Sharn[spoiler]
HD:d4Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Sharn Body, Hex Portal, Fixed Shape, +1 Cha |
2 | +1 | +0 | +0 | +3 | Chaos Field, Multi-Strike, +1 Cha |
3 | +1 | +1 | +1 | +3 | Chaos Soul, Screw the Rules |
4 | +2 | +1 | +1 | +4 | Dual Nature |
5 | +2 | +1 | +1 | +4 | Growth |
6 | +3 | +2 | +2 | +5 | Evasion, Chaos Essence |
7 | +3 | +2 | +2 | +5 | Tri-Force |
8 | +4 | +2 | +2 | +6 | Indepedent Action |
Skills: 2+int modifier per level, quadruple at 1st level.Proficiencies:its own natural weapons, plus one martial weapon of their choice.
Features:Sharn body: At 1st level, the Sharn loses all other racial bonus and gets aberration traits (darkvision 60 feets basicaly). It's a medium sized aberration creature with base speed 10 feet. It has three arms each with a natural claw attacks dealing 1d4+ half Str mod damage each, and one head with bite attack dealing 1d6+half Str mod damage each. The claws are able to perform fine manipulation, including wielding weapons. It has no normal eyes on the head, instead it has multiple minuscle eyes around its claws. Holding a weapon with two claws allows the Sharn to add twice his full Str mod to damage rolls with that weapon. This is cumulative, so each extra claw used to hold a weapon allows the Sharn to add extra damage equal to half its Str mod.
The Sharn also gets a Nat armor bonus equal to its Con mod.
When it reaches 6 HD, the Sharn becomes able to fly at a speed of 40 feet with perfect maneuverability.
Hex Portal: A Sharn can first maintain one miniature portal-ethereal windows-trough wich it can see, cast spells, andeven launch a melee attack. Each portal is a translucent hexagonal window of purple light, 3 feet in diameter.
As a fullround action, the Sharn can form one portal anywhere whitin 20 feet of its body, each portal coalescing out of a swirl of purple motes. Thereafter, each separate hex portal can move indendently up to 20 feet per round as a free action before the Sharn takes its regular action.
The hex portal does not block movement, line of sight, or missile fire. A character can occupy the same space as a hex portal with no penalty besides exposing himself to the Sharn's attacks (see below). The Sharn can dismiss the portal as a free action. Any portal that ends up 20 feet per HD or more away from the Sharn instantly disappears.
Sharns can launch melee attacks trough portals whitout any penalty. This includes attacks of oportunity and contributing to flanking. A Sharn can flank with its own Hex portal. Opponents cannot strike back trough the hex portal, but they can ready an action to attack the Sharn's limb when it comes out to strike. The Sharn gets +10 to AC and +4 bonus to reflex saves against such readied attacks.
At 4 HD, and every three HD from there, the Sharn can create up to one extra portal whenever it uses this ability. Two at 4 HD, three at 7 HD, Five at 10 HD, ect.
Fixed Shape: Sharns cannot polymorph themselves or be changed by others, including shapechange, alter self, gaseous form, petrification, and any such other spells and effects.
Ability Score Increase: The Sharn gains +1 and Cha at first and second levels, for a total of +2 Cha at 8th level.
Chaos Field: At 2nd level the Sharn gains DR/cold iron or lawfull equal to half its HD and SR equal to 11+HD. The Sharn may rise or lower it's SR at any time as a free action even if it isn't its turn.
Multi-Strike: At 2nd level the Sharn gains Multiattack and Multiweapon fighting as bonus feats, even if it doesn't meet the prerequisites.
Chaos Soul: At 3rd level the Sharn becomes able to cast spells both as a sorceror of its Sharn level -2, except it receives double the spells slots and spells known. Half of those spell knowns must be taken from the cleric list instead of the sorceror list, and half the spell slots can only be used to cast those cleric spells (the other half of spell slots can only be used for the spells learned from the sorceror list). If the Sharn takes cleric or sorceror levels they stack, but the Sharn also stops gaining double the amount of spell slots and spells known and now gains them at normal rate (and in the case of cleric continues advancing as sorcero casting for spell slots and number of spells known). If the Sharn takes a dual-casting prc like Mysthic Theurge, it can keep advancing at double rate, counting its Sharn casting for both the divine and arcane advancement.
Screw the Rules: At 3rd level the Sharn can cast any spell that has a material component or focus costing 1 gp or less without needing that component. If the spell has a material component or focus costing 1 gp or more, the Sharn can replace it with any object at hand wich has the same gp value, including any money you have.
Dual Nature: At 4th level the Sharn grows one extra head and three extra arms, granting it one extra bite attack and three extra claw attacks. They do not allow the Sharn to take more actions per turn than normal, besides more attacks in a fullattack.
Growth: At 5th level the Sharn grows one size category.
Evasion:At 6th level the Sharn gains Evasion as the standard rogue ability.
Chaos Essence:at 6th level the Sharn becomes immune to mind-affecting effects and gains regeneration equal to 1/3 its HD, wich can be bypassed only by lawfull attacks and spells.
Tri-Force:At 7th level the Sharn grows a third head and three more arms, granting it one extra bite attack and three extra claw attacks for a total of three bites and nine claw attacks. They do not allow the Sharn to take more actions per turn than normal, besides more attacks in a fullattack.
Independent Action:At 8th level, the Sharn's heads start becoming able of more independent coordination. 1/day for every 8 HD, the Sharn may take 3 standard actions plus one move action or one fullround action plus one standard action.
Either way, the Sharn cannot cast more than one cleric spell and one sorceror spell in a single round when using this ability.
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Comments
[spoiler]
Well for a change the Sharn has no lack of abilities to fill its eight levels.
So the first level grants the iconic ability to create portals and four natural weapons. You'll notice I make the number of portals scale with HD so eventually you can go over the vanilla 3 portals at the same time. You start quite slow but your hex portals allow you to strike and
threaten at range. And eventually the Sharn can fly by itself.
At third level you get the Sharn's infamous dual casting progression, out of a single stat, but since they're both based on sorceror progression (wich also implies really low number of spells know), it isn't so bad.
Three standard actions per turn at will is just now. You're geting it 1/day at 8th level, twice per day at 16th level and that's already plenty if you ask me.
Meanwhile you're also geting a simply horrendous number of natural weapons, ability to improvise spell components and focus on the fly, evasion, growth, regeneration
The obvious path once all levels are taken is mystyhic theurge to keep progressing your dual casting.
With all of these goodies, the Sharn only gets 1d4 HD, bad skill points, one single good save, and a couple ability score increases.
So if you want to play a...A... Whatever the hell is a three headed nine clawed snake-bodied cleric-sorcerer, the Sharn's for you!
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