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    Default Re: The better man? There is no such thing [base class]

    Quote Originally Posted by thethird View Post
    Hey Dracken any estimate date on the Kyorl'Zuraj? they are intriguing and due to environmental adaptation relevant to the discussion.
    Strictly speaking, they have been done for awhile (ruleswise). Just missing their fluff entries, for the most part.

    Here, for your benefit.

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    Kyorl’Zuraj
    When the world was young and aboleths ruled the briny depths, before the coming of god and mortal, the Kyorl’Zuraj held domain over the dry lands.
    • Aberration (Augmented Humanoid): The Kyorl’Zuraj are aberrations, however they share enough traits with humanoids so that they remain subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium: As Medium creatures, the kyorl’zuraj have no special bonuses or penalties due to their size.
    • Kyorl’Zuraj base land speed is 30 feet.
    • Darkvision: The Kyorl’Zuraj can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and they can function just fine with no light at all.
    • Ancient Anatomy: Kyorl’Zuraj have +2 racial bonus on fortitude saves against poison and disease.
    • Chitin: Kyorl’Zuraj have hardened exoskeletons, granting the character a +1 natural armor bonus to AC.
    • Multiple Eyes: Kyorl’Zuraj have two to three sets of eyes capable of somewhat independent action, granting them a +2 racial bonus on spot and search checks.
    • Mutant Nature: Kyorl’Zuraj receive two mutations at first level. If the character lacks levels in a mutator class he is treated as having a mutator level of one, may not exchange any of these mutations upon gaining a new level and may not pick these mutations from the basic list.
    • Godforsaken: The Kyorl’Zuraj did battle with the divine at the dawn of history and lost, their survivors being scattered to the far ends of the cosmos. Such indignity was never forgotten nor ever forgiven. Kyorl’Zuraj have a +2 bonus on all saving throws against divine magic and the special abilities of outsiders. However, all healing applied to them by divine magic is halved, and no form of divine magic can bring a dead kyorl’zuraj back to life.
    • Automatic Language: Common, Undercommon, Karish. Bonus Languages: Any (other than secret languages, such as Druidic). Kyorl’Zuraj speak the crude tongue of the young races and the old tongue, as well as the chittering language shared with their favored servitors.
    • Favored Class: Evolutionist.
    • Level Adjustment: +0.




    Kyorl’Zuraj Racial Paragon

    HD: d8
    Level BAB Fort Ref Will Features
    1 +0 +0 +0 +0 Mutations, Caste, Racial Teratomorphism I
    2 +1 +0 +0 +0 Mutations, Alien Might
    3 +1 +1 +1 +1 Mutations, Racial Teratomorphism II
    4 +2 +1 +1 +1 Mutations, Alien Might
    5 +2 +1 +1 +1 Mutations, Racial Teratomorphism III
    Class Skills (2 + Int Modifier): Balance, Climb, Concentration, Craft, Handle Animal, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Psicraft, Search, Spellcraft, Spot.

    Proficiencies: Kyorl’Zuraj paragons are proficient with simple weapons and light armor, but not with shields. They are also proficient with any natural weapons they might acquire.

    Mutations: The kyorl’zuraj paragon gains five mutations at first level and three mutations at each class level afterwards.

    Caste: At first level, the kyorl’zuraj paragon must chose a caste to which he will belong, once made, this choice cannot be changed.
    Forerunner: Forerunners scour the cosmos in search of worlds infested with godspawn for the kyorl’zuraj to vanquish. The forerunner gains a +2 racial bonus to constitution and a +10 bonus to his base land speed.
    Demagogue: Hierarchs endure the indignity of handling interactions with lesser races. The hierarch gains a +2 racial bonus to charisma and a +2 bonus on bluff, intimidate and sense motive checks. Bluff, Diplomacy and Sense Motive are all class skills for members of the hierarch caste.
    Overseer: Overseers direct groups of kyorl’zuraj, karish and whatever beings might fall under their thrall. The overseer gains a +2 racial bonus to wisdom and a +2 racial bonus on initiative checks. An overseer may also make one listen check and one spot check each round as a free action.
    Sage: Sages are the keepers and appliers of kyorl’zuraj knowledge. The sage gains a +2 racial bonus to intelligence and receives maximum ranks into one Knowledge or Craft skill of his choice. Whenever a sage rolls less than 10 on check of any check of the Craft or knowledge skill, he treats it as if he had rolled a 10 instead.
    Harbinger: Harbingers do foul work that the kyorl’zuraj don’t want other races to discover or interfere with. The harbinger gains a +2 racial bonus to dexterity, suffers no penalty on Hide and Move Silently checks when moving at his normal speed and suffers only a -10 penalty on Hide and Move silently checks when attacking, running or charging, as well as on hide checks after sniping. The harbinger may hide after sniping as a swift action, instead of a move action.
    Warrior: Warriors shed the blood of the god spawned races for their kin. The warrior gains a +2 racial bonus to strength and gains proficiency with martial weapons, medium armor and heavy armor and shields.

    Racial Teratomorphism: At 1st level, 3rd level and 5th level, the kyorl’zuraj paragon gains one special ability from the list below. These abilities are graded in three ranks, and at first only abilities of rank I can be taken, but as this ability is gained at later levels, new ranks become available. Whenever a Greater Mutation grants a save, it uses the default DC for mutations.
    Racial Teratomorphisms count as teratomorphisms whenever an ability would use the number of teratomorphisms a character has in order to determine its effects, however they are not considered teratomorphisms otherwise.

    Racial Teratomorphism I
    • Cocoon: As a full-round action, the kyorl’zuraj paragon may spin a cocoon around himself. The cocoon has 10 hit points per character level and hardness 10, if it is damaged, it recovers one hit point per character level of the paragon every hour. As long as the paragon is within his cocoon he does not need to eat, drink or breathe and is treated as if he were resting under long term care, doubling all hit point and ability score regains (from natural healing, fast healing, magical healing or other sources) all harmful attacks and effects aimed at the paragon are redirected to the cocoon, which has an Armor Class of 15 + the paragon’s mutator level, it makes fortitude saves using the paragon’s fortitude bonus, automatically fails reflex saves and is immune to anything that requires a will save. If the cocoon fails a save against a death effect, is reduced to 0 hit points or otherwise “killed” the paragon is released unharmed into the same square where the cocoon was. As long as the paragon is inside the cocoon, he can take no actions other than breaking free of it. Breaking free of the cocoon is a standard action.
    • Environmental Adaptation: The kyorl’zuraj paragon will survive even the harshest places of the cosmos. He may hold his breath for up to two hours per point of constitution. He may go without food or water for one day per point of constitution before starting to suffer of dehydration or starvation. He does not take damage from the pressure of deep water or from vacuum. As a final benefit, the kyorl’zuraj paragon gains resistance to cold and fire 5, or increases existing resistances to cold and fire by 5.
    • Bonus Mutations: The kyorl’zuraj gains three additional mutations. This ability can be taken more than once.


    Racial Teratomorphism II
    • Carapace: The kyorl’zuraj paragon’s natural armor increases by his class level. In addition, he gains damage reduction 1/- for each teratomorphism he possesses, this damage reduction stacks with all similar damage reduction.
    • Karish Companion: This ability works identically to the Karish Companion teratomorphism.
    • Pluricaste: The kyorl’zuraj paragon gains the benefits of a second caste. This ability can be taken more than once, adding a different caste each time.
    • Tauric Body: This ability works exactly like the Tauric body teratomorphism.


    Racial Teratomorphism III
    • Flight: The kyorl’zuraj paragon gains the ability to fly at twice his base land speed, with average maneuverability.
    • Reduction: This ability works exactly like the Size Decrease I teratomorphism ad stacks with it.
    • Growth: This ability works exactly like the Size Increase I teratomorphism and stacks with it.
    • Caste Lord: The paragon is exalted among those of his caste gaining additional powers as described below. If the paragon has multiple castes, he gains the ability of the caste he took upon entering this class.

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    • Forerunner: The Forerunner Lord is thunder and lightning, his approach announces the oncoming storm and serves as a first, dreadful strike. The paragon may spend a swift action to gain a move action, and whenever he takes a five foot step, he may move up to 10 feet.
    • Demagogue: The Demagogue Lord approaches the filthy godspawned masses and they know of the coming end, the foul energies channeled by it terrifying them to the very core or demanding that they kneel before their vile elders. The paragon gains the ability to turn and rebuke godspawn as a cleric of his mutator level (although he is unable to destroy, command or bolster them), this ability can be used once every five rounds. The paragon gains a bonus on his turning checks and on his turn damage equal to the number of teratomorphisms he has.
    • Overseer: The Lord Overseer directs those around him, friend or foe, according to his will. Once every five rounds, as a standard action, the paragon may command one creature within 60 feet to take a standard or move action of his choice, an unwilling creature can negate this effect with a successful will save (the DC is based on charisma), a creature that fails this save must follow the paragon’s orders in much the same way a dominated creature would. This action happens on the paragon’s turn and does not interfere with the target’s actions on his own turn.
    • Sage: The Sage Lord’s mind roars with the power of generations. The paragon gains either an additional spell-like ability or psi-like ability of each level he is able to acquire through mutations, chosen when this ability is gained. These additional spell-like and psi abilities follow all the same rules as those acquired through the respective mutations. Whenever the paragon gains a new mutator level, he may exchange all of his bonus spell-like or psi-like abilities should he desire to, but he may not change whether he gains spell-like or psi-like abilities.
    • Harbinger: Lord Harbingers end the enemies of the kyorl’zuraj. The paragon gains a number of die of sneak attack equal to the number of teratomorphisms he has. Furthermore, he gains Favored Enemy against one godspawned creature type of his choice, if he chooses humanoid or outsider, he does not need to specify a subtype. The paragon’s favored enemies never benefit from immunity against his sneak attack damage.
    • Warrior: The Lord Warrior is second to none in the battlefield, his claws and blades cleave his victims in sublime ways. The paragon gains an initiator level equal to his mutator level, a number of maneuvers known equal to the number of teratomorphisms he has, one maneuver readied for every four mutator levels and one stance known, plus an additional one for every seven mutator levels. The paragon can chose any one discipline, other than devoted spirit, to pick his maneuvers from, this choice cannot be changed later on. At mutator level 6th and every two mutator levels afterwards, the paragon may exchange one of his maneuvers known for a different one. He may recover his readied maneuvers as a warblade does.


    Alien Might: At second level and again at fourth level, the kyorl’zuraj paragon gains a +2 bonus to an ability score of his choice. He must chose different ability scores each time this ability is gained.

    Sidebar: Godspawn
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    Godspawn are all creatures not of the aberration, construct, elemental, ooze, undead and vermin types.

    Last edited by Draken; 2019-01-27 at 10:15 AM.
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    Homebrewing