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StormRaven
2010-12-18, 06:22 PM
This is my first posted homebrew. I'd love some comments.

Azure Beast

Growth and change are inseparably linked. How can I reject the growth, the evolution that my very soul craves? My mortality, my frailty, my sanity are all a price I am willing to pay to evolve.

Entities and things without name or shape have souls too. Not such souls as we'd recognize or care save that sometimes those great and strange souls are born and die and thus in the time between form strange wisps of Incarnum. Most meldshapers instinctively reject these wisps for they twist the user closer to them. But to some the power and nature of this wisps is compatible with their own, these strange people have bodies and forms twisted already by madness and power from beyond our comprehension. The addition of such alien Incarnum only increases the twisting. But in such madness comes power and form beyond that of the known. The previous focus on the great beasts of the world biases the change toward the form of a perfect predator.

BECOMING AN AZURE BEAST
All Azure Beasts start off as Ozodrins (http://www.giantitp.com/forums/showthread.php?t=153536)/Totemists who want a little more punch with natural weapons.

ENTRY REQUIREMENTS
Meldshaping: Ability to shape soulmelds, Ability to bind soulmelds to the totem chakra.
Class Features:Feature (Tentacle), Form Points, Manifest Form
Feats: Far Realm Soul, Aberrant Blood
Skills: Knowledge (The Planes) 5 ranks, Knowledge (Nature) 5 ranks, Survival 9 ranks
Far Realm Soul (Aberrant, Incarnum)
Prerequisites: Any 2 Aberrant Feats, Any Incarnum Feat
You nature ties you to the whisps of Far Realm tainted Incarnum.
Benefits:All Incarnum feats count as aberrant. All Aberrant feats count as Incarnum and give 1 point of essentia if they otherwise would not.
Special: Farspawn gives it's normal amount of form points and half of the amount of form points given of essentia.


Class Skills
Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nature)(Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex),Profession (Wis),Search (Int), Spot (Wis), Swim (Str)
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping

1st|
+0|
+2|
+0|
+2|Form Points, Feature (Shaper Augments), Manifest Form, Unearthly Power|+1 level of existing meldshaping class

2nd|
+1|
+3|
+0|
+3|Soul Body Transfer|+1 level of existing meldshaping class

3rd|
+2|
+3|
+1|
+3|Soul as Tentacle|+1 level of existing meldshaping class

4th|
+3|
+4|
+1|
+4|Chakra Binds (Crown, Hands, Feet)|+1 level of existing meldshaping class

5th|
+3|
+4|
+1|
+4|Aberrant Beast|+1 level of existing meldshaping class

6th|
+4|
+5|
+2|
+5|Body Soul Transfer|+1 level of existing meldshaping class

7th|
+5|
+5|
+2|
+5|Feature (Chakra)|+1 level of existing meldshaping class

8th|
+6/+1|
+6|
+2|
+6|Tentacle as Soul|+1 level of existing meldshaping class

9th|
+6/+1|
+6|
+3|
+6|Chakra Binds (Arms, Brow, Shoulders)|+1 level of existing meldshaping class

10th|
+7/+1|
+7|
+3|
+7|Perfected Beast Form|+1 level of existing meldshaping class [/table]

Weapon Proficiencies: The Azure Beast does not gain proficiency with any armor or weapons.


Form Points (Ex): An Azure Beast has a number of form points equal to equal to its class level that may be spent on features. It also has 3 times its class level + the number of aberrant feats form points that may only be spent on augments (Of any sort) and Chakra Features.

Manifest Form(Ex): Levels in Azure Beast stack with Ozodrin levels for Manifest Form. A Azure Beast may also choose to suppress their soulmelds as if they were aberrant feats (Both effects and visual components).

Unearthly Power (Su): Levels in Azure Beast stack with Ozodrin levels for determining the bonus from Unearthly Power.

Features (Ex): An Azure Beast's class levels stack with its ozodrin levels for determining what features and augments it has access to. In addition it gains access to a special feature (The Chakra Feature) not normally available to the Ozodrin and a set of special augments. Details Below.
Shaper Augments.
Appearance: Soulmelds with a shaper augment are twisted and strange.
Required Level: Azure Beast 1
Benefits: As augment.
Special: Shaper Augments are added to Soulmelds rather than normal features.
Augments:
Large Soul Additional Cost 2
The soulmeld is one size larger and the damage increases to match. You may add this multiple times to the same soulmeld. The effects stack. This must be applied to a soulmeld that does damage.

Enchanted Soul Additional Cost x
You may exchange an amount of the enhancement bonus to the soulmeld granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs the twice amount of the enhancement bonus being traded. You may add this multiple times to the same soulmeld. The effects stack. This must be applied to a soulmeld that produces a natural weapon.

Long Soul Additional Cost 3
Your soulmeld's reach is increased by 5', but it gains a -1 penalty to attack. You may add this multiple times to the same soulmeld. The effects stack. This must be applied to a soulmeld that produces a natural weapon.

Vicious Soul Additional Cost 3
Your soulmeld's damage increases by one. You may add this multiple times to the same soulmeld. The effects stack. This must be applied to a soulmeld that produces a natural weapon.

Vast Soul Additional Cost 2
Your soulmeld's Essentia capacity is increased by one. You may add this multiple times to the same soulmeld. The effects stack.

Eldritch Soul Additional Cost 5
Your soulmeld's DC is now is determined by 10+essentia invested+cha+con.

Strong Soul Additional Cost 3
Your soulmeld's effective Strength Score increases by 2. You may add this multiple times to the same soulmeld. The effects stack. This must be applied to a soulmeld that produces a natural weapon or a limb.

Swift Soul Additional Cost 2
Your soulmeld's effective Dexterity Score increases by 2. You may add this multiple times to the same soulmeld. The effects stack. This must be applied to a soulmeld that produces a natural weapon or a limb.

Chakra: Cost -10
Apperance: Your aura deforms.
Required Level Azure Beast 7th
Benefits: You create a extra chakra to which you can attach a soulmeld. This Chakra does not count as any specific type of chakra and no soulmeld may be bound to it.
Special: Augmented Chakras cannot allow you to exceed two chakras of the same type unless you also have the the Double Chakra Feat for that specific chakra type in which case you may have no more than three of that specific chakra type. Binds still count against the total number of binds possible. Augmented chakras do not count as specific chakras in relation to magic items and binds.
Augments:

Least Aspect Additional Cost 10
Prerequisites: Able to bind chakras to Crown, Feet or Hands

A Chakra feature with this augment counts as one of Crown, Feet or Hands chakras for the purposes of binding. You may bind a soul meld to this chakra. You may not apply the Lesser Aspect or Greater Aspect augments to this chakra.

Lesser Aspect Additional Cost 10
Prerequisites: Able to bind chakras to Arms, Brow or Shoulders
A Chakra feature with this augment counts as one of Arms, Brow or Shoulders chakras for the purposes of binding. You may bind a soul meld to this chakra. You may not apply the Least Aspect or Greater Aspect augments to this chakra.

Greater Aspect Additional Cost 10
Prerequisites: Able to bind chakras to Thoat or Waist
A Chakra feature with this augment counts as one of Throat or Waist chakras for the purposes of binding. You may bind a soul meld to this chakra. You may not apply the Lesser Aspect or Least Aspect augments to this chakra.

Totemic Bind Additional Cost 20
A Chakra feature with this augment counts the soulmeld formed on it as bound to the totem chakra. This chakra must have one of Least Aspect, Lesser Aspect or Greater Aspect applied and you you may still bind the soulmeld to the specific chakra type created by the other augment. For a extra 10 form points you may not count this as a extra totem chakra allowing for more than two or three binds to the totem chakra.



Soul Body Transfer(Ex): At Level 2 an Azure Beast begins to merge their aberrant body and twisted soul. An Azure Beast may use Essentia as Form Points to create features that give natural weapons and chakra features.

Soul as Tentacle (Ex): At level 3, an Azure Beast learns to use twisted wisps of Incarnum to modify their soulmelds. They now may uses augments other than shaper augments on soulmelds that create natural weapons as if they were features. A claw is equivalent to a limb with the claw augment. A bite is equivalent to a mouth. A Tail Slap or Sweep to a Tentacle with the tail augment. A Tentacle attack or Slam is equivalent to a Tentacle. A Wing Slam is equivalent to a fin with the Violent Fin and Wing augment. A Gore attack is equivalent to a spike augment with the Horn Augment. Soulmelds with these augments seem strange and twisted.

Aberrant Beast: At level 5 the Azure Beast's type changes to aberration. They are no longer affected by spells and abilities that can only affect humanoids. They gain darkvision out to 60 feet (this stacks with darkvision from other sources). They also becomes able to change features while manifesting its true nature instead of just when it isn't. Lastly they gain Aberrant Monstrosity (Magical Beast) as a bonus feat. If they already have Aberrant Monstrosity as a feat they gain Farspawn as a bonus feat and add Magical Beast to the types they may count as for feats or PRCs.

Body Soul Transfer(Ex): At Level 6 an Azure Beast continues to merge body and soul. They may now use Form Points as Essentia for soulmelds that provide natural weapons. They may also apply shaper augments to features.

Tentacle as Soul (Su): At Level 8, an Azure Beast 's natural weapons are linked through the matrix of it's soul. It can apply a set of enchantments to all of it natural weapons at once, by exchanging an amount of the Unearthly Power bonus equal to to the total converted enhancement bonus of the enchantments and paying twice the converted enhancement bonus of the enchantments in Essentia. This stacks with the Enchanted X augments. The amount cannot exceed 1/3 of your meld-shaper level rounded down. The Essentia cost may not be payed for by form points even in Perfected Beast Form. The enchantments must be applicable to all natural weapons formed.

Perfected Beast Form (Su):
A tenth level Azure beast may for undergo a transformation to a idealized beast of the Far Realms. This acts as a third form that it may assume outside its natural form and its true nature. This form is always at least quadrupedal and is generally bestial in aspect. Soulmelds, essentia invested, augments and features all draw from a pool of beast points while this form is active. The number of Beast points available is equal to the total form points including specialized form points plus the total essentia times two (Formpoints+ essentia) x 2. The beast may reshape the soulmelds and reinvest Essentia as part of assuming Perfected Beast form. However manifesting this form outside the Far Realms is immensely draining mentally and physically, the beast may only retain the form for 3+con rounds at a time and only may take on this form once a day. Furthermore the mental drain reduces the beast to a ferocious animal state that lasts for the transformation and for one minute after, they cannot use any Charisma or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells, drink potions, activate magic items, or read scrolls. The Beast can use any feat it has except Combat Expertise, item creation feats, or metamagic feats. The beast must attack those it perceives as foes to the best of it's ability. Should it run out of enemies before its transformation expires or the extra minute is up, its rampage continues. The Beast must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or it's own). Further more the beast's Intelligence is set to three while in Perfected Beast Form and for one minute after. The Beast may end the transformation as a swift action. While in the Far Realm the transformation is far easier, the beast retains control of their mind and may retain the form indefinitely and use Perfected Beast Form at will.

Owrtho
2010-12-21, 12:34 AM
Well, I'm not particularly familiar with Incarnum, but I happen to have an idea of how the ozodrin works, so I'll see what I can do to help you with this.

Well, first, on Form Points, you should likely either add 'shaper' before augments, or say Chakra features and their augments.

On the chakra feature, you have a space in one of the bolding codes. Also, the benefits cut off mid sentence, and you have two special sections.

Otherwise this seems like an interesting class that could be fun to play. Particularly if you managed to end up in the far realms with that last ability.

Owrtho

StormRaven
2010-12-21, 03:03 AM
Clarified the form points and augments, added a missing line in Shaper Augments and fixed the issues in Chakra Features.