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View Full Version : D&D 3.x Class Kython Monster Classes (Minmax Revision) [PEACH]



Doxkid
2022-06-25, 04:13 PM
Kython
https://static.tvtropes.org/pmwiki/pub/images/d&d_kython_3e.png
HD:d8



LevelBABFortReflexWillSpecial


1st
+1
+2
+2
+0Broodling Body, Kython Senses


2nd
+2
+3
+3
+0Poison, Resistant Carapace


3rd
+3
+3
+3
+1Juvenile Body, Instinct


4th
+4
+4
+4
+1Living Weapon


5th
+5
+4
+4
+1Adult Body, Lay Eggs


Skills: 4 + Int mod. A Kython's class skills are Climb, Hide, Jump, Listen, Move Silently, Survival, and Swim
Proficiencies: A Kython is proficient in its natural weapons and with any Kython Weapon it possesses.

Features:
Broodling Body: A Kython loses all Racial traits and becomes a Small Aberration with a speed of 30ft. The Kython gains a Bite attack dealing (1d6 + Strength Mod) damage and a Tail attack dealing (1d4 damage + Str Mod/2) damage. The Kython has a natural armor bonus equal to its Constitution Modifier.

A first level Kython is still little more than a newborn. The Kython has no arms and is incapable of speech, though it can understand it.

Kython Senses: Kython possesses no eyes but its senses are exceptionally powerful, granting it blindsight within (HD x 10) feet and blindsense within 60ft; beyond that range the Kython must make a Listen check to notice anything.

Once the Kython’s blindsight reaches 50ft, the range of its blindsense becomes (HD * 15) feet.

Ability Score Increases: The Kython gains +1 Str at levels 1, 2, 3and 4; +1 Dex at levels 1 and 2; +1 Con at levels 3 and 4. This comes to a total of +4 Str, +2 Dex, +2 Con at level 5.

Poison: At second level the Kython becomes venomous, imbuing its natural weapons with a debilitating poison which deals Initial and Secondary damage of 1d4 Strength Damage. The save DC against Kython Poison is equal to (10 + 1/2 HD + Con Mod).

As the Kython matures its poison becomes more potent. At 5 Hit Dice, and every 3 Hit Dice thereafter, its Kython Poison deals an additional 1d4 points of Initial and Secondary Strength damage.

At 9 HD the Kython's poison has become potent enough to affect creatures normally immune to poison on a failed save, but it only deals half damage to these creatures.

Resistant Carapace: At second level the exoskeleton that protects the Kython's body becomes resistant to the elements. The Kython gains Acid and Cold resistance equal to their HD, along with Fire and Electricity resistance equal to half their HD.

Juvenile Body: At third level the Kython has reached adolescence and quickly becomes more dangerous than their younger kin. The Kython grows to medium sized and sprouts arms capable of fine manipulation; this grants the Kython two Claw attacks that deal (1d6 + Str Mod/2) for a Medium sized Kython, or the ability to wield weapons should it choose to do so. Do not adjust the ability scores of the Kython for growing in this way.

The Kythons vocal cords have developed enough to allow it to speak any languages it knows and its exoskeleton hardens, increasing its Natural Armor bonus by One.

Instinct: A third level Kython becomes better able to perceive the world around itself, adding its Kython level to Initiative, Spot, and Listen checks.

Living Weapon: At fourth level the Kython's natural weapons gain an Alchemical bonus to Attack and Damage rolls equal to (HD/4). The Kython's Natural Weapons and Kython Weapons always bypass Damage Reduction based on a material, such as DR/Silver or DR/Adamantine.

With Ten Minutes of effort the Kython may transform its own natural weapons into more refined forms or revert its Kython Weapons to the base from which they were derived; Kython with the Quick Draw feat reduces the time needed to change their weapons down to 1 minute. Kython Weapons replace a specific limb or ability of the Kython and the Kython may not use the normal version of that limb or ability until it specifically reverts the Kython Weapon back to the base form. Kython Weapons that replace a Natural Weapon still count as that Natural Weapon it is replacing for the purpose of feats and abilities that improve that attack. Any limbs used for Kython Weapons are not capable of fine manipulation while occupied by a Kython Weapon.

A Kython may chose to have its Kython Weapons magically enchanted or otherwise improve its Kython Weapons as if improving the equivalent weapon/ability/item. These enhancements are specific to that that particular Kython Weapon and are retained on that weapon should the Kython ever change Kython Weapons or revert to its base physical configuration; a Kython may even elect to have multiple disparate enchanted versions of the same Kython weapon. Swapping between particular Kython Weapons requires the same effort and actions as transforming or reverting a Kython Weapon. The corpse of a slain Kython extrudes gemstones and rare reagents worth the total value of any enhanced Kython Weapons it may possess, in addition the normal value of the Kython's corpse.


Minimum Hit DiceReplacesReplacement WeaponEquivalent Weapon

4 HDA Claw AttackBonebladeShortsword

4 HDBite AttackFang CrossbowLight Repeater Crossbow

4 HDTwo Claw AttacksArmor PlatingBracer of Armor/
/Ring of Force Shield

4 HD*Special*Mucus PodCloak of Resistance

6 HDBite AttackResonance ChamberSound Lance Spell

6 HDBite AttackAcid GlandDragon's Breath Weapon

8 HD*Special*Phase OrganRing of Blinking
Weapons descriptions:
Boneblade: A Masterwork Light Slashing weapon that deals (1d8 + 0.5*Str Mod) damage for a Medium size Kython. Boneblades possess a (HD/4) Profane bonus to Damage rolls and to confirm Critical Hits.

Fang Crossbow: Fang Crossbows function as a Masterwork Light Crossbow with a range increment of 60 feet and a base damage of (1d8) for Medium Kython. Creating a salvo of (Constitution Score + HD) Bolt-Fangs is a Standard Action that deals 5 point of damage to the Kython; this is instead a Move Action that deals for 5 points of damage to the Kython should the Kython have the Rapid Reload feat. Reloading the Fang Crossbow is always a free action as long as the Kython has Bolt-Fangs stored within itself; a Kython may store Bolt-Fangs within itself for 1 hour before the Bolt-Fangs degrade into inert dust, becoming unusable. Bolt-Fang fired from a Fang Crossbow subject the target to the Kython’s poison.

Armor Plating: The Kython develops thick plates of armor positioned to black or deflect attacks. Each instance of Armor Plating grants either a (HD/3) Armor bonus or a (HD/4) Shield Bonus or a (HD/5) Deflection bonus. Use only the highest instance of Armor/Shield/Deflection bonus; multiple bonuses of the type supersede each other. Armor Plating may be enchanted as either Armor or a Shield as appropriate for the bonus it provides, but Armor Plating that provides a Deflection Bonus may not be enchanted.

Resonance Chamber: The Kython’s Throat and Mouth change dramatically to allow greater control of vibrations and pitch. As a Standard Action a kython possessing a Resonance Chamber can make a Ranged Touch Attack against any square within its Blindsense range; targets struck by this ability suffer (1d12 + HD) Sonic damage and are revealed to this Kython, as well as any allies of the Kython, for (HD/3) rounds.

Although this is based on the Kython’s Bite attack it does NOT expose the target to poison. Instead foes struck by the ability must make a Fortitude Save against the DC of the Kython’s Poison or become Slowed, as the spell, for one round.

Mucus Pod: The Kython develops an array of oozing nodules that constantly coats the Kython's body with sticky slime. Enemies that miss the Kython with a Melee attack strike this sticky slime instead of the Kython's body and become stuck, making it difficult to retreat from the Kython. Should that enemy try to move away from that Kython their movement is treated as passing through magically created difficult terrain until the enemy reaches (5 * Kython HD/4) feet away from the Kython and the stringy mucus snaps harmlessly from both parties. The Mucus Pod also grants the Kython a (HD/3) Alchemical bonus to Grapple Checks and Saving Throws.

While equipped with a Mucus Pod the Kython's total Natural Armor is halved.

Acid Gland: The Kython’s Venom Sac, Throat and Mouth transform to produce and extrude a highly volatile acid as a Standard Action. The Acid Gland grants the Kython an Acid Breath Weapon dealing (1d6 * HD/3) Acid Damage, with a 1d4 round cooldown period between successive uses. Upon each activation of this Breath Weapon the Kython decides whether the attack affects a 30 foot Cone or a 60 Foot line; in either case, targets within the area of this Breath Weapon are allowed a Reflex Save against the DC of the Kython’s Poison to half the damage of this attack.

Although this is based on the Kython’s Bite attack it does NOT expose the target to poison.

Phase Organ: This subtle pod of flesh and supernatural energies resides deep within the Kython and grants it an extreme advantage over mortal prey. As a Move Action the Kython may activate the Phase organ to 'Blink' between the Material and Ethereal planes, as if benefiting from the Blink Spell, for (HD/2) rounds. While equipped with a Phase Organ both the Kython's Blindsight range and Blindsense range are halved, rounding down to the nearest increment of 5.
Adult Body: At fifth level the Kython's body is fully developed. It gains a second pair of arms that are just as deft and dangerous as its first pair, granting it two additional Claw attacks or the ability to wield two manufactured weapons, and it loses its Tail Attack as its body changes to improve its stability.

Lay Eggs: Kython are an exceptionally prolific species, easily able to devastate an area if left unchecked. At fifth level the Kython gains the ability to lay 1d3 eggs (HD/3) Times per month as a Fullround Action, but no more than once per day. Upon laying an egg the Kython can choose if the broodling in that egg will possess the Elite Array along with the Ability Score assignments or if it will use a different method of selecting its Ability Scores. Bloodlings hatched from eggs are valid targets for abilities that grant subordinates; Leadership and Thrallherd are both popular choices for Kython establishing a Hive.

A Kython Egg that is left unsupervised hatches in 2d4 days into a first level Kython Broodling that is indifferent to its sire and relatives; it will typically hunt near its hatching area until it becomes a juvenile, at which point it will leave in search of a place to establish its own Hive.

A Kython Egg that is incubated at least 8 hours each day for 1d6 days hatches into a first level Kython Broodling that friendly to its sire and relatives; well into adulthood it will work to expand their shared territory and will willingly contribute its own hunted prey to the collective.

A Kython Egg that is implanted into a helpless creature hatches after 24 hours at which point it eats its way out of the host over the course of 10 minutes, typically killing the host unless the broodling is slain or the host receives extensive medical attention. In addition to the first level in the Kython class these Kython bloodlings may elect to gain one Racial Hit Die from the implanted host, any racial bonuses the host creature possessed, and any Racial Abilities the host creature possessed. A Kython Broodling hatched in this way is friendly to its sire and relatives; well into adulthood it will work to expand their shared territory and will willingly contribute its own hunted prey to the collective.

Doxkid
2022-06-25, 04:14 PM
Kython Impaler

http://thereticule.com/wp-content/uploads/2009/02/tyrannid.png
https://c.tenor.com/gRZCD4qwFQQAAAAC/dracula-untold.gif

Prerequisites: To become an Impaler, a Kython must fulfill the following conditions
-Must be an adult kython

HD:d8


LevelBABFortReflexWillSpecial


1st
+1
+2
+2
+0Impaler Body, Skirmish (+1d6)+1 Str


2nd
+2
+3
+3
+0Stridulation Structures, Skirmish (+1d6, +1 AC)+1 Dex


3rd
+3
+3
+3
+1Thorn, Skirmish (+2d6, +1 AC)+1 Str


4th
+4
+4
+4
+1Quick Attack, Skirmish (+2d6, +2 AC)+1 Dex


5th
+5
+4
+4
+1Thorn Strider, Skirmish (+3d6, +2 AC)+1 Str, +1 Dex


6th
+6
+5
+5
+2Impale, Skirmish (+3d6, +3 AC)+1 Str, +1 Dex


Skills: 4 + int mod. An Impaler's class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Survival, Swim, and Tumble
Proficiencies: An Impaler is proficient in its natural weapons and with any Kython Weapon it possesses.

Features:
Impaler Body (EX): At first level the Kython Impaler grows one size and gains two additional legs, becoming a Large Quadruped similar to Centaur or Scorpionfolk. The Impaler may count as riding a mount of its own description for feats and when attacking enemies; this does not allow the Impaler to use the defensive measures typical to mounted combat, such as attempts to gain cover or avoid damage with a Ride check.

This also grants the Impaler an increase to Land Speed equal to (5 * HD) feet. If all Impaler levels were taken the Impaler grows again at 14 HD, increasing all of its movement speeds by 30. This Growth does not change the Impaler's Ability Scores.

Skirmish (Ex): An Impaler relies on mobility to deal extra damage and improve its defense. It deals an extra 1d6 points of damage on all attacks it makes during any round in which it moves at least 10 feet away from where it was at the start of its turn. The extra damage applies only to attacks made during the Impaler's own turn when the Impaler has moved at least 10 feet. Skirmish damage increases by 1d6 every odd Impaler level (2d6 at 3rd, 3d6 at 5th).

Skirmish damage only applies against living creatures that have a discernible anatomy; Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Impaler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. When skirmishing Impalers can apply the extra damage to ranged attacks, but only if the target is within 30 feet.

The Impaler also gains a +1 competence bonus to Armor Class during any round in which it moves at least 10 feet. The bonus applies as soon as the Impaler has moved 10 feet, and lasts until the start of it next turn. This bonus improves by 1 for every even level (+2 at 4th, +3 at 6th).

Ability Score Increases: The Impaler gains +1 Str at levels 1, 3, 5, and 6; +1 Dex at levels 2, 4, 5, and 6. This comes to a total of +4 Str and +4 Dex at level 6.

Stridulation Structures (EX): A second level Impaler has developed advanced methods of emitting and capturing vibrations from the world around it. As Move Action the Impaler may focus upon its feelers, extending its Blindsight range to (HD * 20) and its Blindsense range to (HD * 30) for (HD/2) rounds. Alternatively, the Impaler may grate its feelers together as a Swift Action to Chirp for the rest of its turn, forcing enemies that pass within a (HD/2 * 5) foot radius of the Impaler to make a Fortitude Save against the DC of the Impaler's Poison DC or become Sickened for 2 rounds.

Either use of the Impaler's Stridulation Structures puts both uses on a shared 1d4 round cooldown.

Thorn (EX): Third level Kython Impalers have access to a pair of unique Kython weapons, a spiked feeler that can be used as a whip or a long horn that functions as a spear. Pinning or Entangling an enemy with a Thorn Weapon grants the Impaler, and any allies within the range of the Impaler’s Blindsense, a (Impaler Level/2) Morale bonus to Attack rolls and Damage Rolls for (Impaler’s HD/2) rounds. Killing an enemy with a Thorn Weapon, or while the enemy is under the effect of a Thorn weapon, instead grants a (Enemy HD/3) Morale bonus to Attack rolls, Damage Rolls, and Saves for (Impaler’s HD) rounds.

In the case where the Impaler would receive both sets of bonuses from the same action, use the better bonus and the better duration.

Minimum Hit DiceReplacesReplacement WeaponEquivalent Weapon
3rd LevelTwo Claw AttacksThorn WhipSpiked Chain
3rd LevelTwo Claw AttacksThorn SpearLongspear

Weapons descriptions:
Thorn Whip: A Thorn Whip is flexible weapon more similar to a Masterwork Spiked Chain than its namesake which has a reach of 10 feet and deals (1d10 + .5 * Str Mod) damage for a Medium size Impaler; larger Impalers increase the reach of this weapon by 5 feet per size category larger than 'Medium' they are. On a hit the Impaler may make a Grapple check opposed by the struck target’s grapple check; should the Impaler’s grapple check exceed the victim's then the victim is Entangled for 2 rounds as the whip snaps off in their flesh and contracts to limit their movement. This does not damage the whip in any significant way and neither the Impaler nor the target are considered grappled thereafter. There is no consequence for the Impaler failing this opposed Grapple Check.

Thorn Spear: A Thorn Spear is a Masterwork weapon that deals (1d10 + 1.5 * Str Mod) damage for a Mediumsize Impaler. On a hit the Impaler may make a Grapple check opposed by the struck target’s grapple check; should the Impaler’s grapple check exceed the victim's then the victim is Pinned for 2 rounds as the Impaler nails the opponent to nearby terrain and snaps off part of the lance inside of them. This does not damage the lance in any significant way and neither the Impaler nor the target are considered grappled thereafter. There is no consequence for the Impaler failing this opposed Grapple Check.

Quick Attack(EX): At 4th level the Impaler strikes with unmatched swiftness. The Impaler may Charge and perform a single attack as a Standard Action, or Charge and perform a Full Attack as a Fullround Action.

Thorn Strider (Ex): Starting at 5th level an Impaler may move through any sort of difficult terrain without being impeded as if it were under the effects of a 'Freedom of Movement' spell. Once every 1d4 Minutes when performing the Run action or a Charge action the Impaler may travel 10 times its movement speed.

Impale (EX): As a Fullround Action a 6th the Kython Impaler can rush forward to strike a foe down with a single terrible attack attack. The Impaler Charges and performs a single melee attack; should this attack hit then that enemy must make a Fortitude Save against the DC of the Impaler's Poison or die outright, granting full bonuses as if slain by a Thorn weapon; on a successful save the enemy suffers the normal effects and normal damage dealt by the attack.

Impale has a 1d4 round cooldown.

Doxkid
2022-06-25, 04:18 PM
Kython Slaughterking
https://dndyee.files.wordpress.com/2018/02/2en817a.jpg
Prerequisites: To become a Slaughterking, a player must meet the following requirements
-Must be an adult kython

HD:d10
LevelBABFortRefWillSpecial

1st
+1
+2
+0
+2Slaughterking Weaponry, Telepathy +1 Str


2nd
+2
+3
+0
+3Deterrence, +1 Con


3rd
+3
+3
+1
+3Growth, Made for Battle, +1 Str


4th
+4
+4
+1
+4Monstrous Proficiency, Disruptive Field, +1 Con


5th
+5
+4
+1
+4Bloodlust, +1 Str, +1 Con


6th
+6
+5
+2
+5Rampage, +1 Str, +1 Con


Skills: 4 + int mod. A Slaughterking's class skills are Climb, Hide, Intimidate, Jump, Listen, Move Silently, Survival, and Swim
Proficiencies: a Slaughterking is proficient in its natural weapons and with any Kython Weapon it possesses.

Features:
Telepathy: Slaughterkings possess Telepathy out to (15 * HD) feet, allowing them to command their warriors with pinpoint precision.

Slaughterking Weaponry: The Slaughterking’s mastery of Kython Weapons is truly exemplary. Slaughterking’s count as having (2 + Slaughterking class level) more HD for the sake of improving their Kython Weapons, and the Slaughterking's weapons take on the following improved forms.


Minimum LevelReplacesReplacement WeaponOriginal Weapon
Level 1A Claw AttackBonesaw BladeBoneblade
Level 2A Claw AttackPlated HideArmor Plating
Level 3Bite AttackUnstable AcidAcid Gland


Weapons descriptions:
Bonesaw Blade (Boneblade): A Masterwork Light or One-Handed Slashing Weapon, whichever would be more beneficial at the time of its use. Bonesaw Blades deal (1d10 + Str Mod) damage for a Medium sized Slaughterking and gain a (HD/3) Profane bonus to Damage rolls and rolls to confirm Critical Hits.

Plated Hide (Armor Plating): The Slaughterking develops thin, but highly effective, plates of armor positioned to block or deflect attacks. Each instance of Plated Hide grants either a (HD/3) Armor bonus or a (HD/4) Shield Bonus or a (HD/5) Deflection bonus.

Use only the highest instance of Armor/Shield/Deflection bonus; multiple bonuses of the type supersede each other. Armor Plating may be enchanted as either Armor or a Shield as appropriate for the bonus it provides, but Armor Plating that provides a Deflection Bonus may not be enchanted.

Unstable Acid (Acid Gland): The Slaughterking’s Acid Gland has become engorged with unstable toxins it can extrude in place of a Bite Attack. An Unstable Acid Gland grants the Slaughterking an Acid Breath Weapon dealing (1d6 * HD/3) Acid Damage and subjecting them to Kython Poison, with a 1d4 round cooldown period between successive uses.

Upon each activation of this Breath Weapon the Slaughterking decides whether the attack affects a 30 foot Cone or a 60 Foot line. Targets within the area of this Breath Weapon are allowed a Reflex Save to half the damage of this attack and a Fortitude Save to negate the Kython's Poison; both saves are against the DC of the Kython's Poison.

Ability Score Increases: The Slaughterking gains +1 Str at levels 1, 3, 5, and 6; +1 Con at levels 2, 4, 5, and 6. This comes to a total of +4 Str and +4 Con at level 6.

Deterrence (SU): Most creatures kill to survive. Slaughterkings survive to kill. It doesn’t take long for the Slaughterking’s enemies to notice the difference.

Enemies that pass within (HD/3 * 5) feet of a 2nd level Slaughterking’s reach suffer a (HD/4) Morale Penalty to all D20 rolls for 1 round. Enemies struck by the Slaughterking instead suffer this penalty until two rounds after they leave the Slaughterking’s Deterrence Field; reentering the Slaughterking's Deterrence field even for a moment resets this duration.

Made for battle (EX): A 3rd level Slaughterking gains DR/Adamantine equal to (HD/3) and SR equal to (11+HD). It may raise or lower its SR at any time as a free action even if it isn't its turn.

Growth: At third level the Slaughterking grows one size category and increases its Natural Armor by 2 point. If all Slaughterking levels were taken it grows again at 14 HD, once again increasing its natural armor by 2 at this level. This Growth does not change the Slaughterking's Ability Scores.

Monstrous Proficiency: A 4th level Slaughterking may now perform a Full Attack as a Standard action.

Disruptive Field (SU): The mere presence of a 4th level Slaughterking is enough to hold magic at bay.

The Slaughterking’s Deterrence ability now inhibits spellcasting attempts; Enemies affected by its Deterrence Field now suffer a (Slaughterking Level * 5%) chance for their spells to be disrupted. This is in addition to any other chance for a spell to fail, such as Arcane Spell Failure; roll for each spell-failure chance separately.

Bloodlust (EX): 5th level Slaughterkings thrive when allowed to live up to their name.

A Slaughterking that drops a foe gains the benefits of the ‘Haste’ Spell for (HD/2) rounds. The +1 bonuses from Bloodlust may stack upon itself up to (HD/3) times and the duration of Bloodlust is reset each time the Slaughterking drops a foe.

Rampage (EX): A 6th level Slaughterking can make a savage rush through its enemies. The Slaughterking can Charge up to twice its speed and Full Attack, splitting up its attacks so that no two attacks target the same creature. Any creatures struck during this Rampage must succeed on an Opposed Strength Check or be knocked prone and then dragged alongside the Slaughterking for the remainder of its Rampage. Victims suffer 1d6 points of damage for every 10 feet they are dragged by the Slaughterking. Should the Slaughterking end its rampage with unused attacks in its full attack routine remaining it may slam all victims it was dragging in place of each remaining attack; victims suffer the damage from being dragged once again each time they are slammed as part of a Rampage.

Rampage has a 2d4 round cooldown. During a Rampage neither the Slaughterking’s movements nor the movements of a creature it is dragging provoke Attacks of Opportunity.

Doxkid
2022-06-25, 04:27 PM
Kython Viscerator
https://static.wikia.nocookie.net/memorydelta/images/4/41/Alien_vs_Predator_%282004%29_-_Alien.jpg/revision/latest?cb=20120506044546
Prerequisites: To become a Viscerator, a Kython must fulfill the following conditions
-Must be an adult kython
-The Dodge feat

HD:d8


LevelBABFortReflexWillSpecial


1st
+1
+2
+2
+0Viscerator Body, Eviscerate (+1d8), +1 Dex


2nd
+2
+3
+3
+0Shadow Shell, Sidestep, +1 Str


3rd
+3
+3
+3
+1Viscerator Weaponry, Eviscerate (+2d8), +1 Dex


4th
+4
+4
+4
+1Elusive Tormentor, +1 Str


5th
+5
+4
+4
+1Maim, Eviscerate (+2d8), +1 Str, +1 Dex


6th
+6
+5
+5
+2 Murauder, +1 Str, +1 Dex


Skills: 4 + int mod. A Viscerator's class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Survival, Swim, and Tumble
Proficiencies: A Viscerator is proficient in its natural weapons and with any Kython Weapon it possesses.

Features:
Viscerator Form: Viscerators are adroit, lanky, and exceptionally fast moving. A Viscerator gains a Climb speed of (Land speed + 20 feet), and a Fly speed of (Land speed) with Poor maneuverability.

The Viscerator’s Land speed, and subsequently its Fly speed and Climb speed, increases by 5 feet for every 2 Hit Dice the Viscerator possesses.

Ability Score Increases: The Viscerator gains +1 Dex at levels 1, 3, 5, and 6; +1 Str at levels 2, 4, 5, and 6. This comes to a total of +4 Str and +4 Dex at level 6.

Eviscerate (EX): Those who lower their guard for even a moment suffer horrible damage.

The Viscerator’s attack deals extra damage any time a target would be denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Viscerator flanks a target. This extra damage is 1d8 at 1st level, increasing to 2d8 at level 3, and finally 3d8 at level 5. As a Free Action taken at start of its turn the Viscerator may forgo some or all of this extra damage until the start of its next turn, gaining a +2 bonus the DC of its Poison for each die of extra damage relinquished.

While Evisceration functions similarly enough to Precision attacks for each die of Eviscerate damage to count as a die of Sneak Attack damage for the purpose of feats and prestige classes, the damage from Eviscerate is based on the brutality of the attack; no creature is immune to the extra damage from Eviscerate.

Ranged attacks can count as Eviscerating attacks only if the target is within 30 feet of the Viscerator’s reach at the time of the attack.

Shadow Shell (EX): The Viscerator is a nightmare to fight, assuming you can even find it in the first place. Second level Viscerators gain a (HD/5) Bonus to Hide Checks, Move silently Checks, and AC; this bonus is also applied to all d20 rolls against the target of their Dodge feat.

Sidestep: A Second level Viscerator may take a 5 foot step after it performs an Attack, Move Action, Standard Action, or Fullround Action in addition to any other movement it performs during its turn. The Viscerator may move a maximum of its movement speed in a round using its Sidestep ability.

Viscerator Weaponry: A 3rd level Viscerator wields cruel implements almost better suited for torture than combat. Almost.

The Viscerator’s Kython Weapons take on the following improved forms.


Minimum LevelReplacesReplacement WeaponOriginal Weapon

Level 2A Claw AttackMarrow EaterBonesaw Blade
Level 2Bite AttackBoneshard CrossbowFang Crossbow
Level 3Bite AttackSmog GlandAcid Gland
Level 6*Special*Warp OrganPhase Organ

[/tr]


Weapons descriptions:
Marrow Eater (Boneblade): A Masterwork Light Slashing Weapon that deals (1d8 + 0.5*Str Mod) damage for a Medium Sized Viscerator. Marrow Eaters gain a (HD/4) Profane bonus to Damage rolls and to confirm Critical Hits.

On any successful attack with the Marrow Eater the Viscerator may choose for the Marrow Eater to spring to life and assault that victim. For (HD/2) rounds, or until slain, the Marrow Eater functions as a Viper one size smaller than the Viscerator with the Viscerator's Attack Bonus when using that very Marrow Eater and the Viscerator's AC against that target. Any successful attack by the Marrow Eater deals 1 point of Strength, Dexterity, and Constitution damage to the target and exposes them to the Viscerator's Poison; a successful Fortitude Save negates the Poison, but not the Strength, Dexterity, or Constitution damage.

When slain, upon slaying its target, after (HD/2) rounds pass, or when retrieved by the Viscerator the Marrow Eater falls dormant and returns to the form of a sword. For 5 minutes after returning to the form of a sword that Marrow Eater cannot be animated to attack a target; it still, however, functions as a sword during this time.

Boneshard Crossbow: Fang Crossbows function as a Masterwork Heavy Crossbow with a range increment of 60 feet and a base damage of (2d4) for Medium Viscerator. Creating a salvo of (Constitution Score + HD) Boneshard Bolts is a Standard Action that deals 5 point of damage to the Viscerator; this is instead a Move Action that deals for 5 points of damage to the Viscerator should it have the Rapid Reload feat. Reloading the Boneshard Crossbow is always a free action as long as the Viscerator has Boneshard Bolts stored within itself; a Viscerator may store Boneshard Bolts within itself for 1 hour before the Boneshard Bolts degrade into inert dust, becoming unusable.

Upon striking a target the hollow Boneshard Bolt subject the target to the Viscerator's poison and then explode into a spray of shrapnel dealing half the original attack's damage to enemies within a 10 foot radius Burst around the target and exposing these enemies to the Viscerator's Poison; the shrapnel uses the original Boneshard attack's (Attack Roll -5) against victims within the target area.

Smog Gland: The Viscerator’s Venom Sac, Throat and Mouth transform to produce and extrude a volatile toxin as a Standard Action. The Smog Gland grants the Viscerator an Acid Breath Weapon dealing (1d6 * HD/3) Acid Damage, with a 1d4 round cooldown period between successive uses.

Upon each activation of this Breath Weapon the Viscerator decides whether the attack affects a 30 foot Cone or a 60 Foot line. In either case, targets within the area of this Breath Weapon are allowed a Reflex Save to half the damage of this attack and a Fortitude Save to negate the Viscerator's Poison; both saves are against the DC of the Viscerator's Poison.

The area affected by this breath weapon remains highly toxic for (HD/4) rounds, subjecting creatures inside of the affected area to the Viscerator’s Poison each round.

Warp Organ: This subtle pod of flesh and supernatural energies resides deep within the Viscerator and grants it an advantage typically reserved for the most powerful of mages. As a Move Action the Viscerator may activate the Warp organ to 'Blink' between the Material and Ethereal planes, as if benefiting from the Blink Spell, until the effect is disabled with another Move Action. As a Fullround Action with a 1d4 round cooldown period between successive uses the Viscerator may Teleport a distance no greater than twice its movement speed; when Teleporting the Viscerator may choose to either Hide upon reaching this endpoint or to perform one attack against a target at either its starting point or end point.

While equipped with a Warp Organ both the Viscerator’s Blindsight range and Blindsense range are halved, rounding down to the nearest increment of 5.

Elusive Tormentor: At the start of its turn the 4th level Viscerator may choose to apply the bonus from Shadow Shell to all enemies except the target of its Dodge feat.

Maim (EX): The 5th Level Viscerator can focus its efforts upon one single aspect of its Victim, whittling the targets down until they cannot defend themselves. Before performing an attack the Viscerator can decide to Maim the target, reducing Eviscerate Damage to reduce all Movement speeds of any target it Eviscerates by 5 feet per lost Eviscerate damage die. Multiple applications of Maim stack and can reduce the target’s movement speed to a minimum of 5 feet.

The movement speed reduction from Main is permanent until removed. The Victim, or one of the victim’s allies, can remove all stacks of Maim as a Standard Action; this typically involves binding a wound, popping joints back into place, removing blockage from gears, and other such simple, but time consuming, actions.

Murauder: A fully matured Viscerator may ‘Flank’ an opponent using that Viscerator’s own previous locations as the ‘flanking partner’. Count all spaces the Viscerator has passed through in the last (HD/6) rounds as potential flanking partners for the Viscerator's attacks.

Doxkid
2022-06-25, 04:30 PM
Kython Slaymaster
https://64.media.tumblr.com/38e65bc82eea8584e2590eaedf7d38f2/abe8e9e4f2bff82f-d3/s400x600/108ee9391afa42e99b51d0e2d65de08c2dafabdf.jpg
https://i.pinimg.com/736x/03/67/9d/03679de55c1d323ec3288ec1de1dce0c.jpg
Prerequisites: To become an Slaymaster, a Kython must meet the following requirements
-Must be an adult kython

HD:d10
LevelBABFortRefWillSpecial

1st
+1
+2
+0
+2Slaymaster Form, Telepathy, +1 Con


2nd
+2
+3
+0
+3Slaymaster's Tools, Corrupting Presence, +1 Str


3rd
+3
+3
+1
+3Growth, Homefield Advantage, +1 Con


4th
+4
+4
+1
+4Corruption Node, +1 Str


5th
+5
+4
+1
+4Corrupt Space, +1 Str, +1 Con


6th
+6
+5
+2
+5Corrupt Rebirth, +1 Str, +1 Con


Skills: 4+ int mod. A Slaymaster's class skills are Climb, Craft, Hide, Intimidate, Jump, Knowledge (Any, each selected individually) Listen, Move Silently, Survival, and Swim
Proficiencies: A Slaymaster is proficient in its natural weapons and with any Kython Weapon it possesses.

Features:
Slaymaster’s Form: Upon starting down this path the Slaymaster’s legs fuse into a powerful serpentine tail. The Slaymaster retains its Claws and Bite, and gains an additional Tail Slap secondary Natural Weapon dealing (2d6 + Str Mod) damage for a Medium sized Slaymaster and the Improved Grab special ability for its Bite and Tail Slap attacks; a Slaymaster that hits an opponent of any size with either natural weapon deals normal damage and may attempt to start a Grapple as a free action without provoking an attack of opportunity.

A Slaymaster’s physique is ill suited for the fast paced combat styles of their brethren, but this is a blessing in disguise. Slaymasters gain a Swim and Burrow speed equal to their land speed; a Burrowing Slaymaster may pass through dirt or sand or unworked stone equal ease and can choose to either leave behind lasting tunnels or for the tunnel they create to collapse the moment they pass through it.

Telepathy: Slaymasters possess Telepathy out to (25 * HD) feet, allowing them to coordinate and lead their Hive over surprisingly large distances.

Slaymaster’s Tools: Where the Slaymaster goes the Hive follows and the tools the Slaymaster refine from their own bodies are a physical extension of this phenomenon.


Minimum LevelReplacesReplacement WeaponOriginal Weapon
Level 2SpecialCorrupted GlandMucus Pod
Level 2Bite AttackScreech NodeResonance Chamber
Level 3Tail SlapOvipositor*Unique*
Level 4SpecialCommand LobePhase Organ


Weapons descriptions:
Screech Node: The Slaymaster’s Throat and Mouth are altered in unnatural ways, dramatically increasing its control over vibrations and pitch. In place of a Bite Attack a Slaymaster possessing a Screech Node can make a Ranged Touch Attack against in any square within its Blindsense Range. Should this attack roll exceed the Touch AC of enemies within this square those enemies suffer (2d8 + HD) Sonic damage and are revealed to this Slaymaster, as well as any allies of the Kython, for (HD/2) rounds.

Although this is based on the Slaymaster’s Bite attack it does NOT expose the target to poison. Foes within this square must also make a Fortitude Save against the DC of the Kython’s Poison or become Paralyzed for one round, while foes in adjacent squares must make a Fortitude Save against the same DC or become Slowed, as the spell, for one round.

Corrupted Gland: The Slaymaster develops a complex structure that concentrates corruption into a physical substance. Each round as a Fullround Action the Slaymaster may produce Corrupted Resin, the basic building material of all Kython Hives. The Slaymaster creates a 5-foot square of Corrupted Resin with each use of this ability; each square is (HD/5) inches thick, possesses (HD) Hit Points per inch, and has a hardness of (HD/3). Corrupted Resin that has not been worked may be treated as permanent Corrupted Terrain.

As a Standard Action while in contact with a particular piece of its own Corrupted Resin the Slaymaster may mold and sculpt the Resin into any shape that suits its purpose. All Slaymasters are able to mold simple shapes such as walls or support pillars or doors, while exceptionally skilled Slaymasters may treat Corrupted Resin as wood or iron or stone when using Craft Skills to craft objects.

The Corrupted Gland also grants the Slaymaster a (HD/3) Alchemical bonus to Grapple Checks and Saving Throws. While equipped with a Corrupted Gland the Slaymaster's total Natural Armor is halved.

Ovipositor: This needle-like tube extends from the Slaymaster’s Tail. Attacking with the Ovipositor is a Melee Touch attack that deals no damage and starts a Grapple Attempt. Should the Slaymaster succeed on this grapple attempt and maintain the grapple until the beginning of its next turn the Ovipositor automatically deposits a Kython Egg into the grappled Victim as a free action. The Ovipositor ignores Freedom of Movement but any creature adjacent to either the Slaymaster or the Victim can spend a Standard Action to dislodge the Ovipositor from the victim.

Eggs incubated in this way hatch into 1 Kython Broodling with all the normal benefits of Incubation after 1 hour.

Alternatively the Slaymaster may deposit a sac of venom into the victim which subjects that target to the Slaymaster’s Poison once every minute until the victim’s ability score would drop below 1; at this point the poison is purged and the victim is left paralyzed for 1 day, allowing the Slaymaster to properly incubate its eggs within the target. Removal of this sac of venom requires an effect that could remove poison or disease from a subject, or a DC (10 + Slaymaster HD) Heal check made after 5 minutes of surgery.

Command Lobe: This strange protrusion on the Slaymaster’s head grants it the ability to coordinate its fellow kythons. As a Standard Action the Slaymaster may issue a simple command such as “Attack this target”, “Flee from this target” or “Defend this target” to (Slaymaster’s HD) allies that have no more than (Slaymaster’s HD/2) Hit Dice; affected allies may take this action in addition to their normal actions that round. Alternatively the Slaymaster may instead drive one of its more powerful allies to action; as a Fullround Action the Slaymaster may grant an ally an additional Standard Action, or a Move AND Swift Action.

In either case, after using its Command Lobe the Slaymaster must wait 1d4+1 rounds before doing so again.

While equipped with a Command Lobe the Slaymaster’s Telepathy range is halved, rounding down to the nearest increment of 5.


Ability Score Increases: The Slaymaster gains +1 Con at levels 1, 3, 5, and 6; +1 Str at levels 2, 4, 5, and 6. This comes to a total of +4 Str and +4 Con at level 6.

Corrupting Presence(SU): The Slaymaster is always in control of a situation; this is just physical evidence of its authority.

A second Level Slaymaster’s automatically transforms the ground within (HD/4 * 5) feet of itself into Corrupted Terrain. Allied Kythons gain a (5 * Slaymaster HD/5) foot bonus to movement speed and a (Slaymaster’s HD/5) bonus to all rolls while on Corrupted Terrain. All enemies instead treat Corrupted Terrain as magically generated Difficult Terrain that halves movement speeds.

Corrupting Presence can be enabled or disabled as a free action during the Slaymaster’s turn, and lasts (HD) rounds after the Slaymaster leaves an affected area.

Homefield Advantage (EX): A 3rd level Slaymaster gains Fast Healing (HD/5) and SR equal to 11+HD. It may raise or lower its SR at any time as a free action even if it isn't its turn.

Both the Slaymaster’s Fast Healing and SR are increased by (HD/5) on Corrupted Terrain.

Growth: At third level the Slaymaster grows one size category and increases its Natural Armor by 1 point. If all Slaymaster levels were taken it grows again at 14 HD, once again increasing its natural armor by 1. This Growth does not change the Slaymaster's Ability Scores.

Corruption Node (EX): A 4th level Slaymaster may convert any non-Kython corpse into a Corruption Node as a Standard Action. Corruption Nodes create Corrupted Terrain, the radius of which expands across the ground 5 feet each round until it reaches a maximum radius of (Victim's HD * 5) feet, and then maintains this Corrupted Terrain for (Victim's HD/4) days. Allied Kython adjacent to a Corruption Node gain Fast Healing (Victim's HD/5), or increases their Fast Healing by this amount, until 2 rounds after they leave from the area.

Particularly aggressive Slaymasters may choose to create a Corruption Node upon performing a fatal Coup de Grace upon a non-Kython. Corruption Nodes created this way expand twice as fast, maintains its Corrupted Land for twice as long, and grant Fast Healing (Victim's HD/3) until 4 rounds after an allied Kython leaves the Corruption Node's Corrupted Land.

Corrupt Space(EX): The Corruption spread by a 5th level Slaymaster can no longer be contained.

Corrupting Presence and Corruption Nodes now spread Corruption in every direction. Corruption spreads to half the normal distance through open space such as air, twice the normal distance through water, and one fourth the normal distance into the ground. Kython in an ally Slaymaster’s Corrupt Terrain may always Climb or Swim or Burrow as appropriate through the Corrupt Terrain at half their normal movement speed even if they do not normally possess that movement type, and never need to use any skill checks to do so. Corrupt Terrain always counts as having breathable air and a comfortable temperature for Kython allied to the Slaymaster.

Corrupt Rebirth (EX): The Hive is Eternal! LONG LIVE THE HIVE!

The Slaymaster may transfer the powerful corruptive energies from a Corruption Node into a dead Kython to revive the fallen ally. This Corruption Node, as well as the Slaymaster’s Corrupting Presence, are disabled while the dead Kython absorbs a square of Corruption each round from all directly connected Corruption; this typically necessitates multiple Corruption Nodes.

Upon absorbing (dead Kython’s HD * 10) squares of corruption the Corruption Node is destroyed and the dead Kython is revived as if by the ‘True Resurrection’ spell.

Should the 6th level Slaymaster itself die then it may instead spiritually occupy one of its Corruption Nodes for up to (HD/3) days. All Kython of fewer than (Slaymaster’s HD/2) Hit Dice within a mile of this Node are compelled to bring Kython Broodlings to the Slaymaster’s Corruption Node, which then devours these broodling. Should at least (Slaymaster HD * 10) HD worth of Broodlings be brought to the Slaymaster’s Corruption Node the Slaymaster is then revived, as if by the 'True Resurrection' spell; otherwise the Slaymaster perishes normally.

Doxkid
2022-06-25, 04:32 PM
Kython Queen
https://static.wikia.nocookie.net/squadtd/images/a/a5/Queen_SC2_DevRend2.jpg/revision/latest?cb=20111103221551
Prerequisites: To become a Kython Queen an adult Kython must
-Be specially anointed by a Kython Queen, or one Kython of each Kython Prestige Class.
OR
-Consume the corpse of a Kython Queen, or one Kython of each Kython Prestige Class.
In either case all other Kython involved must be at least one higher level than the Adult Kython attempting to become a Queen.

HD:d10


LevelBABFortReflexWillSpecial


1st
+1
+2
+2
+2Infester Royalty, Perfect Being, SLA


2nd
+2
+3
+3
+3Infesting Touch, Abyssal Usurper


3rd
+3
+3
+3
+3Royal Education, Growth


4th
+4
+4
+4
+4Hive Mother, Deep Infestation


5th
+5
+4
+4
+4Regal Insight, Noble Bearing


6th
+6
+5
+5
+5Corrupt to the Core, Line of Succession


7th
+7
+5
+5
+5Wise Queen


8th
+8
+6
+6
+6Usurper Queen


Skills: 4 + Int modifier per level. The Kython Queen may choose any eight skills as class skills (Knowledge skills must be selected individually).
Proficiencies: A Kython Queen is proficient in its natural weapons and with any Kython Weapon it possesses.

Features:
Infester Royalty (EX): Upon taking her first level in Kython Queen, the Queen gains a Tail Slap secondary natural attack dealing (1d6 + Str Mod) for a Medium sized Queen, Wings that grant a Fly Speed of (Land + 10) with Average Maneuverability, and Telepathy out to (50 * HD) feet; a Queen who already has Telepathy increases the range by (50 * HD) feet.

At will as a Standard Action a Queen may perform a Melee Touch Attack; should the victim fail a Fort save against the Queen’s Poison DC the Queen successfully implants a Hive Cyst into that victim. Treat Hive Cysts as a Necrotic Cyst except that Kython, other than the Queen herself, gain bonuses against the victim instead of undead gaining bonuses against the victim and the victim suffers a save penalty against effects created by Kython attackers, other than the Queen herself, instead of the victim suffering a save penalty against Necromancy Effects.

Perfect Being (EX): Queens gain a (Queen Level) bonus to an Ability Score of her choice. With a Fullround Action she can change how this bonus is applied, dividing the total bonus over multiple ability scores or applying it to a different ability score at her whim.

SLA: At the following levels the Kython Queen gains access to several Spell-Like abilities. The Queen’s caster level is equal to her own Hit Dice and any DCs are equal to the save DC for her Poison. All ‘Necrotic’ spells target a ‘Hive Cyst’ instead of a ‘Necrotic Cyst’

Level 1: Permanent Necrotic Awareness, Necrotic Scrying (HD/2) per day
Level 2: Nondetection, Necrotic Bloat. Each usable (HD/2) per day.
Level 3: Necrotic Domination, Web (Counts as Corrupted Space). Each usable (HD/3) per day.
Level 4: Necrotic Burst (Creates Bloodling instead of Skulking Cyst on successful kill), Vile Shield (As Fire Shield but halves Elemental damage, deals vile damage). Each usable (HD/3) per day.
Level 5: Necrotic Eruption (Creates Kython Juvenile instead of Skulking Cyst on successful kill) Righteous Might. Each usable (HD/4) per day.
Level 6: Necrotic Tumor, Rejuvenation Cocoon. Each usable (HD/4) per day.
Level 7: Necrotic Empowerment (Bonuses are untyped). Usable (HD/5) per day.
Level 8: Necrotic Termination (Creates Adult Kython instead of Skulking Cyst on successful kill). Usable (HD/5) per day.

2nd level
Infesting touch (EX): A 3rd level Queen can replace any Natural Attack with an attempt to implant a Hive Cyst. She performs a normal attack with the relevant natural weapon but deals no damage; special abilities and effects related to that Natural Attack still trigger so long as the that ability or effect is not dependent on dealing damage with the initial attack. On a successful attack the subject must make a Fort Save against the Queen’s Poison DC or gain a Hive Cyst.

Abyssal Usurper (EX): A 2nd level Queens gain DR/Lawful equal to (HD/2) and SR equal to (13 + HD). She may raise or lower her SR at any time as a free action even if it isn't her turn.

3rd level
Royal Education (EX): The Queen has mastered the many roles of her subordinates to ensure her hive always runs smoothly.

As a Move Action up to (HD) times per day the Queen can emulate a single ability belonging to one of the lesser Kython prestige classes (Impaler, Viscerator, Slaymaster, or Slaughterking). The Queen gains a single ability possessed by one of these Kython prestige classes for (HD/2) rounds at a time; this ability must be available to a Kython with (Queen level - 2) levels in that Kython prestige class class.

Growth: At third level the Kython Queen grows one size category and increases her Natural Armor by 2 point. If all Kython Queen levels were taken she grows again at 20 HD, once again increasing her natural armor by 2. This Growth does not change the Kython Queen's Ability Scores.

4th Level
Hive Mother: Whenever the Kython Queen Lays Eggs she produces (2d3 + HD/3) eggs at a time.

The Kython Queen communicates with her subjects in a strange and subtle way. After being in continuous direct contact with a Kython, or any creature bearing a Hive Cyst, for 1 Minute the Queen can detect the condition and direction of that subject as if by the Status spell. There is no limit to the number of subjects the Queen can monitor in this way at one time, but this effect only lasts (Queen HD) days after the most recent application.

Deep Infestation (EX): Any time the Queen would successfully implant a Hive Cyst into a target that already possess a Hive Cyst she may choose to either impose a Negative Level upon that target, or deal (HD) Vile damage to the target.

5th
Regal Insight (Ex): At 4th level, the Queen may expend a use of Royal Education as a Swift action to gain one ability from a single Kython prestige class, or expend one use of Royal Education as a Move Action to gain two abilities from a single Kython prestige class; each ability must be a valid choice and the Queen may not gain two instances of the same ability from Royal Education.

Noble Bearing (SU): Kython do their best work under the guidance of their compassionate Queen.

By temporarily forfeiting the benefit from Perfect Being the Queen may impart the effects of a Righteous Might spell to all willing ally Kython within her Blindsight Range; the DR granted by Royal Bearing is bypassed by Lawful weapons and the subject may choose either to gain either a +4 Strength bonus or a +4 Dexterity bonus upon receiving the effect. The effects of Noble Bearing lasts for however long the Queen maintains concentration on the effect; upon ending her concentration on Noble Bearing the Kython Queen regains the bonus from Perfect Being.

6th
Corrupt to the Core (EX): A Victim may only resist a Hive Cyst by avoiding the Queen’s attacks or by succeeding on its Fortitude Saves; Hive Cysts now apply to any creature and through any defense.

Line of Succession: The Kython Queen may claim one Kython with at least 3 fewer HD than her as her Successor. Treat this Successor as a Cohort in excess of any subordinates or Cohorts the Queen would normally possess, except that the Queen’s Leadership Score neither effects nor is affected by the Successor.

Upon the Queen’s death the Queen may choose to be reborn, as the spell True Resurrection, in the Successor’s location at the cost of the Successor’s life. An unwilling Successor is allowed a Will Save to resist this effect opposed by the Queen’s own Will save; whoever has the higher result survives.

7th level
Wise Queen (Ex): At 7th level, the Queen may expend a use of Royal Education as a free action to gain one ability from a single Kython prestige class, as a swift action to gain two abilities from a single Kython prestige class, or as a Move action to gain three abilities from a single Kython prestige class; each ability must be a valid choice and the Queen may not gain two instances of the same ability from Royal Education. When gaining multiple abilities the Queen may expend an additional use of Royal Education to select each ability from any of the Kython prestige classes instead of selecting each ability from the same class.

8th
Usurper Queen (SU): ASSUMING DIRECT CONTROL

As a Fullround Action the Queen may forfeit the benefit from Perfect Being for 24 hours to Assume Control over any creature bearing a Hive Cyst, or Kython, that she can currently observe.

An Unwilling subject is allowed a Will save against the Queen's Poison DC to resist the effect; on a successful save the Queen is barred from using Usurper Queen to control that being for 1 Week and rendered Fatigued for 1 hour. Upon using Usurper Queen to control over a creature the Queen's physical body falls into a torpor as her consciousness occupies that subject; treat this as if she successfully possessed the subject with a Magic Jar spell, with the following differences.

The duration of Usurper Queen's control is up to 8 Hours but may end sooner if the host dies, if the Queen resigns from controlling the subject, or the Queen is forcibly ejected from the body.

In addition to the normal abilities the body would contribute the Queen may expend a use of Royal Education to gain access to all of her own body’s Kython Racial abilities, other than Perfect Being, for 1 hour.

The Queen may Resign from controlling a subject as a Fullround Action, instantly returning to her body across any distance and restoring the subject's freedom; if the body is slain while the Usurper Queen grants control over it the Queen is still returned to her own body, but she is rendered Exhausted by the trauma for 1 hour.

*Special
-Ascended Kythons-
Queens who have levels in another Kython Prestige Class may immediately, or at any future point, gain a Queen level for each level of Kython Prestige Class that she trades in. The character level of the Kython Queen does not change. This exchange may alter the abilities and Kython Weapons the Queen is capable of using.

Doxkid
2022-06-25, 04:34 PM
Corrupted Creature
HD: d6


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1
+0 (+0.5)
+0 (+0.33)
+0 (+0.33)
+0 (+0.33)
Profane hide, Befouling Fangs, +2 Str, +2 Con


2
+1
+0 (+0.67)
+0 (+0.67)
+0 (+0.67)
Ruinous Claws, Dreadful Resilience, The Price of Power, +2 Str, +2 Con


Skills: 2+Int Mod per level. A Corrupted Creature's class Skills are Concentration, Climb, Jump, Swim, Spot, Listen, Intimidate, Knowledge(any), and Spellcraft
Proficiencies: a Corrupted gains no proficiencies

Features:
Profane Hide (Ex): A corrupted creature's body becomes tougher as vile energy collects within it. The Corrupted Creature's natural armor increases by 2 for each level in the Corrupted Creature prestige class. The Corrupted Creature also gains DR (HD/2) bypassed by Magic and Good weapons, and it’s natural weapons always count as Magic and Evil for sake of bypassing damage reduction.

Befouling Fangs (SU): Vile energy overflows the Corrupted Creature, tarnishing nature and bringing great suffering to it's enemies. A Corrupted Creature deals (HD/4) Vile damage on every successful attack with a Natural Weapon.

Ability Increase: Each level in Corrupted Creature grants a +2 bonus to both Strength and Constitution.

Ruinous Claws (Ex): Corruption flows outward into the world so very easily...

The Corrupted Creature deals (HD/4) bonus Vile damage on any successful attack regardless of the type of weapon used, or (HD/2) bonus Vile damage on a successful attack with a Natural Weapon. This replaces and supersedes Befouling Fangs.

Dreadful Resilience (EX): A Corrupted Creature gains Fast healing equal to half their HD. Upon spending an 24 hours in a dark and corrupt place, such as a crypt overrun by undead or the areas of the Unhallow spell or the Desecrate spell, the Corrupted Creature body regenerates to a complete state. This will restore a living or dead (or undead) Corrupted Creature’s injured organs, severed limbs, or broken bones but does not grant the Regeneration special properly or revive a dead Corrupted Creature.

The Price of Power (EX): Evil grants great power at an even greater cost...

As a Swift Action the Corrupted Creature may disable it’s Profane Hide, Befouling Fangs, Ruinous Claws, and Dreadful Resilience for 1d4 rounds to increase the DC for all of the Corrupted Creature’s special abilities and special attacks by (HD/3) for 1 round.

Alternatively as a Swift Action the Corrupted Creature may disable it's Profane Hide, Befouling Fangs, Ruinous Claws, and Dreadful Resilience for 1d4 minutes to increase the DC for all of the Corrupted Creature’s special abilities and special attacks by (HD/2) for 1 minute.

Doxkid
2022-06-25, 04:40 PM
Kython Feats
Prolific Aberration
Prerequisites:A minimum of 5 levels in the 'Kython' class.
Benefit: The Kython may Lay Eggs up to (HD/3) times per week, but no more than once per hour. The resulting broodlings hatch in half the normal time, rounding down.

Vile Venom
Prerequisite: Must be a creature with a Poison or Venom ability.
Benefit: A poison attack that would normally deal ability score damage or ability score drain instead deals an equal amount of Vile Damage on a failed save against the poison. Creatures that would be immune to the Poison attack have no special resistance to this Vile damage.

Abnormal Aberration
Prerequisite: The Aberration Type
Benefit: You may change which ability score empowers your Racial Abilities with 1 hour of focused introspection. The chosen Ability Score is used to determine the daily/weekly/month/etc uses for Racial ability and the DCs of any Racial abilities you possess.

Hard Biology
Benefit: you gain access to all 'Hard' Kython Weapons derived from carapace, horns, claws, and similar structures. You must possess the Attack/Ability a particular Kython Weapon is derived from to use that weapon.

Minimum Hit DiceReplacesReplacement WeaponEquivalent WeaponBase Class
8 HDA Claw AttackBonesaw BladeBonebladeSlaughterking
9 HDA Claw AttackMarrow EaterBonebladeViscerator
9 HDA Claw AttackPlated HideArmor PlatingSlaughterking
9 HDBite AttackBoneshard CrossbowFang CrossbowViscerator
9 HDTwo Claw AttacksThorn WhipSpiked ChainImpaler
9 HDTwo Claw AttacksThorn SpearLongpearImpaler


Soft Biology
Prerequisite: A minimum of 4 levels in the Kython Class
Benefit: You gain access to all 'Soft' Kython weapons derived from organs, tissue, glands, and similar structures. You must possess the Attack/Ability a particular Kython Weapon is derived from to use that weapon.

Minimum Hit DiceReplacesReplacement WeaponEquivalent WeaponBase Class
8 HDBite AttackScreech NodeResonance ChamberSlaymaster
9 HD*Special*Corrupted GlandMucus PodSlaymaster
10 HDBite AttackUnstable AcidAcid GlandSlaughterking
10 HDBite AttackSmog GlandAcid GlandViscerator
10 HDTail SlapOvipositor*Unique*Slaymaster
11 HD*Special*Command LobePhase OrganSlaymaster
13 HD*Special*Warp OrganPhase OrganViscerator


Size Shirking Abomination:
Prerequisite: a Minimum of 5 HD
Benefit: As a Fullround Action you may reduce your size by 1 step; this applies the normal AC, Bonus to Hit, Grapple Modifier, and Skill Modifier changes but does not change your ability Scores or your Natural Weapon damage. You may return to your normal size as a Fullround Action.

At 10 HD you may reduce your size by 2 steps as a Fullround Action, or by 1 step as a Standard Action; this applies the normal AC, Bonus to Hit, Grapple Modifier, and Skill Modifier changes but does not change your ability Scores or your Natural Weapon damage. You may return to your normal size as a Standard Action.

At 15 HD you may reduce your size by 3 steps as a Fullround Action, or by 2 steps as a Standard Action, or by 1 step as a Move Action; this applies the normal AC, Bonus to Hit, Grapple Modifier, and Skill Modifier changes but does not change your ability Scores or your Natural Weapon damage. You may return to your normal size as a Standard Action.

At 20 HD you may reduce your size by 4 steps as a Fullround Action, or by 3 steps as a Standard Action, or by 2 steps as a Move Action, or by 1 step as a Swift Action; this applies the normal AC, Bonus to Hit, Grapple Modifier, and Skill Modifier changes but does not change your ability Scores or your Natural Weapon damage. You may return to your normal size as a Move Action.

Multiple applications of this ability do not stack, instead replacing previous applications of this ability.

Winged Abomination
Prerequisite: a Minimum of 6 HD and the Aberration Type
OR a Minimum of 9 HD
Benefit: You grow wings granting you a fly speed of (Land Speed) feet with Clumsy maneuverability. If you have at least 12 HD you gain two Wing Slap attacks dealing (1d4 + 0.5 * Str Mod) damage for a Medium creature.

Whenever you gain a fly speed from a another source use the faster fly speed (+10) feet and the better maneuverability +1 step; Fly Speeds granted by magical sources, such as a magic item or spell or spell-like ability, are considered extraordinary while acting upon you.

Doxkid
2022-06-25, 04:42 PM
All reviews, comments, complaints, and considerations are welcome! Come roast me!

Biscuit
2022-11-03, 03:53 PM
The base Kython Class table has a capstone still listed as Spawn Weaponry, but the Lay Egg ability is in the text instead.

Love me some Xenom...er...Kythons! *goes back to playing Aliens: Fireteam on xbox*

Doxkid
2022-11-05, 03:24 PM
The base Kython Class table has a capstone still listed as Spawn Weaponry, but the Lay Egg ability is in the text instead.

Love me some Xenom...er...Kythons! *goes back to playing Aliens: Fireteam on xbox*

Corrected!

I also trimmed down the ability bonuses of the base Kython from a total of +9 (+4 Str, +2 Dex, +3 con) to +8 (+4 str, +2 dex, +2 Con) to match the pattern of the rest of the kythons. Technically a nerf, but seeing that +9 irked me; I don't know why I copied it from the Oslecamo version in the first place.