Waker
2012-08-06, 06:43 PM
“Original sin, therefore, appears to be a hereditary, depravity and corruption of our nature, diffused through all the parts of the soul, rendering us obnoxious to the divine wrath and producing in us those works which the scripture calls 'works of”
-John Calvin
Behemoth
Class Skills: The behemoth's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Spot (Wis), Swim (Str), Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Hit Die: d12
Behemoth
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Perdition Points
1st|
+1|
+2|
+0|
+0|Class Ability
2nd|
+2|
+3|
+0|
+0|Class Ability
3rd|
+3|
+3|
+1|
+1|Class Ability
4th|
+4|
+4|
+1|
+1|Class Ability
5th|
+5|
+4|
+1|
+1|Class Ability
6th|
+6|
+5|
+2|
+2|Class Ability
7th|
+7|
+5|
+2|
+2|Class Ability
8th|
+8|
+6|
+2|
+2|Class Ability
9th|
+9|
+6|
+3|
+3|Class Ability
10th|
+10|
+7|
+3|
+3|Class Ability
11th|
+11|
+7|
+3|
+3|Class Ability
12th|
+12|
+8|
+4|
+4|Class Ability
13th|
+13|
+8|
+4|
+4|Class Ability
14th|
+14|
+9|
+4|
+4|Class Ability
15th|
+15|
+9|
+5|
+5|Class Ability
16th|
+16|
+10|
+5|
+5|Class Ability
17th|
+17|
+10|
+5|
+5|Class Ability
18th|
+18|
+11|
+6|
+6|Class Ability
19th|
+19|
+11|
+6|
+6|Class Ability
20th|
+20|
+12|
+6|
+6|Class Ability[/table]
Class Features
Weapon and Armor Proficiencies: A behemoth is proficient with all simple and martial weapons. Behemoths are proficient with all light, medium and heavy armor.
Perdition Points: As a behemoth levels they gain access to perdition points, which may be exchanged for new powers and abilities. At each level, a behemoth may rearrange any number of points and rechoose abilities.
Black Soul: Regardless of alignment or class restrictions, a behemoth can cast spells with the evil descriptor and never gains a negative level while wielding evil magic items. This ability does not shield a behemoth from losing access to class features if he violates a class's code of conduct. In addition, they are treated as having an evil alignment or their actual alignment (if not evil) however it is most beneficial in regards to the effects of spells or abilities that affect alignment, such as Holy Word.
Awaken: Core to a behemoth's power is the ability to transform into a horrid fiend. Transforming is a swift action. While transformed, a behemoth temporarily gains a +2 bonus to Strength and Constitution. The increase in Constitution increases the behemoth’s hit points by 1 points per level, but these hit points go away at the end of the transformation when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)
When a behemoth gains access to the Open Second Circle ability, the temporary bonus to Strength and Constitution increase to +4 and increases by an additional +2 when he gains the Open Third Circle and again when he gains Open Final Circle.
A behemoth can remain in his awakened form for one minute per level and can transform into his awakened form a number of times as listed on the table. Certain traits purchased with perdition points may augment a behemoth's awakened form.
Open First Circle:
Open Second Circle:
Open Third Circle:
Open Final Circle:
-John Calvin
Behemoth
Class Skills: The behemoth's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Spot (Wis), Swim (Str), Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Hit Die: d12
Behemoth
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Perdition Points
1st|
+1|
+2|
+0|
+0|Class Ability
2nd|
+2|
+3|
+0|
+0|Class Ability
3rd|
+3|
+3|
+1|
+1|Class Ability
4th|
+4|
+4|
+1|
+1|Class Ability
5th|
+5|
+4|
+1|
+1|Class Ability
6th|
+6|
+5|
+2|
+2|Class Ability
7th|
+7|
+5|
+2|
+2|Class Ability
8th|
+8|
+6|
+2|
+2|Class Ability
9th|
+9|
+6|
+3|
+3|Class Ability
10th|
+10|
+7|
+3|
+3|Class Ability
11th|
+11|
+7|
+3|
+3|Class Ability
12th|
+12|
+8|
+4|
+4|Class Ability
13th|
+13|
+8|
+4|
+4|Class Ability
14th|
+14|
+9|
+4|
+4|Class Ability
15th|
+15|
+9|
+5|
+5|Class Ability
16th|
+16|
+10|
+5|
+5|Class Ability
17th|
+17|
+10|
+5|
+5|Class Ability
18th|
+18|
+11|
+6|
+6|Class Ability
19th|
+19|
+11|
+6|
+6|Class Ability
20th|
+20|
+12|
+6|
+6|Class Ability[/table]
Class Features
Weapon and Armor Proficiencies: A behemoth is proficient with all simple and martial weapons. Behemoths are proficient with all light, medium and heavy armor.
Perdition Points: As a behemoth levels they gain access to perdition points, which may be exchanged for new powers and abilities. At each level, a behemoth may rearrange any number of points and rechoose abilities.
Black Soul: Regardless of alignment or class restrictions, a behemoth can cast spells with the evil descriptor and never gains a negative level while wielding evil magic items. This ability does not shield a behemoth from losing access to class features if he violates a class's code of conduct. In addition, they are treated as having an evil alignment or their actual alignment (if not evil) however it is most beneficial in regards to the effects of spells or abilities that affect alignment, such as Holy Word.
Awaken: Core to a behemoth's power is the ability to transform into a horrid fiend. Transforming is a swift action. While transformed, a behemoth temporarily gains a +2 bonus to Strength and Constitution. The increase in Constitution increases the behemoth’s hit points by 1 points per level, but these hit points go away at the end of the transformation when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)
When a behemoth gains access to the Open Second Circle ability, the temporary bonus to Strength and Constitution increase to +4 and increases by an additional +2 when he gains the Open Third Circle and again when he gains Open Final Circle.
A behemoth can remain in his awakened form for one minute per level and can transform into his awakened form a number of times as listed on the table. Certain traits purchased with perdition points may augment a behemoth's awakened form.
Open First Circle:
Open Second Circle:
Open Third Circle:
Open Final Circle: