| Post/Author/DateTime | Post |
|---|---|
| felgrim_the_meek01-11-06, 12:27 PM | Hi this is my first thread and i made a class a little while back I tried to make it fair and it seems to me to be a lot like the druid class only arcane and a little bit more complicated. its also incredably long and didnt copy in too well so bear with me. So gere it goes... Abomination Lord These lords revere the "perfecting" of nearly everything. Their skills allow them to spread the seeds of their creation far and wide. Like flesh mages they often manipulate their surroundings, “improving” something here and there to their liking. Their real power comes from their ability to combine monsters into truly abhorrent creations. Prerequisites Able to cast 2nd level arcane spells Skills: 2 of Knowledge(Arcana, Dungeoneering, Local, Nature, Religion, or The planes) 8 Craft creature 8 Handle animal 2 Spellcraft 8 Feats: Spell focus (transmutation) Class skills Bluff(cha), concentration(con), craft(int), diplomacy(cha), handle animal(cha), heal(wis), knowledge(int) (Arcana, Dungeoneering, Local, Nature, Religion, or The planes), ride(dex), sense motive(wis), spellcraft(int), use magical device(cha). Skill points at each level: 4 + int modifier. Hit Die: d6 Attack Fort Ref Will Level bonus save save save special spells per day 1 0 0 0 2 creature mixer 2 1 0 0 3 self modification 1 3 1 1 1 3 creation bond, grafter +1 level of existing class 4 2 1 1 4 self modification 2 5 2 1 1 4 part selection 1 +1 level of existing class 6 3 2 2 5 self modification 3 7 3 2 2 5 item grafter +1 level of existing class 8 4 2 2 6 self modification 4 9 4 3 3 6 part selection 3 10 5 3 3 7 self modification 5 +1 level of existing class Class features: Weapon and armor proficiency: Abomination lords gain weapon proficiencies with all simple weapons, light armors, and shields. Spells per Day/Spells Known: When a new Abomination lord level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. As an added bonus an Abomination lord gains access to several spells that he might not have access to yet according to the table below. The save DC’s and effects of these spells are determined by your classes modifier and are cast as arcane spells despite the fact that they may be divine. And the three healing spells are regenerative in nature not positive energy channeling. All these spells may be prepared like any other spell of their level. If the caster does not have that level of spell available to them yet they must use up a cumulative number of spell slots in levels to reach the higher level spell. Cantrips count as half levels. For example Araya has the ability to cast 6/5/4/3 spells and is currently a 7th level Abomination lord. To cast the 6th level spell, ironwood, she must sacrifice that day the ability to cast 6 levels worth of other spells. She has many choices but the easiest would be to just sacrifice 2 of her level 3 spells. She is now left with spells this day of 6/5/4/1 and the ability to cast ironwood once. She could also sacrifice all 6 of her cantrips and 3 level 1 spells to get another ironwood. She would then have this: 0/2/4/1 and be able to cast ironwood twice that day. Level spells 2 barkskin(Dru), wood shape(Dru), leather shape(New), water breathing, 3 polymorph, cage creature(New), cure moderate wounds(Dru), magic fang(Dru), 4 cure serious wounds(Dru), 5 Baleful polymorph, cure critical wounds(Dru), stone shape, awaken(Dru), 6 cure light wounds mass(Dru), magic fang greater(Dru), 7 iornwood(Dru), 9 polimorph any object New Spells: Leather Shape Transmutation Level: Abom 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched piece of leather no larger than 10 cu. ft. + 1 cu. ft./level Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) Leather shape works almost exactly as wood shape. It allows you to take any piece of leather hide or skin (even still on an animal) and manipulate it to your will. Fine detail is not possible like in the spell wood shape. However multiple rounds of concentration with this spell can produce fine detail in a small area. If the spell is used against a living being either a fortitude or will save can be made to negate the effect. The living being gains a +5 circumstance bonus to the saving through as well. Cage creature Illusion Level: Abom 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: creature within range Duration: until the spellcaster ends it. Saving Throw: Will negates (object) Spell Resistance: Yes (object) A magical box forms around the targeted creature. This magical box really has no substance except to the creature. The creature may make a strength check DC 25 to burst out of the box. Each turn the creature receives a will saving through from the effect but each successive turn it fails the saving throw increases by 2. The spellcaster and others around him may move this box as though it were real pushing the captured creature along with it. Familiar: Abomination lords, like sorcerers and wizards, can create familiars. This effect is treated exactly like the ability of a sorcerer or wizard. A Abomination lord’s class levels stack with other levels to determine equivalent level for familiar bonuses. Creation bond: As the Abomination lord begins the process of creating he begins to realize a link between him and his monsters. After 3rd level all of the Abomination lords creations within 20 ft gain any positive bonuses that would be reserved for summons (such as the feat augment summon). This does not cause the harmful effects towards summoned creatures such as disappearing in an antimagic field. In addition all creations gain the special ability bonuses of a familiar owned by your character. They do not however gain the intelligence bonuses or natural armor bonuses. And if they die do not have the repercussions of a dieing familiar. Grafter: After the 3rd level the Abomination lord gains the ability to graft parts from one animal onto another. This is an exceedingly painful process but fruitful if one desires such a thing. The process deals 1d6 damage to the participant for every hit die of the creature the part is being removed from over the next hour. The part is then placed upon the person and sewn in place. Complex magics help it to take hold and grow. Over the next week or two the appendage recuperates and is finally usable. If the new insert requires extensive changes, such as the addition of a digesters acid glands, the participant instead takes 2d6 damage for every hit dice of the creature. The overall effect of the graft is determined by the DM but it should be within reason. The effect is augmented by how well the surgery was preformed. Some grafts already exist in other texts. In this way a creature can gain wings or take on the magical properties of some other creature. For example dragon’s wings could be grafted to someone’s back to allow them to fly great distances or monstrous spiders venom sacks implanted so that the users bite is poisonous. Each time the operation is preformed there is a slight chance of failure. A craft creature check is made with every grafting. The DC of this check is determined by the hit dice of the creature the graft is from. The DC is 15 + the HD of the donating creature and the results are as the table shows below. Select the furthest down roll that applies. Roll effect Roll < (DC-10) oops! during brain surgery bad. You probably crippled the patient the limb will die and half of the damage dealt to the patient is permanent health drain. Roll < (DC-5) terrible job the limb will probably gangrene and rot poisoning the patient if not removed may have also caused 1d6 permanent health drain. Roll < DC slight mistakes abilities may be less than expected and the healing could take quite a while. Roll > DC went without flaws but nothing to be noted. Roll > (DC+5) well done grafting the recuperation will be less. Roll > (DC +10) masterful success the recuperation time will be less and the abilities granted may be stronger. Part selection: At 5th level the Abomination lord gains the ability to better control the mutation of his creations. He may choose up to one part from the original creatures that will be incorporated into the final creature. At level 9 the Abomination lord may choose up to 3 specific parts to guarantee on his final creation. Item Graft: At the 7th level the Abomination lord gains the ability to graft items onto creatures. The items work as they previously did but now are sustained by the creatures life energy and rather than taking charges they take life one charge = one Hp. Dayly charged items and unlimited use items remain the same. Warning should also be given since magical items attached profoundly change the creatures mind. The grafting process remains the same however and the DC check is now 20 + 1/evey 1000 gp in the items price. Self modification: As you grow wiser into the ways of altering creatures you perform some experiments enhancing yourself. This is a interesting process that will grant you more power. At levels 2, 4, 6, 8, and 10 you gain the ability to modify your body. At each of these levels you gain points as noted beside the modification. 1 at 2nd level 2 at 4th level 3 at 6th and so on. The points must be spent when you level up and can be spent in any way you choose. The points may be broken up such that they can be spent on lower level abilities or otherwise. Each modification can only be bought once. And the ability score increases cannot be upon the same ability. Point cost modification 1 adapting fur that helps with coping in extreme environments 1 patterns on your skin granting +2 to hide checks 1 springy leg muscles increasing land speed by 10ft 1 grow fangs that can be used as weapons dealing dagger damage 1 grow a tail that grants a +2 bonus to balance checks 1 +1 to fortitude and reflex saves 1 +3 bonus to base attack bonus 1 larger ears granting a +2 bonus to all listen checks 2 eagles eyes improving your eyes and granting low light vision +2 to spot 2 long retractable claws in your hands that deal short sword damage 2 scales granting a +2 natural armor bonus to AC 2 large hands with claws for burrowing granting burrow 10ft speed 2 fins granting a swim speed of 30ft 2 increased abilities granting a +2 to any one ability score 3 color morphic skin grants you +5 to hide checks 3 dark eyes granting darkvision 60ft 3 +2 to fortitude and reflex saves 3 2 extra arms just like the ones you already have 3 spiders legs growing out of your back granting climb 30ft 3 increased abilities granting a +2 to any one ability score 3 regenerative body granting fast healing 5 4 gills allowing you to breathe underwater 4 bats ears granting blindsight 30ft 4 photosynthetic skin that allows you to only need to eat 1/8th as much 4 chitin granting a +5 natural armor bonus to AC 5 additional spell capacity +1 level of existing class 5 become telepathically able to communicate with others 5 attach large bat or bird wings allowing you to fly at your base land speed Creature mixer: The Abomination lord’s true power is granted upon his first level. This is the ability to combine creatures to make new and unusual ones. Each creature is broken up into many pieces and then the final creature is created by randomly selecting one piece from each creature to be part of the new one. The remaining bits are absorbed during the creation process and are lost forever. The Abomination lord does have some say in how the final product will look. He gains the ability to influence one part over another for every 2 class levels he has gained. So at level 2 he can influence one part and at level 4 he can influence 2. To influence the parts to join the way he sees fit he must make a craft creature check of DC equal to the sum of the 2 creatures Hit Dice. If the check succeeds the part is automatically chosen. If he fails the part is chosen by a flip as all of the others are. The influences must be made before any flips are made and cannot be undone. The final creature must also make a fortitude DC 15 or die upon completion. If the 2 creatures being combined share an ability or trait the final result is sure to have those characteristics. So two animals with 4 legs will create a monster with 4 legs. All parts will be flipped between. If it doesn’t exist on one it may not exist in the final. The creature’s final type will be of the new type abomination. However it will retain the type of the creature that it shares the most traits with as a subtype and is therefore able to be affected by things like favored enemies. The fusion process take about a day in itself and then the creature must incubate about a day for each hit dice it has. During this time the Abomination lord can go about his business. Obviously some creatures can get a bad selection of parts and end up useless except maybe in your next fusion. The hatched creature is of a free mind unless part of it is the Abomination lord’s familiar. This process does not cause you to lose experience because your familiar is not considered to have died. Because the creation is of free mind the Abomination lord must get the creature to trust him and allow the bonding to take place that will allow the Abomination lord to control it more thoroughly. Handle animal checks may be made on more intelligent creatures but at a -10 penalty. Diplomacy works far better. In addition the creature’s home plane is considered to be on that of its creation. For the fusion process to work and have a living creation afterward the bulk of the parts in the new creation must be from a living creature. If one of the creatures is an undead creature then the finished product is undead. The only tribulation comes when an undead is fused with a living creature. This creates a bastardization of the creature in a new class that is part living part dead. If over ¾ of either of the living or undead creature is in the final form it overpowers the other parts and becomes either living or undead. Like the druid the abomination lord can only control up to his hit dice in creatures while traveling. Though also like the druid he can control up to twice his hit die total. Though no individual creatures hit die may exceed his. The creature’s parts are as follows: Hit dice* Each of the forms of movement is a separate part Size*** Natural armor** Deflection bonus** Base attack**** Natural attacks are each separate ones Special attacks Special qualities Save bonuses all three are separate**** Each of the ability scores**** Each of the skills**** Feats Alignment Rudimentary body parts eyes, ears, nose, fingers, etc… * the creatures final hit dice are determined as follows ¼ of each of the two creatures hit dice are added then a flip will determine if ½ of which creatures hit dice goes into the final creature. The final creature must have at least ¾ of the hit dice of the largest original. If this is not met by the final creature hit dice from the larger hit die creature are added until it does. ** these cannot end up less than half of what they originally were on the greater creature *** the size of the final creature is flipped for if the creatures are within one size class of each other. Otherwise the creature’s size is flipped between the larger size class and the next lower one. If the size class is vastly different like huge to diminutive the same rules apply but one additional size decrement is added. **** these cannot end up less than ¾ of what they originally were on the greater creature special attacks and qualities that are shared by neither of the creatures only have a 30% chance of being in the final creature. In addition all fractions are rounded to the nearest whole number. New Skill: Craft creature: Description: This skill determines how go you are at manipulating the life energies of those around you. Benefits: this skill is used mainly in conjunction with the abomination lord prestige class that requires it for its experiments. However upon a successful check you may manipulate areas of effect modifying the way combat is affected. A check may also be made in place of a heal check. Using the skill either way takes a full round action. You must announce the effect you wish to produce before rolling and can only try for that affect. DC effect 15 increase or decrease the potential damage of everyone in a 10 ft radius bubble up to 30 ft away (the damage is modified by 1/8 your character level) (the bubbles last only 1 round) 25 increase or decrease the potential damage of everyone in a 10 ft radius bubble up to 30 ft away (the damage is modified by ¼ your character level) (the bubbles last only 1 round) 30 increase or decrease the potential damage of everyone in a 10 ft radius bubble up to 30 ft away (the damage is modified by ½ your character level) (the bubbles last only 1 round) 35 you create a field of rapid mutation that fills an area of no more that 3 cubic meters. This field lasts for 5 rounds. Creatures within the field for more than 2 rounds begin to mutate into something else. By the 3rd turn some major effects may have occurred such as skin changes, augmented poison, ears falling off, etc… By the 4th turn is over larger changes have occurred involving changing of limbs, growing new ones, an extra head maybe. Finally by the 5th turn the largest of changes occurs such as size changes, new abilities, fewer abilities, etc… Nearly half of the new modifications are to adapt to the surroundings and the remaining are purely random changes. In some instances the mutated creature can’t live in one of the forms that it takes on and dies. (it could grow to large for its body and be crushed to death, or possibly grow gills and lose its lungs and be unable to breathe) you must be a level 5 abomination lord to have this ability. 50 you have tapped into the very essence of the being you want to alter and can change its form as though molding its flesh like clay. You may add enhancement bonuses to creatures that normally would not have them. This ability is dangerous because if you ever barley fail (fail by less than 10) when trying to perform this, your essence can mix with theirs and both of you may die. A fortitude DC 30 is required not to die but your nature is still profoundly affected by the melding. You must be a level 10 abomination lord to use this ability. Synergy: if you have 5 skill points in a knowledge skill relating to the subject you may get a +2 bonus to your craft creature skill check. For example if the subject is a polar bear you would get a +2 bonus on the craft creature check if you had 5 ranks or more in knowledge nature. overall i think is seems reasonably ballanced and dont worry about the creature creation process i have already made an excell spreadsheet where you enter in the attributes of the two creatures and press a button to get the final one. if there is a way to upload it to the thread i would but i dont know how. also i think the secondary spells may be overpowering it a bit. tell me what you think i should change. i have played with it a lot and would appreciate it a lot. PS im going back to school tomorrow and so wont be able to check the bord untill friday. |
| Boycode01-11-06, 12:31 PM | good for a first post |
| felgrim_the_meek01-11-06, 01:05 PM | thank you |