ClockworkCrow
2011-05-01, 04:44 PM
Under Construction! Please provide critique regardless if you can :smallsmile:
Dungeonseed
"In the depths of every heart, there is a tomb and a dungeon..."
- Nathaniel Hawthorne
Adventurers come and go. They plunder ancient ruins, clearing hordes of monsters and less civilized races from these dark places. They take treasures and magic from their resting places and bring them back to the light of day.
But sometimes, it's the adventurers themselves who are prey. Lured by the promise of treasure and glory, only to die at the whirring blades of an unseen trap or in the web of a dozen giant spiders. Sometimes the dungeons hunt them.
They are rare, with only a handful on any given plane, but from time to time these sentient structures send out their progeny. They release seeds, ensconced in humanoid hosts, to grow and reap the spoils of a world before sending out their own offspring.
These are dungeonseeds.
Cocooned in the necessary materials to survive and grow for a short time, the seeds are launched through planar rifts by their parent dungeons. When they land, they undergo a violent metamorphosis, becoming less of the being they were and transforming into an adolescent dungeon.
Game Rule Information -
Dungeon Seeds have the following game statistics.
Abilities - Either Constitution or Charisma is most important for the Dungeon Seed, though other abilities will provide benefits in their own ways. Ideally, the Dungeon Seed will shape itself to make the best use of the abilities that it has.
Alignment - Any
Hit Die - D12
Starting Gold – 10d4 x10gp worth of starting equipment
Class Skills -
The following are class skills for the Dungeon Seed:
Appraise (Int), Concentration (Con), Disable Device (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis),Open Lock (Dex), Sense Motive (Cha), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: (4 + Int Modifier)
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Ambient Sorceries
1st|
+0|
+0|
+0|
+2|Dungeonform, Shape Features, Shape Minions|0
2nd|
+1|
+0|
+0|
+3|Ambient Sorceries|1
3rd|
+2|
+1|
+1|
+3|Thick Walls|1
4th|
+3|
+1|
+1|
+4|Something!|2
5th|
+3|
+1|
+1|
+4|Least Molting|2
6th|
+4|
+2|
+2|
+5|Class Ability|3
7th|
+5|
+2|
+2|
+5|Class Ability|3
8th|
+6/+1|
+2|
+2|
+6|Shape Rooms|4
9th|
+6/+1|
+3|
+3|
+6|Shape Greater Minions|4
10th|
+7/+2|
+3|
+3|
+7|Lesser Molting|5
11th|
+8/+3|
+3|
+3|
+7|Class Ability|5
12th|
+9/+4|
+4|
+4|
+8|Minor Planar Trait|6
13th|
+9/+4|
+4|
+4|
+8|Class Ability|6
14th|
+10/+5|
+4|
+4|
+9|Class Ability|7
15th|
+11/+6/+1|
+5|
+5|
+9|Greater Molting|7
16th|
+12/+7/+2|
+5|
+5|
+10|Class Ability|8
17th|
+12/+7/+2|
+5|
+5|
+10|Class Ability|8
18th|
+13/+8/+3|
+6|
+6|
+11|Class Ability|9
19th|
+14/+9/+4|
+6|
+6|
+11|Class Ability|9
20th|
+15/+10/+5|
+6|
+6|
+12|Genesis, Major Planar Trait|10[/table]
Dungeonform -
When the dungeonseed completes its first molting, its form will have changed drastically. It is an amorphous mass, quickly sculpted by the burgeoning mind of the seed. The shape that the seed takes depends largely on the previous influences of the host and the location that it comes to rest in, and as such can vary widely between individual seeds. Upon taking the first level of this class, the dungeonseed must choose either Constitution or Charisma as it's Primary Ability Score. This decision cannot be changed once made, and influences a number of abilities the dungeon may manifest.
Dungeonseeds that choose Charisma as their Primary Ability Score gain bonus hit points each level (including 1st) based on their Charisma modifier rather than their Constitution modifier. The strength of self of the dungeon literally reinforces its body in these cases.
The dungeonseed gains an initial 16 cubes (5x5x5) that make up its form. This replaces any previous form that the seed might have had. It can place these cubes in any configuration it prefers though it must adhere to a few simple rules. This initial room is a single space, and may have no internal dividing walls. Once placed the room can never be removed entirely. Cubes may be moved by using the Shape Feature class ability to shape new squares in one direction and unshape them in another, but a minimum of 16 connected spaces, undivided by walls, must exist in a non-formative state at all times (see Shape Feature below).
One of these cubes must be designated to hold a Dungeon Heart (see Shape Feature below for details on the Heart). This crystalline shape varies in size and appearance from host to host, but is always distinguishable from the surrounding dungeon. This costs no additional points to form, as it is the seat of consciousness of the dungeonseed itself, literally the (soft, gooey) center of the structure.
The walls a seed forms may be damaged in the same fashion as any other normal wall, and can be breached if they are attacked directly. Damage done to these walls does also harm the dungeonseed, but only to a certain degree. Dungeonseeds only take 1/10th the damage done to a given wall segment. Damage done in excess of the wall's hit points does not damage the dungeonseed, and a dungeonseed may not be reduced below half of their hit point total by damage in this fashion. Walls that are damaged heal naturally at the same rate the dungeonseed does. Damage done to a given wall segment may be healed using Repair spells, though Cure spells have no effect. All walls that comprise a dungeonseed's interior or exterior start with a hardness of 5 and 15 hit points each, regardless of the materials they appear to be composed of.
The exterior and interior gain whatever appearance the Dungeon Seed desires, though most tend towards simple caves or large trees to blend in with their environment and to evade unwanted attention. The exterior and interior walls can appear to be made of any particular material (even differing in appearnace on different sides of the same wall, if desired), though this does not affect their physical resilience in any way.
The Dungeon Seed retains any subtypes or types it had before the transformation. Additionally, it gains the Living Construct subtype, with all associated benefits and hindrances. It retains it's ability scores, class features, and all other previous statistics save for its senses and movement types (though some of these may be reliant on gross physical features that no longer exist, the abilities themselves are not actually lost). The dungeon gains tremorsense within itself, but must otherwise rely on its host form or minions to sense intruders. The Dungeon Seed's form may be affected by spells as though it were an object.
A Dungeon Seed cannot advance in another other class except for Dungeon Seed after it has taken the first level of this class until it completes the full progression.
As a courtesy, DMs should provide the lay of the land to Dungeonseed players. Expecting them to form a shape blind would be cruel, though some may deem this a worthy challenge for a character who is literally a living structure.
Also, I know this is huge, but this is literally as condensed as I could get in knocking out the basic rules for turning a living being into a sentient structure.
Shape Features -
A room without any adornment, traps, hallways, or enigmatic devices isn't much of a dungeon. The form points that a Dungeon Seed obtains during its growth can be used to shape its internal architecture into more enticing and defensible ways. The following are features that can be shaped by a Dungeon Seed within it's dungeon form.
Shape Space -
Cost: 1 point/2 cubes
Requirements: None
Time to form: 1 day per cube
Time to remove: 1 day per cube
A Dungeon Seed may expand its current shape by spending some of its form points. For each point that it spends, it gains another two cubes of space that it can use to expand. These cubes must be contiguous with its current form. The dungeon may include one door within this space each time it is shaped, if it so chooses. This door is shaped with the same hardness and hit points as the rest of the walls, but may be augmented individually. Doors generated with this ability may be locked, and such locks have a DC equal to 10 + the Dungeon's ranks in Open Lock.
The dungeon slowly removes the necessary material from the area it intends to inhabit, so these squares may be situated even where there is already material (such as stone or dirt, though harder materials may provide more resistance). As per the original space it generates, these can appear to be of any material or substance the dungeon seed desires.
Each time this feature is shaped, the Dungeon Seed gains one hit point. Additionally, the extra spaces provided by the starting dungeon form and subsequent moltings each provide one extra hit point per space.
Augments
Resistant Walls -
Cost: 1 point per 4 spaces
The spaces indicated gain resistance 10 to one type of elemental damage.
Special: This augment can be taken multiple times. It stacks with itself when it is taken multiple times for the same element.
Retaliatory Walls -
Cost: 1 point per 2 spaces
The spaces indicated will strike back against those that seek to damage them. If a space with this augment is attacked, it immediately retaliates against its attacker, striking out with parts of itself. The wall attacks with the Base Attack Bonus of the Dungeon Seed, plus its Strength modifier, and does 1d12 damage.
Special: This augment can be taken multiple times. If it is taken multiple times for the same segments, they increase the damage they do by one die.
Secret Walls -
Cost: 1 point per 2 spaces
The spaces indicated can hide a door, which must be placed between the two selected spaces. The DC of the search check necessary to find this door is equal to 10 + the Dungeon Seed's ranks in Hide.
Special: This augment can be taken multiple times, though each time it must affect a different set of squares.
Doors generated with this ability may be locked, and such locks have a DC equal to 10 + the Dungeon's ranks in Open Lock.
Shape Clutter -
Cost: 1 point/10 cubes
Requirements: None
Time to form: 1 hour
Time to remove: 1 hour
An empty dungeon is a boring dungeon and also may be suspicious to adventurers. This shaping allows the dungeon to fill its space with that convincing 'stuff' that makes things a little more believable. Rubble, books for shelves, tiny splatters of dripping water, all of those unique things that define the atmosphere of the dungeon.
This shaping can also be used to create difficult terrain or obstacles (including furniture) as needed. Items created in this fashion have the same hardness and hit points as their substance and shape dictate, though the dungeon may not create clutter out of any special materials. Substance created in this way is always non-magical and simply withers away within 1d4 days after being removed from the dungeon. This clutter can be shaped to appear valuable, but is never convincing when examined closely. Weapons may be created with this ability, but always count as improvised, and the dungeon may not generate harsh chemicals or other damaging effects.
Augments -
Shape Trap -
Cost: 1 point
Requirements: None
Time to form: 1 day
Time to remove: 10 minutes
A Dungeon Seed is uniquely vulnerable. Unlike most creatures it has no natural attacks, no means to defend itself unless it relies on minions or its host form. However, its control over its body allows it to create mechanical traps that can fill the gaps where these other methods fail. Each trap has three variables that must be defined when it is created. One of each of these may be chosen from the list below:
Trigger -
Touch
A touch trigger is a simple mechanism that allows the dungeon to very accurately determine when a creature is within range of its trap. A touch trigger allows the dungeon to immediately spring the trap associated with it, gaining a bonus to the attack roll of the trap equal to its dungeon form's intelligence modifier. The touch trigger also acts as a very simple sensory organ for the dungeon, though it is largely redundant with the tremorsense the dungeon possesses. Still, clever Dungeon Seeds might use this as a means of receiving input that the they might otherwise not acquire.
Proximity
A proximity trigger is a much less accurate mechanism that relies on an enhancement of the dungeon's tremorsense to activate. It provides no bonuses to the trap triggered, but can be used to spring traps on foes from a greater distance. A trap with a proximity trigger can be sprung on any creature within a 10 foot radius of the square the trigger exists in.
Reset -
Automatic
A trap with an automatic reset requires no additional action from the Dungeon Seed in order to reset itself. It simply reverts back to a ready state three rounds after it has been triggered. However, this sort of trap also lacks the finer parts necessary for the Dungeon Seed to repair any attempts to disable the trap. If the trap is successfully disabled, the Seed must unshape and then re-shape the trap in order to repair it.
Manual
A manual reset trap is more complicated in some ways than an automatic trap. It requires attention from the Dungeon Seed in order to reset, but is also composed of redundant parts and more complicated mechanisms. A trap with a manual reset requires a full-round action from the Dungeon to reset, but may also be repaired if it is disabled. These repairs take two rounds of full round actions, plus one round by each 5 points the trap's DC was beaten by.
Effect -
Melee Damage
The Dungeon seed may use blades, crushing walls, or other means to damage intruders and prey. These are treated as medium-size weapons with one of the following set of statistics.
{table=head]Damage|Critical Range
1d10|
x2
1d8|
19-20/x2
1d6|
18-20/x3
1d4|
17-20/x4
[/table]
A Dungeon Seed may add their dungeon form's Strength Modifier as a bonus to attack and damage rolls with melee traps. As a final option, a dungeon may also choose for the created trap to deal no damage at all, but instead resolve as a touch attack. This allows a Dungeon Seed to channel class features (such as the Dread Necromancer's Charnel Touch) through its traps.
Ranged Damage
The Dungeon seed may use javelins, arrows, darts or other means to damage intruders and prey. These are treated as medium-size weapons with one of the following set of statistics.
{table=head]Damage|Critical Range|Range Increment
1d10|
x2|
5 ft
1d8|
x2|
10 ft
1d6|
x2|
20 ft
1d4|
x2|
40 ft
[/table]
A Dungeon Seed may add their dungeon form's Dexterity Modifier as a bonus to attack and damage rolls with ranged traps. As a final option, a dungeon may also choose for the created trap to deal no damage at all, but instead resolve as a ranged touch attack (with a range increment of 10). This allows a Dungeon Seed to channel class features (such as the Dread Necromancer's Charnel Touch) through its traps.
Shifting Architecture
This covers all types of events that do not directly do damage to an intruder. Floors dropping away, shifting walls, rotating rooms, all of these effects are covered under this particular category, though each must be clearly defined at the time the trap is created.
Traps created by the Dungeon Seed have Disable DCs equal to 10 + the number of ranks it has invested into Disable Device and Search DCs equal to 10 + the number of ranks it has invested into Hide. Any traps that require saving throws (as a trap floor might), use 10 + 1/2 the levels in the Dungeon Seed class + (either the Dungeon Seed's Charisma or Constitution modifier, as chosen at 1st level) to determine the DC of the saving throw.
Shape Dungeon Heart -
Cost: 2 points/Dungeon Seed level
Requirements: None
Time to form: 12 hours/Dungeon Seed level
Time to remove: 4 days
A Dungeon Heart is the core and center of the Dungeon Seed. It is necessary for it's continued existence, and if destroyed must be reshaped as quickly as possible.
Special: The points invested into the Dungeon Heart are returned as soon as it has finished shaping, unlike most shapings. A Dungeon Seed may only have one Dungeon Heart at a time, unless special circumstances dictate otherwise.
Shape Minions
A dungeon without inhabitants is a lonely dungeon indeed. As it molts, the Dungeon Seed begins to sprout the creatures that will inhabit and guard it. These are usually simple beasts, with little intellect of their own and a strong inclination to stay within the bounds of the dungeon itself. That said, they are also living creatures, and require sustenance the dungeon may not be able to provide.
Minion Creation -
The rules for creating minions are listed below:
Minions cost 1 Form Point per Hit Die.
A Dungeon Seed may create minions of up to 4/5 of the Dungeon Seed's level (to a minimum of one, though rounding down in all other regards). A minion gains the usual bonus multiplier on skill points at first level and gains feats as usual, but does not gain attribute increases for extra hit dice.
A Dungeon Seed may have no more than five times its class level in HD spread amongst its minions at any time.
Minions start with the standard array for ability scores (11, 11, 11, 10, 10, 10 placed as desired). These can be upgraded by purchasing augments.
Unless otherwise upgraded, all minions start as Medium-sized with a movement speed of 30'.
A dead (or destroyed) minion, or one that is no longer useful, can be reabsorbed in 1 day returning all of the points spent on it at the end of that time. If a minion is slain outside of the dungeon or its body removed from the dungeon, the Dungeon Seed regains the points at a rate of 2 points a day, until the full amount of points invested in that minion has been restored.
Minions require 1 day per Hit Die to form.
Minions are born from a cyst, formed by the Dungeon Seed within itself. A medium creature requires one 5x5x5 cube, a small creature requires half that (so up to two may be placed in one square), and a tiny creature one quarter that size. Similarly, a large creature requires two cubes, and a huge creature requires four. These cubes must be contiguous.
A minion may take on any appearance the Dungeon Seed desires. All augments are readily apparent unless disguised (see below). A disguised augment can be recognized for what it is by making a spot check against a DC equal to 10 + ½ the Dungeon Seed's class levels + the Dungeon Seed's ranks in Disguise at the time the creature was made. Those that have no readily visible exterior effect (such as a breath weapon) may not be identified in this fashion.
A cyst has as many hit points as the minion would as well as the AC and hardness of the dungeon's walls. If a cyst is ruptured before the minion inside is fully formed, the Dungeon Seed takes damage equal to the number of form points it had invested in that minion's growth, but does not lose any form points as a result.
All minions have the following special quality:
Dungeon Vassal -
The minion has an innate, unbreakable connection to the dungeon that created it. Though not direct control, the dungeon has a tangible effect on the creature's behavior. The dungeon may provide general inclinations and behaviors for the creature (such as creating a guard routine through manipulating a sense of paranoia, or heightening a sense of urgency to achieve greater speed moving towards a destination), though not direct commands so long as the minion is within the Dungeon Seed's body. All minions recognize other minions from the same dungeon as allies, and will tend to work together to achieve the goals provided to them.
This connection also allows a dungeon use of its minions senses. As a swift action, the dungeon may share any or all of a particular minion's senses. This lasts for as long as the dungeon desires, or until the minion is slain. A Dungeon Seed may only share senses with a number of minions equal to it's Intelligence modifier, to a minimum of 1.
Lastly, if the dungeon possesses any emotion altering effects through its Ambient Sorceries ability, it may target its minions directly rather than only a specific area, even if they are otherwise immune to these abilities. The area of effect, however, is confined to the individual minion.
Types -
Minions start with type which must be chosen from this list. That type provides them with a basic set of features, traits, starting augments, initial class skills, as well as cost modifiers for the various classifications of augments. A minions type determines how many minion points it gains for each HD it possesses, as well as any cost modifications to augments. Minion points are used to purchase augments which provide the minion with increased ability scores, special attacks, resistances, or other qualities.
Animal
Hit Die - d8
BAB - ¾ HD (as Cleric)
Saving Throws - Good Fort and Reflex, Poor Will
Class Skills -
Minion Points/HD - 6
Traits -
Animals eat, sleep, and breathe.
Animals are proficient with their natural attacks.
Animals have low-light vision and scent special qualities.
An animal with an Intelligence score of 10 or lower reduces that score to 1, an animal with an Intelligence score of 11 or higher reduces their Intelligence score to 2.
Augment Costs -
Special -
Humanoid
Hit Die - d8
BAB - ¾ HD (as Cleric)
Saving Throws - Good Reflex, Poor Fort and Will
Class Skills -
Minion Points/HD - 8
Traits -
Humanoids eat, sleep, and breathe.
Humanoids are proficient with simple weapons and natural attacks.
Augment Costs -
Special -
Monstrous Humanoid
Hit Die - d8
BAB - Full HD (as Fighter)
Saving Throws - Good Reflex and Will, Poor Fort
Class Skills -
Minion Points/HD - 6
Traits -
Monstrous Humanoids eat, sleep, and breathe.
Monstrous Humanoids are proficient with simple weapons and natural attacks.
Augment Costs -
Special -
Vermin
Hit Die - d8
BAB - ¾ HD (as Cleric)
Saving Throws - Good Fort, Poor Reflex and Will
Class Skills -
Minion Points/HD - 4
Traits -
Vermin eat, sleep, and breathe.
Vermin are proficient with their natural attacks.
Vermin have Darkvision to 30'
Vermin are mindless.
Augment Costs -
Special -
Augments -
General Augments
Elite - The minion's base attributes instead use the Elite Array (15, 14, 13, 12, 10, 8), arranged as desired.
Cost: 10 points
Super Elite - The minion's base attributes instead use the following statistic array (17, 16, 15, 13, 12, 10), arranged as desired.
Special -[/B]
Cost: 20 points
Strong - This grants a +2 bonus to Strength.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Nimble - This grants a +2 bonus to Dexterity.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Tough - This grants a +2 bonus to Constitution.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Clever - This grants a +2 bonus to Intelligence.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Resolute - This grants a +2 bonus to Wisdom.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Alluring - This grants a +2 bonus to Charisma.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Weak - This grants a -2 penalty to Strength.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Clumsy - This grants a -2 penalty to Dexterity.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Frail - This grants a -2 penalty to Constitution.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Dull-Witted - This grants a -2 penalty to Intelligence.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Weak-Willed - This grants a -2 penalty to Wisdom.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Hideous - This grants a -2 penalty to Charisma.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Immobile - The minion does not have any movement speeds, and may not travel of it's own volition.
Cost: -2 points
Special: Minions with this augmentation may not choose any ability that grants them a movement speed.
Quick - The minion gains a +5 foot bonus to one speed.
Cost: 2 points
Resilient - One additional save of the minion is treated as though it had a 'good' progression, instead of 'poor'.
Cost: 6 points
Sturdy - The minion gains 3 hit points.
Cost: 1 point
Special: This can be taken any number of times.
Skilled Augments
Agile - The minion adds Balance, Escape Artist, and Tumble to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Arms Knowledge [Primitive] - The minion becomes proficient with light armor and simple weapons.
Cost: 3 points
Arms Knowledge [Advanced] - The minion becomes proficient with medium armor, all shields save for tower shields, and any three martial weapons (chosen when the minion is spawned).
Cost: 4 points
Prerequisite: Primitive Arms Knowledge
Builder - This minion is particularly suited to creating and repairing structures. When it assists it's parent dungeon, any use of the Shape Features ability takes one hour less than usual, to a minimum of half the normally required time. Assisting in this fashion requires the minion to work alongside the dungeon during the entire duration of the process. Additionally, for creating or repairing other structures, the minion gains a +4 bonus to their craft skill when determining the amount of time it takes to effect the construction/repairs.
Cost: 6 points
Civilized - The minion adds Bluff, Diplomacy, and Sense motive to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Prerequisite: Charisma and Intelligence scores of 8
Inherent Skill - The minion gains a +4 racial bonus to one skill.
Cost: 2 points
Special: This ability may be taken more than once, though it cannot be applied more than twice to a particular skill.
Inquisitive - The minion adds Appraise, Decipher Script, and Gather Information to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Magically-Inclined - The minion adds Concentration, Spellcraft, and Use Magic Device to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Mechanically-Inclined - The minion adds Disable Device, Open Lock, and Use Rope to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Mischievous - The minion adds Forgery, Escape Artist, and Sleight of Hand to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Practiced - The minion gains five skill points.
Cost: 2 points
Special: This may be taken more than once.
Scholarly - The minion may add any three Knowledge skills to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Prerequisite: Must have an Intelligence Score of 8
Special: A minion may not be created with more ranks in a Knowledge skill than the Dungeon itself has. It's simply not possible for the Dungeon Seed to self-generate answers for questions it might have. However, once a minion has been created, it may gain ranks in knowledge skills appropriately.
Skilled - The minion adds two skills to its class skills.
Cost: 3 points
Special: This may be taken more than once.
Extraordinary Augments
Blood Drain - The minion gains the ability to drain the blood of it's enemies. If the minion is able to pin an opponent in a grapple, they automatically deal 1d6 damage, in addition to any other damage they may do. This damage is in turn healed by the minion. A minion may not exceed it's maximum hit points in this fashion, but may still continue to do this extra damage during a pin. This damage recurs every turn the minion maintains the pin.
Cost: 6 points
Broodling - Minions are always easier to form when they are working from the same template. A Dungeon Seed may nominate up to ten minions as broodlings during their creation. These minions must have the same type and enhancements chosen (though they may have different ability scores as the result of different placements of the Elite Array). If this is done, the minions cost one less minion point per hit die.
Cost: -4 points/minion
Diseased - The minion is a carrier for a particular disease. Any creature wounded by the minion's natural weapons must make a Fortitude save (DC 10 + 1/2 the minion's HD + the minion's Con modifier) or contract the disease. Viable diseases for this ability are: Blinding Sickness, Cackle Fever, Filth Fever, Mindfire, Red Ache, and the Shakes. All diseases count as though their infection method was "injury". Additionally, the minion becomes immune to the disease they are carrying. If they are ever cured of this disease, it reappears within 24 hours.
[/Size]Cost: 4 points[/Size]
Dungeonthrall - The Dungeon Seed may telepathically communicate with and control the minion with this ability as it sees fit. A Dungeon Seed may control no more than one minion per point of it's intelligence modifier at a time. A minion may be directed as a swift action, or directly controlled using the Dungeon's own actions.
Cost: 5 points
Expendable - Minions with this ability are fragile and easily abused. They only gain two hit points per hit die, gaining no bonuses for a high Constitution modifier, and automatically fail any saving throws required of them (though they may not always be affected by the result).
Cost: -3 points
Special: Minions with this ability are precluded from taking the following augmentations: Elite, Super-Elite,
Leader - The minion gains one minor aura from the Marshal list. This is otherwise identical to the Marshal's aura abilities.
Cost: 8 points
Paralysis - One of the minion's natural attacks exudes a paralytic poison. A creature hit by that weapon must make a saving throw (DC 10 + the minion's Constitution modifier) or be paralyzed for 1d4 rounds. The minion generates enough venom to use this ability a number of times a day equal to 1 + it's Constitution modifier.
Cost: 6 points
Prerequisite: Natural Attack
Stalwart - The minion gains DR 1/ - .
Cost: 3 points
Special: This can be taken multiple times, up to a maximum equal to ½ it's hit dice.
Stench - The minion has the ability to naturally produce, under stress, a terrible odor offensive to nearly everything alive. Any creature with 10 feet of the minion must make a fortitude save or be sickened for (1d4 + the minion's Constitution modifier) rounds. A creature that makes the save against a minion's stench ability cannot be affected by the same minion's stench for 24 hours. Creatures that are immune to poison are unnaffected, and those with resistance to poison may make the save with their normal bonus. The minion may activate this ability 1 + Con Modifier number of times per day, and it lasts for a number of rounds equal to the minion's Constitution modifier.
Cost: 8 points
Special: Minions with this ability are immune to the stench of other minions with this ability.
Tooth and Claw - The minion gains a natural attack, chosen from the list below. The damage for this attack is sized for a medium-sized minion.
Attack|Damage|Critical
Bite|
1d4|
x3
2 Claws|
1d3/1d3|
x2
Gore|
1d4|
x4
Sting|
1d4|
19-20/x2
Slam|
1d6|
x2
2 Tentacles|
1d2/1d2|
x3
Cost: 1 point
Special: This ability may be purchased once for every three hit dice the minion has.
Venomous - The minion can deliver poison with one of their natural attacks. The poison does initial damage to one ability score (chosen when this ability is selected) other than Constitution, followed up by secondary damage one minute later. The base damage for this ability is 1d2/1d2.
Cost: 4 points
Prerequisite: Natural Attack
Special: The poison damage may be increased by one die for either the initial or secondary damage for an additional point (this cost is cumulative, so increasing the die twice or increasing each once costs 3 points). Neither damage can be increased beyond 1d10 in this fashion.
Web - The minion gains the Web ability of a Monstrous Spider.
[/Size]Cost: 4 points[/Size]
Bestial Augments
Airborne - The minion gains a fly speed of 20 feet, with clumsy maneuverability.
Cost: 4 points
Agile Flyer - The maneuverability of the minion increases by one step.
Prerequisite: Airborne
Cost: 2 points
Special: This may be taken more than once, up to a maximum of Good maneuverability.
Burrower - The minion gains a burrow speed of 20 feet, and may burrow through soft earth, clay, and similar materials.
Cost: 3 points
Special: This may be taken a maximum of two times. The second time, it allows the minion to burrow through hard stone though they only move their speed in minutes, rather than rounds.
Climber - The minion gains a climb speed of 20 feet, as well as the +8 bonus to climb that comes with the ability to naturally move in that fashion.
Cost: 2 points
Darksight - The minion gains Darkvision to 20 feet.
Cost: 1 point
Special: The minion may be given the Light Blindness quality paired with this enhancement. If this is done, the cost for this enhancement becomes 0. For an additional 2 points, the Darkvision granted by this augment instead extends to 40 feat.
Grappler - The minion gains a +2 bonus to grapple checks..
Cost: 2 points
Special: For an additional 2 points, the minion gains the Improved Grapple feat, regardless of if it meets the qualifications.
Heightened Senses - The minion gains the Scent special quality.
Cost: 1 points
Horde - Minions with this ability are able to share a space with up to one other minion with the same ability, crawling and scuttling over each other as needed. The minion takes a -2 penalty to attacks and saves while doing so.
Cost: 4 points
Rage - When the minion is first damaged in combat, it flies into a rage identical to a barbarian's rage gaining +4 Strength, +4 Constitution and -2 AC. This rage lasts for 2 rounds + the minion's new Constitution modifier, or until the creature that wounded it is dead, whichever comes first. The minion may not voluntarily end this rage.
Cost: 2 points
Scrabbler - When determining the size of spaces the minion can move through it is treated as one size smaller than it's normal size.
Cost: 1 point
Swimmer - The minion gains a swim speed of 20 feet, as well as the +8 bonus to swim that comes with the ability to naturally move in that fashion.
Cost: 2 points
Mythic Augments
Elemental Resistance - The minion gains a resistance of five to one element of their choosing.
Cost: 3 points
Special: This augment can be taken multiple times, choosing a different element each time.
Exude Element - The minion emanates or exudes an element of it's choice (either fire, cold, acid, or electricity). This element does 1d4 damage to any creature striking the minion with a natural melee attack. It also applies to any damage done by the minion's natural attacks.
Cost: 5 points
Special: [/list]
Damage can be increased by one die by spending 2 minion points (this cost is cumulative, so two die increases would cost a total of 6 points). The damage from this ability may not exceed 1d10.
The range of the ability may also be increased. For 2 points, the ability may affect creatures using manufactured melee weapons against the minion (though not those with reach) and also applies to any manufactured weapon the minion wields. For a total of 5 points, the minion exudes the element to a range of five feet, affecting any creatures within that area.
A minion may start or stop exuding elements as a standard action.
[/list]
Arcane Augments
Minor Arcane Ability - The minion may choose one 0th level spell from the cleric or sorcerer/wizard spell lists. This spell-like ability may be used up to 3+ the minion's Intelligence modifier times/day.
Cost: 4 points
Special: For 4 points, this spell-like ability can be used at-will. For 6 points, this may instead be a 1st level spell.
Healer - The minion gains the ability to lay on hands as a standard action, healing 1d4 + Wisdom modifier in damage. The minion may do this a number of times per day equal to 1 + their Wisdom modifier.
Cost: 4 points
There is also one particular minion that the Dungeon Seed can shape, that of its original host. Unlike its normal minions, the host form grows with it, becoming more powerful as the dungeon itself does. By spending five form points, the seed may generate a reasonable facsimile of its original host. This body is physically independent of the dungeon and may move and act freely as directed by the Dungeon Form, appearing as the host did prior to the bonding of the seed.
The specifics of the Host Form are detailed below -
This body is identical in all respects to the initial host, with the following changes:
Only one Host Form may be shaped at a time.
The body shares any subtypes that the Dungeon Seed has, including the Living Construct subtype gained by the dungeon.
The host is shaped with the same stats as the Dungeon Seed, and as many hit points as the Dungeon does at full health. The host does not gain any hit points granted by shaping more dungeon spaces or features, just those normally granted by the hit die and Constitution or Charisma modifier of the Dungeon. The host also gains the senses and original movement modes of the Dungeon Seed's original form.
The shaped host uses the Dungeon Seed's BAB, Saves, and has access to its permanent or constant class features should they be applicable.
If the Dungeon Seed has spellcasting or sublime abilities, or those with a limited use per day, it can transfer spell slots, maneuvers, or uses of these abilities to the body it creates. (Example - Thorosain is a level 3 wizard. When he generates his original form, he transfers 1 first level spell slot and 1 second level spell slot to that body. His dungeon form retains the other slots and can use them as he sees fit, though it would be easier for him to study his spellbook with actual hands, and both selves can benefit from doing so via their telepathic bond).
The Host Form is, literally, a puppet for the Dungeon. It takes no actions unless the dungeon wills it, controlling the Host directly with its own actions. The Dungeon and Host share a telepathic bond that exists for up to one mile per level of the Dungeon Seed. Outside of that range, the host becomes uncontrolled, doing nothing on its own and immediately beginning to degrade as if the Dungeon had decided to release the Host Form. The dungeon form and host form may share spell effects, maneuvers, or other effects between them so long as the other form is a valid target for the effect.
As long as the Dungeon Seed and its host form have a telepathic connection, they form a limited hive mind. If one is aware of a particular danger, both of them are. If one of them is not-flat footed, neither of them is. While under this bond, the host form cannot be flanked by creatures that the dungeon is also perceiving.
The host form can be reabsorbed by the dungeon as a full-round action if it is currently inside the dungeon form which returns all points invested into the host form. Otherwise, the dungeon can simply abandon the body at whatever distance it is away, regaining one point in each stat, one form point, and ten hit points per day until it returns to its maximum values. This also occurs if the host form is killed. A Dungeon Seed may not shape another host form until it has regained all of the lost form points, stats, and hit points from its slain or abandoned host form.
At level six, a Host that has been absorbed into the dungeon (as noted above) may be regurgitated elsewhere within the dungeon the next round as a full-round action by the Dungeon Seed.
While the Host is within the dungeon form, it heals at double the usual rate. At level five this instead becomes fast healing 1 and increases by 1 for each 4 levels past that the Dungeon Seed has.
Unlike other minions, the Host Form may not be modified or granted normal minion special abilities. They are as much a construct of the Dungeon Seed's persona as they are a physical being, and as such liable to change very little in appearance over the course of the Dungeon's growth.
Any magical items carried, worn, or wielded by the Host Form count towards the value of magical items the Dungeon Seed must maintain in order to survive. The dungeon simply draws the energies required through its link with the Host Form.
Dungeonseed
"In the depths of every heart, there is a tomb and a dungeon..."
- Nathaniel Hawthorne
Adventurers come and go. They plunder ancient ruins, clearing hordes of monsters and less civilized races from these dark places. They take treasures and magic from their resting places and bring them back to the light of day.
But sometimes, it's the adventurers themselves who are prey. Lured by the promise of treasure and glory, only to die at the whirring blades of an unseen trap or in the web of a dozen giant spiders. Sometimes the dungeons hunt them.
They are rare, with only a handful on any given plane, but from time to time these sentient structures send out their progeny. They release seeds, ensconced in humanoid hosts, to grow and reap the spoils of a world before sending out their own offspring.
These are dungeonseeds.
Cocooned in the necessary materials to survive and grow for a short time, the seeds are launched through planar rifts by their parent dungeons. When they land, they undergo a violent metamorphosis, becoming less of the being they were and transforming into an adolescent dungeon.
Game Rule Information -
Dungeon Seeds have the following game statistics.
Abilities - Either Constitution or Charisma is most important for the Dungeon Seed, though other abilities will provide benefits in their own ways. Ideally, the Dungeon Seed will shape itself to make the best use of the abilities that it has.
Alignment - Any
Hit Die - D12
Starting Gold – 10d4 x10gp worth of starting equipment
Class Skills -
The following are class skills for the Dungeon Seed:
Appraise (Int), Concentration (Con), Disable Device (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis),Open Lock (Dex), Sense Motive (Cha), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: (4 + Int Modifier)
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Ambient Sorceries
1st|
+0|
+0|
+0|
+2|Dungeonform, Shape Features, Shape Minions|0
2nd|
+1|
+0|
+0|
+3|Ambient Sorceries|1
3rd|
+2|
+1|
+1|
+3|Thick Walls|1
4th|
+3|
+1|
+1|
+4|Something!|2
5th|
+3|
+1|
+1|
+4|Least Molting|2
6th|
+4|
+2|
+2|
+5|Class Ability|3
7th|
+5|
+2|
+2|
+5|Class Ability|3
8th|
+6/+1|
+2|
+2|
+6|Shape Rooms|4
9th|
+6/+1|
+3|
+3|
+6|Shape Greater Minions|4
10th|
+7/+2|
+3|
+3|
+7|Lesser Molting|5
11th|
+8/+3|
+3|
+3|
+7|Class Ability|5
12th|
+9/+4|
+4|
+4|
+8|Minor Planar Trait|6
13th|
+9/+4|
+4|
+4|
+8|Class Ability|6
14th|
+10/+5|
+4|
+4|
+9|Class Ability|7
15th|
+11/+6/+1|
+5|
+5|
+9|Greater Molting|7
16th|
+12/+7/+2|
+5|
+5|
+10|Class Ability|8
17th|
+12/+7/+2|
+5|
+5|
+10|Class Ability|8
18th|
+13/+8/+3|
+6|
+6|
+11|Class Ability|9
19th|
+14/+9/+4|
+6|
+6|
+11|Class Ability|9
20th|
+15/+10/+5|
+6|
+6|
+12|Genesis, Major Planar Trait|10[/table]
Dungeonform -
When the dungeonseed completes its first molting, its form will have changed drastically. It is an amorphous mass, quickly sculpted by the burgeoning mind of the seed. The shape that the seed takes depends largely on the previous influences of the host and the location that it comes to rest in, and as such can vary widely between individual seeds. Upon taking the first level of this class, the dungeonseed must choose either Constitution or Charisma as it's Primary Ability Score. This decision cannot be changed once made, and influences a number of abilities the dungeon may manifest.
Dungeonseeds that choose Charisma as their Primary Ability Score gain bonus hit points each level (including 1st) based on their Charisma modifier rather than their Constitution modifier. The strength of self of the dungeon literally reinforces its body in these cases.
The dungeonseed gains an initial 16 cubes (5x5x5) that make up its form. This replaces any previous form that the seed might have had. It can place these cubes in any configuration it prefers though it must adhere to a few simple rules. This initial room is a single space, and may have no internal dividing walls. Once placed the room can never be removed entirely. Cubes may be moved by using the Shape Feature class ability to shape new squares in one direction and unshape them in another, but a minimum of 16 connected spaces, undivided by walls, must exist in a non-formative state at all times (see Shape Feature below).
One of these cubes must be designated to hold a Dungeon Heart (see Shape Feature below for details on the Heart). This crystalline shape varies in size and appearance from host to host, but is always distinguishable from the surrounding dungeon. This costs no additional points to form, as it is the seat of consciousness of the dungeonseed itself, literally the (soft, gooey) center of the structure.
The walls a seed forms may be damaged in the same fashion as any other normal wall, and can be breached if they are attacked directly. Damage done to these walls does also harm the dungeonseed, but only to a certain degree. Dungeonseeds only take 1/10th the damage done to a given wall segment. Damage done in excess of the wall's hit points does not damage the dungeonseed, and a dungeonseed may not be reduced below half of their hit point total by damage in this fashion. Walls that are damaged heal naturally at the same rate the dungeonseed does. Damage done to a given wall segment may be healed using Repair spells, though Cure spells have no effect. All walls that comprise a dungeonseed's interior or exterior start with a hardness of 5 and 15 hit points each, regardless of the materials they appear to be composed of.
The exterior and interior gain whatever appearance the Dungeon Seed desires, though most tend towards simple caves or large trees to blend in with their environment and to evade unwanted attention. The exterior and interior walls can appear to be made of any particular material (even differing in appearnace on different sides of the same wall, if desired), though this does not affect their physical resilience in any way.
The Dungeon Seed retains any subtypes or types it had before the transformation. Additionally, it gains the Living Construct subtype, with all associated benefits and hindrances. It retains it's ability scores, class features, and all other previous statistics save for its senses and movement types (though some of these may be reliant on gross physical features that no longer exist, the abilities themselves are not actually lost). The dungeon gains tremorsense within itself, but must otherwise rely on its host form or minions to sense intruders. The Dungeon Seed's form may be affected by spells as though it were an object.
A Dungeon Seed cannot advance in another other class except for Dungeon Seed after it has taken the first level of this class until it completes the full progression.
As a courtesy, DMs should provide the lay of the land to Dungeonseed players. Expecting them to form a shape blind would be cruel, though some may deem this a worthy challenge for a character who is literally a living structure.
Also, I know this is huge, but this is literally as condensed as I could get in knocking out the basic rules for turning a living being into a sentient structure.
Shape Features -
A room without any adornment, traps, hallways, or enigmatic devices isn't much of a dungeon. The form points that a Dungeon Seed obtains during its growth can be used to shape its internal architecture into more enticing and defensible ways. The following are features that can be shaped by a Dungeon Seed within it's dungeon form.
Shape Space -
Cost: 1 point/2 cubes
Requirements: None
Time to form: 1 day per cube
Time to remove: 1 day per cube
A Dungeon Seed may expand its current shape by spending some of its form points. For each point that it spends, it gains another two cubes of space that it can use to expand. These cubes must be contiguous with its current form. The dungeon may include one door within this space each time it is shaped, if it so chooses. This door is shaped with the same hardness and hit points as the rest of the walls, but may be augmented individually. Doors generated with this ability may be locked, and such locks have a DC equal to 10 + the Dungeon's ranks in Open Lock.
The dungeon slowly removes the necessary material from the area it intends to inhabit, so these squares may be situated even where there is already material (such as stone or dirt, though harder materials may provide more resistance). As per the original space it generates, these can appear to be of any material or substance the dungeon seed desires.
Each time this feature is shaped, the Dungeon Seed gains one hit point. Additionally, the extra spaces provided by the starting dungeon form and subsequent moltings each provide one extra hit point per space.
Augments
Resistant Walls -
Cost: 1 point per 4 spaces
The spaces indicated gain resistance 10 to one type of elemental damage.
Special: This augment can be taken multiple times. It stacks with itself when it is taken multiple times for the same element.
Retaliatory Walls -
Cost: 1 point per 2 spaces
The spaces indicated will strike back against those that seek to damage them. If a space with this augment is attacked, it immediately retaliates against its attacker, striking out with parts of itself. The wall attacks with the Base Attack Bonus of the Dungeon Seed, plus its Strength modifier, and does 1d12 damage.
Special: This augment can be taken multiple times. If it is taken multiple times for the same segments, they increase the damage they do by one die.
Secret Walls -
Cost: 1 point per 2 spaces
The spaces indicated can hide a door, which must be placed between the two selected spaces. The DC of the search check necessary to find this door is equal to 10 + the Dungeon Seed's ranks in Hide.
Special: This augment can be taken multiple times, though each time it must affect a different set of squares.
Doors generated with this ability may be locked, and such locks have a DC equal to 10 + the Dungeon's ranks in Open Lock.
Shape Clutter -
Cost: 1 point/10 cubes
Requirements: None
Time to form: 1 hour
Time to remove: 1 hour
An empty dungeon is a boring dungeon and also may be suspicious to adventurers. This shaping allows the dungeon to fill its space with that convincing 'stuff' that makes things a little more believable. Rubble, books for shelves, tiny splatters of dripping water, all of those unique things that define the atmosphere of the dungeon.
This shaping can also be used to create difficult terrain or obstacles (including furniture) as needed. Items created in this fashion have the same hardness and hit points as their substance and shape dictate, though the dungeon may not create clutter out of any special materials. Substance created in this way is always non-magical and simply withers away within 1d4 days after being removed from the dungeon. This clutter can be shaped to appear valuable, but is never convincing when examined closely. Weapons may be created with this ability, but always count as improvised, and the dungeon may not generate harsh chemicals or other damaging effects.
Augments -
Shape Trap -
Cost: 1 point
Requirements: None
Time to form: 1 day
Time to remove: 10 minutes
A Dungeon Seed is uniquely vulnerable. Unlike most creatures it has no natural attacks, no means to defend itself unless it relies on minions or its host form. However, its control over its body allows it to create mechanical traps that can fill the gaps where these other methods fail. Each trap has three variables that must be defined when it is created. One of each of these may be chosen from the list below:
Trigger -
Touch
A touch trigger is a simple mechanism that allows the dungeon to very accurately determine when a creature is within range of its trap. A touch trigger allows the dungeon to immediately spring the trap associated with it, gaining a bonus to the attack roll of the trap equal to its dungeon form's intelligence modifier. The touch trigger also acts as a very simple sensory organ for the dungeon, though it is largely redundant with the tremorsense the dungeon possesses. Still, clever Dungeon Seeds might use this as a means of receiving input that the they might otherwise not acquire.
Proximity
A proximity trigger is a much less accurate mechanism that relies on an enhancement of the dungeon's tremorsense to activate. It provides no bonuses to the trap triggered, but can be used to spring traps on foes from a greater distance. A trap with a proximity trigger can be sprung on any creature within a 10 foot radius of the square the trigger exists in.
Reset -
Automatic
A trap with an automatic reset requires no additional action from the Dungeon Seed in order to reset itself. It simply reverts back to a ready state three rounds after it has been triggered. However, this sort of trap also lacks the finer parts necessary for the Dungeon Seed to repair any attempts to disable the trap. If the trap is successfully disabled, the Seed must unshape and then re-shape the trap in order to repair it.
Manual
A manual reset trap is more complicated in some ways than an automatic trap. It requires attention from the Dungeon Seed in order to reset, but is also composed of redundant parts and more complicated mechanisms. A trap with a manual reset requires a full-round action from the Dungeon to reset, but may also be repaired if it is disabled. These repairs take two rounds of full round actions, plus one round by each 5 points the trap's DC was beaten by.
Effect -
Melee Damage
The Dungeon seed may use blades, crushing walls, or other means to damage intruders and prey. These are treated as medium-size weapons with one of the following set of statistics.
{table=head]Damage|Critical Range
1d10|
x2
1d8|
19-20/x2
1d6|
18-20/x3
1d4|
17-20/x4
[/table]
A Dungeon Seed may add their dungeon form's Strength Modifier as a bonus to attack and damage rolls with melee traps. As a final option, a dungeon may also choose for the created trap to deal no damage at all, but instead resolve as a touch attack. This allows a Dungeon Seed to channel class features (such as the Dread Necromancer's Charnel Touch) through its traps.
Ranged Damage
The Dungeon seed may use javelins, arrows, darts or other means to damage intruders and prey. These are treated as medium-size weapons with one of the following set of statistics.
{table=head]Damage|Critical Range|Range Increment
1d10|
x2|
5 ft
1d8|
x2|
10 ft
1d6|
x2|
20 ft
1d4|
x2|
40 ft
[/table]
A Dungeon Seed may add their dungeon form's Dexterity Modifier as a bonus to attack and damage rolls with ranged traps. As a final option, a dungeon may also choose for the created trap to deal no damage at all, but instead resolve as a ranged touch attack (with a range increment of 10). This allows a Dungeon Seed to channel class features (such as the Dread Necromancer's Charnel Touch) through its traps.
Shifting Architecture
This covers all types of events that do not directly do damage to an intruder. Floors dropping away, shifting walls, rotating rooms, all of these effects are covered under this particular category, though each must be clearly defined at the time the trap is created.
Traps created by the Dungeon Seed have Disable DCs equal to 10 + the number of ranks it has invested into Disable Device and Search DCs equal to 10 + the number of ranks it has invested into Hide. Any traps that require saving throws (as a trap floor might), use 10 + 1/2 the levels in the Dungeon Seed class + (either the Dungeon Seed's Charisma or Constitution modifier, as chosen at 1st level) to determine the DC of the saving throw.
Shape Dungeon Heart -
Cost: 2 points/Dungeon Seed level
Requirements: None
Time to form: 12 hours/Dungeon Seed level
Time to remove: 4 days
A Dungeon Heart is the core and center of the Dungeon Seed. It is necessary for it's continued existence, and if destroyed must be reshaped as quickly as possible.
Special: The points invested into the Dungeon Heart are returned as soon as it has finished shaping, unlike most shapings. A Dungeon Seed may only have one Dungeon Heart at a time, unless special circumstances dictate otherwise.
Shape Minions
A dungeon without inhabitants is a lonely dungeon indeed. As it molts, the Dungeon Seed begins to sprout the creatures that will inhabit and guard it. These are usually simple beasts, with little intellect of their own and a strong inclination to stay within the bounds of the dungeon itself. That said, they are also living creatures, and require sustenance the dungeon may not be able to provide.
Minion Creation -
The rules for creating minions are listed below:
Minions cost 1 Form Point per Hit Die.
A Dungeon Seed may create minions of up to 4/5 of the Dungeon Seed's level (to a minimum of one, though rounding down in all other regards). A minion gains the usual bonus multiplier on skill points at first level and gains feats as usual, but does not gain attribute increases for extra hit dice.
A Dungeon Seed may have no more than five times its class level in HD spread amongst its minions at any time.
Minions start with the standard array for ability scores (11, 11, 11, 10, 10, 10 placed as desired). These can be upgraded by purchasing augments.
Unless otherwise upgraded, all minions start as Medium-sized with a movement speed of 30'.
A dead (or destroyed) minion, or one that is no longer useful, can be reabsorbed in 1 day returning all of the points spent on it at the end of that time. If a minion is slain outside of the dungeon or its body removed from the dungeon, the Dungeon Seed regains the points at a rate of 2 points a day, until the full amount of points invested in that minion has been restored.
Minions require 1 day per Hit Die to form.
Minions are born from a cyst, formed by the Dungeon Seed within itself. A medium creature requires one 5x5x5 cube, a small creature requires half that (so up to two may be placed in one square), and a tiny creature one quarter that size. Similarly, a large creature requires two cubes, and a huge creature requires four. These cubes must be contiguous.
A minion may take on any appearance the Dungeon Seed desires. All augments are readily apparent unless disguised (see below). A disguised augment can be recognized for what it is by making a spot check against a DC equal to 10 + ½ the Dungeon Seed's class levels + the Dungeon Seed's ranks in Disguise at the time the creature was made. Those that have no readily visible exterior effect (such as a breath weapon) may not be identified in this fashion.
A cyst has as many hit points as the minion would as well as the AC and hardness of the dungeon's walls. If a cyst is ruptured before the minion inside is fully formed, the Dungeon Seed takes damage equal to the number of form points it had invested in that minion's growth, but does not lose any form points as a result.
All minions have the following special quality:
Dungeon Vassal -
The minion has an innate, unbreakable connection to the dungeon that created it. Though not direct control, the dungeon has a tangible effect on the creature's behavior. The dungeon may provide general inclinations and behaviors for the creature (such as creating a guard routine through manipulating a sense of paranoia, or heightening a sense of urgency to achieve greater speed moving towards a destination), though not direct commands so long as the minion is within the Dungeon Seed's body. All minions recognize other minions from the same dungeon as allies, and will tend to work together to achieve the goals provided to them.
This connection also allows a dungeon use of its minions senses. As a swift action, the dungeon may share any or all of a particular minion's senses. This lasts for as long as the dungeon desires, or until the minion is slain. A Dungeon Seed may only share senses with a number of minions equal to it's Intelligence modifier, to a minimum of 1.
Lastly, if the dungeon possesses any emotion altering effects through its Ambient Sorceries ability, it may target its minions directly rather than only a specific area, even if they are otherwise immune to these abilities. The area of effect, however, is confined to the individual minion.
Types -
Minions start with type which must be chosen from this list. That type provides them with a basic set of features, traits, starting augments, initial class skills, as well as cost modifiers for the various classifications of augments. A minions type determines how many minion points it gains for each HD it possesses, as well as any cost modifications to augments. Minion points are used to purchase augments which provide the minion with increased ability scores, special attacks, resistances, or other qualities.
Animal
Hit Die - d8
BAB - ¾ HD (as Cleric)
Saving Throws - Good Fort and Reflex, Poor Will
Class Skills -
Minion Points/HD - 6
Traits -
Animals eat, sleep, and breathe.
Animals are proficient with their natural attacks.
Animals have low-light vision and scent special qualities.
An animal with an Intelligence score of 10 or lower reduces that score to 1, an animal with an Intelligence score of 11 or higher reduces their Intelligence score to 2.
Augment Costs -
Special -
Humanoid
Hit Die - d8
BAB - ¾ HD (as Cleric)
Saving Throws - Good Reflex, Poor Fort and Will
Class Skills -
Minion Points/HD - 8
Traits -
Humanoids eat, sleep, and breathe.
Humanoids are proficient with simple weapons and natural attacks.
Augment Costs -
Special -
Monstrous Humanoid
Hit Die - d8
BAB - Full HD (as Fighter)
Saving Throws - Good Reflex and Will, Poor Fort
Class Skills -
Minion Points/HD - 6
Traits -
Monstrous Humanoids eat, sleep, and breathe.
Monstrous Humanoids are proficient with simple weapons and natural attacks.
Augment Costs -
Special -
Vermin
Hit Die - d8
BAB - ¾ HD (as Cleric)
Saving Throws - Good Fort, Poor Reflex and Will
Class Skills -
Minion Points/HD - 4
Traits -
Vermin eat, sleep, and breathe.
Vermin are proficient with their natural attacks.
Vermin have Darkvision to 30'
Vermin are mindless.
Augment Costs -
Special -
Augments -
General Augments
Elite - The minion's base attributes instead use the Elite Array (15, 14, 13, 12, 10, 8), arranged as desired.
Cost: 10 points
Super Elite - The minion's base attributes instead use the following statistic array (17, 16, 15, 13, 12, 10), arranged as desired.
Special -[/B]
Cost: 20 points
Strong - This grants a +2 bonus to Strength.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Nimble - This grants a +2 bonus to Dexterity.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Tough - This grants a +2 bonus to Constitution.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Clever - This grants a +2 bonus to Intelligence.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Resolute - This grants a +2 bonus to Wisdom.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Alluring - This grants a +2 bonus to Charisma.
Cost: 3 points
Special: This may be taken more than once, up to once per five hit dice.
Weak - This grants a -2 penalty to Strength.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Clumsy - This grants a -2 penalty to Dexterity.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Frail - This grants a -2 penalty to Constitution.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Dull-Witted - This grants a -2 penalty to Intelligence.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Weak-Willed - This grants a -2 penalty to Wisdom.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Hideous - This grants a -2 penalty to Charisma.
Cost: -1 point
Special: This may be taken more than once, though no ability may be brought lower than 6 through this augmentation.
Immobile - The minion does not have any movement speeds, and may not travel of it's own volition.
Cost: -2 points
Special: Minions with this augmentation may not choose any ability that grants them a movement speed.
Quick - The minion gains a +5 foot bonus to one speed.
Cost: 2 points
Resilient - One additional save of the minion is treated as though it had a 'good' progression, instead of 'poor'.
Cost: 6 points
Sturdy - The minion gains 3 hit points.
Cost: 1 point
Special: This can be taken any number of times.
Skilled Augments
Agile - The minion adds Balance, Escape Artist, and Tumble to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Arms Knowledge [Primitive] - The minion becomes proficient with light armor and simple weapons.
Cost: 3 points
Arms Knowledge [Advanced] - The minion becomes proficient with medium armor, all shields save for tower shields, and any three martial weapons (chosen when the minion is spawned).
Cost: 4 points
Prerequisite: Primitive Arms Knowledge
Builder - This minion is particularly suited to creating and repairing structures. When it assists it's parent dungeon, any use of the Shape Features ability takes one hour less than usual, to a minimum of half the normally required time. Assisting in this fashion requires the minion to work alongside the dungeon during the entire duration of the process. Additionally, for creating or repairing other structures, the minion gains a +4 bonus to their craft skill when determining the amount of time it takes to effect the construction/repairs.
Cost: 6 points
Civilized - The minion adds Bluff, Diplomacy, and Sense motive to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Prerequisite: Charisma and Intelligence scores of 8
Inherent Skill - The minion gains a +4 racial bonus to one skill.
Cost: 2 points
Special: This ability may be taken more than once, though it cannot be applied more than twice to a particular skill.
Inquisitive - The minion adds Appraise, Decipher Script, and Gather Information to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Magically-Inclined - The minion adds Concentration, Spellcraft, and Use Magic Device to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Mechanically-Inclined - The minion adds Disable Device, Open Lock, and Use Rope to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Mischievous - The minion adds Forgery, Escape Artist, and Sleight of Hand to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Practiced - The minion gains five skill points.
Cost: 2 points
Special: This may be taken more than once.
Scholarly - The minion may add any three Knowledge skills to its class skills and gains a +1 bonus to these skills.
Cost: 3 points
Prerequisite: Must have an Intelligence Score of 8
Special: A minion may not be created with more ranks in a Knowledge skill than the Dungeon itself has. It's simply not possible for the Dungeon Seed to self-generate answers for questions it might have. However, once a minion has been created, it may gain ranks in knowledge skills appropriately.
Skilled - The minion adds two skills to its class skills.
Cost: 3 points
Special: This may be taken more than once.
Extraordinary Augments
Blood Drain - The minion gains the ability to drain the blood of it's enemies. If the minion is able to pin an opponent in a grapple, they automatically deal 1d6 damage, in addition to any other damage they may do. This damage is in turn healed by the minion. A minion may not exceed it's maximum hit points in this fashion, but may still continue to do this extra damage during a pin. This damage recurs every turn the minion maintains the pin.
Cost: 6 points
Broodling - Minions are always easier to form when they are working from the same template. A Dungeon Seed may nominate up to ten minions as broodlings during their creation. These minions must have the same type and enhancements chosen (though they may have different ability scores as the result of different placements of the Elite Array). If this is done, the minions cost one less minion point per hit die.
Cost: -4 points/minion
Diseased - The minion is a carrier for a particular disease. Any creature wounded by the minion's natural weapons must make a Fortitude save (DC 10 + 1/2 the minion's HD + the minion's Con modifier) or contract the disease. Viable diseases for this ability are: Blinding Sickness, Cackle Fever, Filth Fever, Mindfire, Red Ache, and the Shakes. All diseases count as though their infection method was "injury". Additionally, the minion becomes immune to the disease they are carrying. If they are ever cured of this disease, it reappears within 24 hours.
[/Size]Cost: 4 points[/Size]
Dungeonthrall - The Dungeon Seed may telepathically communicate with and control the minion with this ability as it sees fit. A Dungeon Seed may control no more than one minion per point of it's intelligence modifier at a time. A minion may be directed as a swift action, or directly controlled using the Dungeon's own actions.
Cost: 5 points
Expendable - Minions with this ability are fragile and easily abused. They only gain two hit points per hit die, gaining no bonuses for a high Constitution modifier, and automatically fail any saving throws required of them (though they may not always be affected by the result).
Cost: -3 points
Special: Minions with this ability are precluded from taking the following augmentations: Elite, Super-Elite,
Leader - The minion gains one minor aura from the Marshal list. This is otherwise identical to the Marshal's aura abilities.
Cost: 8 points
Paralysis - One of the minion's natural attacks exudes a paralytic poison. A creature hit by that weapon must make a saving throw (DC 10 + the minion's Constitution modifier) or be paralyzed for 1d4 rounds. The minion generates enough venom to use this ability a number of times a day equal to 1 + it's Constitution modifier.
Cost: 6 points
Prerequisite: Natural Attack
Stalwart - The minion gains DR 1/ - .
Cost: 3 points
Special: This can be taken multiple times, up to a maximum equal to ½ it's hit dice.
Stench - The minion has the ability to naturally produce, under stress, a terrible odor offensive to nearly everything alive. Any creature with 10 feet of the minion must make a fortitude save or be sickened for (1d4 + the minion's Constitution modifier) rounds. A creature that makes the save against a minion's stench ability cannot be affected by the same minion's stench for 24 hours. Creatures that are immune to poison are unnaffected, and those with resistance to poison may make the save with their normal bonus. The minion may activate this ability 1 + Con Modifier number of times per day, and it lasts for a number of rounds equal to the minion's Constitution modifier.
Cost: 8 points
Special: Minions with this ability are immune to the stench of other minions with this ability.
Tooth and Claw - The minion gains a natural attack, chosen from the list below. The damage for this attack is sized for a medium-sized minion.
Attack|Damage|Critical
Bite|
1d4|
x3
2 Claws|
1d3/1d3|
x2
Gore|
1d4|
x4
Sting|
1d4|
19-20/x2
Slam|
1d6|
x2
2 Tentacles|
1d2/1d2|
x3
Cost: 1 point
Special: This ability may be purchased once for every three hit dice the minion has.
Venomous - The minion can deliver poison with one of their natural attacks. The poison does initial damage to one ability score (chosen when this ability is selected) other than Constitution, followed up by secondary damage one minute later. The base damage for this ability is 1d2/1d2.
Cost: 4 points
Prerequisite: Natural Attack
Special: The poison damage may be increased by one die for either the initial or secondary damage for an additional point (this cost is cumulative, so increasing the die twice or increasing each once costs 3 points). Neither damage can be increased beyond 1d10 in this fashion.
Web - The minion gains the Web ability of a Monstrous Spider.
[/Size]Cost: 4 points[/Size]
Bestial Augments
Airborne - The minion gains a fly speed of 20 feet, with clumsy maneuverability.
Cost: 4 points
Agile Flyer - The maneuverability of the minion increases by one step.
Prerequisite: Airborne
Cost: 2 points
Special: This may be taken more than once, up to a maximum of Good maneuverability.
Burrower - The minion gains a burrow speed of 20 feet, and may burrow through soft earth, clay, and similar materials.
Cost: 3 points
Special: This may be taken a maximum of two times. The second time, it allows the minion to burrow through hard stone though they only move their speed in minutes, rather than rounds.
Climber - The minion gains a climb speed of 20 feet, as well as the +8 bonus to climb that comes with the ability to naturally move in that fashion.
Cost: 2 points
Darksight - The minion gains Darkvision to 20 feet.
Cost: 1 point
Special: The minion may be given the Light Blindness quality paired with this enhancement. If this is done, the cost for this enhancement becomes 0. For an additional 2 points, the Darkvision granted by this augment instead extends to 40 feat.
Grappler - The minion gains a +2 bonus to grapple checks..
Cost: 2 points
Special: For an additional 2 points, the minion gains the Improved Grapple feat, regardless of if it meets the qualifications.
Heightened Senses - The minion gains the Scent special quality.
Cost: 1 points
Horde - Minions with this ability are able to share a space with up to one other minion with the same ability, crawling and scuttling over each other as needed. The minion takes a -2 penalty to attacks and saves while doing so.
Cost: 4 points
Rage - When the minion is first damaged in combat, it flies into a rage identical to a barbarian's rage gaining +4 Strength, +4 Constitution and -2 AC. This rage lasts for 2 rounds + the minion's new Constitution modifier, or until the creature that wounded it is dead, whichever comes first. The minion may not voluntarily end this rage.
Cost: 2 points
Scrabbler - When determining the size of spaces the minion can move through it is treated as one size smaller than it's normal size.
Cost: 1 point
Swimmer - The minion gains a swim speed of 20 feet, as well as the +8 bonus to swim that comes with the ability to naturally move in that fashion.
Cost: 2 points
Mythic Augments
Elemental Resistance - The minion gains a resistance of five to one element of their choosing.
Cost: 3 points
Special: This augment can be taken multiple times, choosing a different element each time.
Exude Element - The minion emanates or exudes an element of it's choice (either fire, cold, acid, or electricity). This element does 1d4 damage to any creature striking the minion with a natural melee attack. It also applies to any damage done by the minion's natural attacks.
Cost: 5 points
Special: [/list]
Damage can be increased by one die by spending 2 minion points (this cost is cumulative, so two die increases would cost a total of 6 points). The damage from this ability may not exceed 1d10.
The range of the ability may also be increased. For 2 points, the ability may affect creatures using manufactured melee weapons against the minion (though not those with reach) and also applies to any manufactured weapon the minion wields. For a total of 5 points, the minion exudes the element to a range of five feet, affecting any creatures within that area.
A minion may start or stop exuding elements as a standard action.
[/list]
Arcane Augments
Minor Arcane Ability - The minion may choose one 0th level spell from the cleric or sorcerer/wizard spell lists. This spell-like ability may be used up to 3+ the minion's Intelligence modifier times/day.
Cost: 4 points
Special: For 4 points, this spell-like ability can be used at-will. For 6 points, this may instead be a 1st level spell.
Healer - The minion gains the ability to lay on hands as a standard action, healing 1d4 + Wisdom modifier in damage. The minion may do this a number of times per day equal to 1 + their Wisdom modifier.
Cost: 4 points
There is also one particular minion that the Dungeon Seed can shape, that of its original host. Unlike its normal minions, the host form grows with it, becoming more powerful as the dungeon itself does. By spending five form points, the seed may generate a reasonable facsimile of its original host. This body is physically independent of the dungeon and may move and act freely as directed by the Dungeon Form, appearing as the host did prior to the bonding of the seed.
The specifics of the Host Form are detailed below -
This body is identical in all respects to the initial host, with the following changes:
Only one Host Form may be shaped at a time.
The body shares any subtypes that the Dungeon Seed has, including the Living Construct subtype gained by the dungeon.
The host is shaped with the same stats as the Dungeon Seed, and as many hit points as the Dungeon does at full health. The host does not gain any hit points granted by shaping more dungeon spaces or features, just those normally granted by the hit die and Constitution or Charisma modifier of the Dungeon. The host also gains the senses and original movement modes of the Dungeon Seed's original form.
The shaped host uses the Dungeon Seed's BAB, Saves, and has access to its permanent or constant class features should they be applicable.
If the Dungeon Seed has spellcasting or sublime abilities, or those with a limited use per day, it can transfer spell slots, maneuvers, or uses of these abilities to the body it creates. (Example - Thorosain is a level 3 wizard. When he generates his original form, he transfers 1 first level spell slot and 1 second level spell slot to that body. His dungeon form retains the other slots and can use them as he sees fit, though it would be easier for him to study his spellbook with actual hands, and both selves can benefit from doing so via their telepathic bond).
The Host Form is, literally, a puppet for the Dungeon. It takes no actions unless the dungeon wills it, controlling the Host directly with its own actions. The Dungeon and Host share a telepathic bond that exists for up to one mile per level of the Dungeon Seed. Outside of that range, the host becomes uncontrolled, doing nothing on its own and immediately beginning to degrade as if the Dungeon had decided to release the Host Form. The dungeon form and host form may share spell effects, maneuvers, or other effects between them so long as the other form is a valid target for the effect.
As long as the Dungeon Seed and its host form have a telepathic connection, they form a limited hive mind. If one is aware of a particular danger, both of them are. If one of them is not-flat footed, neither of them is. While under this bond, the host form cannot be flanked by creatures that the dungeon is also perceiving.
The host form can be reabsorbed by the dungeon as a full-round action if it is currently inside the dungeon form which returns all points invested into the host form. Otherwise, the dungeon can simply abandon the body at whatever distance it is away, regaining one point in each stat, one form point, and ten hit points per day until it returns to its maximum values. This also occurs if the host form is killed. A Dungeon Seed may not shape another host form until it has regained all of the lost form points, stats, and hit points from its slain or abandoned host form.
At level six, a Host that has been absorbed into the dungeon (as noted above) may be regurgitated elsewhere within the dungeon the next round as a full-round action by the Dungeon Seed.
While the Host is within the dungeon form, it heals at double the usual rate. At level five this instead becomes fast healing 1 and increases by 1 for each 4 levels past that the Dungeon Seed has.
Unlike other minions, the Host Form may not be modified or granted normal minion special abilities. They are as much a construct of the Dungeon Seed's persona as they are a physical being, and as such liable to change very little in appearance over the course of the Dungeon's growth.
Any magical items carried, worn, or wielded by the Host Form count towards the value of magical items the Dungeon Seed must maintain in order to survive. The dungeon simply draws the energies required through its link with the Host Form.