Aniikinis
2018-01-05, 09:42 AM
Horror Monster
https://www.sideshowtoy.com/wp-content/uploads/2017/10/a-nightmare-on-elm-street-freddy-krueger-premium-format-feature-300366.jpg
"Why are you screaming? I haven't even caught you yet." - Freddy Krueger, Horror Monster with the Nightmare Prowler Capstone Power
ENTRY REQUIREMENTS
Ability: Racial Supernatural or Extraordinary ability to cause a fear effect.
or
BAB: +4
And either:
Spellcasting: Able to cast Scare.
Or
Psionics: Able to cast a power with the [Fear] descriptor.
Class Skills
The Horror Monster's class skills are Balance, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope.
Skills Points at Each Level: 6 + int
Hit Dice: d10
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Whatever-casting
1st
+0
+2
+0
+2
Horror Ability
+1 level of existing casting/manifesting/etc. class
2nd
+1
+3
+0
+3
Horror Ability
+1 level of existing casting/manifesting/etc. class
3rd
+2
+3
+1
+3
Ability Score Increase, Lingering Fear
+1 level of existing casting/manifesting/etc. class
4th
+3
+4
+1
+4
Horror Abiltiy
+1 level of existing casting/manifesting/etc. class
5th
+3
+4
+1
+4
Ability Score Increase, Special Horror Ability, Striking Stance
+1 level of existing casting/manifesting/etc. class
6th
+4
+5
+2
+5
Horror Ability
+1 level of existing casting/manifesting/etc. class
7th
+5
+5
+2
+5
Ability Score Increase, Cowering Strike
+1 level of existing casting/manifesting/etc. class
8th
+6
+6
+2
+6
Horror Abiltiy
+1 level of existing casting/manifesting/etc. class
9th
+6
+6
+3
+6
Ability Score Increase, Fear Scent
+1 level of existing casting/manifesting/etc. class
10th
+7
+7
+3
+7
Horror Ability, Special Horror Ability, Capstone Ability
+1 level of existing casting/manifesting/etc. class
Weapon and Armor Proficiencies: Horror Monsters are proficient with simple weapons, three martial weapons of their choice, two exotic weapons of their choice, and light armour
Whatever-casting: At each level, you gain new spells per day(Mysteries, psionics, binding, invoking, martial initiator, etc., basically any class that isn't a baseline martial and gains some form of strange ability akin to spells even if they aren't) and an increase in caster(manifester, etc.) level (and spells/invocations/powers/etc. known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a horror monster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bonus Feats: If you do not have a class that Whatever-casting applies to, you may instead choose to have each level in this class grant you a bonus feat. You must meet all prerequisites of the bonus feat, as normal.
Horror Ability: At first level and every even level afterwards, you gain the ability to pick from any Horror Ability below (or any other homebrew horror abilities that you may find and your GM allows). Each horror ability can only be chosen once unless the ability specifies otherwise.
Ability Score Increase: At third level and every odd level after, you gain a +1 untyped bonus to your Charisma score and one Physical ability score of your choice (Str, Dex, or Con). The choice of physical ability score is made upon gaining the third level and cannot be changed afterwards.
Lingering Fear: At third level, the duration of your fear effects is increased by a number of rounds equal to your horror monster levels.
Striking Stance: At fifth level, you gain a fear aura out to 5' per horror monster level. The will save DC of your Fear aura is (10+horror monster level+cha) and all who fail the save within it are shaken for as long as they are within the aura. This effects stacks with other fear effects and lingering fear. You may disable and enable this ability as a free action, but the subject does not make another save until they have left the area able to be affected by the fear aura.
Special Horror Ability: At fifth and tenth level you gain one ability from the Special Horror Ability list below (or any other homebrew special horror abilities that you may find and your GM allows). Each ability can only be chosen once unless the ability specifies otherwise.
Cowering Strike: At 7th level, whenever you successfully attack a creature that is under a fear effect, they must pass a will save with a DC equal to your attack roll. If they fail they are Shaken for a number of rounds equal to double your horror monster levels. This ability stacks with other fear effects and lingering fear.
Fear Scent: At 9th level, you gain the Scent ability, if you did not already have it. If you already have scent from another source, the radius that your scent is usable doubles for this ability. This ability only allows you to track creatures that are under a fear effect.
Capstone Horror Ability: At tenth level, you gain one ability from the Capstone Horror Ability list below (or any other homebrew special horror abilities that you may find and your GM allows).
https://www.sideshowtoy.com/wp-content/uploads/2017/10/a-nightmare-on-elm-street-freddy-krueger-premium-format-feature-300366.jpg
"Why are you screaming? I haven't even caught you yet." - Freddy Krueger, Horror Monster with the Nightmare Prowler Capstone Power
ENTRY REQUIREMENTS
Ability: Racial Supernatural or Extraordinary ability to cause a fear effect.
or
BAB: +4
And either:
Spellcasting: Able to cast Scare.
Or
Psionics: Able to cast a power with the [Fear] descriptor.
Class Skills
The Horror Monster's class skills are Balance, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope.
Skills Points at Each Level: 6 + int
Hit Dice: d10
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Whatever-casting
1st
+0
+2
+0
+2
Horror Ability
+1 level of existing casting/manifesting/etc. class
2nd
+1
+3
+0
+3
Horror Ability
+1 level of existing casting/manifesting/etc. class
3rd
+2
+3
+1
+3
Ability Score Increase, Lingering Fear
+1 level of existing casting/manifesting/etc. class
4th
+3
+4
+1
+4
Horror Abiltiy
+1 level of existing casting/manifesting/etc. class
5th
+3
+4
+1
+4
Ability Score Increase, Special Horror Ability, Striking Stance
+1 level of existing casting/manifesting/etc. class
6th
+4
+5
+2
+5
Horror Ability
+1 level of existing casting/manifesting/etc. class
7th
+5
+5
+2
+5
Ability Score Increase, Cowering Strike
+1 level of existing casting/manifesting/etc. class
8th
+6
+6
+2
+6
Horror Abiltiy
+1 level of existing casting/manifesting/etc. class
9th
+6
+6
+3
+6
Ability Score Increase, Fear Scent
+1 level of existing casting/manifesting/etc. class
10th
+7
+7
+3
+7
Horror Ability, Special Horror Ability, Capstone Ability
+1 level of existing casting/manifesting/etc. class
Weapon and Armor Proficiencies: Horror Monsters are proficient with simple weapons, three martial weapons of their choice, two exotic weapons of their choice, and light armour
Whatever-casting: At each level, you gain new spells per day(Mysteries, psionics, binding, invoking, martial initiator, etc., basically any class that isn't a baseline martial and gains some form of strange ability akin to spells even if they aren't) and an increase in caster(manifester, etc.) level (and spells/invocations/powers/etc. known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a horror monster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bonus Feats: If you do not have a class that Whatever-casting applies to, you may instead choose to have each level in this class grant you a bonus feat. You must meet all prerequisites of the bonus feat, as normal.
Horror Ability: At first level and every even level afterwards, you gain the ability to pick from any Horror Ability below (or any other homebrew horror abilities that you may find and your GM allows). Each horror ability can only be chosen once unless the ability specifies otherwise.
Ability Score Increase: At third level and every odd level after, you gain a +1 untyped bonus to your Charisma score and one Physical ability score of your choice (Str, Dex, or Con). The choice of physical ability score is made upon gaining the third level and cannot be changed afterwards.
Lingering Fear: At third level, the duration of your fear effects is increased by a number of rounds equal to your horror monster levels.
Striking Stance: At fifth level, you gain a fear aura out to 5' per horror monster level. The will save DC of your Fear aura is (10+horror monster level+cha) and all who fail the save within it are shaken for as long as they are within the aura. This effects stacks with other fear effects and lingering fear. You may disable and enable this ability as a free action, but the subject does not make another save until they have left the area able to be affected by the fear aura.
Special Horror Ability: At fifth and tenth level you gain one ability from the Special Horror Ability list below (or any other homebrew special horror abilities that you may find and your GM allows). Each ability can only be chosen once unless the ability specifies otherwise.
Cowering Strike: At 7th level, whenever you successfully attack a creature that is under a fear effect, they must pass a will save with a DC equal to your attack roll. If they fail they are Shaken for a number of rounds equal to double your horror monster levels. This ability stacks with other fear effects and lingering fear.
Fear Scent: At 9th level, you gain the Scent ability, if you did not already have it. If you already have scent from another source, the radius that your scent is usable doubles for this ability. This ability only allows you to track creatures that are under a fear effect.
Capstone Horror Ability: At tenth level, you gain one ability from the Capstone Horror Ability list below (or any other homebrew special horror abilities that you may find and your GM allows).