Cipher Stars
2011-07-02, 03:31 AM
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"Keep those tentacles away!"
"Actually, that one's all me." - Tentanova the Tentastical Shadow
Game Rule Information
Abilities: Dexterity, To hit faster, be quicker, and generally be skilled.
Alignment: despite belief, tentacle based anyones need not be neither creepy, nor chaotic, nor evil. an Tentastical Shadow can be chaotic good, chaotic neutral, true neutral, Lawful neutral, Lawful evil, or neutral evil.
Hit Die: d8
Class Skills: The Shadow's class skills are... Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Jump, Listen, Move Silently, Sense Motive, slight of hand, Spot, Swim, Tumble, Use Rope
Skill Points at 1st Level: ( 6+ Int Modifier) x 4
Skill Points at Each Additional Level: 6+ Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Quick Tentacle, Fast Movement, Tentastical Insight
2nd|
+1|
+3|
+3|
+0|Evasion
3rd|
+2|
+3|
+3|
+1|Trap Sense +1
4th|
+3|
+4|
+3|
+1|Uncanny Dodge, The Great Tentacle
5th|
+3|
+4|
+4|
+1| Tentacle Slam +1d8, Tentastical Insight
6th|
+4|
+5|
+5|
+2|Improved Evasion, Trap Sense +2
7th|
+5|
+5|
+5|
+2|
8th|
+6|
+6|
+6|
+2|Improved Uncanny Dodge, The Great Tentacle, Fast Movement
9th|
+6|
+6|
+6|
+3|Trap Sense +3
10th|
+7|
+7|
+7|
+3|Tentacle Slam +2d8, Tentastical Insight, Tentagon
11th|
+8|
+7|
+7|
+3|
12th|
+9|
+8|
+8|
+4|Trap Sense +4, The Great Tentacle
13th|
+9|
+8|
+8|
+8|Tentacle Slam +3d8
14th|
+10|
+9|
+9|
+4|
15th|
+11|
+9|
+9|
+5| Trap Sense +5, Tentacle Slam +4d8, Tentastical Insight
16th|
+12|
+10|
+10|
+5|The Great Tentacle, Fast Movement
17th|
+12|
+10|
+10|
+5|Tentacle Slam +5d8
18th|
+13|
+11|
+11|
+6|Trap Sense +6
19th|
+14|
+11|
+11|
+6|Tentacle Slam +6d8
20th|
+15|
+12|
+12|
+6|Tentastical Insight, Tentagon, The Great Tentacle[/table]
Class Features: All of the following are class features of the Tentastical Shadow
Weapon and Armor Proficiency:
Tentacular Knights are proficient with Light armor. No shields, and simple, and Martial weapons.
Quick Tentacle (Ex): The Tentastical Shadow can swiftly change one of her limbs into a long rubbery tentacle. The tentacle has +10 feet of reach +5ft per 10 class levels To make it more clear this is in addition to their normal reach (and not replacing it). a +2 to initiative per 3 class levels, +2 Strength (From your own) per 5 class levels, +2 Climb per 3 class levels, +2 Grapple per 3 class levels, and does 1d6 per 3 Tentastical Shadow level damage on a strike (+Str as usual for melee). The Quick Tentacle possesses the feats Improved Grab and Improved Trip.
Other then making a quick grapple, trip, or attack, this spell is most often used as a 'rope' by the Shadow. For example one could use the tentacle to grab a tree branch and swing over a pit.
The Quick Tentacle can be used to aid in jump checks. (+Shadow level to the roll), and can be used to mimic effects of Spider Climb.
Fast Movement (Ex): The same energies that allow you use of Quick Tentacle cause your muscle to be denser. Fluff wise, you have more strength for less obvious muscle. Mechanically, You have +10ft to all movement modes. +20ft at level eight, +30ft at level sixteen.
Tentastical Insight (Ex): Your connection to the Tentacle Lords of the great Tentacle Plane gives you some benefits...
1st: +2 insight bonus to Knowledge: Planes, Hide, Slight of Hand, AC, and Reflex saves.
5th: +4, +2: Move Silently
10th: +6, +4, +2 Climb
15th: +8, +6, +4, +2 Tumble
20th: +10, +8, +6, +4. +2 Escape Artist
New unnamed bonuses are improvements to previously listed +2 bonuses.
Evasion: At 2nd level and higher, a Tentastical Shadow can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Tentastical Shadow is wearing light armor or no armor. A helpless Tentastical Shadow does not gain the benefit of evasion.
Trap Sense: At 3rd level, a Tentastical Shadow gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Tentastical Shadow reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge: Starting at 4th level, a Tentastical Shadow can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Tentastical Shadow already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge: A Tentastical Shadow of 8th level or higher can no longer be flanked.
This defense denies another the ability to sneak attack the character by flanking her, unless the attacker has at least four more uncanny dodge granting levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Tentacle Slam: The Tentastical Shadow can strike out with her weapon using the might of her Quick Tentacle to aid in her attack sacrificing Reach for bundled power, it gains listed bonus damage but has a normal melee range rather then the normal Quick Tentacle 15ft. This is not precision damage, so the enemy need not be Flanked or Flat Footed.
The Great Tentacle (Sp): The Tentastical Shadow can call the Great Tentacle to take her away, the The Great Tentacle can carry you away into its domain, and out to another location. The Great Tentacle is usable Charisma modifier +1/4th class levels times per day, and can only be called from a 5ft area of shadow, from which it has a reach of 20ft.
At fourth level, it can take you Cha mod x10 feet as a movement equivalent action.
At eighth level, it can take you Cha mod x 100 feet as a standard action, or x10 as a swift action.
At twelfth level, it can take you Cha mod = miles as a full round action, x100 as a standard, or x10 as a swift action. It can now make a grapple check (Shadow level +8) to grab an unwilling victim and take them Cha mod x 10 feet, or take willing subjects within x100 feet.
At Sixteenth level, it can take you Cha mod x10 = miles as a full round action. x100 as a movement equivalent action, or x10 as a free action. And can now grapple unwilling targets to take them cha mod x100 feet or take willing subjects within ca mod = miles.
At Twentieth level, it an take you Cha mod x100 miles with 5 rounds to call a larger tentacle, x10 miles as a standard action, x100 feet as a swift action, x10 feet as a free action. And can now grapple unwilling targets to take them cha mod = miles, or take willing targets within cha mod x10 miles.
In addition, at twelfth level you gain more favor with the Great Tentacle, and it can leave foes in its realm of horror effectively killing them if they cannot Plane Shift. There, they are brutally used as a host for the reproduction of more tentacle life forms for the rest of they're lifespan until they manage to leave, are killed, or are somehow rescued.
Tentagon (Ex): The Tentastical Shadow can use Quick Tentacle four times at once, attacking all around her, or two at once against one target. She can use them all at once with no penalty, similar to a Hydra's bite attacks. At level twenty, you can use it eight times at once for a total of eight tentacles that can strike out all around her, or up to four against one target, also with no penalty.
"Keep those tentacles away!"
"Actually, that one's all me." - Tentanova the Tentastical Shadow
Game Rule Information
Abilities: Dexterity, To hit faster, be quicker, and generally be skilled.
Alignment: despite belief, tentacle based anyones need not be neither creepy, nor chaotic, nor evil. an Tentastical Shadow can be chaotic good, chaotic neutral, true neutral, Lawful neutral, Lawful evil, or neutral evil.
Hit Die: d8
Class Skills: The Shadow's class skills are... Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Jump, Listen, Move Silently, Sense Motive, slight of hand, Spot, Swim, Tumble, Use Rope
Skill Points at 1st Level: ( 6+ Int Modifier) x 4
Skill Points at Each Additional Level: 6+ Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Quick Tentacle, Fast Movement, Tentastical Insight
2nd|
+1|
+3|
+3|
+0|Evasion
3rd|
+2|
+3|
+3|
+1|Trap Sense +1
4th|
+3|
+4|
+3|
+1|Uncanny Dodge, The Great Tentacle
5th|
+3|
+4|
+4|
+1| Tentacle Slam +1d8, Tentastical Insight
6th|
+4|
+5|
+5|
+2|Improved Evasion, Trap Sense +2
7th|
+5|
+5|
+5|
+2|
8th|
+6|
+6|
+6|
+2|Improved Uncanny Dodge, The Great Tentacle, Fast Movement
9th|
+6|
+6|
+6|
+3|Trap Sense +3
10th|
+7|
+7|
+7|
+3|Tentacle Slam +2d8, Tentastical Insight, Tentagon
11th|
+8|
+7|
+7|
+3|
12th|
+9|
+8|
+8|
+4|Trap Sense +4, The Great Tentacle
13th|
+9|
+8|
+8|
+8|Tentacle Slam +3d8
14th|
+10|
+9|
+9|
+4|
15th|
+11|
+9|
+9|
+5| Trap Sense +5, Tentacle Slam +4d8, Tentastical Insight
16th|
+12|
+10|
+10|
+5|The Great Tentacle, Fast Movement
17th|
+12|
+10|
+10|
+5|Tentacle Slam +5d8
18th|
+13|
+11|
+11|
+6|Trap Sense +6
19th|
+14|
+11|
+11|
+6|Tentacle Slam +6d8
20th|
+15|
+12|
+12|
+6|Tentastical Insight, Tentagon, The Great Tentacle[/table]
Class Features: All of the following are class features of the Tentastical Shadow
Weapon and Armor Proficiency:
Tentacular Knights are proficient with Light armor. No shields, and simple, and Martial weapons.
Quick Tentacle (Ex): The Tentastical Shadow can swiftly change one of her limbs into a long rubbery tentacle. The tentacle has +10 feet of reach +5ft per 10 class levels To make it more clear this is in addition to their normal reach (and not replacing it). a +2 to initiative per 3 class levels, +2 Strength (From your own) per 5 class levels, +2 Climb per 3 class levels, +2 Grapple per 3 class levels, and does 1d6 per 3 Tentastical Shadow level damage on a strike (+Str as usual for melee). The Quick Tentacle possesses the feats Improved Grab and Improved Trip.
Other then making a quick grapple, trip, or attack, this spell is most often used as a 'rope' by the Shadow. For example one could use the tentacle to grab a tree branch and swing over a pit.
The Quick Tentacle can be used to aid in jump checks. (+Shadow level to the roll), and can be used to mimic effects of Spider Climb.
Fast Movement (Ex): The same energies that allow you use of Quick Tentacle cause your muscle to be denser. Fluff wise, you have more strength for less obvious muscle. Mechanically, You have +10ft to all movement modes. +20ft at level eight, +30ft at level sixteen.
Tentastical Insight (Ex): Your connection to the Tentacle Lords of the great Tentacle Plane gives you some benefits...
1st: +2 insight bonus to Knowledge: Planes, Hide, Slight of Hand, AC, and Reflex saves.
5th: +4, +2: Move Silently
10th: +6, +4, +2 Climb
15th: +8, +6, +4, +2 Tumble
20th: +10, +8, +6, +4. +2 Escape Artist
New unnamed bonuses are improvements to previously listed +2 bonuses.
Evasion: At 2nd level and higher, a Tentastical Shadow can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Tentastical Shadow is wearing light armor or no armor. A helpless Tentastical Shadow does not gain the benefit of evasion.
Trap Sense: At 3rd level, a Tentastical Shadow gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Tentastical Shadow reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge: Starting at 4th level, a Tentastical Shadow can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Tentastical Shadow already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge: A Tentastical Shadow of 8th level or higher can no longer be flanked.
This defense denies another the ability to sneak attack the character by flanking her, unless the attacker has at least four more uncanny dodge granting levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Tentacle Slam: The Tentastical Shadow can strike out with her weapon using the might of her Quick Tentacle to aid in her attack sacrificing Reach for bundled power, it gains listed bonus damage but has a normal melee range rather then the normal Quick Tentacle 15ft. This is not precision damage, so the enemy need not be Flanked or Flat Footed.
The Great Tentacle (Sp): The Tentastical Shadow can call the Great Tentacle to take her away, the The Great Tentacle can carry you away into its domain, and out to another location. The Great Tentacle is usable Charisma modifier +1/4th class levels times per day, and can only be called from a 5ft area of shadow, from which it has a reach of 20ft.
At fourth level, it can take you Cha mod x10 feet as a movement equivalent action.
At eighth level, it can take you Cha mod x 100 feet as a standard action, or x10 as a swift action.
At twelfth level, it can take you Cha mod = miles as a full round action, x100 as a standard, or x10 as a swift action. It can now make a grapple check (Shadow level +8) to grab an unwilling victim and take them Cha mod x 10 feet, or take willing subjects within x100 feet.
At Sixteenth level, it can take you Cha mod x10 = miles as a full round action. x100 as a movement equivalent action, or x10 as a free action. And can now grapple unwilling targets to take them cha mod x100 feet or take willing subjects within ca mod = miles.
At Twentieth level, it an take you Cha mod x100 miles with 5 rounds to call a larger tentacle, x10 miles as a standard action, x100 feet as a swift action, x10 feet as a free action. And can now grapple unwilling targets to take them cha mod = miles, or take willing targets within cha mod x10 miles.
In addition, at twelfth level you gain more favor with the Great Tentacle, and it can leave foes in its realm of horror effectively killing them if they cannot Plane Shift. There, they are brutally used as a host for the reproduction of more tentacle life forms for the rest of they're lifespan until they manage to leave, are killed, or are somehow rescued.
Tentagon (Ex): The Tentastical Shadow can use Quick Tentacle four times at once, attacking all around her, or two at once against one target. She can use them all at once with no penalty, similar to a Hydra's bite attacks. At level twenty, you can use it eight times at once for a total of eight tentacles that can strike out all around her, or up to four against one target, also with no penalty.