Admiral Squish
2010-07-17, 04:50 PM
Amulet of the Primal Heart:
This amulet is a somewhat plain disk of finely carved bone about three inches across. Around it's rim there are ten animal shapes that are carved in incredible detail. They seem to almost move as you look at them. In the center, there's a humanoid face with feral features. On the back is a short prayer to the god of nature carved in sylvan. It's cord is woven of a soft, silk-like fiber.
The wearer of this amulet gains low-light vision, and can spend a swift action to tap one of the animal shapes and activate it's abilities, gaining one of the following traits. This ability can be used at will, and there is no maximum duration for them, though only one change may be active at a time.
Armorhide
You skin thickens, becoming tough and leathery. The wearer gains a +4 bonus to constitution and DR 4/-. For every two HD the wearer has, he gains a +1 bonus to natural armor. If the wearer is a shifter or a lycanthrope, they gain DR 6/-.
Beastsense
Your features change very little, but your eyes and nose suddenly seem infinitely more acute. The wearer gains a +4 bonus to wisdom, the scent ability, and speak with animals, as the spell. He also gains blindsight out to 10 feet. For every two HD the wearer has, the range of his blindsight increases by 5 feet. If the wearer is a shifter or a lycanthrope, the range of his scent ability is doubled.
Deepdive
Your fingers and toes become webbed and extend a bit. The wearer gains a +4 bonus to constitution and a swim speed equal to his base land speed and can hold his breath for a number of rounds equal to 6x his constitution score. If the wearer is a shifter or a lycanthrope, the swim speed is equal to twice his base land speed and he can hold his breath a number of rounds equal to 8x his constitution score.
Gorebrute
You grow horns of some sort, anything from a rhino's horn to a bull's to a ram's. The wearer gains a +4 bonus to strength and gains a gore attack that deals 1d6 damage. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his gore. If the wearer makes a charge attack with his gore, it deals double damage and the opponent must make a reflex save (DC 10+1/2 HD+str) or fall prone. If the wearer is a shifter or a lycanthrope, the gore's damage is 1d8.
Ripclaw
Your fingers extend, forming into eagle like talons, bear like claws, or cat like retractable claws. The wearer gains a +4 bonus to strength and two natural claw attacks that deal 1d4 damage. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his claws. the wearer can attack with all natural weapons he possesses if he makes a charge, and if an opponent is struck by both claw attacks in one round,they automatically take double his claw damage as he rends the enemy's flesh. If the wearer is a shifter or a lycanthrope, the claws deal 1d6 damage.
Snapfang
Your jaws extend and your teeth sharpen and grow into fangs, your mouth resembling a wolf or crocodile. The wearer gains a +4 bonus to strenght and a natural bite attack that deals 1d6 damage and deals triple damage on a critical hit. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his bite. Any creature hit by his bit attack takes 1 constitution damage from bleeding. This damage is multiplied on a critical hit. Any creature If the wearer is a shifter or a lycanthrope, the bite deals 1d8 damage and deals quadruple damage on a crit.
Soarwing
Your last finger extends into a long, stiff spur of bone, trailing a sheet of flexible, leathery skin. The wearer gains a +4 bonus to dexterity and a fly speed equal to his base land speed with good maneuverability. If the wearer is a shifter or a lycanthrope, the fly speed equals twice his base land speed.
Swiftstride
Your legs shift, your heels rising off the ground to leave you balanced on tiptoe, like a wolf or a cat's leg. The wearer gains a +4 bonus to dexterity and his land speed doubles. If the wearer is a shifter or a lycanthrope, their land speed triples.
Tunnelbore
Your hands become large and blunt, sprouting thick, hard claws. The wearer gains a +4 bonus to strength, a natural slam attack that deals 1d6 damage, and a burrow speed equal to his base land speed. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his slam. In addition, if the wearer hits an opponent with a slam attack, he may make a bull rush attempt as a free action. If the wearer bull rushes a target into a wall or solid structure, the opponent takes 1d6 damage for every two HD the wearer possesses. If the wearer is a shifter or a lycanthrope, the slam attack deals 1d8 damage.
Wallstride
Your fingers and toes grow tiny, sticky hairs. The wearer gains a +4 bonus to dexterity and gain a climb speed equal to his base land speed. The wearer can climb any structure that can support his weight, no matter how narrow, at this speed. The wearer also takes no penalty from slippery or smooth surfaces. If the wearer is a shifter or a lycanthrope, the climb speed becomes equal to twice his land speed.
This amulet is a somewhat plain disk of finely carved bone about three inches across. Around it's rim there are ten animal shapes that are carved in incredible detail. They seem to almost move as you look at them. In the center, there's a humanoid face with feral features. On the back is a short prayer to the god of nature carved in sylvan. It's cord is woven of a soft, silk-like fiber.
The wearer of this amulet gains low-light vision, and can spend a swift action to tap one of the animal shapes and activate it's abilities, gaining one of the following traits. This ability can be used at will, and there is no maximum duration for them, though only one change may be active at a time.
Armorhide
You skin thickens, becoming tough and leathery. The wearer gains a +4 bonus to constitution and DR 4/-. For every two HD the wearer has, he gains a +1 bonus to natural armor. If the wearer is a shifter or a lycanthrope, they gain DR 6/-.
Beastsense
Your features change very little, but your eyes and nose suddenly seem infinitely more acute. The wearer gains a +4 bonus to wisdom, the scent ability, and speak with animals, as the spell. He also gains blindsight out to 10 feet. For every two HD the wearer has, the range of his blindsight increases by 5 feet. If the wearer is a shifter or a lycanthrope, the range of his scent ability is doubled.
Deepdive
Your fingers and toes become webbed and extend a bit. The wearer gains a +4 bonus to constitution and a swim speed equal to his base land speed and can hold his breath for a number of rounds equal to 6x his constitution score. If the wearer is a shifter or a lycanthrope, the swim speed is equal to twice his base land speed and he can hold his breath a number of rounds equal to 8x his constitution score.
Gorebrute
You grow horns of some sort, anything from a rhino's horn to a bull's to a ram's. The wearer gains a +4 bonus to strength and gains a gore attack that deals 1d6 damage. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his gore. If the wearer makes a charge attack with his gore, it deals double damage and the opponent must make a reflex save (DC 10+1/2 HD+str) or fall prone. If the wearer is a shifter or a lycanthrope, the gore's damage is 1d8.
Ripclaw
Your fingers extend, forming into eagle like talons, bear like claws, or cat like retractable claws. The wearer gains a +4 bonus to strength and two natural claw attacks that deal 1d4 damage. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his claws. the wearer can attack with all natural weapons he possesses if he makes a charge, and if an opponent is struck by both claw attacks in one round,they automatically take double his claw damage as he rends the enemy's flesh. If the wearer is a shifter or a lycanthrope, the claws deal 1d6 damage.
Snapfang
Your jaws extend and your teeth sharpen and grow into fangs, your mouth resembling a wolf or crocodile. The wearer gains a +4 bonus to strenght and a natural bite attack that deals 1d6 damage and deals triple damage on a critical hit. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his bite. Any creature hit by his bit attack takes 1 constitution damage from bleeding. This damage is multiplied on a critical hit. Any creature If the wearer is a shifter or a lycanthrope, the bite deals 1d8 damage and deals quadruple damage on a crit.
Soarwing
Your last finger extends into a long, stiff spur of bone, trailing a sheet of flexible, leathery skin. The wearer gains a +4 bonus to dexterity and a fly speed equal to his base land speed with good maneuverability. If the wearer is a shifter or a lycanthrope, the fly speed equals twice his base land speed.
Swiftstride
Your legs shift, your heels rising off the ground to leave you balanced on tiptoe, like a wolf or a cat's leg. The wearer gains a +4 bonus to dexterity and his land speed doubles. If the wearer is a shifter or a lycanthrope, their land speed triples.
Tunnelbore
Your hands become large and blunt, sprouting thick, hard claws. The wearer gains a +4 bonus to strength, a natural slam attack that deals 1d6 damage, and a burrow speed equal to his base land speed. For every three HD the wearer had, he gains a +1 to attack and damage rolls when attacking with his slam. In addition, if the wearer hits an opponent with a slam attack, he may make a bull rush attempt as a free action. If the wearer bull rushes a target into a wall or solid structure, the opponent takes 1d6 damage for every two HD the wearer possesses. If the wearer is a shifter or a lycanthrope, the slam attack deals 1d8 damage.
Wallstride
Your fingers and toes grow tiny, sticky hairs. The wearer gains a +4 bonus to dexterity and gain a climb speed equal to his base land speed. The wearer can climb any structure that can support his weight, no matter how narrow, at this speed. The wearer also takes no penalty from slippery or smooth surfaces. If the wearer is a shifter or a lycanthrope, the climb speed becomes equal to twice his land speed.