Sherishade
2012-12-09, 06:16 AM
Hello this is my first time posting, I don't really do forums just read other people's stuff but thought I'd post my base class design. I've seen some posts that are tentacle races and even a few tentacle classes. But they didn't fit my idea of a tentacle class. So here's my personal take on a tentacle class. Sorry for grammar ahead of time writing was never my strong suit.
Change Log
12-11-12 (1631) I changed alot about the class using alot of the rewording that Jormengand gave thank you. I merged several aspects about the class since having them seperated was a little silly and sometimes redundant. I also changed the Bonus feat section to look more like the Fighter class feature, and changed the name of Violate! cause i did do that only for shock value lol.
01-04-12 (0443)
OK well I had a revelation after reading some topics about natural attacks and how they function. Now I understand why some people were saying this was to over powered. So I have changed it to better reflect and to better steer player's in the direction I had envisioned for the class.
"There comes a time in every young mans life when he realizes he's become just like his parents."
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+2|+0|+0|Tentacle Attacker, Aberrant Heritage
2nd|+1|+3|+0|+0|Bonus Aberrant Feat
3rd|+1|+3|+1|+1|Aberrant Heritage
4th|+2|+4|+1|+1|Bonus Aberrant Feat
5th|+2|+4|+1|+1|-
6th|+3|+5|+2|+2|Aberrant Heritage, Bonus Aberrant Feat
7th|+3|+5|+2|+2|Multi Attack
8th|+4|+6|+2|+2|Bonus Aberrant Feat
9th|+4|+6|+3|+3|Aberrant Heritage
10th|+5|+7|+3|+3|Tentatools, Bonus Aberrant Feat
11th|+5|+7|+3|+3|Improved Grab
12th|+6/+1|+8|+4|+4|Aberrant Heritage, Bonus Aberrant Feat
13th|+6/+1|+8|+4|+4|Amorphous Body
14th|+7/+2|+9|+4|+4|Bonus Aberrant Feat
15th|+7/+2|+9|+5|+5|Aberrant Heritage, Adaptation
16th|+8/+3|+10|+5|+5|Bonus Aberrant Feat
17th|+8/+3|+10|+5|+5|Perfect Constrict
18th|+9/+4|+11|+6|+6|Aberrant Heritage, Bonus Aberrant Feat
19th|+9/+4|+11|+6|+6|-
20th|+10/+5|+12|+6|+6|Half-Farspawn, Aberrant Heritage, Bonus Aberrant Feat[/table]
Hit Die: d10
The Dark Inheritor's class skills (and the key ability for each skill) are Balance (Dex) Climb (Str) Craft (Int) Escape Artist (Dex) Hide (Dex) Intimidate (Cha)
Knowledge Dungeoneering (Int) Listen (Wis) Move Silently (Dex) Spot (Wis)
Survival (Wis) Swim (Str) Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: the Dark Inheritor is Proficient with both Light and Medium armor, they are also proficient with Simple weapons.
Tentacle Attacker When ever you ever you make a full round attack action with only your tentacle natural attacks your BAB for that attack is considered full (+1 per class level).
Aberrant Heritage: At 1st Level you gain one tentacle that sprouts from your torso, back, chest, shoulders, sides or waist. You gain one tentacle natural attack that deals 1d6 points of damage (for a Medium creature) plus your Strength modifier. At 3rd Level and every three levels after you gain an additional tentacle.
You can attack with your tentacles as a primary weapon and make as many attacks in a round as your total tentacles with each tentacle after the first taking a -5 penalty to hit. You may also attack with weapons and make tentacle attacks, but your tentacle attacks are treated as secondary weapons: The attacks are made with a -5 penalty on the attack roll, and you add only 1/2 your Strength bonus to the damage roll. You can only use two tentacles as secondary weapons in this way. Once you reach 9th level and you have a total of four tentacle attacks you can split your attacks to multiple targets. You can attack as many targets as 1/2 your total tentacles.
You can use one of your tentacles to make a Trip or Disarm check in any square you can reach with your tentacles, as described in the Player's Handbook. You can also do this during a Full Attack Action while still attacking with any available tentacles. A Trip or Disarm action never provokes an attack of opportunity when made with your tentacles and can never be turned against you if you fail the check.
You may also choose to perform special tentacle attacks.
Tentacle Stab: As a Full round attack action you can hit a target 5 feet further away then you normally would be able to, but with a -1 attack penalty to each attack made.
Tentacle Slam: As a Standard attack action you can wrap your tentacles together to make a large club-like appendage to strike your enemies, for each tentacle added increase the damage die from one tentacle to the following: 1D6; 1D8; 1D10; 2D6; 2D8; 2D10; 3D8; 3D10; 4D8; 4D10.
For each tentacle you have you gain a +1 racial bonus on grapple; trip; disarm checks, as well as Balance; Climb; Escape Artist; Swim skills. Your tentacles can benefit from the Weapon Finesse Feat and Power Attack Feat.
Gaining new tentacles as you grow in level has benefits and drawbacks. Along with the benefits listed above each tentacle counts as an Aberrant Feat for the purposes of determining certain bonuses of other Aberrant Feats. The main drawback from having more tentacles (besides the cumulative social skill penalties because they are treated as Aberrant Feats) is that as you gain more of them armor becomes difficult to wear. With at least 2 tentacles only Medium and Light armor can be worn, with 4 only Light and once you have 8 or more no armor can be worn.
Bonus Aberrant Feat: At 2nd Level and every two levels there after you may select one Aberrant Feat from the Lords of Madness book. You must meet all the prerequisite for the feat gained in this manner. You gain these feats in addition to the regularly gain feats through normal level progression.
Multi Attack: At 7th Level you gain the Multi Attack feat from the Monster Manual even if you don't meet the prerequisites.
Tentatools: At 10th level you gain the knowledge of how to craft Tentatools. These leather contraptions involve a large number of straps, buckles and padding. This will allow them to be secured to your tentacles which will give them certain material properties for bypassing damage reduction depending on what materials they are made with; they may also be enchanted with the +1 attack and damage line of enchants but nothing else.
Tentatools can be crafted by yourself with the proper skill in Craft (Armorsmithing,) or if you find someone that won’t try and run you through the second they see you, you'll be able to teach them so they can craft for you.
The cost of creating one Tentatool is 20 silver pieces for the general piece, plus one pound of appropriate metal whether simple iron or more specialized Adamantite and alchemical silver for bypassing damage reduction. Having a Tentatool does not increase your tentacles damage die.
Improved Grab: At 11th Level you gain the Improved Grab Feature for use with your tentacles. You can use this ability on a creature your size or smaller.
You also gain a Constrict attack for dealing more damage during a grapple. Your Constrict attack is up to half of your total Tentacles, but while you constrict with them you cannot use them for other actions such as attacking multiple targets or special Trip/Disarm attacks and for one round after you decide to stop constricting with them. This penalty is waived if you kill the grappled creature through constriction.
Amorphous Body: At 13th Level your body becomes slightly amorphous. You retain your humanoid shape but can shift your vital organs around inside and your tentacles around the outside of your body. This makes you immune to critical hits and stunning. This also allows you to hide your tentacles, which means they will no longer count negatively towards your social skills and will not be immediately visible if you do not allow it, even to someone standing right next to you.
Adaptation: At 15th Level you can choose a second energy type to receive a bonus resistance 5.
Perfect Constriction: At 17th Level you can add all of your tentacles to the damage you deal during a successful grapple.
Half-Farspawn: At 20th Level you become a Half-Farspawn. Your type changes to Aberration, you can choose a third energy type and gain resist 10 to it, the other two resistances you had increase to 10, you gain Darkvision 60 feet, telepathy out to 100 feet, you also gain Spell Resist equal to 5 + your Dark Inheritor Class Level and you damage reduction 10/Adamantine. You gain immunity to poison, fast healing 3 and one more instance of Aberrant Heritage. If you die you can be resurrected as normal. If you already have darkvision or telepathy from a Class or Racial Feature use whichever is higher.
You lose 4 Wisdom and Charisma from the shock of this transformation bringing this cannot reduce your total to less than 2. You no longer fall unconscious when reduced to 0 wisdom or charisma, instead you enter into a berserk state attacking whatever is closest to you, after first killing the creature that put you in that state. This functions similarly to a Barbarian’s Rage ability, giving you a +8 to Strength, +4 to Dexterity, and +6 to Constitution. It also gives you +4 dodge bonus to AC and 20 temporary hit points.
While in this rage everyone is treated as hostile and nothing can control you. This lasts for 10 rounds or until your stats are restored by some means at which point you become winded, gaining a -4 Strength, -2 Dexterity, -4 Constitution, -2 Natural Armor for twice the number of rounds you were in the rage. If you rage for the full 10 rounds you recover 2 Wisdom and Charisma and become winded as above.
Change Log
12-11-12 (1631) I changed alot about the class using alot of the rewording that Jormengand gave thank you. I merged several aspects about the class since having them seperated was a little silly and sometimes redundant. I also changed the Bonus feat section to look more like the Fighter class feature, and changed the name of Violate! cause i did do that only for shock value lol.
01-04-12 (0443)
OK well I had a revelation after reading some topics about natural attacks and how they function. Now I understand why some people were saying this was to over powered. So I have changed it to better reflect and to better steer player's in the direction I had envisioned for the class.
"There comes a time in every young mans life when he realizes he's become just like his parents."
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+2|+0|+0|Tentacle Attacker, Aberrant Heritage
2nd|+1|+3|+0|+0|Bonus Aberrant Feat
3rd|+1|+3|+1|+1|Aberrant Heritage
4th|+2|+4|+1|+1|Bonus Aberrant Feat
5th|+2|+4|+1|+1|-
6th|+3|+5|+2|+2|Aberrant Heritage, Bonus Aberrant Feat
7th|+3|+5|+2|+2|Multi Attack
8th|+4|+6|+2|+2|Bonus Aberrant Feat
9th|+4|+6|+3|+3|Aberrant Heritage
10th|+5|+7|+3|+3|Tentatools, Bonus Aberrant Feat
11th|+5|+7|+3|+3|Improved Grab
12th|+6/+1|+8|+4|+4|Aberrant Heritage, Bonus Aberrant Feat
13th|+6/+1|+8|+4|+4|Amorphous Body
14th|+7/+2|+9|+4|+4|Bonus Aberrant Feat
15th|+7/+2|+9|+5|+5|Aberrant Heritage, Adaptation
16th|+8/+3|+10|+5|+5|Bonus Aberrant Feat
17th|+8/+3|+10|+5|+5|Perfect Constrict
18th|+9/+4|+11|+6|+6|Aberrant Heritage, Bonus Aberrant Feat
19th|+9/+4|+11|+6|+6|-
20th|+10/+5|+12|+6|+6|Half-Farspawn, Aberrant Heritage, Bonus Aberrant Feat[/table]
Hit Die: d10
The Dark Inheritor's class skills (and the key ability for each skill) are Balance (Dex) Climb (Str) Craft (Int) Escape Artist (Dex) Hide (Dex) Intimidate (Cha)
Knowledge Dungeoneering (Int) Listen (Wis) Move Silently (Dex) Spot (Wis)
Survival (Wis) Swim (Str) Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: the Dark Inheritor is Proficient with both Light and Medium armor, they are also proficient with Simple weapons.
Tentacle Attacker When ever you ever you make a full round attack action with only your tentacle natural attacks your BAB for that attack is considered full (+1 per class level).
Aberrant Heritage: At 1st Level you gain one tentacle that sprouts from your torso, back, chest, shoulders, sides or waist. You gain one tentacle natural attack that deals 1d6 points of damage (for a Medium creature) plus your Strength modifier. At 3rd Level and every three levels after you gain an additional tentacle.
You can attack with your tentacles as a primary weapon and make as many attacks in a round as your total tentacles with each tentacle after the first taking a -5 penalty to hit. You may also attack with weapons and make tentacle attacks, but your tentacle attacks are treated as secondary weapons: The attacks are made with a -5 penalty on the attack roll, and you add only 1/2 your Strength bonus to the damage roll. You can only use two tentacles as secondary weapons in this way. Once you reach 9th level and you have a total of four tentacle attacks you can split your attacks to multiple targets. You can attack as many targets as 1/2 your total tentacles.
You can use one of your tentacles to make a Trip or Disarm check in any square you can reach with your tentacles, as described in the Player's Handbook. You can also do this during a Full Attack Action while still attacking with any available tentacles. A Trip or Disarm action never provokes an attack of opportunity when made with your tentacles and can never be turned against you if you fail the check.
You may also choose to perform special tentacle attacks.
Tentacle Stab: As a Full round attack action you can hit a target 5 feet further away then you normally would be able to, but with a -1 attack penalty to each attack made.
Tentacle Slam: As a Standard attack action you can wrap your tentacles together to make a large club-like appendage to strike your enemies, for each tentacle added increase the damage die from one tentacle to the following: 1D6; 1D8; 1D10; 2D6; 2D8; 2D10; 3D8; 3D10; 4D8; 4D10.
For each tentacle you have you gain a +1 racial bonus on grapple; trip; disarm checks, as well as Balance; Climb; Escape Artist; Swim skills. Your tentacles can benefit from the Weapon Finesse Feat and Power Attack Feat.
Gaining new tentacles as you grow in level has benefits and drawbacks. Along with the benefits listed above each tentacle counts as an Aberrant Feat for the purposes of determining certain bonuses of other Aberrant Feats. The main drawback from having more tentacles (besides the cumulative social skill penalties because they are treated as Aberrant Feats) is that as you gain more of them armor becomes difficult to wear. With at least 2 tentacles only Medium and Light armor can be worn, with 4 only Light and once you have 8 or more no armor can be worn.
Bonus Aberrant Feat: At 2nd Level and every two levels there after you may select one Aberrant Feat from the Lords of Madness book. You must meet all the prerequisite for the feat gained in this manner. You gain these feats in addition to the regularly gain feats through normal level progression.
Multi Attack: At 7th Level you gain the Multi Attack feat from the Monster Manual even if you don't meet the prerequisites.
Tentatools: At 10th level you gain the knowledge of how to craft Tentatools. These leather contraptions involve a large number of straps, buckles and padding. This will allow them to be secured to your tentacles which will give them certain material properties for bypassing damage reduction depending on what materials they are made with; they may also be enchanted with the +1 attack and damage line of enchants but nothing else.
Tentatools can be crafted by yourself with the proper skill in Craft (Armorsmithing,) or if you find someone that won’t try and run you through the second they see you, you'll be able to teach them so they can craft for you.
The cost of creating one Tentatool is 20 silver pieces for the general piece, plus one pound of appropriate metal whether simple iron or more specialized Adamantite and alchemical silver for bypassing damage reduction. Having a Tentatool does not increase your tentacles damage die.
Improved Grab: At 11th Level you gain the Improved Grab Feature for use with your tentacles. You can use this ability on a creature your size or smaller.
You also gain a Constrict attack for dealing more damage during a grapple. Your Constrict attack is up to half of your total Tentacles, but while you constrict with them you cannot use them for other actions such as attacking multiple targets or special Trip/Disarm attacks and for one round after you decide to stop constricting with them. This penalty is waived if you kill the grappled creature through constriction.
Amorphous Body: At 13th Level your body becomes slightly amorphous. You retain your humanoid shape but can shift your vital organs around inside and your tentacles around the outside of your body. This makes you immune to critical hits and stunning. This also allows you to hide your tentacles, which means they will no longer count negatively towards your social skills and will not be immediately visible if you do not allow it, even to someone standing right next to you.
Adaptation: At 15th Level you can choose a second energy type to receive a bonus resistance 5.
Perfect Constriction: At 17th Level you can add all of your tentacles to the damage you deal during a successful grapple.
Half-Farspawn: At 20th Level you become a Half-Farspawn. Your type changes to Aberration, you can choose a third energy type and gain resist 10 to it, the other two resistances you had increase to 10, you gain Darkvision 60 feet, telepathy out to 100 feet, you also gain Spell Resist equal to 5 + your Dark Inheritor Class Level and you damage reduction 10/Adamantine. You gain immunity to poison, fast healing 3 and one more instance of Aberrant Heritage. If you die you can be resurrected as normal. If you already have darkvision or telepathy from a Class or Racial Feature use whichever is higher.
You lose 4 Wisdom and Charisma from the shock of this transformation bringing this cannot reduce your total to less than 2. You no longer fall unconscious when reduced to 0 wisdom or charisma, instead you enter into a berserk state attacking whatever is closest to you, after first killing the creature that put you in that state. This functions similarly to a Barbarian’s Rage ability, giving you a +8 to Strength, +4 to Dexterity, and +6 to Constitution. It also gives you +4 dodge bonus to AC and 20 temporary hit points.
While in this rage everyone is treated as hostile and nothing can control you. This lasts for 10 rounds or until your stats are restored by some means at which point you become winded, gaining a -4 Strength, -2 Dexterity, -4 Constitution, -2 Natural Armor for twice the number of rounds you were in the rage. If you rage for the full 10 rounds you recover 2 Wisdom and Charisma and become winded as above.