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Visturon
2012-12-09, 10:42 AM
Because I have always wanted to play a character who can turn into a swarm of bats without playing a full fledged vampire. I used the Were-Murder of Crows (http://www.minmaxboards.com/index.php?topic=6310.0) Monster Class as a base with a few minor changes.I removed the hybrid form because a milling pile of bats crawling around on each other in a humanoid shape seems laughable when the alternative is a terrifying swarm filling a larger area.
To make up for this loss I added the Bat's Hearing ability, raised the swarm damage from 1d6 per 5 HD to 1d6 per 4 HD, and raised the maneuverability of her swarm form to good at 3rd level and perfect at 4th level. Bats are after all one of the most agile fliers in the animal kingdom.

Were-Flight of Bats

Prerequisites:
To become a were-flight, a character must meet the following requirements.

Race: Any Small, Medium, or Large humanoid or giant.
Special: Must have been injured by another were-flight's natural attacks or swarm attacks and contracted lycanthropy.

HD: d8
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+0|+2|+0|Lunar Body, Flight of Bats Form (Swarm), Bat Empathy, Hunter's Sense
2nd|+1|+0|+3|+0|Bat’s Hearing, Lunar Skin, Explosive Transformation
3rd|+2|+1|+3|+1|Growth, Carrion Carnage
4th|+3|+1|+4|+1|Curse of Lycanthropy, Myotis Rush[/table]

Class skills (2+Int per level): Handle Animal, Listen, Search, Spot, Survival.

Proficiencies: A were-flight is proficient with her own natural weapons.

Features:
Lunar Body (Ex): The were-flight retains all her previous racial modifiers. She gains the shapechanger subtype, as well as low-light vision if she did not already possess that trait.

The were-murder also gains a natural armor bonus equal to her Constitution modifier when in swarm form. In humanoid form, she instead gains a natural armor bonus equal to half her Constitution modifier.

Flight of Bats Form (Su): At 1st level, the were-flight may assume the form of a murder of bats--hundreds and hundreds of bats acting as one massive body, crawling over each other in midair. In this form, she gains the Swarm subtype, and the following traits:
• She takes up a 5-foot space. The swarm may squeeze through a space big enough to accommodate any single member. (A typical bat is Diminutive size.)
• She loses the ability to speak intelligibly, as well as to perform tasks which require fine manipulation, and does not retain any natural attacks of her previous form.
• Her gear is subsumed into the swarm, where it remains functioning. She cannot activate any item which requires a command word, fine manipulation, or anything beyond a mental action.
• She gains a flight speed of 40 feet with average maneuverability, as well as a +4 size bonus to her Armor Class.
• She is not subject to critical hits, flanking, or any spell which targets a specific number of creatures (including single-target spells such as disintegrate, unless it is a mind-affecting effect such as a charm, compulsion, pattern, phantasm, or morale effect.
• She takes only half damage from piercing and slashing weapons.
• She takes an extra 50% damage from spells or effects which affect an area, such as splash weapons and many evocation spells.
• She deals 1d6 damage per 4 Hit Dice (round up) to any creature whose space she occupies at the end of her move, or at the end of her turn if she does not move. This damage does not require a successful attack roll and is not subject to a miss chance due to concealment or cover.
• She loses the ability to make attacks of opportunity, though she can provoke them.
• She cannot be grappled, tripped, or bull rushed, nor can she grapple.
• Any living creature which begins its turn sharing a space with her must succeed on a Fortitude save (DC 10+1/2 HD+Con modifier) or be nauseated for 1 round.

She may transform in this manner once per day for every Hit Die she possesses. Transformation between forms requires a standard action, but lasts indefinitely.

Swarm forms grant bonuses to her ability scores according to the sum of her were-flight levels and half her other Hit Dice:
{table=head]Level+1/2 HD|Total Bonuses
1|+1 Dex
2|+1 Dex, +1 Wis
3|+2 Dex, +1 Wis
4|+2 Dex, +2 Wis
5|+3 Dex, +2 Wis
6|+3 Dex, +3 Wis
7|+4 Dex, +3 Wis
8|+4 Dex, +4 Wis[/table]

Bat Empathy (Ex): The were-flight may communicate with bats, no matter which form she has taken. She gains a +4 bonus on any checks made to influence them.

Hunter's Sense (Ex): While in swarm form, the were-flight gains a bonus to Spot checks equal to half her Hit Dice. She also gains the scent ability and a bonus to Survival checks made to track by scent equal to half her Hit Dice. At 2nd level, this ability applies no matter which form the were-flight has adopted.

Bat’s Hearing (Ex): At 2nd level, the were-flight gains improved hearing in all forms, gaining the Blind-Fight feat and a +4 to listen checks. In swarm form she gains blind sense 10 feet per 2 Hit Dice.

Lunar Skin (Su): At 2nd level, the were-flight gains DR/silver equal to half her Hit Dice while in swarm form.

Explosive Transformation (Su): At 2nd level, the were-flight can take on swarm form in a highly dramatic fashion. By spending two daily uses of her transformation ability instead of one, she explodes outwards into a mass of bats which coalesce into the swarm. Every creature within 30 feet takes swarm damage as though she had ended her turn in the creature's square. A successful Reflex save (DC 10+1/2 HD+Dex modifier) halves this damage. The swarm appears in any contiguous four squares within this area.

At 3rd level, any creature which fails its save is also blinded as per Carrion Carnage.

A were-flight of 10 Hit Dice or more may instead choose to spend three daily uses to increase the area to 100 feet.

Growth (Ex): At 3rd level, the were-flight occupies a 10-foot space when she takes swarm form. Unlike other creatures, this space is shapeable, and she may choose to take up any four contiguous squares.

In addition, her maneuverability in swarm form improves to good.

Carrion Carnage (Ex): At 3rd level, any creature damaged by the were-flight’s swarm attack must make a Reflex save (DC 10+1/2 HD+Dex modifier) or be blinded. This blindness can be removed by healing the damage dealt or through a remove blindness/deafness spell. In addition, her swarm attacks are treated as magic and silver.

Curse of Lycanthropy (Su): At 4th level, the were-murder can spread lycanthropy to other creatures. If a Small, Medium, or Large humanoid or giant takes damage from her swarm attack, it must make a Fortitude save (DC 10+1/2 HD+Con modifier) or contract lycanthropy. (See the Lycanthrope entry in the Monster Manual for details on lycanthropy.)

Myotis Rush (Ex): At 4th level, while in swarm form, the were-murder deals swarm damage to any creature whose square she enters during her turn, as well as any creature in whose square she ends her turn. She may only deal swarm damage to a given creature twice each turn (either by moving into its square twice, or by entering its square and ending her turn there), and any given creature only makes one save against Carrion Carnage per round.
In addition, her maneuverability in swarm form improves to perfect.

Visturon
2013-01-23, 08:34 PM
Natural Lycanthrope- Those born into Lycanthrope are always masters of their forms and can gain the Curse of Lycanthropy class feature.

Inflicted Lycanthrope- Those who contract Lycanthropy from another Lycanthrope are susceptible to the full moon and must succeed at a DC 25 Will Save or turn into their swarm form during the full moon. If she chooses to accept the change but fights for control she can make DC 15 Will Save or succumb to the animal instincts of her swarm form and fly the night feasting on insects and any flying creatures smaller than the bats that the swarm is composed of.

An Inflicted Lycanthrope can still take the 4th level of Were-Flight of Bats but must have more than 4 levels in other classes before taking it. She also does not gain the Curse of Lycanthropy class feature.