifically overriding the usual limitation of an incorporeal creature only being able to enter an object as long as it remains adjacent to the surface

Bestow Incorporeality affects the equipment of creatures they choose to use the ability upon just like Unstability makes their own equipment uncorporeal.

Silent grapple:
At 4th level a Son or Daughter of Silence gains Improved Grapple as a bonus feat even if it doesn't meet the pre-requisites. In addition, they learn how to use their grace to subdue their oponents, so they may use either their Dex modifier or Cha modifier instead of Str mod for grapple checks. They also ignore size bonus on grapple checks from bigger oponnents.

At 8 HD, they ignore Freedom of Movement effects.

Sound Immunity (Ex): At 5th level Sons and Daughters of Silence take no damage from sound-based attacks and are immune to deafness and language-dependant abilities (such as Suggestion, but not Holy Word or Power Word, as those doesn't need to be heard). This includes immunity to sonic damage, but not immunity to effects that only demand sound to activate, like spells with a vocal component or word-trigger items.

Traitor touch(Su): At 5th level Sons and Daughters of Silence may, 1/day per HD, suddenly turn another creature incorporeal for 1 round if they suceed on a touch attack as a standard action. The affected creature must also make a Reflex Save with DC 10+1/2HD+Cha mod or be pushed 5 feet per HD on any direction of the Son/Daughter of silence choice.

If used on an already uncorporeal creature, it becomes corporeal instead. It must still make the reflex save or be pushed.

Phantasm(Su):At 6th level a Son or Daughter of silence reaches it's full peak and they count as always using their Unstability ability, and may use Bestow Uncorporeality at will. If they would gain extra rounds per day, they instead gain the same amount of temporary HP for 1 Hour. Multiple slain creatures don't stack, neither do multiple uses of Steal Speech, count just the bigger bonus from each.

Silent magic(Ex):
if a Son or Daughter of silence multiclasses into a casting class, he/she can choose to count the levels from this class  for purposes of CL and learning new spells and gaining new spell slots. Son or Daughter of Silence levels don't count for any other class ability. He/She may ignore verbal components from spells as long as she's able to move, but he/she can't cast spells with [Sonic] descriptor, neither do any of her spells produce any sound by themselves.

So for example a Son or Daughter of Silence 6/Wizard 1  could choose to gain one 4th level spell slot and one 1st level spell slot instead of one 1st level spell slots and three zero level slots, receiving 2 spell knowns up to 4th level instead of 2+Int modifier 1st level spells and all cantrips known.

[/spoiler]

Comments:
[spoiler]
The Son/Daughter of silence is kinda of an half-ghost, receiving the benefits from corporeal and incorporeal at the same time.

I took the aproch of limited time uncoporeality at first levels, giving the ability to gain extra turns by silencing others or killing stuff. It doesn't have much on the way of pure ofensive but selective uncorporeality should allow for all kind of fun combos.

It can turn other creatures incorporeal to put them into nasty places and since it never makes sound and can become uncoporeal makes a great stealth machine.
[/spoiler]

oslecamo

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Wererat


[spoiler]
To become a Wererat, the character must meet the following requirements
Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Wererat.

HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Alternate form (Rat), Rat empathy, Lunar body, Rat Whiskers, Filth Fever
2nd
+1
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+2
+3
+3
+1
+1 Dex, Improved Pestilence, Shrink
4th
+3
+4
+4
+1
Curse of Lycanthropy, Feinting Tail
Skills Points at Each Level: (4+Int Mod.)
Wererat Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: The Wererat gains proficiency with its own natural weapons, but not with armor or shields.

Wererat Class Features: The following are the Class Features of the Wererat.

Lunar Body: The Wererat retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wererat gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wererat gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wererat gains a Small Rat Alternate Form. While in Rat form, the Wererat cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d4 damage and two claws natural attacks that deal 1d3 damage. While in Rat form the Wererat's movement speeds are set to 40 feet base land speed, and it gains a  20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Rat form the Wererat may always take 10 on swim checks, even if rushed or threatened.

Alternate Form
[Spoiler]
The Wererat has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wererat’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wererat reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wererat:

* The Wererat retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wererat gains that subtype as well.
* The Wererat loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Wererat gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Rat or Hybrid Form. (As Specified).
* The Wererat retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Rat or Hybrid Form. (Unless Specified Otherwise.)
* The Wererat retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Rat or Hybrid Form.
* The Wererat gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wererat gains the hit points increase from any change to its Constitution.
* The Wererat retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Wererat retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Wererat retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wererat 's Humanoid or Giant form has hands.
* The Wererat is effectively camouflaged as a creature of its Rat or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Wererat that can’t be worn or carried in its Rat or Hybrid Form instead falls to the ground in its space. If the Wererat changes size, any gear it wears or carries that can be worn or carried in its Rat or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.[/spoiler]

At second level, the Wererat can assume a Small Hybrid form, between its Rat form and its Humanoid Form. While in Hybrid form, the Wererat gains the natural attacks of Rat form, as well as the same movement speeds, however the Wererat retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wererat can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wererat, or for every two in another class, the Wererat's Alternate Forms improve as shown below.
Wererat Level+ 1/2 HD of other LevelsAbility Improvements
1
+1 Dex
2
+1 Dex, +1 Con
3
1 Dex, +1 Con, +1 Str
4
+2 Dex, +1 Con, +1 Str
5
+2 Dex, +2 Con, +1 Str
6
+2 Dex, +2 Con, +2 Str
7
+3 Dex, +2 Con, +2 Str
8
+3 Dex, +3 Con, +2 Str
9
+4 Dex, +3 Con, +2 Str
10
+4 Dex, +4 Con, +2 Str
11
+6 Dex, +4 Con, +2 Str
12
+6 Dex, +4 Con, +2 Str

Wererat Empathy: The Wererat can communicate with Rats, and other Rat like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wererat gains no such bonus on influencing Magical Beasts.

Rat Whiskers: Beginning at first level the Wererat, while in Rat form, gains Scent and gains a bonus on all climb checks equal to its HD.
At second level the Wererat gains the full benefits of Rat Whiskers regardless of form.

Filth Fever: At first level, While the Wererat is in Rat (or Hybrid) form  its bite attack carries a terrible disease, Any successful bite from a Wererat in Rat (or Hybrid) form subjects the target to an enhanced from of filth fever. Filth Fever (DC 10+1/2 the WereRat’s HD+Constitution Modifier, Incubation: 1d3 days, Damage 1d6 Dex, 1d6 Con).

Lunar Hide: At second level, while in either Rat or Hybrid form, the Wererat gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wererat gains a +1 increase to Dexterity.

Shrink: At third level, a Wererat’s Rat or Hybrid forms may be Tiny or Small. The Wererat chooses its size each time it assumes one of its Alternate Forms.

When A Wererat changes size its natural attacks are re-sized for appropriate damage.

A Wererat of 14 HD or more may choose to become Diminutive by expending two normal transformations.

A Wererat of 20 HD or more may choose to become Fine by expending four normal transformations.

Pestilence: At third level the Wererat may store any disease it has been subjected to and naturally overcome passively in its body, this make the Wererat immune to any disease it has previously overcome, either by successful fortitude save, or through the aid of a heal check. (Magical Removal of disease eliminates these as it would any other disease, this effect functions in all Forms.) However, while in Rat form (and only Rat form) the Wererat may deliver these diseases through a bite attack. This disease now has an incubation period of 1 hour, and a save DC equal to that of the Wererat’s Filth Fever ability.

Feinting Tail: At fourth level the Wererat learns to use its tail as a tricky combat aid. While in Hybrid or Animal form, once every five rounds it may use its tail in order to make a Feint attack as a swift action. It gains a bonus equal to its HD on the related bluff check on this feint.

Curse of Lycanthropy: At fourth level the Wererat can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wererat’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wererat’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy check the Lycanthrope entry in the monster manual.
[/spoiler]

Done by Chumlump from GITP, some tweaks by me

oslecamo

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Wereviper



[spoiler]
To become a Wereviper, the character must meet the following requirements
Race: Any  humanoid or giant.
Special: Must have been injured by the natural attack of another Wereviper.

HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Alternate form (Viper), Snake empathy, Lunar body, Serpent’s Tounge, Venom
2nd
+1
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+2
+3
+3
+1
+1 Dex, Venom Spit, Shrink
4th
+3
+4
+4
+1
Curse of Lycanthropy, Venom Weapon
Skills Points at Each Level: (4+Int Mod.)
Wereviper Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: The Wereviper gains proficiency with its own natural weapons, but not with armor or shields.

Wereviper Class Features: The following are the Class Features of the Wereviper.

Lunar Body: The Wereviper retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wereviper gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereviper gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereviper gains a Small Viper Alternate Form. While in Viper form, the Wereviper cannot use weapons or do anything requiring the use of hands or feet, but gains a bite natural attack that deals 1d6 damage. While in Viper form the Wereviper's movement speeds are set to 20 feet base land speed, and it gains a 20 feet climb speed, as well as a 20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Viper form the Wereviper may always take 10 on swim checks, even if rushed or threatened.

Alternate Form
[Spoiler]
The Wereviper has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereviper’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wereviper reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereviper:

* The Wereviper retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereviper gains that subtype as well.
* The Wereviper loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Wereviper gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Viper or Hybrid Form. (As Specified).
* The Wereviper retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Viper or Hybrid Form. (Unless Specified Otherwise.)
* The Wereviper retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Viper or Hybrid Form.
* The Wereviper gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wereviper gains the hit points increase from any change to its Constitution.
* The Wereviper retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Wereviper retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Wereviper retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wereviper 's Humanoid or Giant form has hands.
* The Wereviper is effectively camouflaged as a creature of its Viper or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Wereviper that can’t be worn or carried in its Viper or Hybrid Form instead falls to the ground in its space. If the Wereviper changes size, any gear it wears or carries that can be worn or carried in its Viper or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.[/spoiler]

At second level, the Wereviper can assume a Small Hybrid form, between its Viper form and its Humanoid Form. While in Hybrid form, the Wereviper gains the natural attacks of Viper form, as well as the same movement speeds, however the Wereviper retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereviper can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereviper, or for every two in another class, the Wereviper's Alternate Forms improve as shown below.
Wereviper Level+ 1/2 HD of other LevelsAbility Improvements
1
+1 Dex
2
+1 Dex, +1 Con
3
1 Dex, +1 Con, +1 Str
4
+2 Dex, +1 Con, +1 Str
5
+2 Dex, +2 Con, +1 Str
6
+2 Dex, +2 Con, +2 Str
7
+3 Dex, +2 Con, +2 Str
8
+3 Dex, +3 Con, +2 Str
9
+4 Dex, +3 Con, +2 Str
10
+4 Dex, +4 Con, +2 Str
11
+6 Dex, +4 Con, +2 Str
12
+6 Dex, +4 Con, +2 Str

Wereviper Empathy: The Wereviper can communicate with Snakes, and other Snake like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereviper gains no such bonus on influencing Magical Beasts.

Serpent’s Tounge: Beginning at first level the Wereviper, while in Snake form, gains Scent and gains a bonus on all Bluff checks equal to half its HD.
At second level the Wereviper gains the full benefits of Serpent’s Tounge regardless of form.

Venom: At first level, While the Wereviper is in Viper (or Hybrid) form  its bite attack carries a terrible venom, Any successful bite from a Wereviper in Viper (or Hybrid) form subjects the target to an the following poison. (DC 10+1/2 the Wereviper’s HD+Constitution Modifier, 1d4 constitution damage as Initial and Secondary damage. At every 4 HD this damage increases in size.)

Lunar Hide: At second level, while in either Viper or Hybrid form, the Wereviper gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereviper gains a +1 increase to Dex.

Shrink: At third level, a Wereviper’s Viper or Hybrid forms may be Tiny or Small. The Wereviper chooses its size each time it assumes one of its Alternate Forms.

When A Wereviper changes size its natural attacks are re-sized for appropriate damage. However its Venom does not resize.

A Wereviper of 14 HD or more may choose to become Diminutive by expending two normal transformations.

A Wereviper of 20 HD or more may choose to become Fine by expending four normal transformations.

Spitting Viper: At third level the Wereviper, while in Viper form (and only Viper form), may spit its venom into its target’s eyes. This requires a standard action, and is treated as a Ranged Touch attack with a thrown weapon with a range of 10 feet. If touch attack succeeds target is blinded for 1 round and subjected to the viper's poison.

Venom Weapon: At fourth level the Wereviper learns to use its powerful venom as a combat aid. While in Hybrid form  it may spend a move action to coat any single weapon in its possession with the Venom it produces. Further, in Viper or Hybrid form, the Wereviper may elect to have its poison instead deal acid damage equal to its initial damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

Curse of Lycanthropy: At fourth level the Wereviper can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wereviper’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereviper’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy check the Lycanthrope entry in the monster manual.
[/spoiler]

Done by Chumplump from GITP, some tweaks by me.

oslecamo

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  • Posts: 1940
Wereconstrictor



[spoiler]
To become a Wereconstrictor, the character must meet the following requirements
Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Wereconstrictor.

HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form (Constrictor), Snake empathy, Lunar body, Serpent’s Tounge, Improved Grab
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+1
+1 Strength, Constrict, Growth
4th
+4
+4
+4
+1
Curse of Lycanthropy, Tail Hold
Skills Points at Each Level: (2+Int Mod.)
Wereconstrictor Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: The Wereconstrictor gains proficiency with its own natural weapons, but not with armor or shields.

Wereconstrictor Class Features: The following are the Class Features of the Wereconstrictor.

Lunar Body: The Wereconstrictor retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wereconstrictor gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereconstrictor gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereconstrictor gains a Medium Constrictor Alternate Form. While in Constrictor form, the Wereconstrictor cannot use weapons or do anything requiring the use of hands or feet, but gains a bite natural attack that deals 1d6 damage. While in Constrictor form the Wereconstrictor's movement speeds are set to 20 feet base land speed, and it gains a 20 feet climb speed, as well as a 20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Constrictor form the Wereconstrictor may always take 10 on swim checks, even if rushed or threatened.
 
Alternate Form
[Spoiler]
The Wereconstrictor has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereconstrictor’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wereconstrictor reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereconstrictor:

* The Wereconstrictor retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereconstrictor gains that subtype as well.
* The Wereconstrictor loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Wereconstrictor gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Constrictor or Hybrid Form. (As Specified).
* The Wereconstrictor retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Constrictor or Hybrid Form. (Unless Specified Otherwise.)
* The Wereconstrictor retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Constrictor or Hybrid Form.
* The Wereconstrictor gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wereconstrictor gains the hit points increase from any change to its Constitution.
* The Wereconstrictor retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Wereconstrictor retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Wereconstrictor retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wereconstrictor 's Humanoid or Giant form has hands.
* The Wereconstrictor is effectively camouflaged as a creature of its Constrictor or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Wereconstrictor that can’t be worn or carried in its Constrictor or Hybrid Form instead falls to the ground in its space. If the Wereconstrictor changes size, any gear it wears or carries that can be worn or carried in its Constrictor or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.[/spoiler]

At second level, the Wereconstrictor can assume a Small Hybrid form, between its Constrictor form and its Humanoid Form. While in Hybrid form, the Wereconstrictor gains the natural attacks of Constrictor form, as well as the same movement speeds, however the Wereconstrictor retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereconstrictor can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereconstrictor, or for every two in another class, the Wereconstrictor's Alternate Forms improve as shown below.
Wereconstrictor Level+ 1/2 HD of other LevelsAbility Improvements
1
+1 Str
2
+1 Str, +1 Con
3
1 Str, +1 Con, +1 Dex
4
+2 Str, +1 Con, +1 Dex
5
+2 Str, +2 Con, +1 Dex
6
+2 Str, +2 Con, +2 Dex
7
+3 Str, +2 Con, +2 Dex
8
+3 Str, +3 Con, +2 Dex
9
+4 Str, +3 Con, +2 Dex
10
+4 Str, +4 Con, +2 Dex
11
+6 Str, +4 Con, +2 Dex
12
+6 Str, +4 Con, +2 Dex

Wereconstrictor Empathy: The Wereconstrictor can communicate with Snakes, and other Snake like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereconstrictor gains no such bonus on influencing Magical Beasts.

Serpent’s Tounge: Beginning at first level the Wereconstrictor, while in Snake form, gains Scent and gains a bonus on all Hide checks equal to half its HD.
At second level the Wereconstrictor gains the full benefits of Serpent’s Tounge regardless of form.

Improved Grab: At first level, While the Wereconstrictor is in Constrictor (or Hybrid) form its bite attack allows for easy grappling, Any successful bite from a Wereconstrictor in Constrictor (or Hybrid) form subjects the target to an immediate grapple. No touch attack need be made by the Wereconstrictor using this ability, and no attack of opportunity is granted.

Lunar Hide: At second level, while in either Constrictor or Hybrid form, the Wereconstrictor gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereconstrictor gains a +1 increase to Strength.

Growth: At third level, a Wereconstrictor’s Constrictor or Hybrid forms may be Large or Medium. The Wereconstrictor chooses its size each time it assumes one of its Alternate Forms.

When A Wereconstrictor changes size its natural attacks are re-sized for appropriate damage.

A Wereconstrictor of 12 HD or more may choose to become Huge by expending two normal transformations.

A Wereconstrictor of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Wereconstrictor of 20 HD or more may choose to become Colossal by expending four normal transformations.

Constrict: At third level the Wereconstrictor, while in Constrictor or Hybrid form, automatically deals 2d8+1.5 strength damage to any target it successfully grapples against. This damage is for a medium Constrictor, and increases as appropriate. The Constrictor may choose do deal nonleathal damage with this attack if it so pleases.

Tail Hold: At fourth level the Wereconstrictor learns to use its tail as a tactical weapon in combat, while in Hybrid or Animal form the Wereconstrictor that is already grappling an opponent, may attempt to hold them with its strong tail, and behave as though it were not grappling said opponent. The Wereconstrictor suffers a -10 penalty to this grapple check (opposed to the usual -20) and also suffers a -5 penalty to armor class, and attack rolls. It may freely move, and carry the grappled opponent, as long as it has a hold established on it.

Curse of Lycanthropy: At fourth level the Wereconstrictor can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wereconstrictor’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereconstrictor’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumplump from GITP, some tweaks by me.


oslecamo

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Werespider Weaver

Image by Nicholas Stohlman
[spoiler]
Prerequisites To become a Werespider Weaver, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Werespider Weaver.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Alternate form (Weaver Spider), Spider empathy, Lunar body, Tremorsense, Silk
2nd
+1
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+2
+3
+3
+0
+1 Dex, Debilitating Venom, Shrinking
4th
+3
+4
+4
+1
Curse of Entomnothropy, Wrangle
Skills Points at Each Level: (4+Intelligence Modifier)
Class Skills: The Werespider Weaver’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex).

Proficiencies: A Werespider Weaver gains proficiency with its own natural weapons and Nets, but not with armor or shields.

Werespider Weaver Class Features: The following are the Class Features of the Werespider Weaver.

Lunar Body: The Werespider Weaver retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Darkvison 60 Ft if it did not already possess it. A Werespider Weaver gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werespider Weaver gains a bonus to natural armor equal to half its constitution modifier. The Werespider Weaver is never considered mindless.

Alternate Form: At first level, the Werespider Weaver gains a Medium Weaver Spider Alternate Form. While in Weaver Spider form, the Werespider Weaver cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d6 damage. While in Weaver Spider form the Werespider Weaver’s movement speeds are set to a 30 foot land speed, and a 20 foot climb speed.

 Alternate Form[spoiler]The Werespider Weaver has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werespider Weaver’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Werespider Weaver reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werespider Weaver:

    * The Werespider Weaver retains the type and subtype of its Humanoid or Giant form. It gains the size of its Weaver Spider or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werespider Weaver gains that subtype as well.
    * The Werespider Weaver loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werespider Weaver gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Spider Weaver or Hybrid Form. (As Specified).
    * The Werespider Weaver retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Spider Weaver or Hybrid Form. (Unless Specified Otherwise.)
    * The Werespider Weaver retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Spider Weaver or Hybrid Form.
    * The Werespider Weaver gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas Unlike normal creatures with Alternate Forms the Werespider Weaver gains the hit points increase from any change to its Constitution.
    * The Werespider Weaver retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werespider Weaver retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werespider Weaver retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Werespider Weaver's Humanoid or Giant form has hands.
   * The Werespider Weaver is effectively camouflaged as a creature of its Spider Weaver or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werespider Weaver that can’t be worn or carried in its Spider Weaver or Hybrid Form instead falls to the ground in its space. If the Werespider Weaver changes size, any gear it wears or carries that can be worn or carried in its Spider Weaver or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werespider Weaver can assume a Medium Hybrid form, between its Weaver Spider form and its Humanoid Form. While in Hybrid form, the Werespider Weaver gains the natural attacks of Weaver Spider form, as well as the same movement speeds, however the Werespider Weaver retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werespider Weaver can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werespider Weaver, or for every two in another class, the Werespider Weaver's Alternate Forms improve as shown below.

For every level in Werespider Weaver, or for every two in another class, the Werespider Weaver's alternate form improves as shown below
Werespider Weaver level+1/2 other levels Ability Improvements
1
+1 Dexterity
2
+ Dexterity, +1 Constitution
3
+1 Dexterity, +1 Constitution, +1 Strength
4
+2 Dexterity, +1 Constitution, +1 Strength
5
+2 Dexterity, +2 Constitution, +1 Strength
6
+2 Dexterity, +2 Constitution, +2 Strength
7
+3 Dexterity, +2 Constitution, +2 Strength
8
+3 Dexterity, +3 Constitution, +2 Strength
9
+4 Dexterity, +3 Constitution, +2 Strength
10
+4 Dexterity, +4 Constitution, +2 Strength
11
+6 Dexterity, +4 Constitution, +2 Strength
12
+6 Dexterity, +4 Constitution, +2 Strength

Weaver Spider Empathy: The Werespider Weaver can communicate with Spiders, and other Spider like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Vermin, however the Werespider Weaver gains no such bonus on influencing Magical Beasts.

Tremorsense: Beginning at first level the Werespider Weaver while in Weaver Spider form gains Tremorsense out to 5 ft per HD, or over its entire Home Web. And it also gains a bonus on Use Rope checks equal to half its HD when using its own Silk as rope. At second level the Werespider Weaver gains the full benefits of Tremorsense regardless of form.


Silk: At first level in both Weaver Spider and Hybrid Alternate Form the Werespider Weaver may produce up to 10 feet of Silk per point of constitution score the Werespider Weaver has. This Silk has hp of (10+the WereSpider Weaver’s Constitution Modifier), and a Burst DC of (10+1/2 the Werespider Weaver’s HD+Constitution Modifier). 30 feet of this Silk may be fashioned into a Net as a Move Action, and more of this Silk may be used to trail back to the Werespider Weaver. This net has a maximum range of 10 feet per HD of the Werespider Weaver, with a range increment of 1 foot per HD. It is also effective against targets up to one size category larger than the Werespider Weaver. The Escape artist check on this net is (10+1/2 the Werespider Weaver’s HD+Constitution Modifier).

This Silk is particularly sticky and thus does not require a grappling hook, or Use Rope Check, to set. The Weaver Spider May spend 24 hours creating a Home Web. This Home Web cannot fill a space larger than 60 square feet per Medium Spider like Creature living in, and maintaining it.

Approaching creatures must succeed on a DC 20 Spot check to notice a Home Web (Which may be increased with a Hide Check, by an amount equal to half the Hide Check Result); otherwise they stumble into it and become trapped as though by a successful Silk Net attack, And must make attempts to escape or burst from the webbing in order to move, which gain a a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has hit points as per the Silk, and Damage Reduction 5/—.

This Home Web Requires 1 hour of maintenance per Spider Like Creature Living in it , 1/day. This fully restores any lost hp the Home Web may have suffered. Each section of web loses 5 hp per day that it is not maintained.

No amount of Diminutive or Fine Spiders can help with this Home Web.
16 Tiny Sized spider creatures count as 1 medium Spider for these purposes.
4 Small Sized spider creatures count as 1 medium Spider for these purposes.
1 Large Sized spider creature counts as 2 medium Spider for these purposes.
1 Huge Sized spider creature counts as 4 medium Spider for these purposes.
1 Gargantuan Sized spider creature counts as 8 medium Spider for these purposes.
1 Colossal Sized spider creature counts as 16 medium Spider for these purposes.

Lunar Hide At second level, while in either Weaver Spider or Hybrid form, the Werespider Weaver gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werespider Weaver gains a +1 increase to Dexterity.
 
Shrink : At third level, a Werespider Weaver’s Weaver Spider or Hybrid forms may be Medium or Small. The Werespider Weaver chooses its size each time it assumes one of its Alternate Forms.

When A Werespider Weaver changes size its natural attacks are re-sized for appropriate damage.

A Werespider Weaver of 12 HD or more may choose to become Tiny by expending two normal transformations.

A Werespider Weaver of 16 HD or more may choose to become Diminutive by expending two normal transformations.

A Werespider Weaver of 20 HD or more may choose to become Fine by expending four normal transformations.

Debilitating Venom: At third level the Werespider Weaver while in Weaver Spider Alternate or Hybrid Form gains a potent poison that it can use to render its opponents useless in combat. Any creature that is successfully struck by the Werespider Weaver’s bite natural attack is subjected to its natural poison and must succeed on a  (DC 10+1/2 the Werespider Weaver’s HD+Constitution Modifier) Fortitude save or immediately fall asleep for 1 minute per HD of the Werespider Weaver, the secondary damage of this venom is 1d6 Dexterity damage , however at every 4 HD this damage increases in size.

Upon Reaching 5 HD the Werespider Weaver may elect to have its poison instead deal acid damage equal to its secondary damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

Wrangle: At fourth level the Werespider Weaver While in Alternate or Hybrid Alternate Form gains the ability rapidly wrap its opponents in its sticky web, leaving them bound and helpless. If the Werespider Weaver has entangled a creature with a Net, and has rope on hand (including its natural silk) it may Bind the entangled creature as a Full-Round Action. It must be adjacent to the creature to Bind it, and the Werespider Weaver suffers a -10 to its Use Rope Check when Wrangling.

Curse of Entomanothropy: At fourth level the Werespider Weaver can transmit Entomanothropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Werespider Weaver’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werespider Weaver’s HD+ Constitution modifier) or contract Entomanothropy. Entomanothropy Functions exactly as Lycanthropy except as noted above. For more information on Entomanothropy, check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me