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View Full Version : D&D 3.x Class Splicer prestige class (for zerg)



JPlayah
2016-02-17, 12:16 AM
Splicer prestige class


“I’m no front line fighter, but if you know what enemies are coming to knock on your door, I guarantee I can prepare your hive to deal with them.” – Dactul, splicer

Entry requirements: To qualify to become a splicer, a character must fulfill all the following criteria.

Race: Zerg.
Alignment: Any.
Skills: Concentration 8 ranks
Abilities: Int 10
Class features: Quick Mutation, Rapid Regeneration, 9 mutation points



Table: The Splicer
Hit Die: d6



Level

Base
Attack Bonus

Saving Throws

Special

Quick Mutation Sets

Mutation Points



Fort

Ref

Will



1st

+0

+2

+0

+2

Autosplicing, Splice Mutation (Creature)

0

1



2nd

+1

+3

+0

+3

Bonus Feat

0

2



3rd

+2

+3

+1

+3

Alter Receptors

0

4



4th

+3

+4

+1

+4

Crawler Frenzy

0

5



5th

+3

+4

+1

+4

Bonus Feat

0

6



6th

+4

+5

+2

+5

Awaken Structure

1

8



7th

+5

+5

+2

+5

Splice Mutation (Structure)

1

9



8th

+6

+6

+2

+6

Bonus Feat

1

10



9th

+6

+6

+3

+6

Sudden Adaptation

1

12



10th

+7

+7

+3

+7

Supreme Adaptation

1

13



Class Skills (6 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).





Class Features

All the following are class features of the splicer prestige class.

Weapon and Armor Proficiency: Splicers are proficient with their natural weapons, but not with any armor or shields.

Mutation: A splicer gains mutation points as given on its class table. These stack with mutation points gained from the zerg racial class. A zerg adds its splicer level to its zerg level for the purpose of determining mutation effects based on levels in that class, as well as for determining whether the zerg’s level is high enough for it to take a given mutation or feat. The zerg continues to choose mutations from those given by that class. As a splicer, the zerg also gains access to new mutations, which are detailed below.

Note: A creature’s zerg level refers to the total number of levels it has in all zerg classes.

Quick Mutation: A splicer adds any quick mutation sets gained in this class to those gained from the zerg racial class. Level-dependent quick mutation effects use the splicer’s zerg level, not just its levels in the zerg racial class.

Autosplicing (Ex): Beginning at 1st level, a splicer gains a number of hit points equal to its Intelligence bonus multiplied by its hit dice. Bonus hit points gained from this ability improve each time the splicer gains a hit die. When preparing its quick mutation sets, a splicer can reassign a number of additional mutation points equal to its Intelligence modifier.

Splice Mutation (Ex): A splicer is a master at manipulating the genetic code of other zerg organisms. By concentrating for 1 minute while standing next to a drone, spine crawler, or spore crawler, a splicer can apply the effects and abilities of one of its mutations onto that organism. The splicer can also concentrate for 1 minute to remove a mutation it has applied. A splicer’s ability to splice mutations is limited. It can only splice a mutation with a level requirement less than or equal to its splicer level, and the total number of mutation points’ worth of mutations on a given organism cannot exceed half the splicer’s class level (minimum 1). If a mutation has one or more prerequisite mutations, the organism must have those mutations as well. For the purpose of determining prerequisites, drones have two pairs of legs, one pair of arms, and burrowing claws, spine crawlers have a tentacle with the tentacle spear mutation applied, three pairs of legs, and darkvision, and spore crawlers have three pairs of legs and three applications of the acid spray mutation. These do not count against the mutations a splicer can apply to these creatures, nor can they be removed. As drones are small creatures, mutations that deal damage have damage dice reduced by 1 step when applied to them. Mutations with effects that are determined by ability modifiers or other characteristics of a creature use the stats of the creature they are applied to in order to determine results. Use the organism’s hit dice for effects that depend on zerg level and half this number for effects that depend on splicer level.

At 7th level, a splicer can also apply mutations to a zerg structure. The structure cannot make any attacks or target anything with its mutations unless it has either been awakened (see Awaken Structure, below) or is given a direct order by the queen who controls it to target a creature, object, or area she is looking at. When the splicer applies such a mutation to a structure, it determines where to place that mutation on the structure for the purpose of determining range and what areas the structure is able to reach or target. Every 2 points of natural armor applied to a structure also increase its hardness by 1.

For the purpose of using mutations, a zerg structure has the following ability scores: Str 14, Dex 12, Con 18, Int –, Wis 10, Cha 10. When a queen commands one of her structures to use one of its mutations, the structure uses the queen’s Dexterity, Intelligence, Wisdom, and Charisma modifiers instead. Use the structure’s maximum hit points divided by 100 in place of zerg level or hit dice for determining effects, or half this number in place of splicer level. Structures have a base attack bonus equal to their maximum hit points divided by 100.

A creature or structure does not need to meet level requirements as prerequisites for having a mutation spliced onto it. The only requirements it must meet are having any prerequisite mutations required for the new mutation the splicer wishes to add.

Limbs cannot be spliced onto a creature or structure, although existing limbs can have mutations spliced onto them.

Because of the way a structure metabolizes food, it is not able to use mutations which require it to damage itself, as this would cause severe internal damage to the structure’s roots as it attempts to heal its own self-inflicted wounds.

Bonus Feat: At 2nd level and every 3 levels after, a splicer gains a bonus feat. A splicer can choose any feat it qualifies for when selecting a bonus feat.

Alter Receptors (Ex): At 3rd level, a splicer gains the ability to reset the reception organs of any spine crawler, spore crawler, or zerg structure attuned to a queen so that another queen can gain control of it. To use this ability, a splicer must concentrate for 1 minute while standing next to the organism in the presence of a zerg queen who is willing to assist. Once the process is complete, any zerg queen can assume control of the organism using her Attune Receptors ability. Alternatively, the splicer can allow the queen to gain control of the organism without removing control from other queens. This allows the organism’s reception organs to be attuned to multiple queens so that any of them can control it. The link between a drone and its queen is too strong to be altered.

Crawler Frenzy (Ex): At 4th level, a splicer can release pheromones as a standard action that cause nearby spine and spore crawlers to go into a frenzy. For a number of rounds equal to its splicer level, all spine crawlers and spore crawlers within 20 feet of the splicer have their highest base attack bonus increased by +5 and gain an additional attack at a base attack bonus 5 less than their highest base attack bonus. This ability is usable a number of times per day equal to the splicer’s Constitution modifier (minimum 1).

Awaken Structure (Ex): At 6th level, a splicer can alter a zerg structure so that it becomes partly aware of its surroundings. The splicer must stand next to the structure and concentrate for 10 minutes in order to use this ability. An awakened structure has the ability to sense living organisms out to 10 feet from any of its surfaces (20 feet for a hatchery). As long as the structure is within range of telepathic communication of the queen who owns it, she is aware of everything the structure is aware of. Living organisms appear white against a black background. The structure cannot sense invisible creatures, undead, constructs, or objects.

Sudden Adaptation (Ex): At 9th level, a splicer becomes able to adapt to change even faster than most zerg. By concentrating for 10 minutes, a splicer can alter one of its quick mutation sets. This ability is usable 3 times per day.

Supreme Adaptation (Ex): At 10th level, a splicer masters the art of efficient mutation. Choose one mutation with a mutation point cost of 2 or greater. That mutation is treated as costing one less mutation point for the splicer. The splicer can change which mutation this applies to each time it gains a character level.

Splicer Mutation List

Mutations are sorted by the number of mutation points they cost and then alphabetically.

1-point mutations

Splicing Digits: The hands on one pair of your arms develop exceptionally nimble fingers, allowing you to splice more quickly and accurately. Whenever you use one of your splicer class features to alter a creature or structure, you gain a bonus on Concentration checks made to avoid being distracted equal to your Dexterity bonus. Prerequisites: Arms, 2 levels in splicer class, 7 levels in zerg classes.

This mutation can be taken again when you have 6 levels in the splicer class and 11 levels in zerg classes, increasing the duration of all effects of mutations gained from this class by 50%.

This mutation can be taken a third time when you have 10 levels in the splicer class and 15 levels in zerg classes, reducing the time it takes you to use your splicer class features by 50%.

2-point mutations

Lifeweaver Glands: You can alter another zerg organism to temporarily cause its attacks to absorb flesh from its opponent, restoring its own health. As a standard action, you can touch an adjacent zerg creature, causing it to mutate slightly. For a number of rounds equal to your zerg level, whenever a touched creature deals damage in melee combat with a natural weapon, it regains a number of hit points equal to either the damage dealt or its Constitution modifier, whichever is less. This ability is usable a number of times per day equal to ½ your zerg level. Prerequisites: 1 level in splicer class, 6 levels in zerg classes.

This mutation can be taken again when you have 4 levels in the splicer class and 9 levels in zerg classes, allowing you to affect an additional adjacent target each time you use this ability. Each additional acquisition after this increases the number of targets you can affect each time you use this ability by 1.

Shapechanger Glands: You can alter another zerg organism to temporarily improve its ability to use its quick mutations. As a standard action, you can touch an adjacent zerg creature, causing it to mutate slightly. For a number of minutes equal to your zerg level, the touched creature can activate its quick mutation sets as a move action. This ability is usable a number of times per day equal to your Constitution modifier plus your Intelligence modifier (minimum 2). Prerequisites: 3 levels in splicer class, 8 levels in zerg classes.

This mutation can be taken again when you have 7 levels in the splicer class and 12 levels in zerg classes, allowing an affected zerg creature to activate its quick mutation sets as a swift action.

Skinshield Glands: You can alter another zerg organism to temporarily toughen its hide, making it resistant to most forms of damage. As a standard action, you can touch an adjacent zerg creature or structure, causing it to mutate slightly. For a number of rounds equal to your zerg level, the touched creature or structure gains damage reduction 1/- and resistance to acid, cold, electricity, fire, and sonic 1. This ability is usable a number of times per day equal to ½ your zerg level. Prerequisites: 3 levels in splicer class, 8 levels in zerg classes.

This mutation can be taken again when you have 6 levels in the splicer class and 11 levels in zerg classes, allowing you to affect an additional adjacent target each time you use this ability. Each additional acquisition after this increases the number of targets you can affect each time you use this ability by 1.

3-point mutations

Regenerator Glands: You can alter another zerg organism to temporarily improve its ability to heal itself. As a standard action, you can touch an adjacent zerg creature or structure, causing it to mutate slightly. A touched creature gains fast healing X for a number of rounds equal to your splicer level, where X is the number of hit dice the creature has. A touched structure gains fast healing X for a number of minutes equal to your splicer level, where X is its maximum hit points divided by 100. This ability is usable a number of times per day equal to your Constitution modifier plus your Intelligence modifier (minimum 2). Prerequisites: 4 levels in splicer class, 9 levels in zerg classes.

Zerg Infusion Glands: You can alter a non-zerg organism on a cellular level, causing it to temporarily gain the traits of a zerg creature. As a standard action, you can touch an adjacent living non-zerg creature, causing it to mutate slightly. For a number of rounds equal to your zerg level, the touched creature is treated as a zerg creature for the purpose of determining how and whether effects of spells, abilities, and mutations can interact with it. It is treated as having a zerg level equal to its hit dice during this time. This ability is usable a number of times per day equal to your Constitution modifier plus your Intelligence modifier (minimum 2). Prerequisites: 5 levels in splicer class, 10 levels in zerg classes.

4-point mutations

Mind Field: You can dramatically increase your telepathic abilities for a short time, becoming a conduit of telepathic communication between zerg. As a full-round action, you can project a field around you with a radius in miles equal to your zerg level plus your Intelligence modifier. Any zerg creature can communicate telepathically with any other zerg creature as long as both creatures are within the field. This effect lasts for as long as you concentrate. This is a supernatural ability. Prerequisites: 8 levels in splicer class, 13 levels in zerg classes.