View Full Version : Quandry

2014-11-22, 07:57 PM
I have a DM whos house rules say that we can use any class from any source, but that we are only to use creatures from the Biestiary. We can also create new races with the rules from the Biestiary. I wish to use or incorporate the Illithid Savant class into our game, but as the class requires the Mind Flayer, and the Mind Flayer is not a part of the Pathfinder Biestiary, and has said that we can not include it, but if we can come up with another way to incorporate it that we will be able to use it. He also ruled that to gain the benefits from this that the beeing being "obsorbed" must parish. My solution to this is to create a race that attains these qualities naturally but usually die before they get them. They also reproduce exceptionally slowly, so there are very few to begin with. This is what I've come up with:

Miasas are spider-like humanoids. They are thankfully few, but no one really knows how many there are as their shape-shifting ability keeps them well hidden. They are able to create and make powerful webs that can hold adventurers fast, and heal at astonishing rates. They have been known to poison their victims for later and to focus on those still putting up a fight, but they are not opposed to fleeing with their pray. Highly intelligent they set traps in any environment they enhabit, usually using thin webs to cover caverns that will maim, but not kill, or to trap. They have taught themselves how to use all forms of blades, and how to fight unarmed as they have no fangs or natural weapons that anyone knows of, but seem to have plenty of poison.

MIASA CR 1 or based on HD/Lvl
Female Miasa
CN Medium humanoid (Miasa)
Init +6; Senses Perception +12

AC 21, touch 18, flat-footed 15 (+6 Dex, +3 Natural (+1 per 3 HD) +2 dodge)
HP: 9 (1d10+3) Fast Healing 1*
Saves: Fort +3, Ref +8, Will +7
Defensive Training

Speed: 40 ft.
Melee: Touch attack +8 -2 levels energy drain (Fort DC 16) + Poison (Fort DC 14)
Ranged: Mighty Composite Compound Ranged Dragonbone Greatbow +8 (1d10 + 2 + Poison (Fort DC 14) 20 x3 150 ft range)
Special: Multiarmed, Poison, Web

Str 14, Dex 22, Con 16, Int 18, Wis 20, Cha 16
Base Atk +0; CMB +1; CMD 19

Feats: Weapon Finesse
Skills Acrobatics +9, Bluff +8, Diplomacy +8, Disguise +8, Perception +12, Sense Motive +10, Stealth +13, Survival +8 Racial Modifiers: +1 per HD to Stealth & Perception
Languages: Abyssal, Celestial, Common, Draconic, Infernal,

SQ: Change Shape, Fast Healing*, Low-light Vision, Multi-Armed, Stalker

Environment any forest, underground, dungeon, mountainous
Organization solitary, band (25), sect (6-20), or tribe (2040)
Treasure NPC gear (Greatbow [1], Rapier [1], other treasure)

Change Shape (Su) A Miasa has the ability to assume the appearance of humanoids and monstrous humanoids, but retains most of its own physical qualities. A Miasa cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell. The Miasa does not adjust its ability scores (although it gains any other abilities of the creature it mimics). It can remain in an alternate form indefinitely.

Defensive Training (Ex): Members of this race gain a +2 dodge bonus to Armor Class.

Energy Drain (Su) This attack saps a living opponent's vital energy (including undead, incorporeal and constructs) and happens automatically when a melee touch attack hits. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Each level drained gives 5 temporary hit points to the Miasa. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the Miasa's HD + Miasa's Wis modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. If the creature dies from negative levels, the Miasa, depending upon its level, can take ranks in skills, feats, class features, and even racial abilities and special qualities.

Climb (Ex): Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Expert Climber (Ex): Prerequisite: Climb racial trait; Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Fast Healing (Ex) Miasa regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in their entry. Except where noted here, fast healing is just like natural healing, but Miasa have the rare ability to reattach or even regrow lost body parts. Regrowing body parts takes 1d6 - Con Modifier days. Fast healing does not restore hit points lost from starvation, thirst, or suffocation. Fast healing continues to function (even at negative hit points) until a Miasa dies, at which point the effects of fast healing end immediately.
*Fast Healing increase at a rate of +1 at 5HD, and every 5HD after that (5, 10, 15, 20, etc.)

Low-Light Vision (Ex) A Miasa can see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Multi-Armed (Ex) A Miasa has six arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Poison (Ex) A creature with this ability can poison those it attacks. The Miasas poison inflicts 1d6 Con damage, and the next minute a second failed Fort save knocks the victim unconscious. The poison is secreted from the Miasas fingers onto weapons or they can touch the creature to deliver it through contact. The saving throw to resist a poison is a Fort save (DC 10 + 1/2 the Miasa's HD + the Miasa's Con modifier). Poisons can be removed through neutralize poison and similar effects.

Stalker (Ex): Perception and Stealth are class skills for a Miasa.

Web (Ex): Miasa's have a web ability they can use webs to support themselves and up to one additional creature of the same size. In addition, they can throw a web once per round. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 Miasa's HD + their Con modifier. Attempts to burst a web by those caught in it suffer a 4 penalty.
Miasa's can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the Miasa that created it and DR 5/.
A Miasa can move across webs as if it had a climb speed equal to their base land speed, and can pinpoint the location of any creature touching its web.

(NOTE: Web, Shape Change, Natural Armor bonus, Fast healing, Energy Drain, and Poison increase in daily uses, or potency/bonuses respectively. Those abilities with daily uses increase until they are usable at will. Natural Armor, Fast Healing increase at the set rate indefinitely. The Save DC for Energy Drain and Poison increase with level/HD.)

Level Hit Base Fort Ref Will Special
Dice Attack Save Save Save
1 1d10 +1 +0 +2 +2 Feat, Web (8/day), Stalker, Poison, Multiarmed, Low-light Vision, Fast Healing 1, Climb, Shape Change (1/day), Energy Drain (3/day), (not sure if I should put their starting Natural Armor here or not, so NA +3), Defensive Training
2 2d10 +2 +0 +3 +3 Web (10/day)
3 3d10 +3 +1 +3 +3 Feat, Natural Armor +4, Energy Drain (6/day)
4 4d10 +4 +1 +4 +4 Expert Climber, Web (at will), Change Shape (2/day)
5 5d10 +5 +1 +4 +4 Feat, Fast Healing 2, Energy Drain (8/day)
6 6d10 +6 +2 +5 +5 Natural Armor +5,
7 7d10 +7 +2 +5 +5 Feat, Change Shape (3/day), Energy Drain (at will)
8 8d10 +8 +2 +6 +6 Acquire Skill (1),
9 9d10 +9 +3 +6 +6 Feat, Natural Armor +6, Lore (2/day),
10 10d10 +10 +3 +7 +7 Acquire Skill (2), Acquire Feat (1), Fast Healing 3, Change Shape (4/day)
11 11d10 +11 +3 +7 +7 Feat, Acquire Class Feature (1),
12 12d10 +12 +4 +8 +8 Natural Armor +7, Acquire Skill (3), Acquire Feat (2), Lore (4/day),
13 13d10 +13 +4 +8 +8 Feat, Change Shape (at will)
14 14d10 +14 +4 +9 +9 Acquire Skill (4), Acquire Feat (3), Acquire Class Feature (2), Acquire Special Attack or Special Quality (1)
15 15d10 +15 +5 +9 +9 Feat, Natural Armor +8, Lore (6/day), Fast Healing 4,
16 16d10 +16 +5 +10 +10 Acquire Skill(5), Acquire Feat (4),
17 17d10 +17 +5 +10 +10 Feat, Acquire Class Feature (3),
18 18d10 +18 +6 +11 +11 Natural Armor +9, Acquire Skill (6), Acquire Feat (5), Lore (8/day), Acquire Special Attack or Special Quality (2),
19 19d10 +19 +6 +11 +11 Feat
20 20d10 +20 +6 +12 +12 Acquire Skill (7), Acquire Feat (6), Acquire Class Feature (4), Fast Healing 5,
21 21d10 +21 +7 +12 +12 Feat, Natural Armor +10, Lore (at will),
22 22d10 +22 +7 +13 +13 Acquire Skill (8), Acquire Feat (7), Acquire Special Attack or Special Quality (3),
23 23d10 +23 +7 +13 +13 Feat, Acquire Class Feature (5),
24 24d10 +24 +8 +14 +14 Natural Armor +11, Acquire Skill (9), Acquire Feat (8),
25 25d10 +25 +8 +14 +14 Feat, Fast Healing 6,
26 26d10 +26 +8 +15 +15 Acquire Skill (10), Acquire Feat (9), Acquire Class Feature (6), Acquire Special Attack or Special Quality (4),
27 27d10 +27 +9 +15 +15 Feat, Natural Armor +12
28 28d10 +28 +9 +16 +16 Acquire Skill (11), Acquire Feat (10),
29 29d10 +29 +9 +17 +17 Feat, Acquire Class Feature (7),
30 20d10 +30 +10 +17 +17 Natural Armor +13, Acquire Skill (12), Acquire Feat (11), Acquire Special Attack or Special Quality (5), Fast Healing 7,
31+ Continues the progression of all previous abilities/special qualities

Class Skills: Bluff, Climb, Diplomacy, Disguise, Escape Artist, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (The Planes), Knowledge (Religion), Linguistics, Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival

Acquire Skill (Ex): At 8th level, an Miasa can acquire one skill known by a creature whose brain he has consumed, chosen at the time of consumption. He permanently gains all of the creature's ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if his new total is more ranks than the Miasa's current character level would normally allow. This skill becomes a class skill for the Miasa, and he may buy more ranks in the skill if the new ranks do not cause him to exceed his maximum ranks in the skill.
At every even level, the Miasa can acquire and use one additional skill from a victim slain by their Energy Drain ability.

Lore (Ex): At 9th level, a Miasa gains the ability to make a special lore check twice per day to recall esoteric information from the brains of those he has consumed. Just as with a bardic knowledge check (see Chapter 3 of the Player's Handbook for more on this ability and typical check DCs), the Miasa adds 1/2 her HD and her Intelligence modifier as bonuses on any attempt to learn something unusual.
Every 3 levels a Miasa can make a special lore check two additional times per day.
Beginning at 21st level, the Miasa may use its lore ability at will.

Acquire Feat (Ex): At 10th level, a Miasa permanently acquires one of the feats of a consumed creature, provided he meets that feat's prerequisites.
At every even level after 10, the Miasma Can acquire and use one additional feat from a consumed creature.
Since a Miasa acquire a feat from a devoured brain only if he meets the feat's prerequisites, a Miasa cannot acquire an epic feat before character level 21.

Acquire Class Feature (Ex): At 11th level, a Miasa permanently gains one class feature of a creature killed by their Energy Drain ability, as a character of that creature's level in that class. If the former character was a spellcaster, the Miasa is able to cast one spell of each level available to the character (if the victim was a wizard, the mind flayer must still consult a spellbook or learn from scrolls), as well as any bonus spells provided by the Miasa's ability scores. If the Miasa already has spellcasting levels, these spells are in addition to those granted by the illithid savant's spellcasting class levels.
Every 3 levels after 11, the Miassa can gain another class feature from a victim slain by their Energy Drain ability.
A Miasa below 21st level cannot gain the ability to cast spells higher than 9th level. Beginning at 21st level (the first level at which an epic Miasa can acquire a class feature), it can gain the ability to cast spells higher than 9th level if it kills a creature who has the ability to cast such spells with its Energy Drain ability.
A Miasa cannot gain the ability to cast epic spells unless he has selected (or acquired) the Epic Spellcasting feat. If a Miasa with the Epic Spellcasting feat devours the brain of a creature who knows one or more epic spells, the Miasa gains the ability to cast one of those spells, chosen by the Miasa.

Acquire Special Attack or Special Quality (Ex): At 14th level, the Miasa permanently gains one special attack or special quality of a consumed creature. The chosen ability must not rely on a physical feature of the consumed creature, such as a gaze attack, a breath weapon, flight, or a natural attack with an appendage not possessed by the Miasa. If the ability allows a saving throw, the Miasa uses his own ability score modifier to determine the DC.
Every 4 levels, a Miasa can gain another special attack or special quality from a consumed creature.

I have not given any racial ability modifiers as yet, but they recieve bonuses to all their abilities, some larger than others...

If anyone could help me optimize this race or give me other solutions to this problem I would appreciate it!

2014-11-23, 10:05 AM
The Winged Mod: Closing this thread in favor of this one (http://www.giantitp.com/forums/showthread.php?384776-Class-Race-quandry), now that it's been moved to Homebrew.