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View Full Version : D&D 3.x Class Slender Man - Homebrew Merge



qazzquimby
2014-07-12, 12:33 AM
Note that little of this is my work. I'm drawing class features from Plaguemask (http://www.giantitp.com/forums/showthread.php?361379-The-Slender-Man-(e3-5-Prestige-class-PEACH)&p=17755821#post17755821), Fuzzysora (http://www.giantitp.com/forums/showthread.php?280071-The-Slenderman-(3-5-race)-(Please-PEACH)), Hyooz (http://www.giantitp.com/forums/showsinglepost.php?p=9408864&postcount=13), and Tanuki Tales (http://www.giantitp.com/forums/showthread.php?258659-No-No-No-No-No-No-No-No-No-No-No-No-Pathfinder-Monster-Project-G-PEACH). A lot of material existed, but no where could I find a thorough base class.


The Slender Man

http://th08.deviantart.net/fs70/PRE/i/2009/355/d/c/The_Slender_Man_by_ARCANEXIII3.jpg

Class Skills
The Slender Man’s class skills (and the key ability for each skill) are as follows: Acrobatics (Dex), Craft (Int), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (All skills, chosen individually) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Search (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int
Hit Die: d6

The Slender Man


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+0
+0
+2
Always Watches; No Eyes, Unnatural Mind, Unnatural Form, Leave Me Alone, Snatching Claws


2nd
+2
+0
+0
+3
Dreadful Reach (2 tentacles)


3rd
+3
+1
+1
+3
Dreaded Darkness, Aberrant Nature


4th
+4
+1
+1
+4
Vanish (1/4rounds), Slenderwalk (move)


5th
+5
+1
+1
+4
Selective Visibility I, Come Little Children


6th
+6
+2
+2
+5
Dreadful Reach (4 tentacles), Can't Run


7th
+7
+2
+2
+5
Imposing Fog, Selective Visibility II


8th
+8
+2
+2
+6
Firestarter, Effortless Hunt I


9th
+9
+3
+3
+6
Vanish (1/3 rounds), Stolen Mind


10th
+10
+3
+3
+7
Dreadful Reach (6 tentacles) Slenderwalk (Immediate)


11th
+11
+3
+3
+7
Selective Visibility III


12th
+12
+4
+4
+8
Don't Look... Or It Takes You


13th
+13
+4
+4
+8
Darkest Suit and Tie


14th
+14
+4
+4
+9
Vanish (1/2 rounds), Dreadful Reach (8 tentacles)


15th
+15
+5
+5
+9
Selective Visibility IV


16th
+16
+5
+5
+10
Effortless Hunt II


17th
+17
+5
+5
+10
Devouring Aura


18th
+18
+6
+6
+11
Dreadful Reach (10 Tentacle), Selective Visibility V


19th
+19
+6
+6
+11
Vanish (at will)


20th
+20
+6
+6
+12
Final Unity



Class Features

Save DC is 10 +1/2 level + Cha

Weapon and Armor Proficiency: A Slender Man gains proficiency with its natural attacks.

Always Watches; No Eyes (Ex): Though a Slender Man perceives the world normally, its featureless face grants immunity to any negative effect that is sight or sound based. A Slender Man is also immune to any negative effect that would require the ingestion (either orally or by breathing in) of a substance.

A Slender Man can understand any language it could normally speak, but cannot speak aloud in any language, for obvious reasons. A Slender Man can send messages telepathically to any creature within 100ft and line of sight who shares a language with the Slender Man. Messages can take the form of words or images, and do not interfere with the receiver's concentration. This does not count as telepathy for the purpose of prerequisites until level 7.

Unnatural Mind (Ex): Slender Men do not think or feel in the conventional way, and make little connection with more earthly creatures. A Slender Man has a -4 to diplomacy checks, unless communicating with another Slender Man or a child. A slender Man gains a bonus to diplomacy checks dealing with children equal to twice their class level.)

Unnatural Form (Ex): While humanoid, a Slender Man is built hideously differently from more common races. A Slender Man gains the Deformity (Tall) (http://dndtools.eu/feats/heroes-of-horror--70/deformity-tall--568/) feat, regardless of the prerequisites. The reach from Deformity (Tall) only applies to his initial limbs, and does not stack with tentacle reach.

Leave Me Alone (Su): Slender Men are connected in a way few understand. Whenever a Slender Man takes at least one point of hit point damage, there is a 10% chance that any other Slender Men within ten miles per hit die possessed by the injured Slender Man are made aware of this fact within one hour of it occurring. The percentage is doubled and the range tripled if the Slender Man is slain.

A Slender Man is automatically aware if a creature has killed another Slender Man as soon as it has line of sight with the creature.

Snatching Claws (Ex): A Slender Man gains two 1d6 claw attacks and gains the improved grab (http://www.dandwiki.com/wiki/SRD:Improved_Grab) feat, regardless of the prerequisites.

Dreadful Reach (Ex): At second level, a Slender Man grows long, powerful tentacles which it can grow or hide as a standard action. A Slender Man has two tentacles initially, but grows two additional tentacles every four levels after. Each tentacle has a reach of 10ft, deals 1d6 damage, and ignores cover as long as the width of any one side of the covering surface is not longer than the attacking tentacle's reach. When growing tentacles, a Slender Man can sacrifice two tentacles to give two of its existing tentacles 20ft reach, instead of 10ft.

If a Slender Man has at least four free tentacles, its land speed increases by 10 feet and it gains a climb speed equal to half of its new total speed.

Dreaded Darkness: At third level, a Slender Man's touch assaults the mind with maddening energy. Whenever a Slender Man hits with a melee attack, he may force the victim to make a Will save or take 1 Wisdom damage and become shakened for 1 round per level. Fear from Dreaded Darkness stacks with fear from other sources, but not with itself.

Aberrant Nature (Ex): At third level, a Slender Man's type changes to Aberrant, as they drift further from their past form.

Slenderwalk (Su): Space can be bent as easily as the mind, and a Slender Man is a master of both. At fourth level, a Slender Man can use dimension door as a supernatural ability once per four rounds at a caster level equal to his class level. This increases to once per three rounds at level 9, once per two rounds at level 14, and at will at level 19.

Vanish (Su): At fourth level, A Slender Man is not bound by location or movement as they are conventionally understood, and he can slip from place to place as if he'd been there all along. If a Slender Man is in shadowy illumination or darker, he may teleport 30ft as a move action, so long as his destination is also shadowy or darker. At tenth level, a Slender Man may teleport as an immediate action instead. If the teleport is in response to incoming damage, the Slender Man gains a 5%/2level miss chance for that attack

Selective Visibility (Su): A Slender Man is felt more than it is seen, and can play with its victim's senses like toys. All of the following effects can target and exclude individual creatures, rather than interacting with all who would normally sense them. A Slender Man can initiate or dismiss the effects for individual creatures as a free action. None of these effects function on animals, fey, and other Slender Men.

I - At fifth level, a Slender Man gains Hide in Plain Sight, as the ranger ability. It gains a +2 bonus to hide and disguise checks per 10ft from the target, a +4 bonus to hide and disguise checks in shadowy illumination, and a +8 bonus in total darkness.
II - At seventh level, a Slender Man gains double its former bonuses to hide and disguise on any round in which it does not take a move action. Additionally, a Slender Man becomes constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 bonus on Move Silently checks. This effect can be initiated or dismissed at will as a free action. A Slender Man can use the Mimicry (http://dndtools.eu/spells/complete-scoundrel--60/mimicry--915/) spell as a supernatural ability at will, but can only use it to mimic sounds a humanoid voice could make.
III - At 11th level, when completely unobserved, a Slender Man can become invisible, per the invisibility spell. The effect ends for all creatures when the Slender Man attacks.
IV -At 15th level, a Slender Man becomes invisible, per the greater invisibility spell.
V -At 18th level, when a creature stops sensing a Slender Man, the Slender Man may force the creature to make a will save against the standard DC+8 or immediately forget any memories that involve the Slender Man, of the Slender Man's choice, from the creature's last exposure to the Slender Man.

Come Little Children (Su): A Slender Man has a powerful connection with children that remains as mysterious as it is disturbing. At fifth level, a Slender Man can use charm person at will, with a caster level equal to twice its level, so long as it targets a child.

Can't Run (Su): Creatures that have seen and felt the touch of a Slender Man are marked for life. No matter how far they run, no matter where they hide, if the Slender Man wishes to call on them, there is no escape. At sixth level, a Slender Man is aware of the location of any creature it has dealt Wisdom damage to, as if using the Discern Location spell. A Slender Man can keep track of a number of creatures equal to its total hit dice at any one time. If a Slender Man is already at its max amount of creatures known and wishes to add another, it must choose to cease tracking one of the creatures it has already selected.

A Slender Man is automatically aware if a creature it encounters is under the effects of another Slender Man's Can't Run special quality.

Imposing Fog: At seventh level, as a full-round action, a Slender Man can begin exuding a copious, scentless substance from its body that appears for all intents and purposes to be natural fog. This fog extends initially in a 5 foot radius from the Slender Man, but increases by an additional 10 feet for every round the Slender Man spends concentrating (to a maximum radius of 500 feet horizontally, 100 feet vertically). This fog lasts for 1d6 hours or for ten minutes once the Slender Man that created it leaves the Material Plane.

This fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Normal daylight within the fog is reduced to shadowy illumination, and all illumination ranges from light sources are halved. All creatures but Slender Men within the fog take a -4 penalty to Will saves and Wisdom based checks.

A Slender Man can also extend a similar area the same way, which does not contain fog, but instead extinguishes all mundane lights, fires of size Small or smaller, or magical lights at a caster level equal or less than the Slender Man's class level. These lights remain extinguished for 1d6 hours or for ten minutes once the Slender Man leaves the Material Plane, before relighting.

Firestarter (Su): Too often to be coincidence, a Slender Man is accompanied by a blaze, destroying evidence, and blocking escape. At eighth level, a Slender Man can use combust (http://dndtools.eu/spells/spell-compendium--86/combust--4039/) as a supernatural ability at will, and is immune to damage from all fire initiated this way.

Effortless Hunt (Su): At eighth level, a Slender Man can pursue its target without restraint. Twice per day a Slender Man can use Greater Teleport (http://www.d20srd.org/srd/spells/teleportGreater.htm), except he can only teleport to a location within 120ft of a creature he is tracking with the "Can't Run" ability, or his starting location before teleporting to a target. At 16th level, he can use Greater Plane Shift (http://dndtools.eu/spells/planar-handbook--79/plane-shift-greater--2161/) instead, with the same restrictions.

Stolen Mind (Su): At ninth level, a Slender Man's victims may take on a much more horrible fate. When a Slender Man brings a humanoid creature's wisdom score to 0, it may choose to make the creature its proxy. When the proxy creature recovers from the wisdom damage, it is permanently charmed by the Slender Man, takes on the Slender Man's alignment, and loses all interest in its former life and values. Having lost its previous values, a proxy will not question any instructions. A Slender Man can have up to twice its level in HD of creatures charmed this way.

Don't Look... Or It Takes You: Once seen, a Slender Man can never be unseen or forgotten. At twelfth level, as a swift action, a Slender Man can cause all creatures with line of sight to the Slender Man, or who are adjacent to the Slender Man but not aware of its presence, to make a Will Save or take 1d4 Wisdom damage and become frightened for one round per level. A successful save prevents the Wisdom damage and causes the creature is shaken instead of frightened. A creature can only be affected once every ten rounds by this ability. Fear from this ability does not stack with itself, but stacks with other sources of fear.

Creatures with an Intelligence score of less than 3, Fey, Animals and other Slender Men are immune to this ability.

Darkest Suit and Tie: The fluid exoskeleton that covers the pale flesh of a Slender Man projects what is essentially a physical manifestation of the Slender Man's essence. This not only protects the Slender Man from harm but literally allows the Slender Man to feed on the misery and woe it sows amongst its victims.

At thirteenth level, A Slender man possesses a Deflection bonus equal to its Charisma modifier. Additionally, whenever the Slender Man inflicts a creature within 10ft or the range of its "Don't Look...Or It Takes You" special quality with either the frightened or shakened condition, or with Wisdom damage, the Slender Man gains Fast Healing 1/2level for 1d4 rounds. Subsequent inflictions of either trigger condition extends this length of time by an additional round, but a Slender Man can only benefit from this extension once per round.

Devouring Aura (Su): A Slender Man’s presence is more than dreadful – it is antithetical to life. At seventeenth level, a Slender Man can gains a Devouring Aura that causes fatigue in all creatures within 10ft. Additionally, when the aura is activated, or whenever a creature enters the aura, they must make a Fortitude save or become exhausted. The Slender Man can initiate or dismiss the aura as a swift action.

Every round a creature who is not a Slender Man begins its turn inside the Devouring Aura, it loses 1 HP/HD.

Final Unity (Su): At the peak of their unity, a Slender Man’s power expands dramatically, gaining final access to its most feared power: the ability to simply remove people from existence.
If six or more of a Slender Man's tentacles are attached to a single creature at the beginning of the Slender Man's turn, and he makes an additional successful grapple check, it may choose to rip the creature from reality, killing it instantly and disqualifying it from resurrection short of divine intervention.

Plaguemask
2014-07-12, 10:38 AM
Why, ain't this interesting :)
I don't see any direct problems with it, outside of it being quite powerful (But who am I to talk?) and well, good job all in all.
(>Is horrible at leaving feedback.<)

Epsilon Rose
2014-07-13, 01:00 AM
A slenderman base class is a good addition to the stable of slender material. That said, there are a few things that jump out at me.

At first level, a slender man has no viable methods of attack. They are proficient with no weapons, lack natural weapons beyond normal fists, and lack IUS.

On the other end of things, they can also get 100ft mind-sight at level one.

They can also do a ridiculous amount of wisdom damage. 1d4-1 adds up quickly when it applies to 2-10 attacks every round, particularly when each attack is at full BAB.

Does the extra reach from Deformity (Tall) apply to his tentacles and can the be used of AoOs? Because threatening a 25ft zone is a bit big.

qazzquimby
2014-07-13, 03:28 AM
Thanks for the comments.


At first level, a slender man has no viable methods of attack. They are proficient with no weapons, lack natural weapons beyond normal fists, and lack IUS.
Moving the first tentacles to level 1 would be possible, though ugly for the class table pattern. I had thought giving reach at first level would counteract the lack of proficiency, but you're right that there aren't many good combat options open.


On the other end of things, they can also get 100ft mind-sight at level one.
Not at all. You can send messages to creatures within range, but you do not automatically become aware of their presence.


They can also do a ridiculous amount of wisdom damage. 1d4-1 adds up quickly when it applies to 2-10 attacks every round, particularly when each attack is at full BAB.
Change from 1d4-1 to 1 wisdom damage? That's still considerable given the scaling of the tentacles.


Does the extra reach from Deformity (Tall) apply to his tentacles and can the be used of AoOs? Because threatening a 25ft zone is a bit big.
Oh. As written yes, but it is not intended.

Epsilon Rose
2014-07-13, 04:36 AM
Moving the first tentacles to level 1 would be possible, though ugly for the class table pattern. I had thought giving reach at first level would counteract the lack of proficiency, but you're right that there aren't many good combat options open.
You could also give them claws or IUS.



Not at all. You can send messages to creatures within range, but you do not automatically become aware of their presence.
There is a feat that will give you mindsight in your telepathy range. (http://dndtools.eu/feats/lords-of-madness--72/mindsight--1960/) It's only prerequisite is that you have telepathy.


Change from 1d4-1 to 1 wisdom damage? That's still considerable given the scaling of the tentacles.

Maybe make it so they can only get hit by it so many times per round or once they save they're protected for the rest of the encounter?

qazzquimby
2014-07-13, 06:42 PM
You could also give them claws or IUS.
Added claws and improved grapple at 1st. I only just figured what IUS was.


There is a feat that will give you mindsight in your telepathy range. It's only prerequisite is that you have telepathy.
Oh thanks. Added that it does not count as telepathy for prerequisites until level 7, after it could be otherwise acquired.


Maybe make it so they can only get hit by it so many times per round or once they save they're protected for the rest of the encounter?
I'll playtest with 1 wis per hit, and see if that works first.