Kellus
2007-07-23, 01:56 AM
I'm working on a large homebrew project with dinosaurs, and I wanted to get some feedback on a new system and base class that I've designed. The system is called evolutions, and the class is called the scaleskulk.
Evolutions
Those individuals who dedicate themselves to understanding the minds of dinosaurs often find themselves growing to imitate their subjects. Some shun these changes and seek to halt them. However, other more dedicated individuals embrace these changes as signs of their superiority over lesser mortals.
Evolutions are available to any of the base classes presented here (ie. the scaleskulk). These represent actual physical changes in the individual’s body, and generally represent a change in their physiology.Similar to feats, these evolutions are much more exclusive and generally more powerful. Evolutions are divided into 5 kinds: evolutions of the body, the hands, the legs, the skin, and the tail. Although there are several of each of these, an individual may have only one of each type of evolution.
Every time you take an evolution, you receive a general bonus related to the type of change, as well as the specific bonus from the evolution itself.
Evolutions of the Body
One of the following may be selected when choosing a new evolution. You may only have one evolution of the body. If you wish to change your evolution of the body, you may give up a new evolution to replace your older evolution of the body with a different choice.
All evolutions of the body grant a +1 inherent bonus to your Constitution score.
The evolutions of the body are:
Buoyant (Ex)
Prerequisite: Swim 8 ranks
Bonus: Your body becomes larger as it fills with internal air pockets. These pockets allow you to control your swimming ability with uncanny ease. You gain a swim speed equal to half your land speed, a +8 bonus to Swim checks made to avoid a special obstacle, and you can always take 10 on such a check even if stress or distraction would normally prevent you from doing so.
Deep Lungs (Ex)
Prerequisite: Improved Grapple
Bonus: Your throat, stomach, and esophagus become stronger, and you become able to swallow your enemies whole. As well, your mouth becomes able to swing open to engulf your prey. In order to swallow someone, you must first establish a grapple on them. On your next turn, you may attempt another grapple check to swallow them. Once swallowed, enemies take 1d10 acid and 1d10 bludgeoning damage every turn from gastric juices. Enemies can cut their way out by dealing 20 damage to your stomach wall, which has an AC of 10 + your natural armor. Once they have exited, muscular action closes the hole so that other creatures will have to cut their own way out. Your stomach can hold 1 enemy 1 size smaller than yourself, 2 enemies 2 sizes smaller than yourelf, and so on.
Mettle (Ex)
Prerequisiste: Base Fortitude Save +5
Bonus: Your body becomes sturdy and brawny, and is able to take more punishment than lesser beings. Whenever subjected to an attack which offers a Fortitude or Will save for half damage or a partial effect, you instead take no damage or effect on a successful save.
Powerful Build (Ex)
Prerequisite: Diehard
Bonus: Your body becomes powerfully muscled and tremendously strong. You are always treated as if you were one size larger if it would benefit you. For example, you my wield weapons sized for a being one size larger than you at no penalty, and gain a bonus on Grapple checks as if you were one size larger. You do not, however, incur any penalties for being larger. For example, you do not take any penalty to your Move Silently skill, and do not incur an AC penalty or attack roll penalty due to a larger size. You may not benefit from Powerful Build from more than one source; for example, a half-giant gains no benefit from this evolution.
Thermal Plates (Ex)
Prerequisites: Base Fortitude Save +3
Bonus: Your back becomes lined with large pentagonal plates. Intimidate is always a class skill for you, and you gain a +2 bonus to any checks involving it. In addition, you gain either resistance cold 5 or resistance fire 5. This is chosen when you take the evolution, and may not be changed at a later time.
Evolutions of the Hands
One of the following may be selected when choosing a new evolution. You may only have one evolution of the hands. If you wish to change your evolution of the hands, you may give up a new evolution to replace your older evolution of the hands with a different choice.
All evolutions of the hands grant a +2 bonus to your grapple checks.
The evolutions of the hands are:
Additional Digit (Ex)
Prerequisites: Sleight of Hand 7 ranks
Bonus: Your hands grow one additional digit each. This helps you in finicky work and in careful, dextrous activity. You gain a +2 bonus on Craft, Open Lock, Sleight of Hand, and Use Rope skill checks. In addition, you gain a +4 bonus to resist being disarmed.
Clenched Fist (Ex)
Prerequisite: Improved Grapple
Bonus: Your hands become strong and muscled, allowing you to clench your foes tight with ease. You gain the Improved Grab ability with your unarmed strikes. Once per round, when you strike an enemy with an unarmed attack, you may initiate a grapple as free action that does not provoke an attack of opportunity.
Talons (Ex)
Prerequisite: Power Attack
Bonus: Your hands can extend razor-sharp talons to rend the flesh from your foes. You gain two natural light talon weapons, each of which deals 1d6 slashing damage. You are automatically proficient with your talons.
Wings (Ex)
Prerequisiste: Jump 15 ranks
Bonus: One digit on each of your hands extends to become several feet long. These digits support leathery wings which allow you to take to the sky. Because of the odd structure of your hands, you permanently lose 2 points of Dexterity, to a minimum of 3. However, while airborn, you may not use your hands for anything aside from flying. Your flight speed is 60 feet (average).
Versatile (Ex)
Prerequisite: Endurance
Bonus: Your hands become able to bend in ways they previously couldn’t, and can now support much more weight that ever before. This allows you to move on all four limbs to cross dangerous terrain. When unarmed and unencumbered, you may travel across unusual terrain at your regular speed, without taking any penalties.
Evolutions of the Legs
One of the following may be selected when choosing a new evolution. You may only have one evolution of the legs. If you wish to change your evolution of the legs, you may give up a new evolution to replace your older evolution of the legs with a different choice.
All evolutions of the legs grant a +3 bonus to your Jump skill.
The evolutions of the legs are:
Bulky (Ex)
Prerequisite: Improved Bull Rush
Bonus: Your legs become hugely strong and oversized. You gain the Trample special attack. For this attack, you are treated as being one size larger than you actually are. If you do not have a slam attack, for the purposes of your trample you deal 1d6 damage plus 1 1/2 times your Strength modifier.
Coiled Springs (Ex)
Prerequisite: Jump 6 ranks
Bonus: Your legs become coiled and muscled, allowing you to make tremendous leaps. You may treat any jump as if you had a running start, even if you are standing still when it begins.
Nimble (Ex)
Prerequisiste: Base Reflex Save +5
Bonus: Your legs become incredibly agile, allowing you to dodge nearby dangers with uncanny skill. You gain the Evasion ability; if you succeed on your save against any attack which offers a Reflex save for half damage, you instead take no damage. If you already have Evasion, you gain Improved Evasion instead.
Speedy (Ex)
Prerequisite: Dex 12
Bonus: Your legs become long and stretched, allowing you to run faster. Your base land speed increases by 10 feet. In addition, once per hour you can move 10 times your regular speed when making a charge.
Sturdy (Ex)
Prerequisite: Diehard
Bonus: Your legs become strong and sturdy. Once per day you may go into a defensive stance. When you adopt a defensive stance, you gain phenomenal strength and durability, but you cannot move from the spot you are defending.
You gain +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, you cannot use skills or abilities that would require you to shift your position. A defensive stance lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may end your defensive stance voluntarily prior to this limit. At the end of the defensive stance, you are winded and takes a –2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but you can only do so during your action.
Evolutions of the Skin
One of the following may be selected when choosing a new evolution. You may only have one evolution of the skin. If you wish to change your evolution of the skin, you may give up a new evolution to replace your older evolution of the skin with a different choice.
All evolutions of the skin grant a +1 bonus to your natural armor bonus to AC.
The evolutions of the skin are:
Blurred (Ex)
Prerequisites: Move Silently 15 ranks
Bonus: Your flesh becomes blurred and hard to discern. You are always treated as if you were concealed, and gain a 20% miss chance against attacks. If you actually have concealment, you are treated as if you have full concealment and gain a 50% miss chance. You may not exceed a 50% miss chance, even through spells or full concealment.
Camouflage (Ex)
Prerequisite: Hide 8 ranks
Bonus: Your skin gains the ability to mimic surrounding atmospheres. You gain the Camouflage ability, and can choose to use the Hide skill in any kind of natural environment.
Feathers (Ex)
Prerequisite: Jump 4 ranks
Bonus: Your skin becomes covered with small feathers. Alhtough they do not allow you to fly, these feathers allow you greater maneouverability in the air. You gain Slow Fall to 20 feet. Any fall you take is treated as if it was 20 feet shorter than it actually was for purposes of damage. This stacks with any Slow Fall you may gain from other sources.
Pebbly (Ex)
Prerequisiste: Base Fortitude Save +5
Bonus: Your skin becomes coarse and pebbly. You gain Damage Reduction 1/-. This stacks with any Damage Resistance you may gain from other sources.
Scales (Ex)
Prerequisite: Endurance
Bonus: Your skin becomes scaled and better able to resist energy. You gain energy resistance 20 to one of the following energy types: acid, cold, electricity, fire, sonic. You choose the energy type when taking the evolution, and may not change it later.
Evolutions of the Tail
One of the following may be selected when choosing a new evolution. You may only have one evolution of the tail. If you wish to change your evolution of the tail, you may give up a new evolution to replace your older evolution of the tail with a different choice.
All evolutions of the tail grant a +3 bonus to your Balance skill.
The evolutions of the tail are:
Tail Club (Ex)
Prerequisites: Weapon Focus (any bludgeoning weapon)
Bonus: You gain a heavy tail with a bone club at the end. You are automatically proficient with your tail club. The club has a reach of 10 feet, deals 1d10 bludgeoning damage, and deals double damage on a critical. You may fight with one weapon and your club as if with two weapons (club is off-hand, and is treated as a one-handed weapon). This club is treated as a secondary natural attack. Any time you make a full-round attack, you may also attack with your club, but at a -5 penalty to the attack roll.
Tail Spikes (Ex)
Prerequisite: Dex 16
Bonus: You gain a heavy tail with spikes at the end. Although not useful in regular attack, this serves as a deterrent to anyone hoping to surprise you. If you make a successful Reflex save (DC equal to the damage dealt, or an automatic success if the attack fails) when hit by an attack of opportunity, you can fling tail spikes as a ranged touch attack at the opportunist, using your highest base attack bonus, dealing 2d6 piercing damage. You may only deal this damage once every minute.
Tail Spines (Ex)
Prerequisiste: Improved Grapple
Bonus: You gain a sturdy tail covered in spines. Although not useful for regular attacks, this tail deals 1d10 piercing damage to any enemy who begins your turn grappled by you.
Tail Whip (Ex)
Prerequisite: Improved Trip or Improved Disarm
Bonus: You gain a long and sinewy tail. Although not useful for regular attacks, this allows you to make a trip or disarm attack as an immediate action to any enemy within 10 feet. In addition, you gain a +2 bonus on such attempts.
Third Arm (Ex)
Prerequisite: Climb 10 ranks
Bonus: You gain a nimble tail which can wrap around objects and support you. You gain a climb speed equal to your land speed, a +8 bonus to Climb and can always take 10 on a climb check, even if stress or distraction would normally prevent you from doing so.
The Scaleskulk
The scaleskulk is the terror that stalks through the tall grass, the killer that ruthlessly hunts down its prey; prey which is all too often intelligent. Butcherers and barbarians, scaleskulks have no compunctions about killing easily and often. These hunters revere the original hunter: the dinosaur. They have progressed so far from civilization that they often resemble more the great lizards they worship than the race they were born in. When there is a dirty job to be done, these knaves can always be bought for the right price. But buyers beware: the price a scaleskulk demands is never in silver and gold...
Alignment: Chaotic neutral or chaotic evil.
Hit Die: d6
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Class Skills
The scaleskulk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Table: The Scaleskulk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Fleshripper, trapfinding, illiteracy
2nd|
+1|
+3|
+3|
+0|Two-Weapon Fighting
3rd|
+2|
+3|
+3|
+1|Weapon Finesse
4th|
+3|
+4|
+4|
+1|Evolution
5th|
+3|
+4|
+4|
+1|Pounce
6th|
+4|
+5|
+5|
+2|Rending opportunist
7th|
+5|
+5|
+5|
+2|Track
8th|
+6/+1|
+6|
+6|
+2|Evolution, Improved Two-Weapon Fighting
9th|
+6/+1|
+6|
+6|
+3|Evasion
10th|
+7/+2|
+7|
+7|
+3|Lightning cuts
11th|
+8/+3|
+7|
+7|
+3|-
12th|
+9/+4|
+8|
+8|
+4|Evolution
13th|
+9/+4|
+8|
+8|
+4|-
14th|
+10/+5|
+9|
+9|
+5|Uncanny dodge
15th|
+11/+6/+1|
+9|
+9|
+5|Greater Two-Weapon Fighting
16th|
+12/+7/+2|
+10|
+10|
+5|Evolution
17th|
+12/+7/+2|
+10|
+10|
+6|-
18th|
+13/+8/+3|
+11|
+11|
+6|Special ability
19th|
+14/+9/+4|
+11|
+11|
+6|-
20th|
+15/+10/+5|
+12|
+12|
+7|Evolution, nightmare render[/table]
All of the following are class features of the scaleskulk.
Weapon and Armour Proficiency: Scaleskulks are proficient with all simple weapons, plus the hand axe, kukri, and throwing axe. Scaleskulks are proficient with light armour but not with shields.
Fleshripper (Ex): A scaleskulk can use her dinosaur insticts in battle to rip the flesh from the bones of her target. If she is wielding two light slashing weapons, and hits the same enemy in a single round with both of them, she may apply extra damage as she rends off the skin of her quarry. This additional damage is equal to 1d6 per level. Fleshripper damage can only be applied once in a given round, no matter how many additonal times a scaleskulk hits a creature. It is not precision-based damage, and can affect any target with skin. Thus, while some undead, such as skeletons, may be immune to fleshripper damage, other undead, such as zombies, may be vulnerable to it.
Trapfinding (Ex): A scaleskulk can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Illiteracy: Scaleskulks do not automatically know how to read and write. A scaleskulk may spend 2 skill points to gain the ability to read and write all languages she is able to speak. A scaleskulk who gains a level in any other class automatically gains literacy. Any other character who gains a scaleskulk level does not lose the literacy he or she already had.
Two-Weapon Fighting: At 2nd level a scaleskulk receives Two-Weapon Fighting as a bonus feat. At 8th level she receives Improved Two-Weapon Fighting as a bonus feat. Finally, at 15th level she receives Greater Two-Weapon Fighting. She does not need to meet the prerequisites to acquire these feats.
Evolution: At 4th level and every four levels thereafter, a scaleskulk may select an Evolution for which he qualifies.
Pounce (Ex): Starting at 5th level, a scaleskulk can lunge into combat with ease and quickly rip apart her foe's skin. She gains the Pounce special ability, which allows her to charge and make a full attack in the same round.
Rending Opportunist (Ex): At 6th level, a scaleskulk wielding two light slashing weapons may attack once with each weapon against a foe who provokes an attack of opportunity from her. The target, if hit by both attacks, is vulnerable to fleshripper damage.
Track (Ex): At 7th level, a scaleskulk receives Track as a bonus feat for which she does not need to meet the prerequisites.
Evasion (Ex): At 9th level and higher, a scaleskulk can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scaleskulk is wearing light armor or no armor. A helpless scaleskulk does not gain the benefit of evasion.
Lightning Cuts (Ex): At 10th level and higher, a scaleskulk has mastered the art of gracefully slicing flesh from bone. When wielding two light slashing weapons, a scaleskulk may apply her Dexterity modifier to damage rolls instead of her Strength.
Uncanny Dodge (Ex): Starting at 14th level, a scaleskulk cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Special Ability: At 18th level, a scaleskulk may select one of the following abilities:
Bonus Feat: A scaleskulk may select a bonus feat for which she qualifies.
Improved Evasion (Ex): This ability works like evasion, except that while the scaleskulk still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless scaleskulk does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): A scaleskulkwho selects this ability can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Nightmare Render (Ex): Once per day starting at 20th level, a scaleskulk may choose as a swift action to enter a state of nightmare render for one round. This has a number of benefits, as described below.
- She gains a +6 insight bonus to Dexterity.
- She gains a temporary base attack bonus of +20/+15/+10/+5.
- If wielding two weapons, she may make an additional attack in this round with her off-hand weapon, albeit with a -15 penalty.
- Every time she hits the same creature with an attack from both of her weapons (if wielding two weapons) in this round, the target is eligible for fleshripper damage. Thus, she may make up to 4 fleshripper attacks in this turn, one with each of her 4 sets of attacks. She may apply these attacks all to the same target, or spread out to different targets, but she must hit with both weapons on the same enemy for the additional damage to occur.
After using nightmare render, the scaleskulk becomes fatigued until she can rest for 8 hours.
A Note Concerning Fleshripper and Sneak Attack
Fleshripper allows a scaleskulk to qualify for anything, such as an Ambush feat, a prestige class, or any other feature which normally requires the use of sneak attack. In a prestige class that advances sneak attack progression, fleshripper damage increases instead.
However, for every 1d6 of damage of sneak attack required to qualify for such a feature, 2d6 damage of fleshripper is required. In a prestige class advancing sneak attack, fleshripper increases by 2d6 whenever sneak attack would advance by 1d6. Essentially, for any feature common between the two, 1d6 sneak attack damage is equal to 2d6 fleshripper damage.
Evolutions
Those individuals who dedicate themselves to understanding the minds of dinosaurs often find themselves growing to imitate their subjects. Some shun these changes and seek to halt them. However, other more dedicated individuals embrace these changes as signs of their superiority over lesser mortals.
Evolutions are available to any of the base classes presented here (ie. the scaleskulk). These represent actual physical changes in the individual’s body, and generally represent a change in their physiology.Similar to feats, these evolutions are much more exclusive and generally more powerful. Evolutions are divided into 5 kinds: evolutions of the body, the hands, the legs, the skin, and the tail. Although there are several of each of these, an individual may have only one of each type of evolution.
Every time you take an evolution, you receive a general bonus related to the type of change, as well as the specific bonus from the evolution itself.
Evolutions of the Body
One of the following may be selected when choosing a new evolution. You may only have one evolution of the body. If you wish to change your evolution of the body, you may give up a new evolution to replace your older evolution of the body with a different choice.
All evolutions of the body grant a +1 inherent bonus to your Constitution score.
The evolutions of the body are:
Buoyant (Ex)
Prerequisite: Swim 8 ranks
Bonus: Your body becomes larger as it fills with internal air pockets. These pockets allow you to control your swimming ability with uncanny ease. You gain a swim speed equal to half your land speed, a +8 bonus to Swim checks made to avoid a special obstacle, and you can always take 10 on such a check even if stress or distraction would normally prevent you from doing so.
Deep Lungs (Ex)
Prerequisite: Improved Grapple
Bonus: Your throat, stomach, and esophagus become stronger, and you become able to swallow your enemies whole. As well, your mouth becomes able to swing open to engulf your prey. In order to swallow someone, you must first establish a grapple on them. On your next turn, you may attempt another grapple check to swallow them. Once swallowed, enemies take 1d10 acid and 1d10 bludgeoning damage every turn from gastric juices. Enemies can cut their way out by dealing 20 damage to your stomach wall, which has an AC of 10 + your natural armor. Once they have exited, muscular action closes the hole so that other creatures will have to cut their own way out. Your stomach can hold 1 enemy 1 size smaller than yourself, 2 enemies 2 sizes smaller than yourelf, and so on.
Mettle (Ex)
Prerequisiste: Base Fortitude Save +5
Bonus: Your body becomes sturdy and brawny, and is able to take more punishment than lesser beings. Whenever subjected to an attack which offers a Fortitude or Will save for half damage or a partial effect, you instead take no damage or effect on a successful save.
Powerful Build (Ex)
Prerequisite: Diehard
Bonus: Your body becomes powerfully muscled and tremendously strong. You are always treated as if you were one size larger if it would benefit you. For example, you my wield weapons sized for a being one size larger than you at no penalty, and gain a bonus on Grapple checks as if you were one size larger. You do not, however, incur any penalties for being larger. For example, you do not take any penalty to your Move Silently skill, and do not incur an AC penalty or attack roll penalty due to a larger size. You may not benefit from Powerful Build from more than one source; for example, a half-giant gains no benefit from this evolution.
Thermal Plates (Ex)
Prerequisites: Base Fortitude Save +3
Bonus: Your back becomes lined with large pentagonal plates. Intimidate is always a class skill for you, and you gain a +2 bonus to any checks involving it. In addition, you gain either resistance cold 5 or resistance fire 5. This is chosen when you take the evolution, and may not be changed at a later time.
Evolutions of the Hands
One of the following may be selected when choosing a new evolution. You may only have one evolution of the hands. If you wish to change your evolution of the hands, you may give up a new evolution to replace your older evolution of the hands with a different choice.
All evolutions of the hands grant a +2 bonus to your grapple checks.
The evolutions of the hands are:
Additional Digit (Ex)
Prerequisites: Sleight of Hand 7 ranks
Bonus: Your hands grow one additional digit each. This helps you in finicky work and in careful, dextrous activity. You gain a +2 bonus on Craft, Open Lock, Sleight of Hand, and Use Rope skill checks. In addition, you gain a +4 bonus to resist being disarmed.
Clenched Fist (Ex)
Prerequisite: Improved Grapple
Bonus: Your hands become strong and muscled, allowing you to clench your foes tight with ease. You gain the Improved Grab ability with your unarmed strikes. Once per round, when you strike an enemy with an unarmed attack, you may initiate a grapple as free action that does not provoke an attack of opportunity.
Talons (Ex)
Prerequisite: Power Attack
Bonus: Your hands can extend razor-sharp talons to rend the flesh from your foes. You gain two natural light talon weapons, each of which deals 1d6 slashing damage. You are automatically proficient with your talons.
Wings (Ex)
Prerequisiste: Jump 15 ranks
Bonus: One digit on each of your hands extends to become several feet long. These digits support leathery wings which allow you to take to the sky. Because of the odd structure of your hands, you permanently lose 2 points of Dexterity, to a minimum of 3. However, while airborn, you may not use your hands for anything aside from flying. Your flight speed is 60 feet (average).
Versatile (Ex)
Prerequisite: Endurance
Bonus: Your hands become able to bend in ways they previously couldn’t, and can now support much more weight that ever before. This allows you to move on all four limbs to cross dangerous terrain. When unarmed and unencumbered, you may travel across unusual terrain at your regular speed, without taking any penalties.
Evolutions of the Legs
One of the following may be selected when choosing a new evolution. You may only have one evolution of the legs. If you wish to change your evolution of the legs, you may give up a new evolution to replace your older evolution of the legs with a different choice.
All evolutions of the legs grant a +3 bonus to your Jump skill.
The evolutions of the legs are:
Bulky (Ex)
Prerequisite: Improved Bull Rush
Bonus: Your legs become hugely strong and oversized. You gain the Trample special attack. For this attack, you are treated as being one size larger than you actually are. If you do not have a slam attack, for the purposes of your trample you deal 1d6 damage plus 1 1/2 times your Strength modifier.
Coiled Springs (Ex)
Prerequisite: Jump 6 ranks
Bonus: Your legs become coiled and muscled, allowing you to make tremendous leaps. You may treat any jump as if you had a running start, even if you are standing still when it begins.
Nimble (Ex)
Prerequisiste: Base Reflex Save +5
Bonus: Your legs become incredibly agile, allowing you to dodge nearby dangers with uncanny skill. You gain the Evasion ability; if you succeed on your save against any attack which offers a Reflex save for half damage, you instead take no damage. If you already have Evasion, you gain Improved Evasion instead.
Speedy (Ex)
Prerequisite: Dex 12
Bonus: Your legs become long and stretched, allowing you to run faster. Your base land speed increases by 10 feet. In addition, once per hour you can move 10 times your regular speed when making a charge.
Sturdy (Ex)
Prerequisite: Diehard
Bonus: Your legs become strong and sturdy. Once per day you may go into a defensive stance. When you adopt a defensive stance, you gain phenomenal strength and durability, but you cannot move from the spot you are defending.
You gain +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, you cannot use skills or abilities that would require you to shift your position. A defensive stance lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may end your defensive stance voluntarily prior to this limit. At the end of the defensive stance, you are winded and takes a –2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but you can only do so during your action.
Evolutions of the Skin
One of the following may be selected when choosing a new evolution. You may only have one evolution of the skin. If you wish to change your evolution of the skin, you may give up a new evolution to replace your older evolution of the skin with a different choice.
All evolutions of the skin grant a +1 bonus to your natural armor bonus to AC.
The evolutions of the skin are:
Blurred (Ex)
Prerequisites: Move Silently 15 ranks
Bonus: Your flesh becomes blurred and hard to discern. You are always treated as if you were concealed, and gain a 20% miss chance against attacks. If you actually have concealment, you are treated as if you have full concealment and gain a 50% miss chance. You may not exceed a 50% miss chance, even through spells or full concealment.
Camouflage (Ex)
Prerequisite: Hide 8 ranks
Bonus: Your skin gains the ability to mimic surrounding atmospheres. You gain the Camouflage ability, and can choose to use the Hide skill in any kind of natural environment.
Feathers (Ex)
Prerequisite: Jump 4 ranks
Bonus: Your skin becomes covered with small feathers. Alhtough they do not allow you to fly, these feathers allow you greater maneouverability in the air. You gain Slow Fall to 20 feet. Any fall you take is treated as if it was 20 feet shorter than it actually was for purposes of damage. This stacks with any Slow Fall you may gain from other sources.
Pebbly (Ex)
Prerequisiste: Base Fortitude Save +5
Bonus: Your skin becomes coarse and pebbly. You gain Damage Reduction 1/-. This stacks with any Damage Resistance you may gain from other sources.
Scales (Ex)
Prerequisite: Endurance
Bonus: Your skin becomes scaled and better able to resist energy. You gain energy resistance 20 to one of the following energy types: acid, cold, electricity, fire, sonic. You choose the energy type when taking the evolution, and may not change it later.
Evolutions of the Tail
One of the following may be selected when choosing a new evolution. You may only have one evolution of the tail. If you wish to change your evolution of the tail, you may give up a new evolution to replace your older evolution of the tail with a different choice.
All evolutions of the tail grant a +3 bonus to your Balance skill.
The evolutions of the tail are:
Tail Club (Ex)
Prerequisites: Weapon Focus (any bludgeoning weapon)
Bonus: You gain a heavy tail with a bone club at the end. You are automatically proficient with your tail club. The club has a reach of 10 feet, deals 1d10 bludgeoning damage, and deals double damage on a critical. You may fight with one weapon and your club as if with two weapons (club is off-hand, and is treated as a one-handed weapon). This club is treated as a secondary natural attack. Any time you make a full-round attack, you may also attack with your club, but at a -5 penalty to the attack roll.
Tail Spikes (Ex)
Prerequisite: Dex 16
Bonus: You gain a heavy tail with spikes at the end. Although not useful in regular attack, this serves as a deterrent to anyone hoping to surprise you. If you make a successful Reflex save (DC equal to the damage dealt, or an automatic success if the attack fails) when hit by an attack of opportunity, you can fling tail spikes as a ranged touch attack at the opportunist, using your highest base attack bonus, dealing 2d6 piercing damage. You may only deal this damage once every minute.
Tail Spines (Ex)
Prerequisiste: Improved Grapple
Bonus: You gain a sturdy tail covered in spines. Although not useful for regular attacks, this tail deals 1d10 piercing damage to any enemy who begins your turn grappled by you.
Tail Whip (Ex)
Prerequisite: Improved Trip or Improved Disarm
Bonus: You gain a long and sinewy tail. Although not useful for regular attacks, this allows you to make a trip or disarm attack as an immediate action to any enemy within 10 feet. In addition, you gain a +2 bonus on such attempts.
Third Arm (Ex)
Prerequisite: Climb 10 ranks
Bonus: You gain a nimble tail which can wrap around objects and support you. You gain a climb speed equal to your land speed, a +8 bonus to Climb and can always take 10 on a climb check, even if stress or distraction would normally prevent you from doing so.
The Scaleskulk
The scaleskulk is the terror that stalks through the tall grass, the killer that ruthlessly hunts down its prey; prey which is all too often intelligent. Butcherers and barbarians, scaleskulks have no compunctions about killing easily and often. These hunters revere the original hunter: the dinosaur. They have progressed so far from civilization that they often resemble more the great lizards they worship than the race they were born in. When there is a dirty job to be done, these knaves can always be bought for the right price. But buyers beware: the price a scaleskulk demands is never in silver and gold...
Alignment: Chaotic neutral or chaotic evil.
Hit Die: d6
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Class Skills
The scaleskulk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Table: The Scaleskulk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Fleshripper, trapfinding, illiteracy
2nd|
+1|
+3|
+3|
+0|Two-Weapon Fighting
3rd|
+2|
+3|
+3|
+1|Weapon Finesse
4th|
+3|
+4|
+4|
+1|Evolution
5th|
+3|
+4|
+4|
+1|Pounce
6th|
+4|
+5|
+5|
+2|Rending opportunist
7th|
+5|
+5|
+5|
+2|Track
8th|
+6/+1|
+6|
+6|
+2|Evolution, Improved Two-Weapon Fighting
9th|
+6/+1|
+6|
+6|
+3|Evasion
10th|
+7/+2|
+7|
+7|
+3|Lightning cuts
11th|
+8/+3|
+7|
+7|
+3|-
12th|
+9/+4|
+8|
+8|
+4|Evolution
13th|
+9/+4|
+8|
+8|
+4|-
14th|
+10/+5|
+9|
+9|
+5|Uncanny dodge
15th|
+11/+6/+1|
+9|
+9|
+5|Greater Two-Weapon Fighting
16th|
+12/+7/+2|
+10|
+10|
+5|Evolution
17th|
+12/+7/+2|
+10|
+10|
+6|-
18th|
+13/+8/+3|
+11|
+11|
+6|Special ability
19th|
+14/+9/+4|
+11|
+11|
+6|-
20th|
+15/+10/+5|
+12|
+12|
+7|Evolution, nightmare render[/table]
All of the following are class features of the scaleskulk.
Weapon and Armour Proficiency: Scaleskulks are proficient with all simple weapons, plus the hand axe, kukri, and throwing axe. Scaleskulks are proficient with light armour but not with shields.
Fleshripper (Ex): A scaleskulk can use her dinosaur insticts in battle to rip the flesh from the bones of her target. If she is wielding two light slashing weapons, and hits the same enemy in a single round with both of them, she may apply extra damage as she rends off the skin of her quarry. This additional damage is equal to 1d6 per level. Fleshripper damage can only be applied once in a given round, no matter how many additonal times a scaleskulk hits a creature. It is not precision-based damage, and can affect any target with skin. Thus, while some undead, such as skeletons, may be immune to fleshripper damage, other undead, such as zombies, may be vulnerable to it.
Trapfinding (Ex): A scaleskulk can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Illiteracy: Scaleskulks do not automatically know how to read and write. A scaleskulk may spend 2 skill points to gain the ability to read and write all languages she is able to speak. A scaleskulk who gains a level in any other class automatically gains literacy. Any other character who gains a scaleskulk level does not lose the literacy he or she already had.
Two-Weapon Fighting: At 2nd level a scaleskulk receives Two-Weapon Fighting as a bonus feat. At 8th level she receives Improved Two-Weapon Fighting as a bonus feat. Finally, at 15th level she receives Greater Two-Weapon Fighting. She does not need to meet the prerequisites to acquire these feats.
Evolution: At 4th level and every four levels thereafter, a scaleskulk may select an Evolution for which he qualifies.
Pounce (Ex): Starting at 5th level, a scaleskulk can lunge into combat with ease and quickly rip apart her foe's skin. She gains the Pounce special ability, which allows her to charge and make a full attack in the same round.
Rending Opportunist (Ex): At 6th level, a scaleskulk wielding two light slashing weapons may attack once with each weapon against a foe who provokes an attack of opportunity from her. The target, if hit by both attacks, is vulnerable to fleshripper damage.
Track (Ex): At 7th level, a scaleskulk receives Track as a bonus feat for which she does not need to meet the prerequisites.
Evasion (Ex): At 9th level and higher, a scaleskulk can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scaleskulk is wearing light armor or no armor. A helpless scaleskulk does not gain the benefit of evasion.
Lightning Cuts (Ex): At 10th level and higher, a scaleskulk has mastered the art of gracefully slicing flesh from bone. When wielding two light slashing weapons, a scaleskulk may apply her Dexterity modifier to damage rolls instead of her Strength.
Uncanny Dodge (Ex): Starting at 14th level, a scaleskulk cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Special Ability: At 18th level, a scaleskulk may select one of the following abilities:
Bonus Feat: A scaleskulk may select a bonus feat for which she qualifies.
Improved Evasion (Ex): This ability works like evasion, except that while the scaleskulk still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless scaleskulk does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): A scaleskulkwho selects this ability can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Nightmare Render (Ex): Once per day starting at 20th level, a scaleskulk may choose as a swift action to enter a state of nightmare render for one round. This has a number of benefits, as described below.
- She gains a +6 insight bonus to Dexterity.
- She gains a temporary base attack bonus of +20/+15/+10/+5.
- If wielding two weapons, she may make an additional attack in this round with her off-hand weapon, albeit with a -15 penalty.
- Every time she hits the same creature with an attack from both of her weapons (if wielding two weapons) in this round, the target is eligible for fleshripper damage. Thus, she may make up to 4 fleshripper attacks in this turn, one with each of her 4 sets of attacks. She may apply these attacks all to the same target, or spread out to different targets, but she must hit with both weapons on the same enemy for the additional damage to occur.
After using nightmare render, the scaleskulk becomes fatigued until she can rest for 8 hours.
A Note Concerning Fleshripper and Sneak Attack
Fleshripper allows a scaleskulk to qualify for anything, such as an Ambush feat, a prestige class, or any other feature which normally requires the use of sneak attack. In a prestige class that advances sneak attack progression, fleshripper damage increases instead.
However, for every 1d6 of damage of sneak attack required to qualify for such a feature, 2d6 damage of fleshripper is required. In a prestige class advancing sneak attack, fleshripper increases by 2d6 whenever sneak attack would advance by 1d6. Essentially, for any feature common between the two, 1d6 sneak attack damage is equal to 2d6 fleshripper damage.