Lix Lorn
2013-08-02, 03:10 PM
Emblem Laguz/Taguel
‘The pride of the taguel is being true to yourself!’ – Panne, a rabbit Taguel.
Background: Laguz - known in some realms as Taguel - are those who, whether by blood or skill, have the ability to adopt an animalistic form. Traditionally, Laguz have been treated with disdain or outright genocide by humans.
Races: In a world true to the source material, this class is a race. Used with traditional d&d races, it becomes more of a hybrid of the druid and barbarian, and is likely to appeal to races such as orcs, as well as more aggressive elves.
Other Classes: Laguz are excellent complements to casters, capable of going from unassuming to vastly destructive in moments. They are the complementary class of Manaketes - Laguz tend to become more mundane creatures, topping out at unicorns, while creatures such as dragons and phoenixes are the realm of the manaketes.
Role: Most Laguz are melee combatants and primary damage dealers, but some instead specialise as tanks.
Laguz in the World: Laguz are often mistreated, victims of xenophobia and scapegoating. In a more integrated society, they make excellent bodyguards and assassins.
Inspiration: Fire Emblem.
Alignment: Any.
Hit Die: d8
All Emblem classes have the same starting gold and age – their ranks vary wildly.
Class Skills-The Laguz’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Dex), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis) and Tumble (Dex).
All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4 + Int Modifier
The Laguz
Level
Base Attack Bonus
Bad Save
Good Save
Special
1st
+0
+0*
+2*
Shifting, Talent
2nd
+1
+0
+3
Talent
3rd
+2
+1
+3
Talent
4th
+3
+1
+4
Talent
5th
+3
+1
+4
Talent
6th
+4
+2
+5
Talent
7th
+5
+2
+5
Beastbane , Talent
8th
+6/+1
+2
+6
Talent
9th
+6/+1
+3
+6
Talent
10th
+7/+2
+3
+7
Talent
11th
+8/+3
+3
+7
Greater Shifting, Greater Talent
12th
+9/+4
+4
+8
Greater Talent
13th
+9/+4
+4
+8
Greater Talent
14th
+10/+5
+4
+9
Greater Talent
15th
+11/+6/+1
+5
+9
Greater Talent
16th
+12/+7/+2
+5
+10
Greater Talent
17th
+12/+7/+2
+5
+10
Greater Talent
18th
+13/+8/+3
+6
+11
Greater Talent
19th
+14/+9/+4
+6
+11
Greater Talent
20th
+15/+10/+5
+6
+12
Heroic Shifting, Greater Talent
*As described in Shifting, the Laguz chooses one saving throw to switch to the good progression, based on the abilities of his chosen animal, and the other two use the bad progression.
Weapon and Armour Proficiency: A Laguz is proficient with simple weapons and light armour, as well as natural weapons gained from this class.
Shifting (Ex): Every Laguz has the ability to shift between two or more forms. She chooses two out of humanoid, hybrid, and animal. (The ‘Perfected forms’ talent grants her the third, however.) Unless this class is taken at the character's first level, one of her forms must be humanoid. If taken at their first level, they may choose hybrid and animal, meaning they have no normal form, and could be badly treated for it. Shifting between forms takes a swift action.
The humanoid form resembles a perfectly normal member of her race without this class, although it gains few of the classes benefits.
The hybrid form possesses a mixture of humanoid and animal traits, which can be as minor as feline ears, or as major as a coat of fur, large paws and a tail.
The animal form resembles a normal, albeit sometimes over-large member of their animal form.
In both hybrid and animal form, the Laguz uses their own traits, as modified by this class. Specific abilities, traits, and abilities possessed by the specific animal should be applied using talents. In the vast majority of animal forms, the Laguz cannot wield weapons, but all of their possessions - especially magical ones - continue to function.
Usually, a laguz possesses only a single animal affinity.
A Laguz chooses the basic traits of his hybrid/animal forms at level one, and cannot change them. These include two natural weapons available only in that form (or one weapon with which he may attack twice), and one saving throw which he changes to the good progression for this class.
These natural weapons are either rending (1d6+Str for a medium character with a 19-20 critical threat range and a x3 critical damage multiplier), or simply destructive. (1d8+1.5Str for a medium character.) Either way, they are both primary and can be used in the same full attack. You choose at first level what type of damage these weapons deal, of any combination of bludgeoning, piercing, and slashing.
While in hybrid or animal form, the Laguz enjoys a +1 bonus to natural armour, and gains a +2 bonus to each of his physical ability scores.
At 11th level, and again at 20th, the Laguz increases his natural armour bonus while shifting by one, his physical ability score bonuses from shifting by two, and his natural weapon damage as if by one size.
Finally, at 1st, 11th and 20th level, he gains a bonus talent, which must be a Beast talent or, at 11th and 20th level, a greater beast talent.
Note that he does not gain the ability scores or special qualities of the chosen animal - he must represent them using the Laguz' class features.
Beast Talents: At each level, a Laguz chooses a Talent from the following list. A DM should ensure that a character’s talents are appropriate for the chosen animal - not, for example, wings on a cat.
Acrobat’s Dexterity
You gain a bonus on balance and tumble checks equal to a quarter of your character level, plus two.
Armoured Hide Requires: An animal form known for toughness, such as an elephant.
You increase your natural armour bonus to AC equal by a quarter of your character level, plus one.
Athlete’s Power
You gain a bonus on climb and jump checks equal to a quarter of your character level, plus two.
Boar’s Stamina An animal form known for not dying, like a boar.
You gain additional hitpoints equal to your ECL, and gain an additional hit point whenever you level up. You gain this benefit regardless of form. You may not take the Lynx's Agility or Wolf's Fang talents.
Break Their Fists
Your skin shatters foes who strike it. As an immediate action, you may halve the damage of any physical attack that strikes you. If the attack was a melee attack, the foe takes damage equal to your constitution modifier. After using Break Their Fists, you may not use it again for 10-Con mod rounds, minimum two.
Calling the Pack (Sp) Requires: An animal form known for travelling in groups, such as a wolf.
Once an encounter (once an hour outside an encounter) as a standard action, you may summon an animal or magical beast (of a type known for its associations with your current animal form) without class levels to assist you for the duration of the encounter, or one hour outside an encounter. This animal has a maximum CR equal to the lower of half your character level or five, and may be advanced. This ability is treated as a spell of level equal to half your character level.
Alpha’s Call Requires: Calling the Pack
The CR limit of your summoned creatures is raised to two thirds of your character level, or ten, whichever is lower. When you summon creatures you could summon without this ability, you may summon 1d3+1 of them, instead of just one.
Changing Plumage Mastery
You may adjust your form slightly as you shift. This can have effects as extreme as changing your apparent ethnicity, hair and eye colour, or even as simple as modifying the clothes you wear. Using this ability grants a +10 bonus to a disguise check.
Eagle Eyes (Ex)
You are an expert at surveying large areas. You double your sight range increments, and gain a competence bonus to spot checks equal to a quarter of your character level, plus two. This applies in all forms.
See Deception (Ex) Requires: Eagle Eyes
You can tell when things are not right. You gain a +3 competence bonus to saves against illusion effects, regardless of form.
Enhanced Movement Requires: Animal capable of moving in the chosen way. ECL 3 for flight.
You gain a burrow, flight or swim speed equal to your base land speed. This flight speed has good maneuverability.
Eyeless Sight Requires: Animal capable of sensing without eyes
You gain blindsight, with a range of 10ft per point of wisdom modifier.
Festooned with Fangs Requires: ECL 6
You gain two secondary natural weapons, of either of the two types you initially chose from. Alternatively, you gain the ability to attack up to twice more with any combination of natural weapons you already possess - the difference is cosmetic.
Flurry of Strikes (Ex)
With lightning speed, you strike repeatedly. This talent allows you to make one additional melee attack in a full attack. You may use this ability in any form. After making a flurry, you may not use another one for 10-Dex mod rounds, minimum two.
Frenzied Leap
A number of times per encounter equal to one plus a quarter of your ECL, you may make a full attack as part of a charge action, exactly like the pounce ability. You may use this ability regardless of form.
Grand Endurance
Training your stamina, you gain a +2 competence bonus to your constitution score, regardless of form.
Hide of Aeons
You receive Damage Reduction/silver equal to half your ECL.
Arcane Hide Requires: Hide of Aeons
Your damage reduction is improved to Resist. Resist reduces all damage equally regardless of type. Effects that penetrate DR/silver or energy resistance penetrate this Resist, as does damage that would penetrate DR/epic.
Fleshknitting Requires: Hide of Aeons
You regain hitpoints per hour equal to your character level, plus your constitution modifier. This is doubled during complete rest. It is halved in human form.
Hunter’s Scent Requires: Animal known for tracking.
You gain the Scent ability, and the track feat as a bonus feat.
Improved Grab Requires: Animal capable of gripping effectively.
You gain the improved grab ability with any one form of natural weapon you possess.
Beast’s Maw: Requires: Improved Grab with a bite attack
You gain the Swallow Whole ability. A swallowed character suffers 1d6 bludgeoning and 1d4+con mod acid damage each round, and must inflict damage equal to a quarter of your HP to escape. Break Their Fists and Hide of Aeons are inapplicable.
Serpent’s Grip Requires: Improved Grab, Animal known for constriction
You gain the Constrict ability, dealing 1d6+1.5 Str damage for a medium character. This damage is treated as a natural weapon for the purposes of talents that increase natural weapon damage.
Lynx’s Agility Requires: An animal form known for being agile, such as a feline.
Your BAB from Laguz levels becomes equal to the number of levels in Laguz you possess. This may grant you additional attacks. You gain this benefit regardless of form. You may not take the Boar's Endurance or Wolf's Fang abilities.
Mighty Transformation
When in hybrid form, you increase your size by one increment, gaining +2 Str and Con, but -2 Dexterity. All normal effects of size changes apply. You may choose to apply this in an animal form.
If you possess Perfected Forms, you may choose whether or not to use this ability on each time. This talent also allows you to increase your normal form’s size.
Miniature Transformation
When in hybrid form, you decrease your size by one increment, gaining -2 Str and Con, but +2 Dexterity. All normal effects of size changes apply. You may choose to apply this in an animal form.
If you possess Perfected Forms, you may choose whether or not to use this ability on each time. This talent also allows you to decrease your normal form’s size.
Move Like The Wind (Ex)
This talent renders the Laguz an expert at dodging. It grants them a +1 dodge bonus to AC, and the Mobility feat, regardless of whether they meet the prerequisites. (This ability also counts as the Dodge feat for the purposes of prerequisites.) These may be used in any form.
Multiple Totems
The Laguz chooses an additional animal. He gains as many additional hybrid/animal forms for the new animal as he has for his original choice. This talent may be taken repeatedly. You may qualify for new talents in this way, but talents only apply while in a form they are appropriate to.
Perfected Forms
The Laguz has as many variant forms as he desires. He may be fully humanoid, fully animal, or any level of hybridity between the two.
Prodigious Size
You gain the Powerful Build trait. Your natural weapons damage increases by one size to match. You may not have both this talent and Slight Form unless you possess Perfected Forms, in which case you may switch between the two at will.
Shattering Strike
As a full round action, you may make a single attack. This attack deals bonus damage equal to the amount by which your attack roll surpassed their AC. After making a shattering strike, you may not use another one for 10-Str mod rounds, minimum two.
Silver Tongue Requires: An animal form known for social skills, such as a fox.
You gain a bonus on bluff, diplomacy, and intimidate checks equal to a quarter of your character level, plus two.
Slight Form
You gain the Slight Build trait. The damage of your natural weapons is unaffected.
You may not have both this talent and Prodigious Size unless you possess Perfected Forms, in which case you may switch between the two at will.
Stubborn Fury
You gain the Diehard feat as a bonus feat. In addition, you are not dead until you reach twice your constitution score in negative HP, and can act as normal until that point.
Subtleties Requires: Animal known for stealth, such as a chameleon.
You gain a bonus on disguise, hide, and move silently checks equal to a quarter of your character level, plus two.
Trample Requires: Prodigious Size
You gain the Trample ability, dealing 1d8+ 1.5Str mod damage for a medium Laguz.
Tremendous Might
Honing your power, you gain a +2 competence bonus to your strength score, regardless of form.
Trusted Instincts
By believing in your instincts, you gain a +2 competence bonus to your wisdom score, regardless of form.
Unrivalled Agility
Focussing on your speed, you gain a +2 competence bonus to your dexterity score, regardless of form.
Wind Born Stride (Ex)
You add 10ft to your base speed in humanoid form, and 20ft to your speed in animal and hybrid forms.
Foam-Dancing Haste (Ex) Requires: Wind Born Stride, an animal form known for speed
You can move at full speed without becoming exhausted. However, this does not eliminate the need for sleep, food, or drink, merely for slowed periods of travel or rest. This applies only in animal and hybrid forms.
Wild Empathy (Ex)
Many Laguz find it easier to get on with animals than people. You gain the ability to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Wild Empathy, the Laguz and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
You may use this ability in any form.
Beloved By Beast (Ex) Requires: Wild Empathy
Choose a single creature of the animal, vermin, or, with DM adjudication, Magical Beast type. This creature may be a swarm. It is treated as your Familiar, with your effective wizard level for this being equal to your effective character level minus the creature’s CR.
Friend of the Furred (Ex) Requires: Wild Empathy
You may cast Charm Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability, which may be used in any form. Its duration ends immediately when the character uses this ability a second time.
Wolf’s Fang Requires: An animal form known for being dangerous, such as a wolf.
Choose any number of natural weapons you possess from this class. Their damage is increased as if by one size. You may not take the Boar's Endurance or Lynx's Agility talent.
Beastbane (Ex): A 7th level Laguz is expert at slaying other animals. Whenever he attacks a creature of the animal or magical beast types, a character mounted on one of them (including a character using a Mount ability), or a character with one or more levels of Laguz, he increases his damage as if by one size.
Greater Beast Talents: Whenever a Laguz of character level eleven or higher would choose a Beast Talent, he may choose a talent from the following list, or from the talent list of any base class they possess, instead of choosing a Beast Talent.
Agile Movement Requires: Enhanced Movement
Each movement you have from the prerequisite ability doubles in speed. Flight speeds enhance to perfect maneuverability.
Colossal Transformation Requires: Mighty Transformation
You may now increase your size by up to two categories, doubling the effects of this talent's prerequisite.
Endless Might
Choose any number of natural weapons you possess from this class. Their damage is increased as if by one size.
Eternal Alacrity Requires: Unrivalled Agility, an animal form known for speed, such as a bird.
Your training reaches a peak. Your bonus to Dexterity is increased to +4, regardless of form.
Eternal Hunt (Ex) Requires: Abhorred By Man, Beloved By Beast
If your familiar is killed, you suffer two points of charisma damage. After 24 hours, you may spend 100gp and spend one hour in ritual. This ritual is a supernatural ability.
Doing so returns your familiar to life, and allows this charisma damage to be healed instantly.
Hunt’s Companion (Ex) Requires: Eternal Hunt
The character’s companion now also gains the benefits of being a Druid’s animal companion, at the same level. If it would gain the same benefit twice (Such as with Natural Armour), it gains the better.
Swarm Companions increase their swarm damage by 1d6 whenever their Strength adjustment reaches a multiple of two.
Final Blow Requires: Shattering Strike
Whenever you use your Shattering Strike, you ignore half of the target’s Resist or other damage-reducing ability. In addition, your bonus damage is increased to double the amount by which you surpassed the target’s AC. Finally, subtract two from the cooldown of this ability, minimum 1.
Furious Strike Requires: Wolf’s Fang
Your natural weapons from this class add 0.5Str to their damage, giving them a base damage of 1d6+1.5Str for rending weapons, and 1d8+2Str damage for destructive weapons.
Grand Flurry Requires: Flurry of Strikes
Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. In addition, subtract two from the cooldown of this ability, minimum 1.
Hybrid Totems Requires: Multiple Totems
You may adopt hybrid and/or animal forms that are a fusion of two or more different animals. When doing so, you possess a logical combination of their traits.
Immovable Object Requires: Break Their Fists
You can apply Break Their Fists to non-physical attacks, and deal damage regardless of range. In addition, subtract two from the cooldown of this ability, minimum 1.
Instinctual Wisdom Requires: Trusted Instincts
Your training reaches a peak. Your bonus to Wisdom is increased to +4, regardless of form.
Numberless Claws
You gain two additional natural weapons. Each one is either a rending or a destructive weapon, as described earlier. Up to one of the two may be a primary weapon usable in a full attack with your other natural weapons, but the other/s are secondary. Alternatively, you gain the ability to attack up to twice more with any combination of natural weapons you already possess - the difference is cosmetic.
You may take this talent more than once, but only if using it to gain additional weapons for an animal form with many weapons.
Overwhelming Force Requires: Tremendous Might, an animal form known for strength, such as a rhino.
Your training reaches a peak. Your bonus to Strength is increased to +4, regardless of form.
Peacock’s Many Masks Requires: Changing Plumage Mastery
Your shifts can now introduce massive changes, making you the size of a young child, or even changing you to the other sex. This negates penalties to disguise checks caused by race, size, gender, or similar physical problems.
Pounce Requires: Frenzied Leap
You gain the Pounce special ability.
Queen of the Wild Requires: Alpha’s Call
The CR limit of your summoned creatures is raised to four fifths of your character level.
Sustained by Fury Requires: Fleshknitting
You now possess fast healing equal to a quarter of your character level. In addition, while in animal or hybrid form, you can regenerate limbs as per the Regenerate ability.
Unbound Stamina Requires: Grand Endurance, an animal form known for survivability, such as a gorilla.
Your training reaches a peak. Your bonus to Constitution is increased to +4, regardless of form.
Unbreakable Skin Requires: Hide of Aeons
Your DR or Resist is no longer penetrated by silver weapons. Only effects that would bypass DR/-, DR/Epic (or the appropriate resistance, for Arcane Hide) bypass your defences.
Unbroken Hide Requires: Bear’s Stamina, Hide of Aeons
Your damage reduction is increased to match your ECL.
Unseen Scale Requires: Miniature Transformation
You may now decrease your size by up to two categories, doubling the effects of this talent's prerequisite when you do.
Vicious Strikes Requires: Lynx’s Agility
Your natural weapons from this class increase their base critical threat range and damage multiplier by one. This increase applies before other effects, and stacks with them.
Feats
Student of the Wild
Prerequisites: Shifting
Benefits: All class features usually based on Wisdom are instead based on Intelligence. You have access to the Grand Knowledge talent and the Supreme Scholar greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
Normal: You are born into this, you don’t do exams on it.
Wild Queen
Prerequisites: Shifting
Benefits: All class features usually based on Wisdom are instead based on Charisma. You have access to the Overwhelming Power talent and the Irresistable Force greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
Normal: You utilise instincts, not bullheadedness.
Flaws
Feral Form
Prerequisites: Level 1 Laguz, promising to your DM that you intend to keep taking Laguz levels.
Effect: In animal and/or hybrid form, you cannot distinguish friend from foe. You must make a will save with DC equal to 15 plus your character level each round to not charge or full attack the nearest creature. Certain blessed items made of silver can give an alchemical bonus to this will save and that required by Moon-Mad, rising up to +5 for a silver collar blessed by an appropriate animal deity, worth several thousand gold pieces. You can also gain a +1 circumstance bonus by assuming minor animal forms, such as merely ears and a tail, if you have that capability.
Alternatively, failing your save causes you to become fully animalistic in these forms. You are treated as an NPC, and should be played as an animal.
Treatment: Mechanically, you may use a feat to negate this flaw at any time. Flavour-wise, this requires training.
Moon-Mad
Prerequisites: Level 1 Laguz, promising to your DM that you intend to keep taking Laguz levels.
Effect: You must transform to a visibly animalistic form - of a greater degree than tail and ears - on the three nights of the full moon. You may resist this compulsion with a successful will save with DC 20+character level, taken once an hour.
‘The pride of the taguel is being true to yourself!’ – Panne, a rabbit Taguel.
Background: Laguz - known in some realms as Taguel - are those who, whether by blood or skill, have the ability to adopt an animalistic form. Traditionally, Laguz have been treated with disdain or outright genocide by humans.
Races: In a world true to the source material, this class is a race. Used with traditional d&d races, it becomes more of a hybrid of the druid and barbarian, and is likely to appeal to races such as orcs, as well as more aggressive elves.
Other Classes: Laguz are excellent complements to casters, capable of going from unassuming to vastly destructive in moments. They are the complementary class of Manaketes - Laguz tend to become more mundane creatures, topping out at unicorns, while creatures such as dragons and phoenixes are the realm of the manaketes.
Role: Most Laguz are melee combatants and primary damage dealers, but some instead specialise as tanks.
Laguz in the World: Laguz are often mistreated, victims of xenophobia and scapegoating. In a more integrated society, they make excellent bodyguards and assassins.
Inspiration: Fire Emblem.
Alignment: Any.
Hit Die: d8
All Emblem classes have the same starting gold and age – their ranks vary wildly.
Class Skills-The Laguz’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Dex), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis) and Tumble (Dex).
All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4 + Int Modifier
The Laguz
Level
Base Attack Bonus
Bad Save
Good Save
Special
1st
+0
+0*
+2*
Shifting, Talent
2nd
+1
+0
+3
Talent
3rd
+2
+1
+3
Talent
4th
+3
+1
+4
Talent
5th
+3
+1
+4
Talent
6th
+4
+2
+5
Talent
7th
+5
+2
+5
Beastbane , Talent
8th
+6/+1
+2
+6
Talent
9th
+6/+1
+3
+6
Talent
10th
+7/+2
+3
+7
Talent
11th
+8/+3
+3
+7
Greater Shifting, Greater Talent
12th
+9/+4
+4
+8
Greater Talent
13th
+9/+4
+4
+8
Greater Talent
14th
+10/+5
+4
+9
Greater Talent
15th
+11/+6/+1
+5
+9
Greater Talent
16th
+12/+7/+2
+5
+10
Greater Talent
17th
+12/+7/+2
+5
+10
Greater Talent
18th
+13/+8/+3
+6
+11
Greater Talent
19th
+14/+9/+4
+6
+11
Greater Talent
20th
+15/+10/+5
+6
+12
Heroic Shifting, Greater Talent
*As described in Shifting, the Laguz chooses one saving throw to switch to the good progression, based on the abilities of his chosen animal, and the other two use the bad progression.
Weapon and Armour Proficiency: A Laguz is proficient with simple weapons and light armour, as well as natural weapons gained from this class.
Shifting (Ex): Every Laguz has the ability to shift between two or more forms. She chooses two out of humanoid, hybrid, and animal. (The ‘Perfected forms’ talent grants her the third, however.) Unless this class is taken at the character's first level, one of her forms must be humanoid. If taken at their first level, they may choose hybrid and animal, meaning they have no normal form, and could be badly treated for it. Shifting between forms takes a swift action.
The humanoid form resembles a perfectly normal member of her race without this class, although it gains few of the classes benefits.
The hybrid form possesses a mixture of humanoid and animal traits, which can be as minor as feline ears, or as major as a coat of fur, large paws and a tail.
The animal form resembles a normal, albeit sometimes over-large member of their animal form.
In both hybrid and animal form, the Laguz uses their own traits, as modified by this class. Specific abilities, traits, and abilities possessed by the specific animal should be applied using talents. In the vast majority of animal forms, the Laguz cannot wield weapons, but all of their possessions - especially magical ones - continue to function.
Usually, a laguz possesses only a single animal affinity.
A Laguz chooses the basic traits of his hybrid/animal forms at level one, and cannot change them. These include two natural weapons available only in that form (or one weapon with which he may attack twice), and one saving throw which he changes to the good progression for this class.
These natural weapons are either rending (1d6+Str for a medium character with a 19-20 critical threat range and a x3 critical damage multiplier), or simply destructive. (1d8+1.5Str for a medium character.) Either way, they are both primary and can be used in the same full attack. You choose at first level what type of damage these weapons deal, of any combination of bludgeoning, piercing, and slashing.
While in hybrid or animal form, the Laguz enjoys a +1 bonus to natural armour, and gains a +2 bonus to each of his physical ability scores.
At 11th level, and again at 20th, the Laguz increases his natural armour bonus while shifting by one, his physical ability score bonuses from shifting by two, and his natural weapon damage as if by one size.
Finally, at 1st, 11th and 20th level, he gains a bonus talent, which must be a Beast talent or, at 11th and 20th level, a greater beast talent.
Note that he does not gain the ability scores or special qualities of the chosen animal - he must represent them using the Laguz' class features.
Beast Talents: At each level, a Laguz chooses a Talent from the following list. A DM should ensure that a character’s talents are appropriate for the chosen animal - not, for example, wings on a cat.
Acrobat’s Dexterity
You gain a bonus on balance and tumble checks equal to a quarter of your character level, plus two.
Armoured Hide Requires: An animal form known for toughness, such as an elephant.
You increase your natural armour bonus to AC equal by a quarter of your character level, plus one.
Athlete’s Power
You gain a bonus on climb and jump checks equal to a quarter of your character level, plus two.
Boar’s Stamina An animal form known for not dying, like a boar.
You gain additional hitpoints equal to your ECL, and gain an additional hit point whenever you level up. You gain this benefit regardless of form. You may not take the Lynx's Agility or Wolf's Fang talents.
Break Their Fists
Your skin shatters foes who strike it. As an immediate action, you may halve the damage of any physical attack that strikes you. If the attack was a melee attack, the foe takes damage equal to your constitution modifier. After using Break Their Fists, you may not use it again for 10-Con mod rounds, minimum two.
Calling the Pack (Sp) Requires: An animal form known for travelling in groups, such as a wolf.
Once an encounter (once an hour outside an encounter) as a standard action, you may summon an animal or magical beast (of a type known for its associations with your current animal form) without class levels to assist you for the duration of the encounter, or one hour outside an encounter. This animal has a maximum CR equal to the lower of half your character level or five, and may be advanced. This ability is treated as a spell of level equal to half your character level.
Alpha’s Call Requires: Calling the Pack
The CR limit of your summoned creatures is raised to two thirds of your character level, or ten, whichever is lower. When you summon creatures you could summon without this ability, you may summon 1d3+1 of them, instead of just one.
Changing Plumage Mastery
You may adjust your form slightly as you shift. This can have effects as extreme as changing your apparent ethnicity, hair and eye colour, or even as simple as modifying the clothes you wear. Using this ability grants a +10 bonus to a disguise check.
Eagle Eyes (Ex)
You are an expert at surveying large areas. You double your sight range increments, and gain a competence bonus to spot checks equal to a quarter of your character level, plus two. This applies in all forms.
See Deception (Ex) Requires: Eagle Eyes
You can tell when things are not right. You gain a +3 competence bonus to saves against illusion effects, regardless of form.
Enhanced Movement Requires: Animal capable of moving in the chosen way. ECL 3 for flight.
You gain a burrow, flight or swim speed equal to your base land speed. This flight speed has good maneuverability.
Eyeless Sight Requires: Animal capable of sensing without eyes
You gain blindsight, with a range of 10ft per point of wisdom modifier.
Festooned with Fangs Requires: ECL 6
You gain two secondary natural weapons, of either of the two types you initially chose from. Alternatively, you gain the ability to attack up to twice more with any combination of natural weapons you already possess - the difference is cosmetic.
Flurry of Strikes (Ex)
With lightning speed, you strike repeatedly. This talent allows you to make one additional melee attack in a full attack. You may use this ability in any form. After making a flurry, you may not use another one for 10-Dex mod rounds, minimum two.
Frenzied Leap
A number of times per encounter equal to one plus a quarter of your ECL, you may make a full attack as part of a charge action, exactly like the pounce ability. You may use this ability regardless of form.
Grand Endurance
Training your stamina, you gain a +2 competence bonus to your constitution score, regardless of form.
Hide of Aeons
You receive Damage Reduction/silver equal to half your ECL.
Arcane Hide Requires: Hide of Aeons
Your damage reduction is improved to Resist. Resist reduces all damage equally regardless of type. Effects that penetrate DR/silver or energy resistance penetrate this Resist, as does damage that would penetrate DR/epic.
Fleshknitting Requires: Hide of Aeons
You regain hitpoints per hour equal to your character level, plus your constitution modifier. This is doubled during complete rest. It is halved in human form.
Hunter’s Scent Requires: Animal known for tracking.
You gain the Scent ability, and the track feat as a bonus feat.
Improved Grab Requires: Animal capable of gripping effectively.
You gain the improved grab ability with any one form of natural weapon you possess.
Beast’s Maw: Requires: Improved Grab with a bite attack
You gain the Swallow Whole ability. A swallowed character suffers 1d6 bludgeoning and 1d4+con mod acid damage each round, and must inflict damage equal to a quarter of your HP to escape. Break Their Fists and Hide of Aeons are inapplicable.
Serpent’s Grip Requires: Improved Grab, Animal known for constriction
You gain the Constrict ability, dealing 1d6+1.5 Str damage for a medium character. This damage is treated as a natural weapon for the purposes of talents that increase natural weapon damage.
Lynx’s Agility Requires: An animal form known for being agile, such as a feline.
Your BAB from Laguz levels becomes equal to the number of levels in Laguz you possess. This may grant you additional attacks. You gain this benefit regardless of form. You may not take the Boar's Endurance or Wolf's Fang abilities.
Mighty Transformation
When in hybrid form, you increase your size by one increment, gaining +2 Str and Con, but -2 Dexterity. All normal effects of size changes apply. You may choose to apply this in an animal form.
If you possess Perfected Forms, you may choose whether or not to use this ability on each time. This talent also allows you to increase your normal form’s size.
Miniature Transformation
When in hybrid form, you decrease your size by one increment, gaining -2 Str and Con, but +2 Dexterity. All normal effects of size changes apply. You may choose to apply this in an animal form.
If you possess Perfected Forms, you may choose whether or not to use this ability on each time. This talent also allows you to decrease your normal form’s size.
Move Like The Wind (Ex)
This talent renders the Laguz an expert at dodging. It grants them a +1 dodge bonus to AC, and the Mobility feat, regardless of whether they meet the prerequisites. (This ability also counts as the Dodge feat for the purposes of prerequisites.) These may be used in any form.
Multiple Totems
The Laguz chooses an additional animal. He gains as many additional hybrid/animal forms for the new animal as he has for his original choice. This talent may be taken repeatedly. You may qualify for new talents in this way, but talents only apply while in a form they are appropriate to.
Perfected Forms
The Laguz has as many variant forms as he desires. He may be fully humanoid, fully animal, or any level of hybridity between the two.
Prodigious Size
You gain the Powerful Build trait. Your natural weapons damage increases by one size to match. You may not have both this talent and Slight Form unless you possess Perfected Forms, in which case you may switch between the two at will.
Shattering Strike
As a full round action, you may make a single attack. This attack deals bonus damage equal to the amount by which your attack roll surpassed their AC. After making a shattering strike, you may not use another one for 10-Str mod rounds, minimum two.
Silver Tongue Requires: An animal form known for social skills, such as a fox.
You gain a bonus on bluff, diplomacy, and intimidate checks equal to a quarter of your character level, plus two.
Slight Form
You gain the Slight Build trait. The damage of your natural weapons is unaffected.
You may not have both this talent and Prodigious Size unless you possess Perfected Forms, in which case you may switch between the two at will.
Stubborn Fury
You gain the Diehard feat as a bonus feat. In addition, you are not dead until you reach twice your constitution score in negative HP, and can act as normal until that point.
Subtleties Requires: Animal known for stealth, such as a chameleon.
You gain a bonus on disguise, hide, and move silently checks equal to a quarter of your character level, plus two.
Trample Requires: Prodigious Size
You gain the Trample ability, dealing 1d8+ 1.5Str mod damage for a medium Laguz.
Tremendous Might
Honing your power, you gain a +2 competence bonus to your strength score, regardless of form.
Trusted Instincts
By believing in your instincts, you gain a +2 competence bonus to your wisdom score, regardless of form.
Unrivalled Agility
Focussing on your speed, you gain a +2 competence bonus to your dexterity score, regardless of form.
Wind Born Stride (Ex)
You add 10ft to your base speed in humanoid form, and 20ft to your speed in animal and hybrid forms.
Foam-Dancing Haste (Ex) Requires: Wind Born Stride, an animal form known for speed
You can move at full speed without becoming exhausted. However, this does not eliminate the need for sleep, food, or drink, merely for slowed periods of travel or rest. This applies only in animal and hybrid forms.
Wild Empathy (Ex)
Many Laguz find it easier to get on with animals than people. You gain the ability to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Wild Empathy, the Laguz and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
You may use this ability in any form.
Beloved By Beast (Ex) Requires: Wild Empathy
Choose a single creature of the animal, vermin, or, with DM adjudication, Magical Beast type. This creature may be a swarm. It is treated as your Familiar, with your effective wizard level for this being equal to your effective character level minus the creature’s CR.
Friend of the Furred (Ex) Requires: Wild Empathy
You may cast Charm Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability, which may be used in any form. Its duration ends immediately when the character uses this ability a second time.
Wolf’s Fang Requires: An animal form known for being dangerous, such as a wolf.
Choose any number of natural weapons you possess from this class. Their damage is increased as if by one size. You may not take the Boar's Endurance or Lynx's Agility talent.
Beastbane (Ex): A 7th level Laguz is expert at slaying other animals. Whenever he attacks a creature of the animal or magical beast types, a character mounted on one of them (including a character using a Mount ability), or a character with one or more levels of Laguz, he increases his damage as if by one size.
Greater Beast Talents: Whenever a Laguz of character level eleven or higher would choose a Beast Talent, he may choose a talent from the following list, or from the talent list of any base class they possess, instead of choosing a Beast Talent.
Agile Movement Requires: Enhanced Movement
Each movement you have from the prerequisite ability doubles in speed. Flight speeds enhance to perfect maneuverability.
Colossal Transformation Requires: Mighty Transformation
You may now increase your size by up to two categories, doubling the effects of this talent's prerequisite.
Endless Might
Choose any number of natural weapons you possess from this class. Their damage is increased as if by one size.
Eternal Alacrity Requires: Unrivalled Agility, an animal form known for speed, such as a bird.
Your training reaches a peak. Your bonus to Dexterity is increased to +4, regardless of form.
Eternal Hunt (Ex) Requires: Abhorred By Man, Beloved By Beast
If your familiar is killed, you suffer two points of charisma damage. After 24 hours, you may spend 100gp and spend one hour in ritual. This ritual is a supernatural ability.
Doing so returns your familiar to life, and allows this charisma damage to be healed instantly.
Hunt’s Companion (Ex) Requires: Eternal Hunt
The character’s companion now also gains the benefits of being a Druid’s animal companion, at the same level. If it would gain the same benefit twice (Such as with Natural Armour), it gains the better.
Swarm Companions increase their swarm damage by 1d6 whenever their Strength adjustment reaches a multiple of two.
Final Blow Requires: Shattering Strike
Whenever you use your Shattering Strike, you ignore half of the target’s Resist or other damage-reducing ability. In addition, your bonus damage is increased to double the amount by which you surpassed the target’s AC. Finally, subtract two from the cooldown of this ability, minimum 1.
Furious Strike Requires: Wolf’s Fang
Your natural weapons from this class add 0.5Str to their damage, giving them a base damage of 1d6+1.5Str for rending weapons, and 1d8+2Str damage for destructive weapons.
Grand Flurry Requires: Flurry of Strikes
Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. In addition, subtract two from the cooldown of this ability, minimum 1.
Hybrid Totems Requires: Multiple Totems
You may adopt hybrid and/or animal forms that are a fusion of two or more different animals. When doing so, you possess a logical combination of their traits.
Immovable Object Requires: Break Their Fists
You can apply Break Their Fists to non-physical attacks, and deal damage regardless of range. In addition, subtract two from the cooldown of this ability, minimum 1.
Instinctual Wisdom Requires: Trusted Instincts
Your training reaches a peak. Your bonus to Wisdom is increased to +4, regardless of form.
Numberless Claws
You gain two additional natural weapons. Each one is either a rending or a destructive weapon, as described earlier. Up to one of the two may be a primary weapon usable in a full attack with your other natural weapons, but the other/s are secondary. Alternatively, you gain the ability to attack up to twice more with any combination of natural weapons you already possess - the difference is cosmetic.
You may take this talent more than once, but only if using it to gain additional weapons for an animal form with many weapons.
Overwhelming Force Requires: Tremendous Might, an animal form known for strength, such as a rhino.
Your training reaches a peak. Your bonus to Strength is increased to +4, regardless of form.
Peacock’s Many Masks Requires: Changing Plumage Mastery
Your shifts can now introduce massive changes, making you the size of a young child, or even changing you to the other sex. This negates penalties to disguise checks caused by race, size, gender, or similar physical problems.
Pounce Requires: Frenzied Leap
You gain the Pounce special ability.
Queen of the Wild Requires: Alpha’s Call
The CR limit of your summoned creatures is raised to four fifths of your character level.
Sustained by Fury Requires: Fleshknitting
You now possess fast healing equal to a quarter of your character level. In addition, while in animal or hybrid form, you can regenerate limbs as per the Regenerate ability.
Unbound Stamina Requires: Grand Endurance, an animal form known for survivability, such as a gorilla.
Your training reaches a peak. Your bonus to Constitution is increased to +4, regardless of form.
Unbreakable Skin Requires: Hide of Aeons
Your DR or Resist is no longer penetrated by silver weapons. Only effects that would bypass DR/-, DR/Epic (or the appropriate resistance, for Arcane Hide) bypass your defences.
Unbroken Hide Requires: Bear’s Stamina, Hide of Aeons
Your damage reduction is increased to match your ECL.
Unseen Scale Requires: Miniature Transformation
You may now decrease your size by up to two categories, doubling the effects of this talent's prerequisite when you do.
Vicious Strikes Requires: Lynx’s Agility
Your natural weapons from this class increase their base critical threat range and damage multiplier by one. This increase applies before other effects, and stacks with them.
Feats
Student of the Wild
Prerequisites: Shifting
Benefits: All class features usually based on Wisdom are instead based on Intelligence. You have access to the Grand Knowledge talent and the Supreme Scholar greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
Normal: You are born into this, you don’t do exams on it.
Wild Queen
Prerequisites: Shifting
Benefits: All class features usually based on Wisdom are instead based on Charisma. You have access to the Overwhelming Power talent and the Irresistable Force greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
Normal: You utilise instincts, not bullheadedness.
Flaws
Feral Form
Prerequisites: Level 1 Laguz, promising to your DM that you intend to keep taking Laguz levels.
Effect: In animal and/or hybrid form, you cannot distinguish friend from foe. You must make a will save with DC equal to 15 plus your character level each round to not charge or full attack the nearest creature. Certain blessed items made of silver can give an alchemical bonus to this will save and that required by Moon-Mad, rising up to +5 for a silver collar blessed by an appropriate animal deity, worth several thousand gold pieces. You can also gain a +1 circumstance bonus by assuming minor animal forms, such as merely ears and a tail, if you have that capability.
Alternatively, failing your save causes you to become fully animalistic in these forms. You are treated as an NPC, and should be played as an animal.
Treatment: Mechanically, you may use a feat to negate this flaw at any time. Flavour-wise, this requires training.
Moon-Mad
Prerequisites: Level 1 Laguz, promising to your DM that you intend to keep taking Laguz levels.
Effect: You must transform to a visibly animalistic form - of a greater degree than tail and ears - on the three nights of the full moon. You may resist this compulsion with a successful will save with DC 20+character level, taken once an hour.