peteyfrogboy
2004-07-16, 11:52 AM
Disciples of Petey the Frog Boy
The door opened, and the wizard looked in at his laboratory in horror. Shattered glassware and smoldering chunks of wood were strewn everywhere, and uncaged bats and birds fluttered around the room. In the middle of the room sat a cowering young boy.
"Corwin!" roared the mage. "What have you done?"
The apprentice cringed and whimpered. "I'm sorry, Master. It was an accident."
"Incompetent fool! Get out of my sight." The wizard raised his staff, chanting arcane syllables. He pointed his finger at the apprentice, who was trying to run past him through the open door. The boy was not fast enough, though, and he was struck by a beam of shimmering purple energy. In the blink of an eye, he had been transformed into a small white mouse.
Corwin didn't stop running until he reached the street outside. The towers of other wizards soared high above him, looking even taller now than they had before. He squeaked miserably. Not only had he failed his Master, but now he was doomed to spend the rest of his life as a wretched little rodent.
As he huddled against the foundation of the tower, Corwin heard a strange craoking sound nearby; it sounded almost like a magical incantation. He turned toward the sound, only to see a fat green toad hopping toward him.
"Do not despair," croaked the toad. "All is not yet lost."
Once upon a time, there was a wizard's apprentice named Peter. In a fit of pique, the wizard turned him into a frog. Normally, this would be the end of an apprentice wizard's career, and his life would often be over not much later. Peter, however, possessed a keen mind for all things arcane. He managed to find a way to survive and, eventually, to prosper in his new body. He lived in a vast city with a large number of wizards' towers, and he began to seek out others who had suffered a similar fate. He taught the lessons he had learned to each of them, and instructed them to pass on the knowledge to others in need.
Peter's Disciples have no formal organization, and Peter himself does not deny his teachings to anyone. Some of his students have used their new powers to take revenge on their masters, though the majority do not. In fact, once they learn the power of speech in their animal form, most Disciples use it to petition another wizard to return them to their own bodies and count themselves lucky. Some, however, embrace their new bodies, becoming powerful wizards in their own right.
Requirements:
* Must be able to prepare and cast arcane spells of at least level 1, but not more than level 2.
* Must have been permanently magically transformed into an animal of Tiny size or smaller.
* Must have received teaching from another Disciple.
* Knowledge (arcana): 5 ranks
* Spellcraft: 5 ranks
Special Note: If the Disciple is permanently changed to another form (that is not also a Tiny animal), he will be unable to advance further in this class.
Hit Die: d4
Class Skills:
The Disciple’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Hide (Dex), Jump (Str), Listen (Wis), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier
{table]
Level
BAB
Fort
Ref
Will
Special
Spells per Day
1
+0
+2
+2
+0
Beast's Speech, Thick Skin I, Great Leap/Ride the Wind
-
2
+1
+3
+3
+0
Evasion, Apprentice's Memory, Animal Caster, Eschew Materials
+1 level of existing arcane spellcasting class
3
+1
+3
+3
+1
Strike Back, Beast's Teeth I
+1 level of existing arcane spellcasting class
4
+2
+4
+4
+1
Memory of Man, Thick Skin II
+1 level of existing arcane spellcasting class
5
+2
+4
+4
+2
Beast's Strength, Fly on the Wall/Fearsome Swoop
+1 level of existing arcane spellcasting class
6
+3
+5
+5
+2
Improved Evasion, Beast's Teeth II
+1 level of existing arcane spellcasting class
7
+3
+5
+5
+3
Wiggle Free, Thick Skin III
+1 level of existing arcane spellcasting class
8
+4
+6
+6
+3
Mind Over Matter, Journeyman's Defense
+1 level of existing arcane spellcasting class
9
+4
+6
+6
+4
Beast's Teeth III, Under A Rock
+1 level of existing arcane spellcasting class
10
+5
+7
+7
+4
True Form, Thick Skin IV
+1 level of existing arcane spellcasting class
[/table]
Class Features:
Weapon and Armor Proficiency: Disciples gain no bonus weapon or armor proficiencies, though they are able to take feats that deal with natural weapons (Multiattack, Flyby Attack, etc.) as applicable.
Beast's Speech (Su): This is the first thing a Disciple learns. He is able to speak any language he knows in spite of the limitations of his animal body. In addition, he is able to speak with animals of his own type, though they are not automatically favorably disposed toward him.
Thick Skin (Ex): The Disciple learns how to better protect his fragile new body. His natural armor increases by +2, and increases again every three levels thereafter (+4 at level 4, +6 at level 7, +8 at level 10).
Great Leap/Ride the Wind (Su): The Disciple learns tricks to help him get around in his new small form. Movement speed is increased to 30 feet if it is less than that. Disciples with a non-flying animal form are able to jump double the height indicated by the Jump skill, and jumping distances are not limited by their height. Those with a flying form learn to maneuver through strong winds. They are treated as Medium sized creatures for determining the effects of strong winds, such as those created by the wind wall spell. These abilities only function in the Disciple's animal form.
Evasion (Ex): At 2nd level and higher, a Disciple can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only in the Disciple's animal form. A helpless Disciple does not gain the benefit of evasion.
Apprentice's Memory (Ex): This is the first of the great secrets of the Disciples. Through rigorous mental training, the Disciple is able to recall any of the spells he knew before his transformation, and prepare them without the use of a spellbook. This ability applies to any future spells acquired through level advancement, but not to those learned in any other way.
Animal Caster: The Disciple learns how to compensate for some of the physical differences between his new form and his old one. This allows him to complete the somatic components of spells while in animal form by substituting various gestures for the normal somatic components of a spell.
Eschew Materials: The Disciple gains the Eschew Materials feat. He can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, he must have the material component at hand to cast the spell, just as normal.
Strike Back (Ex): By using special tricks, the Disciple learns to get inside a larger opponent's reach without being struck. He no longer provokes an attack of opportunity when entering or leaving an opponent's square. Leaving or moving through other threatened areas provokes attacks of opportunity as usual. While some disciples use this technique to make physical attacks, it is usually used to deliver touch spells.
Beast's Teeth (Su): The Disciple learns to use the small natural weapons available to him to deliver more powerful attacks. The damage for his primary natural weapon increases to 1d4, with no damage penalties applied for strength. This increases to 1d6 at level 6, and 1d8 at level 9.
Memory of Man (Sp): This is the very beginning of the Disciple's return to his prior self. As a free action, he is able to assume the exact form he had when he was transformed, including whatever clothing he was wearing at the time. Though the physical change is real, the form is only a mental projection of the Disciple's memory. He appears as the same age he was when he was changed, and any magical clothing he may have been wearing is reproduced only as a non-magical facsimile. The disciple is able to take this form for a number of rounds each day equal to his class level, though those rounds need not be consecutive. His physical ability scores (Str, Dex, Con) return to those of his old form while he is transformed. Any objects carried are dropped when reverting to animal form.
Beast's Strength (Su): Through sheer force of will, the Disciple is able to overcome the limitations of his animal body. As a free action, he gains an enhancement bonus to his Strength equal to 3 times his Charisma modifier. He can maintain this increased Strength for a number of rounds each day equal to his class level, though those rounds need not be consecutive. this power only functions in his animal form.
Fly on the Wall/Fearsome Swoop (Ex): With practice, the Disciple is able to make better use of his animal form. Those with non-flying forms gain a +10 circumstance bonus to Climb checks, while those with flying forms are able to do double damage with their natural weapons when performing a charge attack while diving. These abilities only function while in animal form.
Improved Evasion (Ex): This ability works like evasion, except that while the Disciple still takes no damage on a successful Reflex saving throw against attacks, hhe henceforth takes only half damage on a failed save. A helpless Disciple does not gain the benefit of improved evasion.
Wiggle Free (Ex): The Disciple learns techniques that allow him to more easily avoid capture, gaining a +10 circumstance bonus to Escape Artist checks.
Mind Over Matter (Sp): As the Disciple further overcomes the limitations of his body, he learns to affect the outside world with his mind alone. He gains the ability to use the telekinesis spell three times per day. His effective caster level is his class level, and the save DC for living creatures to resist the effect is (13 + Int modifier).
Journeyman's Defense (Su): Through further study of arcane lore, the Disciple is able to better resist magical attacks. He gains spell resistance equal to (10 + class level).
Under a Rock (Ex): The Disciple is able to make better use of his small size when concealing himself. He gains a +10 circumstance bonus to Hide checks while in animal form.
True Form (Sp): This is the culmination of the Disciple's training. As a full round action, he is able to change between his animal form and his original form. His type changes to shapechanger, and he gains low-light vision in his humanoid form if he did not already possess it. Objects worn or carried while in humanoid form are melded into the animal form, unless they can reasonably be worn by the animal form. Any magic items so melded do not function.
The door opened, and the wizard looked in at his laboratory in horror. Shattered glassware and smoldering chunks of wood were strewn everywhere, and uncaged bats and birds fluttered around the room. In the middle of the room sat a cowering young boy.
"Corwin!" roared the mage. "What have you done?"
The apprentice cringed and whimpered. "I'm sorry, Master. It was an accident."
"Incompetent fool! Get out of my sight." The wizard raised his staff, chanting arcane syllables. He pointed his finger at the apprentice, who was trying to run past him through the open door. The boy was not fast enough, though, and he was struck by a beam of shimmering purple energy. In the blink of an eye, he had been transformed into a small white mouse.
Corwin didn't stop running until he reached the street outside. The towers of other wizards soared high above him, looking even taller now than they had before. He squeaked miserably. Not only had he failed his Master, but now he was doomed to spend the rest of his life as a wretched little rodent.
As he huddled against the foundation of the tower, Corwin heard a strange craoking sound nearby; it sounded almost like a magical incantation. He turned toward the sound, only to see a fat green toad hopping toward him.
"Do not despair," croaked the toad. "All is not yet lost."
Once upon a time, there was a wizard's apprentice named Peter. In a fit of pique, the wizard turned him into a frog. Normally, this would be the end of an apprentice wizard's career, and his life would often be over not much later. Peter, however, possessed a keen mind for all things arcane. He managed to find a way to survive and, eventually, to prosper in his new body. He lived in a vast city with a large number of wizards' towers, and he began to seek out others who had suffered a similar fate. He taught the lessons he had learned to each of them, and instructed them to pass on the knowledge to others in need.
Peter's Disciples have no formal organization, and Peter himself does not deny his teachings to anyone. Some of his students have used their new powers to take revenge on their masters, though the majority do not. In fact, once they learn the power of speech in their animal form, most Disciples use it to petition another wizard to return them to their own bodies and count themselves lucky. Some, however, embrace their new bodies, becoming powerful wizards in their own right.
Requirements:
* Must be able to prepare and cast arcane spells of at least level 1, but not more than level 2.
* Must have been permanently magically transformed into an animal of Tiny size or smaller.
* Must have received teaching from another Disciple.
* Knowledge (arcana): 5 ranks
* Spellcraft: 5 ranks
Special Note: If the Disciple is permanently changed to another form (that is not also a Tiny animal), he will be unable to advance further in this class.
Hit Die: d4
Class Skills:
The Disciple’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Hide (Dex), Jump (Str), Listen (Wis), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier
{table]
Level
BAB
Fort
Ref
Will
Special
Spells per Day
1
+0
+2
+2
+0
Beast's Speech, Thick Skin I, Great Leap/Ride the Wind
-
2
+1
+3
+3
+0
Evasion, Apprentice's Memory, Animal Caster, Eschew Materials
+1 level of existing arcane spellcasting class
3
+1
+3
+3
+1
Strike Back, Beast's Teeth I
+1 level of existing arcane spellcasting class
4
+2
+4
+4
+1
Memory of Man, Thick Skin II
+1 level of existing arcane spellcasting class
5
+2
+4
+4
+2
Beast's Strength, Fly on the Wall/Fearsome Swoop
+1 level of existing arcane spellcasting class
6
+3
+5
+5
+2
Improved Evasion, Beast's Teeth II
+1 level of existing arcane spellcasting class
7
+3
+5
+5
+3
Wiggle Free, Thick Skin III
+1 level of existing arcane spellcasting class
8
+4
+6
+6
+3
Mind Over Matter, Journeyman's Defense
+1 level of existing arcane spellcasting class
9
+4
+6
+6
+4
Beast's Teeth III, Under A Rock
+1 level of existing arcane spellcasting class
10
+5
+7
+7
+4
True Form, Thick Skin IV
+1 level of existing arcane spellcasting class
[/table]
Class Features:
Weapon and Armor Proficiency: Disciples gain no bonus weapon or armor proficiencies, though they are able to take feats that deal with natural weapons (Multiattack, Flyby Attack, etc.) as applicable.
Beast's Speech (Su): This is the first thing a Disciple learns. He is able to speak any language he knows in spite of the limitations of his animal body. In addition, he is able to speak with animals of his own type, though they are not automatically favorably disposed toward him.
Thick Skin (Ex): The Disciple learns how to better protect his fragile new body. His natural armor increases by +2, and increases again every three levels thereafter (+4 at level 4, +6 at level 7, +8 at level 10).
Great Leap/Ride the Wind (Su): The Disciple learns tricks to help him get around in his new small form. Movement speed is increased to 30 feet if it is less than that. Disciples with a non-flying animal form are able to jump double the height indicated by the Jump skill, and jumping distances are not limited by their height. Those with a flying form learn to maneuver through strong winds. They are treated as Medium sized creatures for determining the effects of strong winds, such as those created by the wind wall spell. These abilities only function in the Disciple's animal form.
Evasion (Ex): At 2nd level and higher, a Disciple can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only in the Disciple's animal form. A helpless Disciple does not gain the benefit of evasion.
Apprentice's Memory (Ex): This is the first of the great secrets of the Disciples. Through rigorous mental training, the Disciple is able to recall any of the spells he knew before his transformation, and prepare them without the use of a spellbook. This ability applies to any future spells acquired through level advancement, but not to those learned in any other way.
Animal Caster: The Disciple learns how to compensate for some of the physical differences between his new form and his old one. This allows him to complete the somatic components of spells while in animal form by substituting various gestures for the normal somatic components of a spell.
Eschew Materials: The Disciple gains the Eschew Materials feat. He can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, he must have the material component at hand to cast the spell, just as normal.
Strike Back (Ex): By using special tricks, the Disciple learns to get inside a larger opponent's reach without being struck. He no longer provokes an attack of opportunity when entering or leaving an opponent's square. Leaving or moving through other threatened areas provokes attacks of opportunity as usual. While some disciples use this technique to make physical attacks, it is usually used to deliver touch spells.
Beast's Teeth (Su): The Disciple learns to use the small natural weapons available to him to deliver more powerful attacks. The damage for his primary natural weapon increases to 1d4, with no damage penalties applied for strength. This increases to 1d6 at level 6, and 1d8 at level 9.
Memory of Man (Sp): This is the very beginning of the Disciple's return to his prior self. As a free action, he is able to assume the exact form he had when he was transformed, including whatever clothing he was wearing at the time. Though the physical change is real, the form is only a mental projection of the Disciple's memory. He appears as the same age he was when he was changed, and any magical clothing he may have been wearing is reproduced only as a non-magical facsimile. The disciple is able to take this form for a number of rounds each day equal to his class level, though those rounds need not be consecutive. His physical ability scores (Str, Dex, Con) return to those of his old form while he is transformed. Any objects carried are dropped when reverting to animal form.
Beast's Strength (Su): Through sheer force of will, the Disciple is able to overcome the limitations of his animal body. As a free action, he gains an enhancement bonus to his Strength equal to 3 times his Charisma modifier. He can maintain this increased Strength for a number of rounds each day equal to his class level, though those rounds need not be consecutive. this power only functions in his animal form.
Fly on the Wall/Fearsome Swoop (Ex): With practice, the Disciple is able to make better use of his animal form. Those with non-flying forms gain a +10 circumstance bonus to Climb checks, while those with flying forms are able to do double damage with their natural weapons when performing a charge attack while diving. These abilities only function while in animal form.
Improved Evasion (Ex): This ability works like evasion, except that while the Disciple still takes no damage on a successful Reflex saving throw against attacks, hhe henceforth takes only half damage on a failed save. A helpless Disciple does not gain the benefit of improved evasion.
Wiggle Free (Ex): The Disciple learns techniques that allow him to more easily avoid capture, gaining a +10 circumstance bonus to Escape Artist checks.
Mind Over Matter (Sp): As the Disciple further overcomes the limitations of his body, he learns to affect the outside world with his mind alone. He gains the ability to use the telekinesis spell three times per day. His effective caster level is his class level, and the save DC for living creatures to resist the effect is (13 + Int modifier).
Journeyman's Defense (Su): Through further study of arcane lore, the Disciple is able to better resist magical attacks. He gains spell resistance equal to (10 + class level).
Under a Rock (Ex): The Disciple is able to make better use of his small size when concealing himself. He gains a +10 circumstance bonus to Hide checks while in animal form.
True Form (Sp): This is the culmination of the Disciple's training. As a full round action, he is able to change between his animal form and his original form. His type changes to shapechanger, and he gains low-light vision in his humanoid form if he did not already possess it. Objects worn or carried while in humanoid form are melded into the animal form, unless they can reasonably be worn by the animal form. Any magic items so melded do not function.