Torgarn
2014-04-14, 01:18 AM
Child of Monsters
A child of monsters hunts monsters not for treasure, though it is a nice benefit. He hunts them for far greater reasons, to steal their powers. Depending on the route he takes he may learn their abilities in different ways, but all children of monsters know the same thing. No magical weapon or spell, can meet the pure unadulterated power of a truly powerful monster.
Class Skills
The Child of Monsters' class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha) Jump (STR), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography) Int, Knowledge (Nature) Knowledge (Religion) INT, Knowledge (The Planes), Listen (Wis), Search (Int) Sense Motive (Wis), Spot (Wis), Survival (Wis) and Tumble (Dex).
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level
BaB
Fort
Ref
Will
Special
1st
+0
+2
+0
+2
Monster Mitigation, Imitation
2nd
+1
+3
+0
+3
Track, Monstrous Senses
3rd
+2
+3
+1
+3
Monstrous Attack, Size Up
4th
+3
+4
+1
+4
Monstrous Movement
5th
+3
+4
+1
+4
Monstrous Senses
6th
+4
+5
+2
+5
Monstrous Spellcasting
7th
+5
+5
+2
+5
Monstrous Attack,
8th
+6/+1
+6
+2
+6
Monstrous Senses, Monstrous Movement
9th
+6/+1
+6
+3
+6
Monstrous Power
10th
+7/+2
+7
+3
+7
11th
+8/+3
+7
+4
+7
Monstrous Attack, Monstrous Senses
12th
+9/+4
+8
+4
+8
Monstrous Movement
13th
+9/+4
+8
+4
+8
Monstrous Cancellation
14th
+10/+5
+9
+4
+9
Monstrous Senses
15th
+11/+6/+1
+9
+5
+9
Monstrous Attack,
16th
+12/+7/+2
+10|
+5
+10
Monstrous Movement
17th
+12/+7/+2
+10|
+5
+10
Monstrous Senses
18th
+13/+8/+3
+11
+6
+11
19th
+14/+9/+4
+11
+6
+11
Monstrous Attack,
20th
+15/+10/+5
+12
+6
+12
One with Monsters, Monstrous Senses, Monstrous Movement
Weapon Proficiencies: The Child of Monsters is proficient with all simple and martial weapons, as well as light armor and light shields.
Monster Mitigation(Ex)
A Child of Monsters who chooses to forgo his save, in order to intentionally be hit with and subsequently learn a supernatural ability, only takes half damage from such an ability. This ability only reduces the damage of abilities when they are being learned with it's use.
Imitation
A child of monsters can learn a supernatural or extraordinary monster ability if he is affected by it successfully in combat. He can add it to his learned list immediately. The other way for him to learn powers is to dissect a monster whom he has seen using the effect.
A Child of Monsters gains the ability to learn a single monster ability each level. These can be switched out at will if a new ability is learned that would bring them above their maximum limit. An ability that has been replaced can be relearned without penalty, but requires the Child to hunt down a new monster to obtain the ability from. A child of monsters can only learn abilities from monsters who are at a maximum 2 higher in CR than his ECL. If he learns an ability from a monster that progresses, such as a true dragon's breath weapon, rather than fighting a higher level version, he may choose to automatically have his ability progress according to his HD to match with the monster's progression.
A Child of Monsters can use ([level+charisma modifier]/2: minimum number 1) number of learned abilities before he must recharge his abilities. When he has used his allotment of abilities up, he must rest and meditate for at least 5 minutes in order to prepare himself to use new abilities. He can chooses which abilities to use spontaneously, as they are an ingrained part of him.
A Child of Monsters uses his constitution modifier to affect the DC of his Extraordinary abilities and his charisma modifier to affect the DC of his supernatural abilities.
A Child of Monsters may not learn abilities through the attacks of friendly or neutral parties. He must be fighting something which is actively attempting to harm him. Likewise, if he does not observe the creature while alive, he cannot learn it's abilities by dissecting it. As such, summoned monsters, brought by allies to help him learn new abilities, cannot be used for such a purpose.
A Child of Monsters may not learn feats or class abilities through the use of Imitation.
Track
A Child of Monsters must be able to locate creatures to learn abilities from, as such they hone their skills for finding such creatures and gain Track as a Bonus feat at level 2.
Monstrous Senses
The power a Child of Monsters draws from his monster abilities makes him more monster-like as time goes by. At level 2 he gains darkvision if he did not already have it or improved darkvision if he did. Each sense type starts with a range of 30 feet. Every 4 levels after he gains a new sense type from the following list, each with a range of 30 ft. Blindsight, scent, tremorsense. You may take the same ability twice to extend the range by an additional 30 ft.
Monstrous Attack(Ex)
At level 3 and every 4 levels after a Child of Monsters becomes physically more monstrous. He gains a natural attack from the following list.
Claw: This ability may be taken twice, it grants the Child claws or talons that deal appropriate damage for the Child's size. These natural weapons do slashing damage.
Bite: This ability grants the Child fangs that deals appropriate damage for the Child's size. This weapon does piercing damage.
Slam: This ability grants the Child a tail that deals appropriate damage for the Child's size. This weapon does piercing damage
Sting: This ability grants the Child a stinger that deals appropriate damage for the Child's size. This weapon does piercing damage and allows a Child to learn poison use from monsters as one of his abilities, which is delivered through the sting.
Size Up
At level 3 a Child of Monsters has experienced so much of the world and encountered so many monsters that he can instinctively size up a newly discovered monster that he has the appropriate knowledge type for to determine if it knows any abilities that may be useful to him. As long as he meets the minimum knowledge check to know information, he learns of any and all abilities that he may be able to learn from the creature. He adds his class level to the check.
Monstrous Movement(Ex)
Children of Monsters over time, with great observation and large amount of contact with monsters begin to be able to move like them. At level 4 and every 4 levels after, a Child of monsters can choose a new movement type from the following list. They gain this movement type at their base land speed: Burrow, Climb, Fly, Swim. The flight ability may not be selected until at least level 8.
Monstrous Spellcasting
At level 6 a Child of Monsters has enough experience that he knows that some monsters have the power to use Arcane or Divine magic, instinctively, without learning arcane symbols or praying to a deity. If he is struck by such a spell-like ability, he may choose to learn the spell-like ability. He can learn up to one spell of each level from 1st through 9th levels and if he learns a new spell-like ability, he must replace the one that took the level slot of his new one.
A Child of Monsters can use his spell-like abilities 1/day. He must pay any XP cost for any such abilities that mimic spells which have one. He does not have to pay the gold cost or use material components for any spell-likes however.
When he first learns this ability he can learn up to 2nd level spell-like abilities. Every two levels after level 6 he unlocks the next spell-like ability level.
Monstrous Power
At level 9 a Child of Monsters has become so proficient with his powers, that he is able to use them much more effectively. If he has any ability enhancing feats, such as Empower Supernatural Ability, he may have it apply to any of his learned monster abilities. The restriction on times per day will still stay in place.
Monstrous Cancellation
At level 13 a Child of Monsters has become such a master of his abilities that he becomes able to stop abilities similar to them. When a monster uses an ability on the child which he has learned, he may expend a ability use as an immediate action, to cancel out the monsters use of the ability. This only works on activated supernatural and spell-like abilities.
One with Monsters
At level 20 a Child of Monsters has become a monster himself in his own right. For the purposes of effects based on racial type or subtype, a child may choose to use any of the following types in place of his own: Abberation, Dragon, Magical Beast, Ooze, Outsider, Shapechanger or Undead. He may take feats or powers that require any of those types or subtypes.
A child of monsters hunts monsters not for treasure, though it is a nice benefit. He hunts them for far greater reasons, to steal their powers. Depending on the route he takes he may learn their abilities in different ways, but all children of monsters know the same thing. No magical weapon or spell, can meet the pure unadulterated power of a truly powerful monster.
Class Skills
The Child of Monsters' class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha) Jump (STR), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography) Int, Knowledge (Nature) Knowledge (Religion) INT, Knowledge (The Planes), Listen (Wis), Search (Int) Sense Motive (Wis), Spot (Wis), Survival (Wis) and Tumble (Dex).
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level
BaB
Fort
Ref
Will
Special
1st
+0
+2
+0
+2
Monster Mitigation, Imitation
2nd
+1
+3
+0
+3
Track, Monstrous Senses
3rd
+2
+3
+1
+3
Monstrous Attack, Size Up
4th
+3
+4
+1
+4
Monstrous Movement
5th
+3
+4
+1
+4
Monstrous Senses
6th
+4
+5
+2
+5
Monstrous Spellcasting
7th
+5
+5
+2
+5
Monstrous Attack,
8th
+6/+1
+6
+2
+6
Monstrous Senses, Monstrous Movement
9th
+6/+1
+6
+3
+6
Monstrous Power
10th
+7/+2
+7
+3
+7
11th
+8/+3
+7
+4
+7
Monstrous Attack, Monstrous Senses
12th
+9/+4
+8
+4
+8
Monstrous Movement
13th
+9/+4
+8
+4
+8
Monstrous Cancellation
14th
+10/+5
+9
+4
+9
Monstrous Senses
15th
+11/+6/+1
+9
+5
+9
Monstrous Attack,
16th
+12/+7/+2
+10|
+5
+10
Monstrous Movement
17th
+12/+7/+2
+10|
+5
+10
Monstrous Senses
18th
+13/+8/+3
+11
+6
+11
19th
+14/+9/+4
+11
+6
+11
Monstrous Attack,
20th
+15/+10/+5
+12
+6
+12
One with Monsters, Monstrous Senses, Monstrous Movement
Weapon Proficiencies: The Child of Monsters is proficient with all simple and martial weapons, as well as light armor and light shields.
Monster Mitigation(Ex)
A Child of Monsters who chooses to forgo his save, in order to intentionally be hit with and subsequently learn a supernatural ability, only takes half damage from such an ability. This ability only reduces the damage of abilities when they are being learned with it's use.
Imitation
A child of monsters can learn a supernatural or extraordinary monster ability if he is affected by it successfully in combat. He can add it to his learned list immediately. The other way for him to learn powers is to dissect a monster whom he has seen using the effect.
A Child of Monsters gains the ability to learn a single monster ability each level. These can be switched out at will if a new ability is learned that would bring them above their maximum limit. An ability that has been replaced can be relearned without penalty, but requires the Child to hunt down a new monster to obtain the ability from. A child of monsters can only learn abilities from monsters who are at a maximum 2 higher in CR than his ECL. If he learns an ability from a monster that progresses, such as a true dragon's breath weapon, rather than fighting a higher level version, he may choose to automatically have his ability progress according to his HD to match with the monster's progression.
A Child of Monsters can use ([level+charisma modifier]/2: minimum number 1) number of learned abilities before he must recharge his abilities. When he has used his allotment of abilities up, he must rest and meditate for at least 5 minutes in order to prepare himself to use new abilities. He can chooses which abilities to use spontaneously, as they are an ingrained part of him.
A Child of Monsters uses his constitution modifier to affect the DC of his Extraordinary abilities and his charisma modifier to affect the DC of his supernatural abilities.
A Child of Monsters may not learn abilities through the attacks of friendly or neutral parties. He must be fighting something which is actively attempting to harm him. Likewise, if he does not observe the creature while alive, he cannot learn it's abilities by dissecting it. As such, summoned monsters, brought by allies to help him learn new abilities, cannot be used for such a purpose.
A Child of Monsters may not learn feats or class abilities through the use of Imitation.
Track
A Child of Monsters must be able to locate creatures to learn abilities from, as such they hone their skills for finding such creatures and gain Track as a Bonus feat at level 2.
Monstrous Senses
The power a Child of Monsters draws from his monster abilities makes him more monster-like as time goes by. At level 2 he gains darkvision if he did not already have it or improved darkvision if he did. Each sense type starts with a range of 30 feet. Every 4 levels after he gains a new sense type from the following list, each with a range of 30 ft. Blindsight, scent, tremorsense. You may take the same ability twice to extend the range by an additional 30 ft.
Monstrous Attack(Ex)
At level 3 and every 4 levels after a Child of Monsters becomes physically more monstrous. He gains a natural attack from the following list.
Claw: This ability may be taken twice, it grants the Child claws or talons that deal appropriate damage for the Child's size. These natural weapons do slashing damage.
Bite: This ability grants the Child fangs that deals appropriate damage for the Child's size. This weapon does piercing damage.
Slam: This ability grants the Child a tail that deals appropriate damage for the Child's size. This weapon does piercing damage
Sting: This ability grants the Child a stinger that deals appropriate damage for the Child's size. This weapon does piercing damage and allows a Child to learn poison use from monsters as one of his abilities, which is delivered through the sting.
Size Up
At level 3 a Child of Monsters has experienced so much of the world and encountered so many monsters that he can instinctively size up a newly discovered monster that he has the appropriate knowledge type for to determine if it knows any abilities that may be useful to him. As long as he meets the minimum knowledge check to know information, he learns of any and all abilities that he may be able to learn from the creature. He adds his class level to the check.
Monstrous Movement(Ex)
Children of Monsters over time, with great observation and large amount of contact with monsters begin to be able to move like them. At level 4 and every 4 levels after, a Child of monsters can choose a new movement type from the following list. They gain this movement type at their base land speed: Burrow, Climb, Fly, Swim. The flight ability may not be selected until at least level 8.
Monstrous Spellcasting
At level 6 a Child of Monsters has enough experience that he knows that some monsters have the power to use Arcane or Divine magic, instinctively, without learning arcane symbols or praying to a deity. If he is struck by such a spell-like ability, he may choose to learn the spell-like ability. He can learn up to one spell of each level from 1st through 9th levels and if he learns a new spell-like ability, he must replace the one that took the level slot of his new one.
A Child of Monsters can use his spell-like abilities 1/day. He must pay any XP cost for any such abilities that mimic spells which have one. He does not have to pay the gold cost or use material components for any spell-likes however.
When he first learns this ability he can learn up to 2nd level spell-like abilities. Every two levels after level 6 he unlocks the next spell-like ability level.
Monstrous Power
At level 9 a Child of Monsters has become so proficient with his powers, that he is able to use them much more effectively. If he has any ability enhancing feats, such as Empower Supernatural Ability, he may have it apply to any of his learned monster abilities. The restriction on times per day will still stay in place.
Monstrous Cancellation
At level 13 a Child of Monsters has become such a master of his abilities that he becomes able to stop abilities similar to them. When a monster uses an ability on the child which he has learned, he may expend a ability use as an immediate action, to cancel out the monsters use of the ability. This only works on activated supernatural and spell-like abilities.
One with Monsters
At level 20 a Child of Monsters has become a monster himself in his own right. For the purposes of effects based on racial type or subtype, a child may choose to use any of the following types in place of his own: Abberation, Dragon, Magical Beast, Ooze, Outsider, Shapechanger or Undead. He may take feats or powers that require any of those types or subtypes.