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Posted: Wed Apr 18, 2007 7:50 pm
Hello, this is what I hope to be my personal forum to post the stuff I am working on. Advice would be great, as I am always learning. Please do not flame and I will try and not get angry.
Thank You
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Posted: Wed Apr 18, 2007 7:55 pm
Rules Patch
Home Patch Rules for Larger Shields: There are three main reasons for doing this. 1. There are no set rules for making/wielding a larger shield in any of the books I have or have been informed about. 2. Sword and shield wielding is a less supported fighting style than most of the others and could use a slight face lift. 3. This also slightly increases the usefulness of monkey grip and the epic feat wield over sized weapon, which are to a degree, not as powerful as they should be.
Weaponized Shields: All shields can be made double thick like a weapons to do more damage identical to a weapon of a larger size. For all intents purposes they retain their normal AC and are treated as one size larger for weapon damage; their weight and hit points are also doubled. To use them at all you require is the monkey grip feat and implies a -2 hit when shield bashing with the shield; as you normally would with a larger weapon with the monkey grip feat. If you have the ability to wield a larger weapon with out penalty you ignore the -2 to hit when shield bashing. A shield that is built for a larger person that is weaponized is treated as being two sizes larger than normally and can not be wielded. You may increase the weapon's damage even more by adding shield spikes and armor razors as per the normal rules, but their cost and weight is doubled as well. Surprisingly this does not effect arcane spell chance failure or armor check penalty.
Larger Shield Rules: When using a shield that was designed for someone one size larger than you is simpler than using a weapon that is one size larger. In any case, a shield that is made for some one a size larger is treated as the shield listed all intensive purposes with properties such as arcane spell chance failure, weight, armor check penalty, and weapon size, but not proficiency's. You only require to have the proficiency for the shield as it was designed to wield, the monkey grip feat (which make shield bashing have a -2 to hit) or the ability to wield a weapon one size larger with out penalty, and to pay to get the shield modified by an a proper armor smith costing 75 gold. with out this modification you can not wield the shield. Other more restrictive requirements are listed with the appropriate shield below. Thus a goliath with a heavy shield proficiency can wield a large sized heavy shield as an extreme shield with no feather requirements, or if they are proficient with a large extreme shield they may wield it as a tower shield with no feather requirements.
Larger Shields *Bucker: Is treated as light shield for all intents and purposes. *Light Shield: Is treated as heavy shield. *Heavy Shield: Is treated as a Extreme Shield. On a side note with the monkey grip feat an Extreme Shield does the same damage as a weaponized heavy shield, and still treated as a weapon one size larger for all intents and purposes. *Extreme Shields: For all intents and purposed is treated as a tower shield. You are required the ability to wield a larger weapon with no negatives, at the very least, to wield this shield. You may not bash with this shield when it is one size larger. *Tower shield: This shield acts in every way like a tower shield, and grants an additional +1 AC, except it simply can not be wielded unless they have the feat "Greater Shield Grip" or the epic feats Wield Oversized Weapon.
Other Larger Exotic Shield *Battle cloak, gnome: You can not properly use a battle cloak made for a different sized wearer. *Shield, Gauntlet: You can not properly use a gauntlet shield made for a different sized wearer. However you may get a shield gauntlet made to function like a verson one sized larger. The weight and cost is doubled plus an additional 75 gold. You also require the feat "Greater Shield Grip" or the epic feat "Wield Oversized Weapon" This shield is other wise treated identically to a heavy shield. The Arcane Spell Chance Failure and Armor Check Penalty is not effected. *Riders Shield: To wield you still require the exotic feat but is other wise treated identically to a heavy shield.
Feat
Greater Shield Grip Requirements: Powerful Build, Strength 19, proficiency with a tower shield, or specific exotic shield, and shield specialization "tower shield" or other specific exotic shield. Benefit: This feat allows you to wield a larger sized tower shield or specific exotic shield that can use this feat as stated above. Special: This feat can be selected as a fighter feat. You may take this feat multiple times but the benefits do not stack. Each time you take this it must apply to a different shield.
Smaller Shield Use: A shield built for a smaller creature is not as effective as a normal shield of its same type. To use a smaller shield you need to be proficient with how it going to be used but you do not require any special modification. *Bucker: Can not be used *Light Shield: is identical to and used as a a buckler; you can not shield bash with this shield *Heavy Shield: is identical to and used as a light shield *Extreme Shields: is identical to and used as a heavy shield; *Tower shield: is identical to and used as a extreme shield
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Posted: Wed Apr 18, 2007 7:58 pm
RacesHill Orcs Hill Orcs are a product of a tribe of Goliaths that lived closer to the bottom of mountains than most. They opened their ranks and adpoted half orcs and some humans into their tribe. Over the years with the mixing of the bloods and traditions they became what is now known as Hill Orcs. Currently there are only a dozen tribes, but they are very big existing near mountain bases. There are rumors of some dwarven blood being mixed in with them due to the trading relations between them but that has never been confirmed. Description and Over ViewPhysical Description Hill orcs look a great deal like half orcs in shape but with an equivalent stocky build of a dwarf, when compared to humans and dwarfs. The head is often very goliath like but with any number of half orcish traits. They have little hair, mostly on the head, but occasionally a beard and thin hair on the back with the males. The hair can be brown, grey, or black. The skin tends to mimic the texture and color of goliaths. Culture and Religion Their culture tends to mimic goliath's culture but with them entities being hill orcs instead, and some other variants of belief to better fit their geography. Over View Hill orcs are stocky creatures who take great joy in physical activity and stature. They are strong fighters and know how to work their strengths but some tend to be a little more focused battle than golitaths. A great deal of half ors who joined their tribe were abandoned by their orc family and held a hatred toward their orcish trates and culter, thus why they sot to join a different one, and thus they abandoned their goblinoid ancestry. They don't hate themselves and they do have a great deal of their orcish traits; so their feelings about their ancestry is mixed, they adopted the name hill orcs in an attempt to try and start giving a good name to orcs and to start leading them by example. Like goliaths they are very competitive and love proving them selves physically superior to each other in many tasks. However these competitions are usually just for boasting rights at most. Even though most hill orcs will not look for a fight, when one is confronted they do enjoy the battle. The tribes are very closely knitted and work effectively together, however they do put a great deal of value on a small section of personal space and land. Each hill orc or hill orc clutch has in their triable land a small space, which is the bar minimum space they need to live, that they hold in high regard and is seen as very personal space. The one sure way of aggrivating them is by disrespecting their personal space. However that space specificly is not the issue but rather the general actual amount of space. If a member of the tribe needs space for a growing family the entire tribe is usually willing to move their personal space to accommodate. In a few sparse occasions an alpha minded hill orc will be encroached apon and will have too large a family that it just has a great connection to each other that he will refuse to move. When this happens the rest will accommodate him or her as well, but this is but the sign of the end to his stay in that tribe. After two or three occasions the leader or another person with authority to exile a member, will come up to them and question them on the situation. In most of these occasions this will likely lead to a form of exile. The younger individuals will be forced to leave as an exile for a number of years. The older ones, who maybe have become hardened with age, will be given a good land to start up their own tribe. actual exile is not as common with hill orcs as with goliaths but these temporary exiles are very common in practice. Hill orcs are also nomadic like goliaths, and share alot of the same psychology as goliaths. Hill orcs are still nomadic like goliaths but they have a stronger focus on metal working and farming. Having more land to work with, they tend to set up many hidden farms and smithing caves at their many areas of settlement. However they still need to trade with dwares. In most of the other ways their life is a reflection of their goliath ancestry. Relations Hill orcs are more in touch with the world than goliaths. They too tend to act friendly and open to anyone they meet out in the world with the exception of normal orcs, goblinoids, drow, and giants. Every Hill Orc is usually willing to give anyone a chance but they are wirry of the drow, goblinoids, and giant races. If any of these races were to wonder into their tribe with out notice, they would promptly tell them or motion them to leave under threat of force and be willing to host discretions outside tribal lands if they leave peacefully. If any of the non goblinoid races were to wonder into tribal land they would be greeted warmly by the owner of that specific personal space and told to respect the land. Hill orcs hold half orcs, goliaths, and dwarves in high regard. A hill orc who has become close to a member of one of these races tend to treat them as a member of their own tribe. Hill Orc Lands Hill orcs usually will have a set number of mountains in a mountain range from which they will move from base to base to different settlements. Unless they are rather neutral or evil in nature they will be sure to not take another hill orc trib's settlement. Each tribe thus far usually has about 6-8 settlements between 4-6 moutains to their own at any given time. Alignment: Hill orcs tend to be good or neutral with good intentions toward their own tribe, although they can be any. Evil hill orcs are usually exiled if they are not sneaky enough to hide their nature. Hill Orcs Characteristics*+2 Str, -2 Dex, -2 Int, -2 Wis *Movement 30ft *Medium Size *Humanoid *Dark Vision 60ft * Optimal Build: The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category, but not with the feat monkey grip and other feats that allow using larger weapons.The physical stature of hill orc lets them function in many ways as if they were one size category larger; but like powerful build they are only treated as one size large when dealing with large weapons, when they are becoming immune to special abilities, and eventually with opposed rolls where size is a matter. after th At 1 hit die a hill orc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. A hill orc is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. After obtaining 3 hit die whenever a hill orc is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the hill orc is treated as one size larger if doing so is advantageous to him. Optimal build should be treated as powerful build from here on and be treated as monkey grip when meeting the prerequisites for feats and prestige classes. At 21 hit die a hill orc does not need to meet the requirements for strength for the "Weild Oversized Weapon" epic feat. *+2 racial bonus to Spot and Listen *Weapon Proficiencies: Axes, throwing and light, Battleaxe, and Greataxe *Automatic Language: Common, and Gol-Kaa. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. *Favored Class: Barbarian
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Posted: Wed Apr 18, 2007 7:59 pm
TemplatesLycan Spawn They are the not so distant relatives of the lycanthropes; and maybe even the go-between from lycanthropy and shifters. The only "known" way of them to be produced is a cross bread between a shifter and a natural or inflicted lycanthropy. The children are the same race as the lycanthropy’s race, and have an alternate forms relating to the shifter parent. Anyway that doesn’t change the fact that they are here, and showing up more often as time goes on. Despite the known way of breeding a lycan spawn there are rumors that a transmuter mage or mages are currently producing them as a part of some experiment. They appear and act a great deal like their famous and vastly more powerful ancestral lycanthropes. The lycan spawn are very well known of by people, and are viewed as lycanthropes to most; due to this almost everyone knows their weakness. They are commonly killed on site (if seen or left alone) even though they are not contagious like lycanthropy, and are not necessarily evil like their lycanthropy counter parts might be. The same hatred continues into battles, if they are spotted they are usually targeted due to the fear of getting infected with lycanthropy. If spotted by people who hunt Lycanthropy, they will probably track them down and kill them at their leisure. Even if the lycan spawn can convince people that they are not evil, he still will find it hard to buy any equipment or supplies, and will generally be blamed for anything that goes wrong in the town. However this may be avoided if they remain in humanoid form while in towns; however roomers or a nemesis may alert the public of their true form, especially if they were discovered in another city already. In the end though they are mostly hated due to them being the result of the lycanthropy plague and are seen as a threat to everyone to come (a.k.a. Bad Genetics, a classic monster). Sub Type: The lycan spawn inherited template can be added to any humanoid or giant that does not already have the shape shifter subtype. The lycan spawn gains the shape shifter subtype. Alignment: Any, but usually leaning more towards their full lycanthropic versions. Lycan spawn are not genetically, and even less so socially, driven to be a specific alignment Abilities: -2 to intelligence +2 racial bonus to Survival skill. +2 racial bonus to Handle Animals skill with animals of same type. Base Speed: As base race. (see below). Low Light Vision: Lycan Spawn gains Low Light Vision, in hybrid and animal form only, if the base race did not already have Low Light Vision. Low Light Vision allows them to see twice as farther into darkness as a human normally could. Lycan Blood: A lycan spawn may purchase Improved Natural Armor feat without meeting the prerequisites, but the benefit only applies to animal and hybrid form. When a lycan spawn reaches 9 hit die they may purchase Scent as a feat. Lycan spawn qualify as lycanthropy when under it is an effect of spells and weapon qualities. Immunities: As base race, plus a lycan spawn are immune to lycanthropy of all types. Aura of Disease (Ex): Lycan spawn are a product of a mystical disease intertwining into their heritage. For some reason this has produced a natural aura of unease with humanoids of the same type and suffer a -2 to all reaction and all diplomacy checks. If the fact that the lycan spawn is discovered as being what they are, by ether being seen changing forms or seen in their hybrid form the penalty is increased to -5. Lycan spawn do not have a weaker force of personality, social skills, or just generally physically attractive; people of their own race just feel a little un-eased around them. Silver Vulnerability (Ex): Due to the lingering curse of lycanthropy in their blood, lycan spawn suffer a negative reaction to the presence of silver. A lycan spawn who carries a silver item (such as weapons or coins) is sickened (-2 penalty to attack and weapon damage rolls, saving throws, and skill and ability checks) until that item is dropped. A lycan spawn who is struck by a silver weapon suffers 2 additional points of damage and is dazzled (-1 to attack rolls, and Search and Spot checks) for 1 round as it burns their flesh on contact. If being struck forces a lycan spawn to make a Concentration check, the damage dealt by a silver weapon counts double. Alternate Form (Su):Lycan Spawn can shape shift very similarly to lycanthropy. They have also inherited the ability to take on a form of both a hybrid and animal, similar to a lycanthropy. Lycan spawn can shape shift between their Human, Hybrid, and Animal from by making two full round actions. They may not take any other actions while transforming but are not defenseless, and retain their full armor class. A lycan spawn may stay in their form indefinably; however changing forms is tiring and taxing on their body. After changing forms they are fatigued for 5 minutes. If they were in combat while in that form they must be waywardly of channing forms. If they were not magically healed or had at least 4 hours of sleep, after taking on the new form they must make a DC 20 Constitution check, using their new forms constitution, or be knocked unconscious. They suffer non lethal damage that drops them to -5 hit points. Changing out of this form fatigues them for at least 5 minutes. *In hybrid form, the lycan retains its gear, its abilities scores, and class features. It can speak and cast spells as normal. The lycan gains a claw attack (1d4 for Medium, 1d3 for small) which it can use as a primary attack with its full Strength bonus. If the lycan fights with a weapon, it can make a secondary attack with the claw (at -5, add only ½ Strength bonus) as part of a full attack action. A lycan spawn may take on this form as many times as they want. In situations where a lycan spawn humanoid and animal type are of different environments, such as a lycan spawn shark/human, they hybrid form would be amphibious and be able to breathe air and water. *In animal form, a lycan spawn takes on the form of the animal. The lycan cannot speak, but retains understanding of all languages it knows. However it loses its ability to uses normal equipment not specifically designed for the new form. While changing to this form, a lycan spawn must worry about their own personal gear due to their change in shape and possibly size. Most items that are designed for the use by a humanoid, that are worn, form fall off and items such as weapons that are held are dropped. The same effect applies to items designed for your animal form. The one exception to these rules maybe amulets, which have extended chains for larger creatures, and they must not require any activation for use. The lycan gains the following traits based on the animal chosen at character creation: Movement’s base speed and type in place of their own, feats, special qualities, skill bonuses, and natural attacks. Unlike the hybrid form and normal lycanthropy they may only take on this form 1/day and gain an additional use per every 4 hit die they posses. *Ability Modifiers: A lycan spawn in hybrid or animal form gains ONE ability increase to strength, dexterity, or constitution. The stats that can be increased are limited by the lycanthropy equivalent’s bonuses. If constitution is chosen your hit points do increase while in hybrid form and animal form only. These hit points are lost last if they take on humanoid form. This could nock them unconscious or even kill them. *Stats per Lycanthropy List Bat (dire): +2 Str, or +2 Dex, or +2 Con Bear: +2 Str or +2 Con Boar: +2 Str or +2 Con Rat: (dire): +2 Dex Tiger: +2 Str, or +2 Dex, or +2 Con Wolf: +2 Dex or +2 Con *Other Types of Lycan Spawn: A Lycan Spawn can not have a base animal that is more than one size category smaller or larger than their humanoid race and other lycanthropes must have a Str, Dex, or Con stat of 14+ to be viable to be increased. Example: A Medium Shark has Str 13, Dex 15, and Con 13. A Lycan Spawn Shark can only have a +2 Dex as one of it's possibilities. A Cheetah though has Str 16, Dex 19, and Con 15. Thus A Lycan Spawn Cheetah can have +2 Str, +2 Dex, or +2 Con as one of it's possible increased stats. Languages: As base race. Favorite Class: As base race, but seem to lean toward barbarian, ranger, or druid. Some dire versions of lycan spawn like to pick up sourcer as due to their draconic nature. LA: Effectively +0 LA template. New FeatLycan Form MasteryPrerequisites: Lycanthropy or a Lycan Spawn With this feat lycan spawn now gains a greater mastery of they shape shifting ability. They now have an extended ability to expand on the control shape skill. The skill Control shape is now a more useful skill for all lycanthropy. They can use this skill to aid them with shape shifting acts they would not be able to do other wise. The key ability is to quicken their shape shifting ability; this does stack with other abilities that reduce your shape shifting ability. So if it is already reduced to a move action then it is considered "part" of the move action at the same Difficulty Check. All of the following effects act as 1/day plus an additional use per day per 3 hit die obtained. When applicable, all effects lasts your constitution modifier in rounds. When a higher DC is made the duration is extended by +1 round per 10 DC met over actual DC, Example: Shape shifting claws from your animal form to your hybrid form has a DC of 20, a DC of 37 is made, this is a DC 17 over DC 20, so the duration is automatically extended by an additional +1 more round. *Quicken Shape Shifting ability to only one full round action DC 15 *Shape Shifting the claws from your animal to you hybrid form DC 20 *Shape Shifting the bite from your animal form DC 25 *Increasing your speed of your Hybrid form by +5ft (Your animal form must be faster than your hybrid form) DC 25 *Inflicted taking on the hybrid form even though they failed their involuntary transformation DC 10; minimum of 1 round with DC 10. Special Thanks to [Sblock]okaynowa AZNsupermarket[/Sblock]
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Posted: Wed Apr 18, 2007 8:00 pm
ClassesAssailing Warrior Much like the Fighter the Assailing Warrior is well trained in the art of war. However the Assailing Warrior is a bit less focused on armor, and more focused on the act of getting out of the way of attacks and placing their hits and shots better. In armies Assailing Warrior acts like a secondary line for detecting ambushes. Where as a Scout is just that a scout an Assailing Warrior is more of a watch gaurd and what a Scout might miss an Assailing Warrior will hopefully catch. An Assailing Warrior is also responsible for getting messages from scouts when enemies are close. So they far-goad their heavy armor had tower shield training. The Assailing Warrior also is a little better trained to help them survive and optimize their abilities out in the world and the battle field. Alignment: Commonly Lawful, always lawful if in an army, but can be any. HD: D10 Weapons and Armor: all Marial and Simple weapons. Light and Medium Armor. Light and heavy shields. No Tower Shield. Skill points: (4+int)x4 first level, 4+int per level Class Skills class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex). Level BaB Fort Ref Will Special 1st +1 +2 +0 +0 Assailing Strike: +1d6 damage, One of War 2nd +2 +3 +0 +0 Bonus feat 3rd +3 +3 +1 +1 4th +4 +4 +1 +1 Assailing Strike: +2d6 damage 5th +5 +4 +1 +1 Skillful Adept 6th +6/+1 +5 +2 +2 Bonus feat 7th +7/+2 +5 +2 +2 Greater Resistance 8th +8/+3 +6 +2 +2 Assailing Strike: +3d6 damage 9th +9/+4 +6 +3 +3 Skillful Adept 10th +10/+5 +7 +3 +3 Bonus feat 11th +11/+6/+1 +7 +3 +3 12th +12/+7/+2 +8 +4 +4 Assailing Strike: +4d6 damage 13th +13/+8/+3 +8 +4 +4 Skillful Adept 14th +14/+9/+4 +9 +4 +4 Bonus feat 15th +15/+10/+5 +9 +5 +5 Greater Resistance 16th +16/+11/+6/+1 +10 +5 +5 Assailing Strike: +5d6 damage 17th +17/+12/+7/+2 +10 +5 +5 Skillful Adept 18th +18/+13/+8/+3 +11 +6 +6 Bonus feat 19th +19/+14/+9/+4 +11 +6 +6 20th +20/+15/+10/+5 +12 +6 +6 Bonus feat or Assailing Strike: +6d6 damage Epic 21st +21/+16/+11/+6/+1 +2 +0 +0 Skillful Adept 22nd +22/+17/+12/+7/+2 +3 +0 +0 Bonus feat or Assailing Strike: +6d6 damage 23rd +23/+18/+13/+8/+3 +3 +1 +1 Greater Resistance 24th +24/+19/+14/+9/+4 +4 +1 +1 Bonus feat or Assailing Strike: +6d6 damage 25th +25/+20/+15/+10/+5 +4 +1 +1 Skillful Adept 26th +26/+21/+16/+11/+6/+1 +5 +2 +2 Bonus feat or Assailing Strike: +6d6 damage 27th +27/+22/+17/+12/+7/+2 +5 +2 +2 28th +28/+23/+18/+13/+8/+3 +6 +2 +2 Bonus feat or Assailing Strike: +6d6 damage 29th +29/+24/+19/+14/+9/+4 +6 +3 +3 Skillful Adept 30th +30/+25/+20/+15/+10/+5 +7 +3 +3 Bonus feat or Assailing Strike: +6d6 damage AbilitiesOne of War: Count 1/2 Assailing Warrior class levels, rounded down, as fighter levels when purchasing feats. Assailing Strike: +1d6 damage to all melee, and ranged attacks with in 30ft of target, as long as they move 10ft before attack. This strike does work with ranged weapons but you must remain with in 30 of your target. Assailing Strike counts as Skirmish for the purposes of meeting the requirements of feats, which does not affect the armor class bonus of skirmish, and prestige classes. Only works on things sneak attack would. Assailing Strike works identically to skirmish except with out the bonus to armor class. In epic levels you may choose to ether gain this or a bonus feat, each time you choose this strike your damage increases by 1D6 additional damage, if you do not chose this strike you gain a bonus feat instead. Bonus Feat: At 2nd level, an Assailing Warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Assailing Warrior gains an additional bonus feat at 4th level and every four Assailing Warrior levels thereafter (6th, 10th, 14th, 18th) with the exception of level 20 and epic levels. These bonus feats must be drawn from the feats noted as fighter bonus feats. An Assailing Warrior must still meet all prerequisites for a bonus feat, including ability score, equivolent fighter level, and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats. Skillful Adept: You may gain these feats at level 5 and every four levels there after. You may chose from the following list: Acrobatic, Agile, Alertness, Skill Focus (in a class skill only), Skill Knowledge ( Unearthed Arcana page 81), and Open Minded (Complet Adventurer). Greater Resistance: Starting at level 7 and every eight levels there after you gain a +1 perminate increase to ether your Reflex or Will saves. Once chosen this can never be changed. Note: Yeah it maybe a bit more powerful than a fighter, but the fighter is a little on the week side as it is. Yes I got this from the scout, but I was disappointed with their lack of front line melee ability. This class is a little more focused on that area.
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Posted: Thu Apr 19, 2007 4:56 am
PrCs(I need work on this one, please help) The night was a dark one. The stars where shining, then in a moment nothing seemed to work. The bridge was jammed open, half the horses were eaten or roaming the court yard, three guards were found incapacitated, one guard was also mauled, and all the wheat turned foul. I find my self wondering, what sort of man, or beast, is capable of such chaos, havoc, destruction, and sabotage? This is a wide spread, yet secretive, clan of lycan spawns and shifters. In the orient they are called ninja’s; elsewhere they are called bandits, saboteurs, the under-miners of tyrants and kings, and just plain assassins. With-in the clan active members are called “Claws”. This is not an organization or even so much a tribe (too open), but as stated, a clan of adventures. The wide spread nature of this clan is do to the fact that many who spend too much time away may or may not be allowed back, and are usually subject to extensive de-briefing, interrogation, or even death depending on the situation and individual sects of the clan. Because of this treatment and the fact that all members are trained to be completely self-sufficient a great deal of members who are out of contact with the clan for too long usually go solo and maybe start up their own clan. Requirements Race: Any Feline type Lycan Spawn, Shifter, or lycanthropy. Skills: Hide 4 ranks, Move Silently 4 ranks, Control Shape 2 ranks, Jump 6 ranks, and Balance 6 ranks. Feats: Weapon Focus (Natural Weapons: Claws), Size Manipulation Feat Special: Must have the ability to manipulate Ki [B][U]Level B.A.B. Ref/Will Con Special[/U][/B] 1st +1 +2 +0 Shadow Spirit, Sudden Strike +1D6, Base Movement: +5ft 2nd +2 +3 +0 Claws of the Moon, Ki Dodge 3rd +3 +3 +1 Uncanny Dodge, Speed Climb 4th +4 +4 +1 Additional Alt. Form 5th +5 +4 +1 Sudden Strike +2D6, 6th +6 +5 +2 Mighty Leaping, Evasion 7th +7 +5 +2 Quick Shifting 8th +8 +6 +2 Blade Claw, Base Movement +10ft 9th +9 +6 +3 Sudden Strike +3D6 10th +10 +7 +3 Improved Uncanny Dodge, Ghost Sight 11th +11 +7 +3 Hyper Leaping, Greater Ki Dodge 12th +12 +8 +4 Additional Alt. Form 13th +13 +8 +4 Sudden Strike +4D6 14th +14 +9 +4 Improved Evasion, Master of Shadows 15th +15 +9 +5 Claws of Blood, Base Movement +15ft
Hit Die: D8 Class SkillsBalance: (Dex), Bluff (Cha), Climb (Str), Control Shape (Wis), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Slight of Hand (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magical Device (Cha). Skill Points at each level: 6+ Int modifiers Class FeaturesWeapon and Armor Proficiency: A Claw gains the knowledge to use proficiently any claw type weapon. She also has her Weapon Focus expanded to include not just natural weapons but Gauntlet weapons, and any other claw type weapon. Shadow-Mind-Spirit: A Dark Moon Claw gains one bonus use of their ninja Ki abilities. Also two of Dark Moon Claw levels count as two Ninja levels for determining Ki Uses. With the use of a feat attained at level 1, 3, 6, etc... this is increased to every level retroactively. Some Dark Moon Claws are more analytical in their abilities, thus they can now opt. to permanently switch their armor class ability and bonus Ki usage from wisdom to intelligence. The effects on amount of Ki usage is retro active. Once this has been chosen they may never switch it back. Sudden Strike: If a Claw can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Claw’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 1st level, and it increases by 1d6 every four Claw levels thereafter. Should the Claw score a critical hit with a sudden strike, this extra damage is not multiplied but still counted if the conditions still apply. Ranged attacks can count as sudden strike only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Claw can make a sudden strike that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sudden strike, not even with the usual –4 penalty. A Claw can sudden strike only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sudden strikes. The Claw must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Claw cannot sudden strike while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Base Movement (Ex):Their base movement increases by +5ft, in the greater hybrid form and tiny cat form, at level 1, 8, and 14. However they may exspend a daily use of ki to gain this increase to speed while in any form in turns equal to the consitution modifier plus their levels in Claw (Con + Claw level). Example; while in their hybrid or shifter form you have a con modifier of 3 and you have 5 levels in Dark Moon Claw so this ability lasts 8 turns per each use of ki. Claws of the Moon (Su): At 2nd level all Claws gain this supernatural ability. No matter what form the Dark Moon Claw takes, she may always transform her hands into deadly claws, even while in humanoid form. A medium Dark Moon Claw's claws deal 1d6 points while in humanoid form, all other forms that already have claw damage are increased by one die type or add a 1d6 to damage, which ever is greater. A Claw's ability to do damage with their claws increases as they advance. With a use of one point of Ki they may do additional claw damage equal to half (+1/2) their levels in Dark Moon Claw to there next sucessful natural claww attack. However they can only use this ability for a number of turns every day equal to her class level, though she can spread the uses all out over the whole day. She may also spend two daily use of Ki to gain an additional per each use. Gaining the additional damage is a swift action does not provoke an attack of opportunity. A Dark Moon Claw can shape these claws as a free action with a DC 25 control shape check, or an immediate action with a DC 30 check. Ki Dodge: At level 2 as per the Ninja class in the Complete Adventurer. Uncanny Dodge (Ex): Starting at 3rd level, a Claw can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Claw already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Claw level required flanking the character. Speed Climb: At level 3 as per the Ninja class in the Complete Adventurer. New Alternate Forms (Su): These ninja’s have the ability to choose one of the following forms at level 4, and the remaining one at level 12. In additional effect of her training, she has the ability to change her spots, per-say. She can turn her fur into a solid black in any form. A claw may remain in these forms equal to her class level plus her modified dexterity modifier in rounds. A Dark Moon Claw does not need to use all of her time in these forms at once, she may use the time up in segments of five rounds or until all time is used up. After each use they are fatigued till the end of combat. The total time limit may be extended once for 1/2 her levels in Claw with a DC 30 control shape check and a use of a (2) Ki points. She can not portion this time as they would normally; all the time must be spent in the greater hybrid form or the tiny cat form, if she reverts back to one of her other forms or the time runs out she falls unconscious for one day unless treated appropriately. Once she is awake, she is fatigued for 1 full day. She may take on both the Greater Hybrid form and the Tiny Cat form indefinably at level 10 and she is no longer fatigued after taking on these two forms. However this is only with the +4 dex +2 con stats with the Greater Hybrid form and the Tiny Cat form. *While moving over natural terrain that would normally restrict their movement they may ignore a five foot square while moving by making a DC 14 balance check +1 DC per additional five feet of movement. At level 16 they may also perform this ability in city terrains. At level 20 this also is can be applied to any terrain and (1) once per day if a DC 20 is made treat them as being under the Freedom of Movement spell as and extra ordinary ability. However this does not mean they are not affected by the terrain's naturally harming effects.* These new alternate forms are not natural, but rather a product of a Claw’s focused training. These forms require a great deal of concentration and make retaining them impossible while using abilities such as rage and frenzy are impossible to perform at the same time. Alternate Form (Greater Hybrid): This alternate form is the result of taping into their lycanthropic nature and shaping it to suit their purposes. This form is normally a medium sized for medium, large and small sized humanoid, adjust all larger or smaller humanoids adjust one size toward medium. This form receives an additional +4 Dexterity and +2 Constitution and +2 natural armor; if the Claw does not have natural armor already they gain an AC of 2. This increases to +2 Strength, +8 Dexterity, +4 Constitution, +4 natural armor, and DR 2/Silver at level 8 or if they take this form at level 12. While in this form they can attack with two claw attacks at 1D4 (for medium) with full strength and secondary bite at 1D6 with a -5 to hit and ½ strength. This attack rate does not increase with the increase in base attack bonus, however they may opt to use one claw as a weapon and the other natural attack -5 to hit and half strength. This stacks with the shifter shifting ability while it is being used, or the normal hybrid form of the Lycan Spawn. Adjust fort, stat based skill, and other effects of con accordantly. Your base movement is increased an additional +10ft base movement, while in this form. While in this form she takes half damage from most falls (Rounded down) and always land on her feet. They still get scent ability. All feats that effect Lycan Spawn's and Lycanthropy’s hybrid form also affect this form as well. Alternate Form (Tiny Cat): The members of the “Dark Moon Claws” have the ability to take on the form of a (size tiny) wild cat (Cat, page 270, Monster Manual v.3.5). This form should be treated like an alternate Animal form, all feats should apply similarly if applicable. Treat this as per the Polymorph spell except you keep your standard base attack (adjust grapple attack appropriately) and Hit Points. She also retains the Hyper Jumping ability, ability to take half Damage from most falls (Rounded down) and she has the additional ability of increased base move by +20ft of a normal cat of this type. Items that are carried can be absorbed via the Touch of the Wild feat if that has been obtained. Mighty Leaping (Ex): At level 6 a Dark Moon Claw gains +10 competence bonus on Jump checks. If she intentionally jumps down from a height, a successful Jump check (DC 15) lets you take damage as if you had fallen 20 feet less than you actually did. She also is not limited by its height when jumping (Originally found in Savage Species, pg 37). A Claw does not need to meet the requirments. Evasion (Ex): Reflex saves that would normally reduce the damage by half now do no damage from a successful save. This ability does work when they are flat footed, however this does not work if they Claw is restrained. If you already have Evasion from another class you gain improved Evasion. If you already have Improved Evasion you gain a bonus feat. Quick Shifting (Su): At level 7 these clan members can now change forms as a move action. This actions does not provoke an attack of opportunity. Blade Claw (Su): At level 8, these lycanthropes have learned to increase their claw’s natural damage. They may absorb any claw type weapon/gauntlet they have in their equipped as a free action with a DC 30 Shape Change check. If the check is failed then she may opt to not follow through with the absorption taking a standard action, or not absorb the weapon but still take a standard action. This ability can be used even in humanoid form if they are currently using “Claws of the Moon” active but not in the Tiny Cat alternate form. This ability does not grant any additional effects other than the standard magical pluses to hit and damage of the weapon. The magical bonus to hit and damage does not stack with any magical bonus that does the same thing. This ability is restricted to 3D4 damage (Max of +3 minimum damage and a max possible 15 damage) from the weapon itself not including the bonuses from magical enchantments. No magical properties are transferred from this process. Ignore the weapon critical damage range. (GM has full discretion on how much damage and in what can and can not be used while it is absorbed). This extra damage is added to the her normal natural claw damage but is counted last after all feats. The magical item Beast Claws does work in combination with this power, and is added to the damage after all other bonuses are accounted for. As for relating feats pertaining to weapon and unarmed attack they should both work, but should never stack when pertaining to the same type of bonus. The damage increase is applied to the corresponding claw damage. So if only one claw weapon is absorbed then the damage only applies to that claw that absorbs that weapon, not both. The weight of the weapon is added to the weight of the character and is ignored while determining carrying weight while it is absorbed. Hyper LeapingAt level 11 a Claw may use up four (4) daily uses of Ki to gain nearly blinding speed while in close proximity to walls and other hard surfaces. With this ability while indoors, in heavy forests, or other densely restricted environments they double their speed and no longer need to travel along the ground. This ability lasts for 2 rounds and can only be activated while wearing no armor and not carrying anything more than a light load. The power can be turned off in one round, but the Ki cost is still the same. Improved Uncanny Dodge (Ex): A Claw of 10th level or higher can no longer be flanked. This defense denies another from sneak attacking or sudden striking her by flanking her, unless the attacker has at least four more class levels than the target does of ether the Claw class, Rogues, and/or other similar sneak attacking and/or sudden striking class. Improved Evasion (Ex): This ability works like evasion, except that while the Claw still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Dark Moon Claw does not gain the benefit of improved evasion. If they already have this ability they gain a bonus feat of choice. Master of Shadows (Ex): A Claw at level 14 has become such a natural stalker that they may at any time take 10 on all Balance, Hide, Move Silently, and Tumble checks, even when they normally would not be able to. Claws of Blood
At level 15 a Dark Moon Claw can us her Ki to temporarily into an assassin capable of taking on an entire squad! After expending three (3) daily uses of Ki as a swift action, this ability allows you to inflicted sudden strike damage with only a minimum of 10 feat of movement before attacking. However this ability disrupts their ability to use Ki to remain invisible, after the first strike you become visible if using the Ghost Step ability. This ability lasts for 2 rounds and can only be activated while wearing no armor and not carrying anything more than a light load. The power can be turned off in one round, but the Ki cost is still the same. New Feats:Size ManipulationRequirements: alternate form, Int 12, and Shape Shifter sub type A shape shifter that takes this feat can temporarily alter one specific alternate form chosen when this feat is obtained, so that their body is one size category Smaller than normal. They receive a -2 to strength and can still use equipment for both sizes with no problems. The shape shifter can retain this form so long as they make a control shape check at DC 26 every 1 minute, using the new forms constitution modifier of that form while in stressful situations. If not in a combat or other equally stressful situation, this effect could be maintained indefinitely, even while sleeping. Simply keep track of the time till each combat round equals a minute then make the control shape check. The shape shifter may only make as many con checks as they have con modifiers of the form they are in. After-words they become exhausted. This ability does not stack with monkey grip, powerful build, or other similar abilities. Touch of the Wild Requirements: Lycanthropy or Lycan Spawn. Int 14, humanoid form Dex 14. With a DC 22 control shape check. This allows the lycanthropy to make there shape changing closer to “wild shape”. They may absorb items and equipment equal to half (1/2) of their light carrying weight in that form. If their carrying weight decreases while in this form they must expel items till the proper weight is met. Same effects of wild shape are taken with absorbed items. The item's weight does not desapear, rather it gets added to your body weight but no longer effects your carrying weight or other actions. Call to NatureRequirements: Lycan Spawn and Lycanthropy Inflicted lycanthropy and Lycan Spawn gain a +3 on control shape checks, and only pay one skill point for control shape skill ranks. Skill Points paid before this feat was chosen are recalculated was if you started with this feat, and are immediately be spent else were. ..........
Note: Well I made some changes, The Claws of Blood and Hyper Leaping, and I was wondering if some one objected or liked it. I am not sure if these feats, or anything here, is too powerful or even if I gave them too much stuff. Please let me know I want to make this work!
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Posted: Thu Apr 19, 2007 5:05 am
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Posted: Thu Apr 19, 2007 5:06 am
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Posted: Thu Apr 19, 2007 5:50 am
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