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    May 2009
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    Default Re: Race Design [WIP][PEACH]

    Fleshlord

    Pre-requisites:
    Alignment: Chaotic or Neutral Evil
    Skills: Psicraft 10, Heal 10
    Feats: Live My Nightmare, Overchannel
    Manifester level: 8+
    Special: Wild shape, Change Shape racial ability, or the ability to alter form as a racial or class ability.


    GAME RULE INFORMATION

    Abilities: Constitution

    Hit Die: 1D6

    Class Skills
    The class skills (and the key ability for each skill) are...


    Skill Points at Each Additional Level: 4 + Int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Graft Reserve | Manifesting
    1 | +0 | +2 | +0 | +0 | Graft Flesh, Swarm Shape +1/day |0 | +1 level of existing manifesting class
    2 | +1 | +3 | +0 | +0 | Swarm Manifesting | 500| +1 level of existing manifesting class
    3 | +1 | +3 | +1 | +1 | Swarm Shape +2/day | 700| +1 level of existing manifesting class
    4 | +2 | +4 | +1 | +1 | Graft Mastery | 900| +1 level of existing manifesting class
    5 | +2 | +4 | +1 | +1 | Swarm Shape +3/day | 1200| +1 level of existing manifesting class
    6 | +3 | +5 | +2 | +2 | Talented | 1500| +1 level of existing manifesting class
    7 | +3 | +5 | +2 | +2 | Swarm Shape +4/day | 2000| +1 level of existing manifesting class
    8 | +4 | +6 | +2 | +2 | Graft mastery | 2500| +1 level of existing manifesting class
    9 | +4 | +6 | +3 | +3 | Swarm Shape +5/day | 3000| +1 level of existing manifesting class
    10 | +5 | +7 | +3 | +3 | Lord of Change | 4000| +1 level of existing manifesting class
    [/table]

    Class Features
    All of the following are class features of the Fleshlord

    Weapon and Armor proficiencies
    Fleshlords gain no weapon or Armor proficiencies.

    Graft Flesh
    Gain Graft Flesh as a bonus feat, even if you do not meet the pre-requisites for it.

    Swarm Shape
    A Fleshlord can take the form of a swarm of vicious little vermin and return to her own form at will. This effect is similar to that of a summon swarm spell, except that the swarm is of the same size category as the caster (and it has the same face statistic as the caster). The Fleshlord can choose the type of vermin from the table below. In swarm shape, she can move
    at a speed of 15 feet, or up to 45 feet if the swarm flies (poor maneuverability). The swarm has the same number of hit points as the original creature (modified by the Fleshlord's Constitution bonus) and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by gust of wind, for example), the master of flies must return to her own shape. To do so, the dispersed creatures must first coalesce
    (at the swarm's speed); the Fleshlord must take a standard action on the following round to transform.

    At 5th level, a Fleshlord is able to take the shape of a swarm identical to that produced by an insect plague spell, except that the swarm can be no more than one size larger than the Fleshlord (you can choose the face if more
    than one is available). This swarm can move at half the Fleshlord's normal speed and can fly at the same speed (clumsy maneuverability).

    At 8th level, a Fleshlord is able to take the shape of a swarm identical to that produced by a creeping doom spell, except that the swarm can be no more than two size categories larger than the Fleshlord (you can choose the
    face statistic if more than one is possible). This mass of vermin can only move at 10 feet per round and cannot fly. In all other respects, the swarm shape ability is identical to the druid's wild shape ability (see Chapter 3 of the Player's Handbook).

    A Fleshlord may change form a number of times per day equal to half his/her constitution score plus the listed bonus on the table above (Fleshlord advancement table). The bonuses are not cumulative. You only gain the highest bonus listed for your levels in Fleshlord.

    Available Swarms
    {table=head] Fleshlord level required | Type
    1+ | Maggots
    1+ | Flies
    1+ | something
    2+ | Locust
    2+ | Millipede
    3+ | Centipede
    4+ | something
    5+ | something
    7+ | something
    10 | something
    [/table]
    Note: Will add more as I find more suitable options.

    Swarm Manifesting
    You may always manifest any power you are able to normally manifest while in swarm shape as if in your natural form without penalty.

    Graft mastery(Ex)
    You learn how to create and apply grafts normally not available to your race by studying forbidden tomes and consulting ancient nameless sources. When you first gain the Graft Flesh feat, you choose a specific type of graft to associate with the feat (most likely silthilar grafts, or beholder or undead grafts from the Fiend Folio or Libris Mortis). At 4th level, you can select a new type of graft to add to the list. If you choose a graft type that normally requires the creator to be a member of that race (such as aboleth and illithid
    grafts, or fiendish or yuan-ti grafts from the Fiend Folio), you ignore that restriction completely. You can select a second graft type at 8th level.

    Talented
    Gain Talented as a bonus feat.

    Lord of Change
    Undergoing the final change a Lord of change embraces his ever-altering and shifting many forms.
    May change to any swarm shape available as a free action a number of times equal to his/her constitution bonus +6 times per day.

    A Lord of Change may select 3 options from the following, these are permanently added in all forms. No choice may be selected more than once:

    {table=head]Option | Benefit
    Disease | All melee attacks using natural weapons/bit etc. gain a Disease attack. Fortitude DC 10+1/2HD+CON, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
    Poison | All melee attacks using natural weapons/bit etc. gain a Poison attack. Injury, Fortitude DC 10+1/2HD+CON, initial and secondary damage 1d4 Dex.
    Wounding | All melee attacks using natural weapons/bit etc. gain a Poison attack. Any living creature damaged by a Lord of Change continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
    Inhabit | While in swarm form the Lord of Change gains the ability to inhabit a corpse as the Hellwasp ability.
    something | something
    something | something
    something | something
    something | something
    something | something
    [/table]
    Note: Will add more as I find more suitable options.
    Last edited by Gaiyamato; 2013-11-19 at 07:14 PM.
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