Tyrolin
2007-11-25, 11:56 PM
I think it works, so please help me with balance and such.
The Ryu.
Hit die : d10
Base attack bonus: Full
Good saves : All
Weapon and Armor: All simple and martial weapons : Light and medium armor : Light and heavy shields
Progression Table
{table]Level | Special
1 | Magic Pool, Healing touch
2 | Ascension(Whelp)
3 | Mettle
4 | Ascension(Fire, Frost, Lightning)
5 | Ascended Resistance(+5)
6 |
7 | Improved healing touch
8 | Ascension(Adult, Mutant)
9 | Heal All
10 | Ascension(Radiance, Shadow)
11 | Imp Nat Res (+10)
12 | Ascension(Warrior, Behemoth)
13 | Greater Mettle
14 | Greater healing touch, Improved Heal All
15 | Ascension(Kaiser)
16 | Grtr Nat Res (+15)
17 | Greater Heal All
18 | Ascension(Failure)
19 | Raise Dead
20 | Bone Break[/table]
This is the abilities explained, it's long, but don't be scared!
Magic Pool
The maximum Mana a Ryu can have in his mana pool is equal to his wisdom modifier times his Ryu level. This Mana replenishes after two hours of peaceful, uninterrupted concentration or a full night of sleep.
Ascension (Long....and wordy...sorry)
This is the ability that the Ryu is named for. This allows a Ryu to take the from of a dragon-like creature. Ascending is a full-round action that prevokes attacks of opportunity. The brackets after the word 'Ascension' show the new genes that a Ryu can apply after he gains that level when he ascends. To Ascend, the Ryu selects up to three genes he can apply to his ascension, and then becomes a different dragon-like creature depending on his choice. For all forms other than Kaiser and Warrior, the Ryu loses all his worn equipment, but gains a natural armor bonus to AC equal to 1/2 his armor bonus to AC before he Ascended. (note: if wearing a wisdom enhancing item, the effect is not lost, so your total Magic pool does not decrease)
Ascending drains Mana equal to the total cost of all the genes selected, and then drains half of that cost (rounded up) from the Ryu at the beginnig of each round after that. The Ryu can hold his dragon-like form as long as he has at least one Mana in his Magic Pool to pay any part of the Ascending cost. If he has zero Mana, choses not to pay the cost, or is reduced to zero hit points, he reverts back to his normal form, which retains all the HP it had when it Ascended, regardless of damage he had taken while Ascended. If he was reduced to zero hit points, however, the Ryu is stunned for 1 round and staggered for one more.
There are three catagories of genes: Element, Type, and Miscellanous.
The Elements are Fire, Frost, Lightning, Radiance and Shadow. Selecting one of these in conjunction with a Type gene (other than Kaiser), allows the Ryu to access the Elemental powers from the Types form he selects. Selecting two allows him to access both, and selecting all three turns the Ryu into an Adult with access to all the Elemental powers, along with a tri-breath and tri-claw attack which deals elemental damage from all three types. (Radiance's elemental type is positive energy, and Shadow's is negative energy)
The Type genes are Whelp, Adult, Mutant, Warrior, Behemoth, and Kaiser. These allow the Ryu to take a different dragon-like form, and a Ryu must and may only select one of these upon Ascending. Mutant allows you to Ascend without changing your form, giving you all the benifits of the genes you select while also letting you blend in with others of your race. A mutant has a breath weapon that does damage equal to an Adult's, but only if an elemental gene is selected
The Miscellanous gene is Failure. The Failure gene allows you to completely control the Kaiser gene.
Genes
{table]Gene name|Mana cost|GN|MC|GN|MC|GN|MC
Fire|4|Whelp|2|Behemoth|10|Mutant|4
Frost|4|Adult|4|Kaiser|40|Radiance|6
Lightning|4|Warrior|10|Failure|1|Shadow|6[/table]
Elemental Abilities
____breath - A cone (range depends on Type gene selected) which deals damage of the type specified, it does damage based on the Ryu's HD and the Type gene selected. The damage die increases to a d6 for each HD. This costs 4 Mana
____claw - As a standard action the Ryu can make an attack against one opponent that does 2d8 extra elemental damage against that opponent. This cost 2 Mana
Type gene forms and abilities:
Whelp: Small size. +2 to all physical ability scores. Special: Whelp Breath: 15 foot cone does 1d4 force damage for each HD of the Ryu and costs 0 mana. This breath does 100% damage when the whelp is at full HP, and 0% when the whelp is at 0 HP. Gains fly 20 ft(poor). The Whelp gains a (primary) claw attack and a (secondary) bite attack with the same bonus to hit and damage as his weapon (+x)
Adult: Large(tall) size. +4 to all physical ability scores. Special: Adult Breath: 30 foot cone does 2d4 foce damage for each HD of the Ryu and costs 2 mana. This breath has the same percentage damage as the whelp breath(Gains fly at base land speed(average). The Adult gains a (primary) claw attack and a (secondary) bite attack with the same bonus to hit and damage as his weapon (+x)
Warrior: Med size. +6 to all physical ability scores. Special: A warrior only has a breath attack if a elemental gene is selected. It does damage as an Adult breath weapon. The warrior is unnaturally fast, and acts as if under the haste spell as long as he is in this form. Gains fly base land speed +10 ft(perfect)
Behemoth: Huge size (10ft/10ft) reach only 5ft. +10 to str and con. Special: A Behemoth only has a breath attack if a elemental gene is selected. It does damage as an Adult breath weapon. The Behemoth's base land speed decreases by 10 ft (min 5). The Behemoth gains DR 15/-. A behemoth gains a (primary) bite attack (with improved natureal attack(bite)) and a trample attack, as well as a gore attack. Also, instead of the standard natural armor bonus, the Behemoth gains an AC bonus equal to its armor's full AC bonus +10.
Kaiser: Only physical change, golden hair. All physical ability scores +10. Special: Kaiser breath: A Kaiser only has one breath attack. This breath attack is a 60 foot cone and does 4d6 force damage per HD of the Ryu and costs 12 mana, with the same percentage tapering as a Whelp. The Kaiser can also make a bonebreak attack 1/transformation. The Kaiser acts as if under haste and gains DR 15/-. The Kaiser's base land speed increases to 90ft. There is a 25% chance each round that the Kaiser goes out of control, attacking the nearest living thing instead of his enemies, though he will always attack the last thing that damaged him, if one does. After going out of control, the Kaiser has a 25% chance each round to come back under control. While out of control the Kaiser cannot use any of his special attacks.
Ascended Resistance: the Ryu gains (element)energy resistance __ when Ascending using any of the Elemental genes
Spellwork
The Ryu's caster level for all heal spells is equal to his total HD.
Healing touch: as cure light wounds that costs 2 mana
Imp healing touch: as cure severe wounds that costs 6 mana
Grtr healing tough: as cure critical wounds that costs 18 mana
Heal all: as cure light wounds, mass. costs 6 mana
Imp heal all: as cure critical wounds, mass. costs 18 mana
Grtr heal all: as Heal, mass. costs 30 mana
Restore to life: as True resurection. Costs 50 mana. 1 / week.
Bonebreak: The Ryu can make one attack/hour as a bonebreak attack. This use must be declared before the attack roll (so a miss ruins the attempt). The bonebreak deals automatic critical damage on a successful hit, and if the roll indicates and confirms critical damage, it does damage as if the critical modifier were one step up (2x would be 3x, 3x 4x, etc)
The Ryu.
Hit die : d10
Base attack bonus: Full
Good saves : All
Weapon and Armor: All simple and martial weapons : Light and medium armor : Light and heavy shields
Progression Table
{table]Level | Special
1 | Magic Pool, Healing touch
2 | Ascension(Whelp)
3 | Mettle
4 | Ascension(Fire, Frost, Lightning)
5 | Ascended Resistance(+5)
6 |
7 | Improved healing touch
8 | Ascension(Adult, Mutant)
9 | Heal All
10 | Ascension(Radiance, Shadow)
11 | Imp Nat Res (+10)
12 | Ascension(Warrior, Behemoth)
13 | Greater Mettle
14 | Greater healing touch, Improved Heal All
15 | Ascension(Kaiser)
16 | Grtr Nat Res (+15)
17 | Greater Heal All
18 | Ascension(Failure)
19 | Raise Dead
20 | Bone Break[/table]
This is the abilities explained, it's long, but don't be scared!
Magic Pool
The maximum Mana a Ryu can have in his mana pool is equal to his wisdom modifier times his Ryu level. This Mana replenishes after two hours of peaceful, uninterrupted concentration or a full night of sleep.
Ascension (Long....and wordy...sorry)
This is the ability that the Ryu is named for. This allows a Ryu to take the from of a dragon-like creature. Ascending is a full-round action that prevokes attacks of opportunity. The brackets after the word 'Ascension' show the new genes that a Ryu can apply after he gains that level when he ascends. To Ascend, the Ryu selects up to three genes he can apply to his ascension, and then becomes a different dragon-like creature depending on his choice. For all forms other than Kaiser and Warrior, the Ryu loses all his worn equipment, but gains a natural armor bonus to AC equal to 1/2 his armor bonus to AC before he Ascended. (note: if wearing a wisdom enhancing item, the effect is not lost, so your total Magic pool does not decrease)
Ascending drains Mana equal to the total cost of all the genes selected, and then drains half of that cost (rounded up) from the Ryu at the beginnig of each round after that. The Ryu can hold his dragon-like form as long as he has at least one Mana in his Magic Pool to pay any part of the Ascending cost. If he has zero Mana, choses not to pay the cost, or is reduced to zero hit points, he reverts back to his normal form, which retains all the HP it had when it Ascended, regardless of damage he had taken while Ascended. If he was reduced to zero hit points, however, the Ryu is stunned for 1 round and staggered for one more.
There are three catagories of genes: Element, Type, and Miscellanous.
The Elements are Fire, Frost, Lightning, Radiance and Shadow. Selecting one of these in conjunction with a Type gene (other than Kaiser), allows the Ryu to access the Elemental powers from the Types form he selects. Selecting two allows him to access both, and selecting all three turns the Ryu into an Adult with access to all the Elemental powers, along with a tri-breath and tri-claw attack which deals elemental damage from all three types. (Radiance's elemental type is positive energy, and Shadow's is negative energy)
The Type genes are Whelp, Adult, Mutant, Warrior, Behemoth, and Kaiser. These allow the Ryu to take a different dragon-like form, and a Ryu must and may only select one of these upon Ascending. Mutant allows you to Ascend without changing your form, giving you all the benifits of the genes you select while also letting you blend in with others of your race. A mutant has a breath weapon that does damage equal to an Adult's, but only if an elemental gene is selected
The Miscellanous gene is Failure. The Failure gene allows you to completely control the Kaiser gene.
Genes
{table]Gene name|Mana cost|GN|MC|GN|MC|GN|MC
Fire|4|Whelp|2|Behemoth|10|Mutant|4
Frost|4|Adult|4|Kaiser|40|Radiance|6
Lightning|4|Warrior|10|Failure|1|Shadow|6[/table]
Elemental Abilities
____breath - A cone (range depends on Type gene selected) which deals damage of the type specified, it does damage based on the Ryu's HD and the Type gene selected. The damage die increases to a d6 for each HD. This costs 4 Mana
____claw - As a standard action the Ryu can make an attack against one opponent that does 2d8 extra elemental damage against that opponent. This cost 2 Mana
Type gene forms and abilities:
Whelp: Small size. +2 to all physical ability scores. Special: Whelp Breath: 15 foot cone does 1d4 force damage for each HD of the Ryu and costs 0 mana. This breath does 100% damage when the whelp is at full HP, and 0% when the whelp is at 0 HP. Gains fly 20 ft(poor). The Whelp gains a (primary) claw attack and a (secondary) bite attack with the same bonus to hit and damage as his weapon (+x)
Adult: Large(tall) size. +4 to all physical ability scores. Special: Adult Breath: 30 foot cone does 2d4 foce damage for each HD of the Ryu and costs 2 mana. This breath has the same percentage damage as the whelp breath(Gains fly at base land speed(average). The Adult gains a (primary) claw attack and a (secondary) bite attack with the same bonus to hit and damage as his weapon (+x)
Warrior: Med size. +6 to all physical ability scores. Special: A warrior only has a breath attack if a elemental gene is selected. It does damage as an Adult breath weapon. The warrior is unnaturally fast, and acts as if under the haste spell as long as he is in this form. Gains fly base land speed +10 ft(perfect)
Behemoth: Huge size (10ft/10ft) reach only 5ft. +10 to str and con. Special: A Behemoth only has a breath attack if a elemental gene is selected. It does damage as an Adult breath weapon. The Behemoth's base land speed decreases by 10 ft (min 5). The Behemoth gains DR 15/-. A behemoth gains a (primary) bite attack (with improved natureal attack(bite)) and a trample attack, as well as a gore attack. Also, instead of the standard natural armor bonus, the Behemoth gains an AC bonus equal to its armor's full AC bonus +10.
Kaiser: Only physical change, golden hair. All physical ability scores +10. Special: Kaiser breath: A Kaiser only has one breath attack. This breath attack is a 60 foot cone and does 4d6 force damage per HD of the Ryu and costs 12 mana, with the same percentage tapering as a Whelp. The Kaiser can also make a bonebreak attack 1/transformation. The Kaiser acts as if under haste and gains DR 15/-. The Kaiser's base land speed increases to 90ft. There is a 25% chance each round that the Kaiser goes out of control, attacking the nearest living thing instead of his enemies, though he will always attack the last thing that damaged him, if one does. After going out of control, the Kaiser has a 25% chance each round to come back under control. While out of control the Kaiser cannot use any of his special attacks.
Ascended Resistance: the Ryu gains (element)energy resistance __ when Ascending using any of the Elemental genes
Spellwork
The Ryu's caster level for all heal spells is equal to his total HD.
Healing touch: as cure light wounds that costs 2 mana
Imp healing touch: as cure severe wounds that costs 6 mana
Grtr healing tough: as cure critical wounds that costs 18 mana
Heal all: as cure light wounds, mass. costs 6 mana
Imp heal all: as cure critical wounds, mass. costs 18 mana
Grtr heal all: as Heal, mass. costs 30 mana
Restore to life: as True resurection. Costs 50 mana. 1 / week.
Bonebreak: The Ryu can make one attack/hour as a bonebreak attack. This use must be declared before the attack roll (so a miss ruins the attempt). The bonebreak deals automatic critical damage on a successful hit, and if the roll indicates and confirms critical damage, it does damage as if the critical modifier were one step up (2x would be 3x, 3x 4x, etc)