Rauthiss
2010-02-02, 11:48 PM
The Monstrous Initiate
http://images.epilogue.net/users/mckenna/HowlOfTheWerewolf.jpg
There is a beast lurking inside everyone
Deep within the psyche of every creature exists bestial, primal force. Rangers touch on this force, Druids harness the more peaceful power of nature – The Monstrous initiate seeks to gain the pure primal power inherent in every animal. By becoming one with the inner beast, the Monstrous initiate becomes a force to be feared.
Like druids, Monstrous initiates are often cast out from society by their own choice. As they gain levels in the class and become more at one with the inner beast, they become more and more outwardly changed. Eventually, many are not recognizable as their original race, but rather as a “bigfoot” or “sasquatch” creature.
Inspiration: The ranger, while getting the “wilderness” part of fighter down, doesn’t seem to really harness the inner beast aspect of nature, and the druid’s wild shape is okay, but a bit too powerful for me.
Game Rule Information
Alignment: Like druids, Monstrous initiates must have at least one neutral component in their alignment, to respect nature’s lack of morals.
Hit Die: d8. Nature’s power itself strengthens a Monstrous Initiate.
Starting Gold: As Druid.
Class Skills:
The class skills for a Monstrous Initiate (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (6+Int Mod) x4
Skill Points at Each Additional Level: (6+Int Mod)
The Monstrous Initiate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Claw(1d2), Natural Armor +1
2nd|
+2|
+3|
+3|
+0|Bloodmagic (0,1)
3rd|
+3|
+3|
+3|
+1|Bite (1d2), Evasion
4th|
+4|
+4|
+4|
+1|Bloodmagic (2)
5th|
+5|
+4|
+4|
+1|Claw (1d4), Uncanny Dodge
6th|
+6/+1|
+5|
+5|
+2|Bloodmagic (3), Aligned Natural Weaponry
7th|
+7/+2|
+5|
+5|
+2| Bite(1d4), Natural Armor +2
8th|
+8/+3|
+6|
+6|
+2| Bloodmagic (4), Venom Immunity
9th|
+9/+4|
+6|
+6|
+3|Claw (1d6), Natural Armor +3
10th|
+10/+5|
+7|
+7|
+3|Bloodmagic (5)
11th|
+11/+6/+1|
+7|
+7|
+3| Bite (1d6), Natural Armor +4
12th|
+12/+7/+2|
+8|
+8|
+4| Monstrous Ability, Natural Armor +5
13th|
+13/+8/+3|
+8|
+8|
+4| Claw (1d10), Bloodmagic (6)
14th|
+14/+9/+4|
+9|
+9|
+4| Monstrous Ability, Improved Uncanny Dodge
15th|
+15/+10/+5|
+9|
+9|
+5| Bite (1d10), Bloodmagic (7)
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Monstrous Ability, Improved Evasion
17th|
+17/+12/+7/+2|
+10|
+10|
+5| Claw (1d12), Bloodmagic (8)
18th|
+18/+13/+8/+3|
+11|
+11|
+6| Monstrous Ability, Natural Armor +6
19th|
+19/+14/+9/+4|
+11|
+11|
+6| Bite 1d12, Bloodmagic (9)
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Monstrous Apotheosis[/table]
Class Features:
Weapon and Armor Proficiency: Monstrous Initiates are proficient in the use of longbows and shortbows. They are proficient in light armor.
Claw: A Monstrous Initiate gains 2 claw attacks that deals the amount of damage shown. This damage value overrides any previous damage values. This is a natural attack. The damage dealt is slashing damage and has a critical range of 20/x2. This is a primary attack.
Bite: A Monstrous Initiate gains a bite attack that deals the amount of damage shown. This damage value overrides any previous damage values. This is a natural attack. The damage dealt is piercing and slashing damage and has a critical range of 20/x2. In addition, it is a secondary attack.
Bloodmagic (Sp): Once per day for each spell level, a Monstrous initiate can cast any druid spell, up to the level given, as a druid of a level equal to the Monstrous Initiate’s level. The Monstrous Initiate must pay all costs associated with the spell, but need not have a focus. The Monstrous initiate can add bonus bloodmagic spells from a high wisdom score. (For instance, a 2nd Level monstrous initiate with a wisdom of 14 would be able to cast 1 0th level spell and 2 1st level spells)
Aligned Natural Weaponry (Ex): A Monstrous Initiate's natural weaponry, including armed and unarmed attacks, are counted as magic and aligned with the Monstrous Initiate's alignment for the purposes of bypassing damage reduction.
Evasion (Ex): As the rogue ability of the same name.
Uncanny Dodge (Ex): As the Barbarian ability of the same name.
Venom Immunity (Ex): As the druid ability of the same name.
Improved Uncanny Dodge (Ex): As the barbarian ability of the same name.
Improved Evasion (Ex): As the rogue ability of the same name.
Monstrous Ability (Ex): The Monstrous Initiate gains one ability from the list of Monstrous Abilities. Abilities may only be gained once unless noted with a *.
Monstrous Apotheosis (Su): Having reached the pinnacle of natural power, a Monstrous Initiate is now a Magical Beast and gains DR 10/-.
Monstrous Abilities:
{table]Name of Ability|Effect
Monstrous Strength|+2 to STR
Monstrous Dexterity|+2 to Dex
Monstrous Constitution|+2 to CON
Monstrous Intellect|+2 to INT
Monstrous Wisdom|+2 to WIS
Monstrous Charisma|+2 to CHA
Monstrous Reflexes*| +4 to Reflex saves
Monstrous Fortitude*|+4 to Fortitude saves
Monstrous Will*|+4 to Will saves
Eagle’s Gift*|Gain a fly speed equal to base land speed (Average maneuverability). Gaining this ability more than once will improve manueverability by one step.
Spider’s Gift|Gain a climb speed equal to ½ base land speed, take 10 on climb checks freely, +8 on climb checks
Fish’s Gift|Gain a swim speed equal to base land speed, take 10 on swim checks freely, +8 on swim checks
Mole’s Gift|Gain a burrow speed equal to ½ base land speed
Keen Bite|Double bite critical range
Keen Claws|Double claws critical range
Cold Iron Bones|Your natural attacks are treated as cold iron for damage reduction.
Silver Bones|Your natural attacks are treated as silver for damage reduction.
Adamantine Bones|Your natural attacks are treated as adamantine for damage reduction.
Snake’s Gift|Bite gains venom (Fort Save DC 10+1/2 Monstrous Initiate Level+Con modifier, d6 Con/d6 Con)[/table]
(Image from http://images.epilogue.net/users/mckenna/HowlOfTheWerewolf.jpg )
http://images.epilogue.net/users/mckenna/HowlOfTheWerewolf.jpg
There is a beast lurking inside everyone
Deep within the psyche of every creature exists bestial, primal force. Rangers touch on this force, Druids harness the more peaceful power of nature – The Monstrous initiate seeks to gain the pure primal power inherent in every animal. By becoming one with the inner beast, the Monstrous initiate becomes a force to be feared.
Like druids, Monstrous initiates are often cast out from society by their own choice. As they gain levels in the class and become more at one with the inner beast, they become more and more outwardly changed. Eventually, many are not recognizable as their original race, but rather as a “bigfoot” or “sasquatch” creature.
Inspiration: The ranger, while getting the “wilderness” part of fighter down, doesn’t seem to really harness the inner beast aspect of nature, and the druid’s wild shape is okay, but a bit too powerful for me.
Game Rule Information
Alignment: Like druids, Monstrous initiates must have at least one neutral component in their alignment, to respect nature’s lack of morals.
Hit Die: d8. Nature’s power itself strengthens a Monstrous Initiate.
Starting Gold: As Druid.
Class Skills:
The class skills for a Monstrous Initiate (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (6+Int Mod) x4
Skill Points at Each Additional Level: (6+Int Mod)
The Monstrous Initiate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Claw(1d2), Natural Armor +1
2nd|
+2|
+3|
+3|
+0|Bloodmagic (0,1)
3rd|
+3|
+3|
+3|
+1|Bite (1d2), Evasion
4th|
+4|
+4|
+4|
+1|Bloodmagic (2)
5th|
+5|
+4|
+4|
+1|Claw (1d4), Uncanny Dodge
6th|
+6/+1|
+5|
+5|
+2|Bloodmagic (3), Aligned Natural Weaponry
7th|
+7/+2|
+5|
+5|
+2| Bite(1d4), Natural Armor +2
8th|
+8/+3|
+6|
+6|
+2| Bloodmagic (4), Venom Immunity
9th|
+9/+4|
+6|
+6|
+3|Claw (1d6), Natural Armor +3
10th|
+10/+5|
+7|
+7|
+3|Bloodmagic (5)
11th|
+11/+6/+1|
+7|
+7|
+3| Bite (1d6), Natural Armor +4
12th|
+12/+7/+2|
+8|
+8|
+4| Monstrous Ability, Natural Armor +5
13th|
+13/+8/+3|
+8|
+8|
+4| Claw (1d10), Bloodmagic (6)
14th|
+14/+9/+4|
+9|
+9|
+4| Monstrous Ability, Improved Uncanny Dodge
15th|
+15/+10/+5|
+9|
+9|
+5| Bite (1d10), Bloodmagic (7)
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Monstrous Ability, Improved Evasion
17th|
+17/+12/+7/+2|
+10|
+10|
+5| Claw (1d12), Bloodmagic (8)
18th|
+18/+13/+8/+3|
+11|
+11|
+6| Monstrous Ability, Natural Armor +6
19th|
+19/+14/+9/+4|
+11|
+11|
+6| Bite 1d12, Bloodmagic (9)
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Monstrous Apotheosis[/table]
Class Features:
Weapon and Armor Proficiency: Monstrous Initiates are proficient in the use of longbows and shortbows. They are proficient in light armor.
Claw: A Monstrous Initiate gains 2 claw attacks that deals the amount of damage shown. This damage value overrides any previous damage values. This is a natural attack. The damage dealt is slashing damage and has a critical range of 20/x2. This is a primary attack.
Bite: A Monstrous Initiate gains a bite attack that deals the amount of damage shown. This damage value overrides any previous damage values. This is a natural attack. The damage dealt is piercing and slashing damage and has a critical range of 20/x2. In addition, it is a secondary attack.
Bloodmagic (Sp): Once per day for each spell level, a Monstrous initiate can cast any druid spell, up to the level given, as a druid of a level equal to the Monstrous Initiate’s level. The Monstrous Initiate must pay all costs associated with the spell, but need not have a focus. The Monstrous initiate can add bonus bloodmagic spells from a high wisdom score. (For instance, a 2nd Level monstrous initiate with a wisdom of 14 would be able to cast 1 0th level spell and 2 1st level spells)
Aligned Natural Weaponry (Ex): A Monstrous Initiate's natural weaponry, including armed and unarmed attacks, are counted as magic and aligned with the Monstrous Initiate's alignment for the purposes of bypassing damage reduction.
Evasion (Ex): As the rogue ability of the same name.
Uncanny Dodge (Ex): As the Barbarian ability of the same name.
Venom Immunity (Ex): As the druid ability of the same name.
Improved Uncanny Dodge (Ex): As the barbarian ability of the same name.
Improved Evasion (Ex): As the rogue ability of the same name.
Monstrous Ability (Ex): The Monstrous Initiate gains one ability from the list of Monstrous Abilities. Abilities may only be gained once unless noted with a *.
Monstrous Apotheosis (Su): Having reached the pinnacle of natural power, a Monstrous Initiate is now a Magical Beast and gains DR 10/-.
Monstrous Abilities:
{table]Name of Ability|Effect
Monstrous Strength|+2 to STR
Monstrous Dexterity|+2 to Dex
Monstrous Constitution|+2 to CON
Monstrous Intellect|+2 to INT
Monstrous Wisdom|+2 to WIS
Monstrous Charisma|+2 to CHA
Monstrous Reflexes*| +4 to Reflex saves
Monstrous Fortitude*|+4 to Fortitude saves
Monstrous Will*|+4 to Will saves
Eagle’s Gift*|Gain a fly speed equal to base land speed (Average maneuverability). Gaining this ability more than once will improve manueverability by one step.
Spider’s Gift|Gain a climb speed equal to ½ base land speed, take 10 on climb checks freely, +8 on climb checks
Fish’s Gift|Gain a swim speed equal to base land speed, take 10 on swim checks freely, +8 on swim checks
Mole’s Gift|Gain a burrow speed equal to ½ base land speed
Keen Bite|Double bite critical range
Keen Claws|Double claws critical range
Cold Iron Bones|Your natural attacks are treated as cold iron for damage reduction.
Silver Bones|Your natural attacks are treated as silver for damage reduction.
Adamantine Bones|Your natural attacks are treated as adamantine for damage reduction.
Snake’s Gift|Bite gains venom (Fort Save DC 10+1/2 Monstrous Initiate Level+Con modifier, d6 Con/d6 Con)[/table]
(Image from http://images.epilogue.net/users/mckenna/HowlOfTheWerewolf.jpg )