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.
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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):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.
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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.
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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.
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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?"
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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.
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Comments
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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.
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