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  1. - Top - End - #1
    Troll in the Playground
     
    Amechra's Avatar

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    Default The Husk [Base Class, PEACH]

    The Husk
    You think you have it bad? Your relatives don't understand you, your society doesn't love you? I have a demon clawing at my insides day and night; come back to me when you actually have problems.

    Our world exists in-between the realms of many a god and goddess. Spirits walk among us everyday, even if we are not aware. Powerful beings that prove how inconsequential we truly are; many seek them out for power and glory. Foolishly, they make faustian bargains for temporary gain.

    Of course, there are also those who see another way. “Why buy the milk when you can steal the cow?,” they ask themselves. They use forbidden rituals to seal these beings within themselves to try and leech off the spirit’s power.

    This leads to immediate regrets; the spirit, poorly bound by one so weak, tears out of the foolish individual, leaving a husk tainted by the potent spiritual magic.

    Not every Husk is a fool who sought power. Some are once-sickly individuals who had spirit implanted into them by desperate parents in a last ditch attempt to save their child’s life.

    Starting Gold: As Druid.
    Hit Dice: d8
    Skill Points per Level: 4 + Int
    Skill Points at 1st Level: 4 * (4 + Int)

    A Husk's class skills, and their associated ability scores, are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

    {table=head]Level|BAB|Fort|Ref|Will|Special|Invocations<br />Known|Packages<br />Known
    1|+1|+2|+0|+2|Minor Shapechanger, Shapeshift (1 Package), Least Invocations|1|2
    2|+2|+3|+0|+3|Nature's Blessing, Primal Carapace (Least)|2|2
    3|+3|+3|+1|+3|Enhancements (2), Nature's Abundance +1|2|3
    4|+4|+4|+1|+4|Demonstrating the Primal Form|3|3
    5|+5|+4|+1|+4|Shapeshift (Size)|3|4
    6|+6/+1|+5|+2|+5|Lesser Invocations, Primal Carapace (Least/Least)|4|4
    7|+7/+2|+5|+2|+5|Enhancements (4), Nature's Abundance +2|4|5
    8|+8/+3|+6|+2|+6|Plantshape|5|5
    9|+9/+4|+6|+3|+6|Shapeshift (2 Packages)|5|6
    10|+10/+5|+7|+3|+7|Primal Carapace (Lesser/Least)|6|6
    11|+11/+6/+1|+7|+3|+7|Enhancements (6), Nature's Abundance +3, Greater Invocations|7|7
    12|+12/+7/+2|+8|+4|+8||8|7
    13|+13/+8/+3|+8|+4|+8|Shapeshift (Legendary Base)|8|8
    14|+14/+9/+4|+9|+4|+9|Primal Carapace (Lesser/Lesser)|9|8
    15|+15/+10/+5|+9|+5|+9|Enhancements (8), Nature's Abundance +4|9|9
    16|+16/+11/+6/+1|+10|+5|+10|Dark Invocations|10|9
    17|+17/+12/+7/+2|+10|+5|+10|Shapeshift (3 Packages)|10|10
    18|+18/+13/+8/+3|+11|+6|+11|Primal Carapace (Greater/Lesser)|11|10
    19|+19/+14/+9/+4|+11|+6|+11|Enhancements (10), Nature's Abundance +5|11|11
    20|+20/+15/+10/+5|+12|+6|+12|I Am Myself|12|11[/table]

    Weapon and Armor Proficiencies: A Husk is proficient in all Simple weapons, as well as all Light armors.

    Primary and Secondary Natural Weapons: Various Husk class features refer to Primary and Secondary natural weapons; unless otherwise stated, any Primary natural weapon granted by Husk class features deals 1d6 damage for a medium Husk, and any Secondary natural weapon deals 1d4 damage for a medium Husk.

    In addition, any time a Husk class feature grants a natural weapon, the exact natural weapon is chosen from the following table:

    {table=head]Name|Type|Damage Type|Special
    Gore|Primary|Piercing|Double Damage on a Charge
    Claw|Secondary|Piercing and Slashing|19-20/x2 Critical
    Tail Slap|Primary|Bludgeoning|Adds 2x Strength Mod to Damage instead of 1.5x
    Wing Buffet|Secondary|Bludgeoning|Adds full Strength Mod to Damage
    Tentacle|Secondary|Bludgeoning|Reach weapon
    Hoof|Secondary|Bludgeoning|Double damage against objects.
    Slam|Primary|Bludgeoning|Double damage against objects.
    Bite|Primary|Bludgeoning, Piercing, and Slashing|20/x3 Critical[/table]

    Invocations: A Husk is the formerly possessed body of a potent spirit of nature; as such, they can draw on the smidgeon of magical energies that are left over from their transfiguration.

    A Husk has the ability to learn Invocations; Invocations are spell-like abilities. Unlike normal spell-like abilities, Invocations all have a Verbal component; in addition, if an Invocation would have a duration longer than 24 hours, that duration changes to Permanent.

    At 1st level, a Husk learns a single Least Invocation; at every even level thereafter, and at 11th level, they learn an additional Invocation of any level they have access to. A Husk learns 1st level Ranger spells as Least Invocations, 2nd level Ranger spells as Lesser Invocations, 3rd level Ranger spells as Greater Invocations, and 4th level Ranger spells as Dark Invocations. The save DCs for Husk Invocations are Charisma-based.

    At 1st level, a Husk may only select Least Invocations; however, as their level increases, the level of Invocations that they may learn increases as given on the table above.

    At 4th level, and every even level thereafter, the Husk may exchange a single Invocation that they know for any other Invocation that they qualify for.

    Packages: Not all spiritual power allows you to warp your body in the same way; a wolf spirit certainly wouldn't let you become a cow.

    At first level, a Husk learns 2 Packages; every odd level thereafter, they learn an additional Package. All bonuses to ability scores, base land speed, and natural armor from Packages stack with each-other and the bonuses from Shapeshift.

    At 5th level, and every 2 levels thereafter, the Husk may choose to replace any Package that they have with any other Package.

    Minor Shapechanger (Ex): When your form has been broken on the altar of shapeless vastness, it is hard to remember what you look like.

    At 1st level, a Husk gains the Minor Shapechange Changeling racial feature; they may only use this feature while in their natural form. In addition, they gain the [Shapechanger] subtype.

    Shapeshift (Ex and Su): Why stay in one form when you could have all forms?

    At 1st level, a Husk may shed their natural shape as a swift action, releasing a form far superior for combat. They may stay in this form indefinitely, and may revert to their natural form as a Move action.

    While Shapeshifted, the Husk gains a +2 Enhancement bonus to Strength, a +2 Enhancement bonus to Natural Armor, a single Primary natural weapon, and has their Base Land Speed increased to 40' or their Base Land Speed + 10', whichever would be greater. In addition, they take a shape vaguely resembling an animal or vermin of any sort appropriate for the packages they include.

    However, upon shapeshifting, any worn equipment that the Husk was using melds into their body, rendering it ineffectual; in addition, they cannot speak, cast spells, or use Invocations while in their alternate form, due to drawing upon most of their supernatural capabilities simply to stay in this other form.

    While Shapeshifted, a Husk gains a pool of temporary HP equal to their class level times 1 + the number of packages their alternate form contains. These temporary hit points refill each encounter, and are lost when the Shapeshift is ended.

    At 1st level, they may include a single one of their known Packages in their alternate form, adding its benefits to their new combat form. They may select a different Package each time they change form. At 9th level, they may include up to two Packages in their alternate form; at 17th level, they may include up to 3 Packages. Unless otherwise stated, they may only include a single copy of each Package in a Shapeshift.

    At 5th level, they may choose to either increase or decrease their size by one category. If they increase their Size, they gain a +2 Size bonus to Strength, a -2 Size penalty to Dexterity, and a -1 penalty to attack rolls and AC. In addition, their size in each dimension is doubled, and their weight is multiplied by 8.

    If there is not enough space for their increased bulk, they may make a Strength check (using their improved Strength) as a free action to break the enclosure. If this Strength check fails, they are harmlessly constrained by the lack of space.

    If they decrease their size, they gain a +2 Size bonus to Dexterity, a -2 Size penalty to Strength, and a +1 Size bonus to attack rolls and AC. Their size in each dimension is halved, and their weight is divided by 8.

    At 13th level, the bonuses to Strength and Natural Armor from this class feature both increase to +4.

    Only the act of changing form is a Supernatural ability; all the benefits of Shapeshift itself are Extraordinary abilities.

    Nature's Blessing (Su): Not all spirits play fair; it is a good idea to defend yourself from their errant magics.

    At 2nd level, a Husk adds their Charisma modifier as a Morale bonus to all Saves against the special attacks of Spirits and Enchantment effects.

    A Spirit includes all Incorporeal Undead, Fey, Elementals, and creatures who are in an Astral form, who have an astral body, or have the [Spirit] subtype.

    Primal Carapace (Su): As a Husk grows in power, sworls of woad and tattoos seem to appear on their shifted forms, proclaiming to everyone that they are in some way unnatural.

    At 2nd level, a Husk gains the benefits of any Least Armor Crystal of their choice each time they are in an alternate form. At 10th level, this changes to any Least or Lesser Armor Crystal, and at 18th level, they may select any Armor Crystal of their choice.

    At 6th level, all of their Natural Weapons gain the benefits of a Least Weapon Crystal of their choice whenever they are in an alternate shape; at 14th level, they may choose to have them benefit from any Least or Lesser Weapon Crystal.

    Which Weapon or Armor Crystal they benefit from is chosen each time they change shape.

    Enhancements (Ex): Not all shapes are made equal; a Husk knows this quite intimately.

    At 3rd level, a Husk may learn any two Enhancement that they qualify for from among those granted by their packages. Alternatively, they may learn an additional Invocation that they qualify for.

    At 7th level, and every 4 levels thereafter, they either learn two more Enhancements they qualify for, or learn an additional Invocation they qualify for.

    Nature's Abundance (Ex and Su): To a potent spirit of nature, the thought of not being able to find what they need in the wild is laughable. Nature provides.

    A Husk of 3rd level gains a +4 circumstance bonus on all Survival checks; at 7th level, and every 4 levels thereafter, this bonus increases by 4.

    In addition, all Natural weapons that the Husk has are considered to be Magic Weapons, and gain a +1 Enhancement bonus to attack and damage rolls; this bonus increases by 1 at 7th level and every 4 levels thereafter.

    Finally, whenever they Shapeshift, their bodies accept the magic latent in the scraps of metal and leather they cage themselves in; whenever they Shapeshift, they select a single weapon and piece of armor that they are wielding or wearing. For the duration of their Shapeshift, all of their Natural Weapons gain any special properties of the chosen weapon, and their hide gains all the special properties of the chosen piece of armor.

    Demonstration of Primal Form (Ex): A Husk may look like whatever they choose to look like.

    A Husk of at least 4th level is no longer resticted to using Minor Shapechange in their natural form.

    Plantshape (Su): There is more to nature than just animals.

    At 8th level, each time a Husk shapeshifts, they may choose to replace the normal benefits of Shapeshift with that of a Tree Shape spell; however, they still gain the benefits of any Packages they choose to add other than bonuses to Dexterity and Base Land Speed, and the bonus to Natural Armor is only +5.

    In addition, the appearance of their Shapeshift may now include that of any plant or plant-creature, or even that of a mixture of plant and animal.

    At 12th level, the bonus to Natural Armor from this form increases to +10.

    I Am Myself (Ex): A Husk is themselves; their integration with their possessing spirit has progressed to the point where there is no difference between the two.

    A Husk of 20th level is immune to any effect that would change their shape against their will; in addition, they no longer age. Finally, their type changes to Fey; they are considered to be either Fey or their previous type, whichever is better at that given moment.
    Last edited by Amechra; 2014-02-03 at 02:51 PM.
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    door is a fake exterior wall
    I'm back to playing videogames for the internet! Current games: Harry Potter and the Sorcerer's Stone (GBC) and Alundra.

  2. - Top - End - #2
    Troll in the Playground
     
    Amechra's Avatar

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    Default Re: The Husk [3.5, Base Class, PEACH]

    Swift Creature Package:
    Some creatures survive off the fact that they move with extreme speed; you can emulate this to some degree.
    Benefits: Including the Swift Creature package grants a +2 Enhancement bonus to Strength, a +2 Enhancement bonus to Natural Armor, and a +10' bonus to Base Land Speed.
    Drawbacks: None
    Enhancements:
    Making Haste: Requires 7th level: Whenever a Husk includes the Swift Creature Package in a Shapeshift, they are affected by a Swift Haste effect.
    Terrible Swift Elegance: Whenever the Husk includes the Swift Creature Package in a Shapeshift, their Base Land Speed is further increased by 10' for each Package included in the Shapeshift.
    Principle of Motion: Whenever the Husk includes the Swift Creature Package in a Shapeshift, they gain the Evasion and Uncanny Dodge abilities.
    Ultimate Economy of Motion: Requires Principle of Motion and 7th level: Whenever the Husk includes the Swift Creature Package in a Shapeshift, they gain the Improved Evasion and Improved Uncanny Dodge abilities, using their Husk level to determine the benefits of Improved Uncanny Dodge.

    Flying Creature Package:
    Many creatures are capable of flight; you can take on a piece of that heritage.
    Benefits: Including the Flying Creature package gives a Morale bonus to Reflex saves equal to the Husk's Charisma modifier. In addition, they gain the benefit of the Wings aspect, using their class level in place of their hit-dice.
    Drawbacks: Including the Flying Creature package reduces the Husk's Base Land speed by 10'.
    Enhancements:
    Superior Grace: The Husk's Glide Speed and Maneuverability improves to 40' (Good). When they gain the ability to fly, their Fly speed is similarly improved.
    Breakneck Flyer: Requires Superior Grace and 7th level. Whenever a Husk includes Flying Creature in their Shapeshift, they may double their Fly speed once for each other Package included in their Shapeshift. Each time they double their Speed, however, their Maneuverability is reduced by one step.

    Titanic Creature Package
    You have become quite adept at throwing your weight around.
    Benefit: Including the Titanic Creature package increases the Husk's size as per the Shapeshift (Size) class feature. If the Husk has the Shapeshift (Size) class feature, including this package instead removes the penalty to Dexterity from increasing their size, adds a +2 Enhancement bonus to Natural Armor, and adds the Husk's Charisma modifier as a morale bonus to their Fortitude saves.
    Drawback: Including the Titanic Creature package reduces the Husk's Base Land speed by 10'.
    Enhancements:
    Titan's Beloved Form: Requires 7th level: If the Husk chooses to increase their size with the Shapeshift (Size) class feature, this Package may be added to their Shapeshift without counting towards the limit on the number of Packages they may include.
    Expansive Titan: Requires 7th level: The Size bonus to Strength from increasing their size is improved to +4; in addition, the bonus to Natural Armor is improved by 2, and the Husk gains the Powerful Build ability when including the Titanic Creature package. The penalty to speed from this Package increases by 10'. Applying this Enhancement to a Shapeshift including Titanic Creature is optional.
    Towering Monster Form: Requires Expansive Titan: This Enhancement improves Expansive Titan; the bonus to Strength improves to +6, the bonus to Natural Armor improves by an additional 2, and the Husk increases their Size by an additional step instead of gaining the Powerful Build ability. The Husk does not alter their ability scores due to changing their size category. However, the penalty to speed increases by an additional 10'

    Miniscule Creature Package
    You have become quite adept at fitting in small places.
    Benefit: Including the Miniscule Creature package reduces their size as per the Shapeshift (Size) class feature. If the Husk has the Shapeshift (Size) class feature, including this package instead removes the penalty to Strength from reducing their size, adds a +2 Enhancement bonus to Natural Armor, and adds the Husk's Charisma modifier as a morale bonus to their Reflex saves.
    Drawback: Including the Miniscule Creature package reduces the Husk's Base Land speed by 10'.
    Enhancements:
    Ease of Adjustment: Requires 7th level: If they choose to decrease their size with the Shapeshift (Size) class feature, they may include this Package in their Shapeshift without it counting towards the number of Packages they may include.
    Mouselike Form: Requires 7th level: The Size bonus to Dexterity from the decreasing their size is improved to +4; in addition, the bonus to Natural Armor is improved by 2, and the Husk gains the Slight Build ability when including the Miniscule Creature package. The penalty to speed from this Package increases by 10'. Applying this Enhancement to a Shapeshift including Miniscule Creature is optional.
    Vanishingly Small Form: Requires Mouselike Form: This Enhancement improves Mouselike Form; the bonus to Dexterity improves to +6, the bonus to Natural Armor improves by an additional 2, and the Husk decreases their Size by an additional step instead of gaining the Slight Build ability. The Husk does not alter their ability scores due to changing their size category. However, the penalty to speed increases by an additional 10'

    Ferocious Predator Package
    Sometimes, the taste of blood on your tongue is enough to keep you going.
    Benefits: Including the Ferocious Predator package grants a +2 Enhancement bonus to Strength, a +2 Enhancment bonus to Natural Armor, and a pair of Secondary weapons.
    Drawbacks: None
    Enhancements:
    Hunting Adaptation: Whenever the Husk includes the Ferocious Predator package in a Shapeshift, they gain the Scent ability.
    Taste of Blood: Requires 7th level: Whenever the Husk successfully kills or destroys a creature, they regain a number of temporary HP equal to their class level.

    Durable Monster Package
    Some creatures seem to just be tougher than others.
    Benefits: Including the Durable Monster package grants a +2 Enhancement bonus to Strength, a +2 Enhancement bonus to Natural Armor, a Morale bonus equal to the Husk's Charisma modifier to Will saves, and DR 3 bypassed by their choice of Slashing, Bludgeoning, or Piercing damage, chosen when the alternative form is initially taken.
    Drawbacks: Including this package reduces the Husk'd Base Land Speed by 10'
    Enhancements:
    Sorcerous Hide: The Damage Reduction from this Package improves to Slashing and Magic, Bludgeoning and Magic, or Piercing and Magic
    Fae Werewolf's Hide: Requires Sorcerous Hide: The choices of methods to bypass their damage reduction now include Silver and Magic or Cold Iron and Magic.
    Indestructible Flesh: Requires 7th level: The damage reduction granted by this Package improves to equal the bonus to Natural Armor from Shapeshift or 5, whichever would be higher.
    Epic Beast's Hide: Requires 19th level, Sorcerous Hide: The methods necessary to bypass their damage reduction improves to bludgeoning and epic, slashing and epic, or piercing and epic. If they also have Werewolf's Hide, the choice from that Enhancement improves to Silver and Epic or Cold Iron and Epic.

    Nature Spirit Package:
    Sometimes, calling back to your former nature is the best policy.
    Benefits: Including the Nature Spirit Package grants a +2 Enhancement bonus to Strength, a +2 Enhancement bonus to Natural Armor, and a Morale bonus to Will Saves equal to the Husk's Charisma modifier. In addition, the Husk does not need to breath, and gains the Lesser Fortification special ability; when they gain the Shapeshift (Legendary Base) class feature, this improves to an Immunity to Critical Hits and Precision Damage.
    Drawbacks: None
    Enhancements:
    Friend to All Creatures: Whenever the Husk includes this Package, they gain the Wild Empathy special ability as a Druid of their class level.
    Taking the Ghostly Form: Requires 7th level: Whenever the Husk includes this Package, they may choose to become Incorporeal for the duration of their Shapeshift. If they do so, the bonus to Natural Armor from Shapeshift becomes a Deflection bonus to Armor Class instead.

    Elemental Monster Package
    Sometimes, it is best to call on the fury of the elements as you change forms.
    Benefits: Including this Package grants a +2 Enhancement bonus to Strength, a +2 Enhancment bonus to Natural Armor, a Morale bonus to Reflex saves equal to the Husk's Charisma modifier, and Resistance to their choice of Fire damage, Cold damage, Electric damage, or Acid damage, based off of their Husk level.
    {table=head]Level|Resistance
    1-5|Resistance 5
    6-10|Resistance 10
    11-15|Resistance 20
    16+|Immunity[/table]
    Drawbacks: Including this package inflicts a weakness to the element opposing the element chosen to resist. If fire damage was chosen, the Husk gains Vulnerability to Cold, and vice versa. If Electricity damage was chosen, the Husk gains Vulnerability to Acid, and vice versa.
    Enhancements
    Thrashing Elemental: Including this package grants the Husk an additional Primary natural weapon.
    Elemental Body: Including this Package adds 1d6 damage to all natural weapons, of the type that this Package grants a Resistance towards.

    Aquatic Creature Package
    Sometimes, it can be lovely to swim through the sea.
    Benefits: Including this Package grants a +2 Enhancement bonus to Strength, a Swim speed equal to the Husk's Base Land Speed (which grants the normal +8 bonus on Swim checks, and the ability to Run underwater), and a +10' bonus to their Swim speed. In addition, the Husk becomes Amphibious.
    Drawbacks: The Husk's Base Land Speed is reduced to 10' after all bonuses after deriving their Swim speed.

    Burrowing Creature Package
    Ah, to swim below the earth as through the sea!
    Benefits: Including this Package grants a +2 Enhancement bonus to Strength, a +2 Enhancement bonus to Natural Armor, and a Burrow speed equal to half their Base Land Speed. In addition, replace one of the Husk's Primary natural attacks with a pair of Secondary natural attacks.
    Drawback: Including this Package reduces the Husk's Base Land speed by 10'.
    Enhancements:
    Tunnel-Builder: The Husk leaves behind a usable tunnel whenever they burrow.
    Stonefish: Requires 7th level: The Husk may burrow through stone as well as earth.

    Poisonous Creature Package
    Dripping poison from claws and fangs is usually a pretty good deterent.
    Benefits: Including this package grants a +2 Enhancement bonus to Strength, a +2 Enhancement bonus to Natural Armor, immunity to Animal and Vermin poisons. In addition, one of the Husk's Primary natural attacks becomes poisonous, inflicting a poison that deals 1d4 plus the bonus to damage from Nature's Abundance Strength damage as Primary and Secondary damage, with a save DC of 10 + 1/2 Class level + Husk's Constitution modifier.
    Drawbacks: The poisonous Primary natural attack has its damage die reduced by 2 steps.
    Enhancements:
    Ruthless Venom: The damage die of the poison granted by this package increases by one step. This Enhancement may be selected twice.
    Myriad Venoms: Requires 7th level: The poison granted by this Package may deal damage to any ability score, chosen when the alternate form is first taken.
    Myth-Slaying Toxin: Requires 19th level: The poison granted by this Package is considered an Epic Poison for the purpose of interacting with magical effects.

    Towering Beast Package
    Sometimes, it can be advantageous to be really big.
    Benefit: Including this Package increases the Husk's size by 1 step; in place of the normal adjustments to ability scores due to size, the Husk gains a +2 Enhancement bonus to Strength. If they increase their size with the Shapeshift (Size) class feature, they bonus to Strength from this Package increases to +4.
    Drawbacks: Including this Package reduces the Husk's base land speed by 10', and inflicts a -2 penalty to Dexterity.
    Enhancements:
    Knocking Back Flies: Including this Package grants Awesome Blow as a bonus feat, regardless of whether or not the Husk qualifies for it.
    Picking Up Dolls: Including this Package grants Snatch as a bonus feat, regardless of whether or not the Husk qualifies for it.
    Toppling Towers: Including this Package grants Stamp as a bonus feat, regardless of whether or not the Husk qualifies for it, using their class level in place of their hit-dice.

    Draconic Beast Package
    Ah, to belch forth a wall of flame! Such is a beautiful thing.
    Benefit: Including this Package grants the Husk a pair of Secondary natural weapons, as well as the Heart aspect, using their class level in place of their hit-dice. If the Shapeshift also includes the Elemental Monster Package, the damage type of their Breath Weapon must match the damage type they gain a resistance towards.
    Drawbacks: None
    Enhancements:
    Sorcerous Breath: Upon taking this Enhancement, the Husk learns any Eldritch Essence from the Warlock's Invocation list of any level that they qualify for. They may only use this Invocation while in a Shapeshift that includes this Package (ignoring the normal restriction against using Invocations while Shapeshifted), and may apply that Eldritch Essence to their Breath Weapon. This Enhancement may be learned multiple times.

    Humaniform Spirit Package
    There are often advantages to looking like a person; for one, it takes less supernatural oomph to stay in a shape resembling your own.
    Benefit: Including this Package grants a +2 Enhancement bonus to Charisma, and allows the Husk to speak while Shapeshifted. In addition, forms including this Package may look like any mixture of humanoid, vermin, and animal that the Husk desires.
    Drawbacks: Including this Package reduces the Husk's base land speed by 10' and reduces their Natural Armor bonus to AC by 2.
    Enhancements:
    Wondrous Forest Shaman: Including this Package allows the Husk to use Invocations while Shapeshifted.
    Comforting Former Form: Requires 7th level: If the Husk does not adjust their size with the Shapeshift (Size) class feature, they may include this Package without it counting towards the number of Packages they may include.
    All-Speech Mastery: Requires 7th level: Including this Package affects the Husk with a Tongues effect for the duration of their Shapeshift.
    Unseelie Forest Lord: Including this Package grants Dreadful Wrath as a bonus feat, regardless of whether or not they qualify for it.
    Beautiful Fey Regnant: Including this Package grants Silver Tongue as a bonus feat, regardless of whether or not they qualify for it.

    Nature's Warlord Package
    Ah, Nature. Red in tooth and claw, is it not?
    Benefits: Upon learning this Package, the Husk gains Martial Stance as a bonus feat, regardless of whether or not they qualify for it; the stance they select ignores all non-Initiator level prerequisites. In addition, their Husk levels are considered levels in an Initiator class for the purposes of determining their Initiator level.
    Including this Package causes the Husk to enter the stance granted by Martial Stance, and grants them Martial Study as a bonus feat, restricted to granting them a maneuver from the same Discipline as the stance.
    Drawbacks: Exiting the stance entered by Shapeshifting ends the Shapeshift.
    Enhancements:
    Expanded Repertoir: The Husk gains a second Martial Study whenever they include this Package, subject to the same restrictions as the first. This Enhancement may be selected twice.
    Wyld Recovery: Requires 7th level: The Husk recovers the use of all Maneuvers granted by this Package each time they use Minor Shapechange.
    Warbeast Recognition: Requires 7th level, Expanded Repertoir: If this Package is Included with this Enhancement, the number of Martial Studies granted is reduced by 1. However, the Husk gains both discipline feats for the stance's Discipline as bonus feats, regardless of whether or not they qualify for either one. Applying this Enhancement to Nature's Warlord is optional.
    War-Monster's Knowledge: Requires 19th level, Warbeast Recognition: This Enhancement improves Warbeast Recognition; in addition to granting the two discipline feats, they are also granted the epic feat appropriate to that discipline as a bonus feat, regardless of whether they qualify for it or not.

    Totemic Spirit Package
    Being formerly possessed by one spirit scours open the channels to be easily possessed by another one.
    Benefit: Including this Package grants Bind Vestige as a bonus feat; upon shapeshifting, the Husk is automatically bound to a Vestige as per that feat until the end of their Shapeshift.
    Drawbacks: Defying the Vestige's Influence immediately ends the Shapeshift, on top of the normal penalties for defying their influence.
    Enhancements:
    Practiced Binding: Including this Package grants Practiced Binder as a bonus feat.
    Improved Binding: Requires 7th level: Including this Package grants Improved Bind Vestige as a bonus feat.
    Master Binder: Requires Practiced Binding and Improved Binding: Including this Package grants Master Binder as a bonus feat.
    Greater Binder: Requires Master Binder: Including this Package grants Greater Binder as a bonus feat.
    Master Binding: Requires Greater Binder: Including this Package grants Master Binding as a bonus feat.

    Steel Titan Package
    Once one has grown a carapace of stone and blood of fire, moving towards a carapace of steel is mere child's play.
    Benefits: Including this Package grants a +2 Armor bonus to AC, extends Nature's Blessing to apply to all Death Effects as well, and grants the Husk resistance to Negative Energy damage as given on the following table.
    {table=head]Level|Resistance
    1-5|Resistance 5
    6-10|Resistance 10
    11-15|Resistance 20
    16+|Immunity[/table]
    In addition, forms including this Package may look like any mixture of construct, vermin, and animal that the Husk desires.
    Drawback: Including this Package gives the Husk resistance to Positive Energy damage and healing equal to their Negative Energy resistance. In addition, they are considered to be wearing Light armor with a 5% arcane spell failure chance and no maximum Dexterity modifier.
    Enhancements:
    Becoming the Machine: Installing this Package grants the Husk any [Warforged] feat that they would qualify for if they were a Warforged as a bonus feat. They explicitly may choose feats that would otherwise be restricted to being chosen at 1st level.

    Swarm Regnant Package
    Oh, to be a fly on the wall!
    Benefits: Including this Package decreases the Husk's size by one step; in place of the normal adjustments to ability scores, they gain a +2 Size bonus to Dexterity. If they use the Shapeshift (Size) class feature to reduce their Size, they gain the [Swarm] subtype. Regardless of how small they become, a Husk with the [Swarm] subtype is considered to be formed out of Tiny creatures. In addition, their swarm attack is not considered a natural attack for the purposes of Husk class features.
    Drawbacks: Including this Package decreases the Husk's Natural Armor bonus by 2; if they become a swarm, this penalty increases to 4.
    Enhancements:
    A Thousand Sorcerous Mouths: Requires 7th level: The Husk's swarm attack is considered a Primary natural attack for the purposes of Husk class features.
    Swarm-Self Recognition: Requires 11th level: If the Husk gains the [Swarm] subtype, they are considered to be their actual size, rather than Tiny.

    Becoming-the-Sandworm Package
    Oh, to dive through the sands...
    Benefits: Including this Package grants a +2 bonus to Natural Armor, and allows the Husk to swim through ash, dust, and sand as if it were water, and allows them to breath in such mediums. In addition, the Husk requires a quarter of the normal amount of water to survive.
    Drawbacks: Including this Package reduces the amount of time the Husk may hold their breath underwater to 1 round.
    Enhancements:
    Hunter of the Wastes: Including this Package grants the Husk Swim-By AttackSto as a bonus feat.
    Terrifying Ash-Predator: Requires Hunter of the Wastes: Whenever the Husk attacks a non-swimming creature while using their Swim-By Attack feat, their target is denied their Dexterity bonus to AC.

    Devouring Monstrosity Package
    Hunger is a terrible burden to bear.
    Benefits: Including this Package grants the Husk a +2 Enhancement bonus to Strength, and grants them the Improved Grab and Swallow Whole special attacks. The amount of damage required to cut out of the Husk's stomach is equal to their Strength modifier + their Class level.
    Drawback: As long as the Husk has at least one creature swallowed, their base land speed is reduced by 10'.
    Enhancements:
    Vast Maw: Including this Package grants the Husk Gape of the Serpent as a bonus feat.
    Powerful Digestion: Any creature that has been swallowed by the Husk takes an amount of Acid damage each round equal to the base damage of a Primary natural weapon of the Husk's size plus the bonus to damage from Nature's Abundance.
    Durable Stomach: The amount of damage necessary to cut out of the Husk's stomach increases to equal their Strength modifier times half their level.
    Digest Anything: Including this Package grants the Husk Strong StomachCity and Filth EaterSh as bonus feats.
    Devouring Memories: Including this Package grants the Husk Memory EaterLoM as a bonus feat.

    Keen-Eyed Quill-Beast Package
    To see the world is a beautiful thing.
    Benefits: Including this Package grants the Husk a Circumstance bonus to Spot checks equal twice their bonus to attack rolls from Nature's Abundance. In addition, they may add the following natural attack to their options:
    {table=head]Name|Type|Damage Type|Special
    Quills|Secondary|Piercing|May be used as a Throwing weapon with a range increment of 30'.
    Shards|Secondary|Piercing|May be used as a Throwing weapon with a range increment of 30'.[/table]
    Enhancements:
    Armor-Piercing Spines: Including this Package grants the Husk Peerless Archery and Brutal Throw as bonus feats.
    Spray of Needles: Requires Armor-Piercing Spines: Including this Package grants the Husk Manyshot as a bonus feat, applying exclusively to their Quills.
    Thousand-Foot Volley: Including this Package grants the Husk Far Shot as a bonus feat.
    Watching Body-Heat: Including this Package grants the Husk Lifesense as a bonus feat.
    Keen-Eared Beast: Including this Package grants a Circumstance bonus to Listen checks equal to the bonus to Spot checks from this Package.

    Raging God-Beast Package
    RRAAAAAAAAAUUUUUUUUUGH!
    Benefits: Including this Package grants a +2 Enhancement bonus to Strength and Constitution; in addition, a Shapeshift including this Package counts as Rage for the purposes of feats and class features.
    Drawbacks: As long as the Husk remains in a Shapeshift including this Package, they take a -2 penalty to AC, and may not use any Charisma, Dexterity, or Intelligence based skills except for Intimidate.
    Enhancements:
    Rage-Beast's Release: Including this Package grants the Husk Reckless Rage and Intidating Rage as bonus feats.
    Last edited by Amechra; 2014-02-13 at 05:46 PM.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Hunting Incarnate Spirits [General]
    Sometimes, spirits find themselves an earthly vessel. You aren't fooled in the slightest.
    Prerequisites: Nature's Blessing
    Benefit: Your definition of "Spirit" expands; you now consider all corporeal Undead and possessed creatures to be spirits.
    Special: Characters with levels in the Husk and Harrowed base classes are considered to be possessed for the purposes of this feat.

    Devouring Divine Spirits [General]
    The Gods are just spirits that have gotten too big for their boots; nothing more.
    Prerequisites: Nature's Blessing, Divine DenialEoE
    Benefit: Your definition of "Spirit" expands; you now consider all Outsiders, characters that know divine spells, and characters with access to divinely inspired martial disciplines (such as Devoted Spirit) to be spirits.

    Hunting Pathetic Spirits [General]
    To someone with your... blessings, spirits are all the more vulnerable.
    Prerequisites: Track, Nature's Abundance +1
    Benefit: The bonus to damage rolls due to Nature's Abundance is doubled. In addition, you may Track spirits regardless of whether or not it is actually physically possible to track them; treat spirits under an effect such as Trackless Step that renders them immune to being Tracked as having a base DC to Track of 25.

    Gift of Higher Nature [General]
    Sometimes, it is useful to bless people with a more potent shape.
    Prerequisites: Shapeshift, Enhancements (2)
    Benefit: As a ritual taking one full minute, you may grant another helpless or willing creature the ability to use Shapeshift as a 1st level Husk. However, they do not learn any Packages, and their alternate form is a Supernatural ability.

    You may grant the ability to Shapeshift to a number of creatures equal to your Charisma modifier; if you wish to enhance any other creatures, you must first remove this capacity from one of the creatures already benefiting from your gift, which requires another minute-long ritual.

    Gift of Lower Nature [General]
    Sometimes, making men monsters is a highly useful skill.
    Prerequisites: Shapeshift, Enhancements (2)
    Benefit: As a ritual raking one full minute, you may grant another creature the full benefits of a single Package you know; however, they do not gain the benefits of any Enhancements you know for that Package. Creatures granted the benefits of a package are visibly warped in some animalistic manner.

    You may grant this ability to a number of creatures equal to your Charisma modifier; if you wish to enhance any other creatures, you must first remove this capacity from one of the creatures already benefiting from your gift, which requires another minute-long ritual.

    Harmonious Nature [General]
    A simple blessing can turn a man into a highly competant warrior.
    Prerequisites: Gift of Higher Nature, Gift of Lower Nature, Shapeshift (Size)
    Benefits: The number of creatures that may be affected by your Gift of Higher Nature and Gift of Lower Nature feats at any given time is doubled.

    In addition, if you use Gift of Higher Nature on a creature that has been subject to Gift of Lower Nature, or vice versa, you may choose to replace the normal benefits of Gift of Lower Nature with instead teaching the target creature that Package, allowing them to include it in their Shapeshift.

    Darkened Night Spirit
    Levels: 3rd, 7th, 11th, 15th, 19th
    Modifies: Nature's Abundance
    Benefits: Nature's Abundance grants a +2 Circumstance bonus to Hide, Intimidate, and Move Silently checks instead of a +4 Circumstance bonus to Survival checks. At 7th level, and every 4 levels thereafter, the bonus to skill checks is increased by +2.

    This ACF does not modify the bonus to attack and damage rolls due to Nature's Abundance.

    Murder Spirit Vessel
    Levels: 1st, 8th
    Replaces: Plantshape
    Modifies: Invocations
    Benefit: A Husk with this ACF draws their Invocations from the Assassin spell list instead of the Ranger spell list.

    At 8th level, they gain the Raptor SchoolCW tactical feat as a bonus feat; any Invocation that would modify an Assassin's Death Attack instead modifies the number of rounds required to gain the full +6 bonus from the Hawk's Eye tactical maneuver.
    Last edited by Amechra; 2014-01-03 at 08:36 PM.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    So, what is this?

    This is a class I made for a friend; I did alter a handful of things from his original specifications:

    1. Hey, man, you said no spells; you never said anything about no invocations.

    2. I editted your fluff a bit; admittedly, a lot of that was removing the swears (family forums man, family forums.)

    Alrighty, folks, rip right into it; have fun!
    Last edited by Amechra; 2013-12-18 at 12:25 PM.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    The first 15 or so Packages have been posted; please, rip into them so that balance may be assured!
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    Default Re: The Husk [3.5, Base Class, PEACH]

    The fluff is too sparse for me to really get what this is. I get the basic jist, "Dude possessed by nature spirit", but I'm unsure what a "nature spirit" is, what they do, and what the relationship is between the spirit and the possessed. The name "Husk" and the introductory blurb hint that the relationship is detrimental or undesirable for the host, but there is no representation of this in the actual class. A Husk appears to attain super powers with no apparent downside. Furthermore, the nature spirit is painted as something powerful, primal, and glorious, but then I wonder how are you binding these things so well that they're completely at the mercy of their pathetic level 1 host.

    Perhaps if there was some mechanic that involved a duality of personality? Maybe a little more background on what function a "nature spirit" performs in the grand scheme of things. And, perhaps a justification, such as that only the weak, injured, or desperate spirits are willing to bargain with humans at all (or are capable of being forcibly bound), reducing themselves to mere mortality, and suffering the humiliation of sharing their agency with a mortal, for the slim chance to grow and become something greater than they could've become on their own.

    As for the mechanics you do have:

    Spoiler
    Show

    Invocations: Weird, but fine. If your intention with enforcing a Somatic component was to make them subject to Arcane Spell Failure, you should probably mention that. I'm not sure if you did intend that or not, though.

    Why is the final tier referred to as "Dark"? Are nature spirits dark? I guess they could be. I don't know what they are.

    Minor Shapechanger: I guess it's not necessary, but it would be easier to use as a player, and easier for the casual passerby to critique the class, if this ability were actually written out. Unless you're purposely trying to draw a comparison between this class and Changelings. If Changelings and Husks are unrelated, then there's not much reason to reference Changelings.

    Shapeshift: Rather than changing the user's base land speed to a set number, I think just applying a +10ft bonus would be more appropriate.

    Instead of putting "Enlarge Person but different", I think it would be more appropriate to just say you can change the size of your form by one category up or down when you shapeshift. Why reference a spell? It's just one more thing that needs to be looked up for very little gain.

    There's a fluff disconnect here where taking the form of a nature spirit makes you unable to use that nature spirit's powers (Invocations). Then you can take the Humaniform Spirit Package, allowing a spirit to become more human to use their inhuman powers. Seems weird to me! Maybe put some kind of reasoning in there?

    I also see a problem, at high levels, where the removal of benefits from magic items becomes too large of a detriment. Do the benefits of three packages and eight enhancements outweigh something like ~500,000gp of items and are so much better that they still work as this class's main super special awesome class feature schtick? I'm leaning towards 'no'.

    At low levels, the removal of equipment looks to make your armor class suck unless you pump Dexterity. Husks already look like they need Strength, Constitution, and Charisma - and they can't exactly dump Intelligence. I see potential MADness issues.

    Nature's Blessing: So, are nature spirits Fey? If they are, cool. If they aren't, I could see extending this to work against Elementals, Druid spells (and the spells of other classes that draw their power from nature), and spells taken from nature-themed Domains (Animal, Sun, etc).

    Primal Carapace: This is cool. I suggest citing that equipment crystals are from the Magic Item Compendium, and perhaps citing page numbers for where the weapon and armor crystal sections begin.

    Nature's Abundance: I'd make the survival bonus a lot bigger, and make it a circumstance bonus, so they don't benefit from using masterwork survival tools. Tools? We don't need no stinking tools.

    Poisonous Creature Package: Is the listed damage the poison's primary and secondary damage, or does it not deal secondary damage?

    Durable Monster Package: Ladies.

    Totemic Spirit Package: I like Vestiges as much as the next guy, but I'm confused how they relate to nature spirits.

    Towering Beast Package: Ladies.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    What is the Ladies comment about? Are you just pointing them out because they are the strongest, or whatever else?

    The fluff is pretty much a copy-paste from what my friend gave me; once I get home (woo finals are done) I'll brush up the fluff and make it awesome. Most of the fluff is placeholder due to me working on this as a break from studying.

    As for duality mechanics... I'll think of something.

    Invocations: Damn, I wrote Somatic? I meant Verbal. That way, the reason Humaniform Spirit lets you use them makes more sense. Dark is so that things that are meant to work with higher level Invocations work with these guys; if you look up the Dragonfire Adept, they have Dark invocations, even though it would probably be better to call them something else.

    Minor Shapechanger: I'm currently AFB with regards to my Eberron stuff; once I get home in a few hours, I'll sub that stuff in.

    Shapeshift: I'll sub in the rules for Enlarge Person later; as for why Invocations stop working... I'll have to look at that. As for magic items... Wildling Clasps are a thing; they let you keep your equipment while Wildshaping. In the feats/ACFs post, I'll include a magic item that lets you keep equipment while shifted.

    As for AC... Unless you are going Humaniform, you are going to have a +2 to +4 bonus to your AC at 1st level. This is about as much as Medium armor. I might make Nature's Abundance give a bonus to AC as well, though.

    Nature's Abundance... I could see it being a +4 bonus per "tier"; that'd give them a +20 bonus to Survival buck naked. Also, the type change could work... I was mostly trying to stop them from just grabbing a +30 Survival item or something. Eh, Survival ain't that vital a skill.

    Primal Carapace: I'm AFB on MIC as well; this will be fixed!

    Nature's Blessing: Yeah, I'm assuming nature spirits are Fey. Elementals aren't actually very nature-y in 3.5, so they are out. I might expand it to work against Druids, though.

    Poisonous Creature Package: Yeah, that's both their Primary and Secondary damage. I'll fix that when I get home.

    Totemic Spirit Package: I'm in love with Vestiges, and I try to shove them in everywhere? I'll think of a good reason.

    I'm assuming everything else looks fine?
    Quote Originally Posted by segtrfyhtfgj View Post
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    Default Re: The Husk [3.5, Base Class, PEACH]

    I made some preliminary fluff adjustments, editted some rules, and made things all lovely-like.

    1. Now they aren't possessed by a spirit; they are what's left over from a failed possession. Still don't have fluff on what these spirits are.

    2. You can't use Invocations while Shapeshifted because Shapeshifting takes all your supernatural oomph; being in a humanoid form takes less effort, therefor you can speak and use Invocations.

    3. Nature's Abundance now copies magic weapons onto your natural weapons and magic armor onto your body when you shapeshift. Seems legit. Also, the bonus to Survival checks has been doubled.

    4. Expanded what Nature's Blessing works on.

    5. Shapeshift only gets rid of worn objects (forgot all about ioun stones and the like). In addition, Shapeshifting gives you a pool of Temporary HP that starts off with 2 THP at 1st level and scales to 120 THP at 20th level. I think that covers Con... Also, you have either a +10' to your Base Land Speed or have your Base Land Speed set to 40', whichever would be better for you. A Towering Beast/Titanic Creature can still hit +3 Size categories, with all that attendent fun (+12/+14 Strength! Woo!)... but their speed is reduced to 0' unless they were already lickity-split fast.

    6. Towering Beast Form now only gives the additional +2 to Strength if you increase your base size with Shapeshift (Size).

    7. Titanic Creature, Miniscule Creature, and Humanoid Spirit now have Enhancements that make them free if you pick the right size adjustment.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Alright, cool. This is basically the Druid class that I want to play. You did a really good job, and I'm bookmarking it for more easy linking to others.

    Quote Originally Posted by Amechra View Post
    What is the Ladies comment about? Are you just pointing them out because they are the strongest, or whatever else?
    Let me Urban Dictionary that for you.

    Towering Beast Package.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    GOD DAMN IT, INTERNET. Is nothing sacred?

    Now I've got to check if Packet is similarly... obscene.

    EDIT: Glad you like it; I might add a Mythos Package/Packet, where you can grab a Mythos or two.
    Last edited by Amechra; 2013-12-19 at 12:58 PM.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    this is amazing the back-stories i could up for being this. is it just me or did anyone else picture a changeling while reading this
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    Default Re: The Husk [3.5, Base Class, PEACH]

    I'm the friend who Amechra asked for a class concept and I obliged...with something blatantly stolen from a popular Japanese comic series. Can you guess which one?

    Anyway, I like what he did with it. The class has alot of options in how it can be built and, as such, is very flexible and versatile though possibly a bit complicated. I think it could play the original thing I based the idea on.

    I just have a few questions.

    1) If I choose to replace the bonuses of shapeshift with that of Tree shape at 8th level, is that a permanent choice or one made every time I shapeshift?

    2)At 20th level, when they no longer age, are they also immune to age changing effects?

    3)How many packages will be in the final version?

    4)In regards to the default fluff, what exactly created the husk? Is it the original idea of a demon (seems you changed it to nature spirit to fit with the druid theme) existing within someone's body/soul and the individual drawing power from it? Or has it changed to something else? I'm only asking because of this:
    Now they aren't possessed by a spirit; they are what's left over from a failed possession. Still don't have fluff on what these spirits are.
    While you are of course free to do anything you want with the fluff, when I originally thought up the concept of the spirits, the spirits were a necessary force of nature. They were like a forest fire or a tsunami: they were destruction, but not necessarily malevolent. Humans beings would find them monstrous and evil because of their job, but, to the spirits of themselves, they were simply doing what they were born to do: destroy. This was a bit of a departure from the comic I ripped off when coming up with the concept which has a more humdrum reason for evil spirits.

    To clarify, he made all the mechanics himself. I just came up with the original concept for it.
    Last edited by Covok; 2013-12-21 at 12:19 AM.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    ok ill bite which comic i thinking Naruto but im not sure
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Quote Originally Posted by razorfloss View Post
    ok ill bite which comic i thinking Naruto but im not sure
    I guess it wasn't that hard to decypher. Yes, it was Naruto. Jinchuurikis and all that. Thought people would have more trouble since more than one recent shonen series has done the whole "random beserkering due to dark side possession" shtick.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    1. Alright, fixed that up; it's each time.

    2. People who don't age can't be aged magically; I'm pretty sure that's in the entry of every effect that ages people (there are, what, 3 of them?)

    3. Ha. "Final version". I don't know if there will be one.

    4. Still have no idea; current idea is that they are channeling the leftovers from a failed possession; kinda can't bind a hurricane, man.

    Oh, and I just posted the Steel Titan, Swarm Regnant, and Incomprehensible Rage-Monster Packages. Now you too can be a swarm of clockwork insects in the shape of your own body, speaking in beautiful unison.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Quote Originally Posted by Amechra View Post
    1. Alright, fixed that up; it's each time.

    2. People who don't age can't be aged magically; I'm pretty sure that's in the entry of every effect that ages people (there are, what, 3 of them?)

    3. Ha. "Final version". I don't know if there will be one.

    4. Still have no idea; current idea is that they are channeling the leftovers from a failed possession; kinda can't bind a hurricane, man.

    Oh, and I just posted the Steel Titan, Swarm Regnant, and Incomprehensible Rage-Monster Packages. Now you too can be a swarm of clockwork insects in the shape of your own body, speaking in beautiful unison.
    In response to number 4:

    1) Who says you can't?

    2) They aren't a hurricane, they are like a hurricane. In other words, they are a force of nature. Essentially, imagine a horrid, hulking thousand eyed bear tearing apart a forest so new things can grow or a giant, bipedal wolf with a hundred tails destroying an entire mountain range with a flurry of its tails so that the climate surrounding the mountain changes. They destroy because that's what they do. They are entropy. They are change.

    I was only referring to them as a force of nature as a figure of speech.

    Also, that was just my original idea behind them when I explained the concept. You, of course, can do anything you want with the idea. I'm just clarifying because you seemed to misunderstand.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    To clarify:

    1. I made the executive decision that you can't.

    2. The hurricane was metaphorical, my friend. Those beings count as metaphorical hurricanes.

    A successful binding (should such a thing happen) would have to be a PrC or a template.
    Last edited by Amechra; 2013-12-21 at 04:01 PM.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Are there any packages that increase the base land speed? Skimming through the class doesn't show any.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    Swift Creature Package does. It is, however, the only one that does so at this moment of time.

    I wonder whether or not that needs to be fixed. Hrm...
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Quote Originally Posted by Avalon® View Post
    Are there any packages that increase the base land speed? Skimming through the class doesn't show any.
    The Husk's Invocations can help with that some. Longstrider is the most obvious one; +10 feet at an hour/level for a Least Invocation. Kinda 'meh'.

    However, for a Lesser Invocation, Swift Haste looks to be a very strong choice. It's a swift action to activate, lasts 1d4 rounds, but gives you the full effects of Haste: +30ft to all movement speeds, +1 attack, +1 dodge, +1 reflex, and an extra attack during a full-attack.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    Alright, I tossed a trio of feat up.

    Now you can sorta make werewolves.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Alright, hoo-boy.

    I just added:
    • 3 new packages; Keen-Eyed Quill-Beast (ranged porcupine!), Becoming-the-Sandworm (swim through sand, and jump out to eat enemies!), and Devouring Monster (eat people, nuff said.)
    • Another Enhancement to Towering Behemoth.
    • Three feats, expanding what count as Spirits and giving you some extra damage against spirits.
    • Two ACFs, including one that gives you Assassin spells as Invocations. Snazzy.
    • Incomprehensible Rage-Beast has been depricated for now; it comes out as kinda being to powerful for one package.


    So, if anyone can cast a PEACHy eye across them, I'd be rather greatful.

    Oh, and a list of stuff I'm looking at from a "I might add this" perspective:
    • Packages for less physical transformations; an example is a Package that lets you turn into someone's hallucination.
    • Packages to turn into terrain. Because what could be cooler than turning into a flying island?
    • Some more higher level features for Packages; right now, there isn't anything that would let them turn into Fenris the Wolf and let them eat the sun.
    • Maybe some PrCs? I can see a Xenoalchemy/Husk PrC.
    • Packages for turning into multiple creatures. Because then you can be an entire pack of wolves.


    So, I have a request: would anyone like to trade a PEACH? I'd like to get one of those step-by-step PEACHs; I'd respond in kind.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    is the sandworm a nod to the game where u are sandworm that kills people to grow and if so im very happy if not still happy and im using in my desert game coming up
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Heh. No, I had forgotten about that game. It's based off the Asherati, mostly, with some Shai-Halud shoved in there.

    Tell me how that game goes! Hope it goes well.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Quote Originally Posted by Amechra View Post
    Heh. No, I had forgotten about that game.
    Did we all play the same game? If so, I will continue to be astounded by how awesome the internet is.

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    Default Re: The Husk [3.5, Base Class, PEACH]

    It wasn't that game (worm moved faster, iirc), but I can't find the original, so eh...

    Thoughts?
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    Default Re: The Husk [3.5, Base Class, PEACH]

    Quote Originally Posted by Xefas View Post
    Did we all play the same game? If so, I will continue to be astounded by how awesome the internet is.
    Well, there's Effing Worms, Effing Worms 2, Effing Worms Xmas, and Death Worm, for the ones I could find in 5 minutes. Not sure if there are others.
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    Default Re: The Husk [3.5, Base Class, PEACH]

    theirs one for Christmas?????
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    Default Re: The Husk [3.5, Base Class, PEACH]

    do the str enhancements stack or no?
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    Default Re: The Husk [3.5, Base Class, PEACH]

    The Packages entry under the main class entry explicitly states that they stack.

    Anything else that you noticed that's confusing/can be clarified?
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