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| Czahkiswashi07-19-04, 02:42 PM | The Adaptable Some claim that they are descendants of various powerfull or shapeshifting monsters, while other’s claim that their blood runs with the power of great transmuters past. Whatever the cause, an Adaptable is born with the ability to mentally accelerate the natural evolution of her cells. Through practice, she learns to use this ability to greater effect, adapting both her body and mind in order to better survive. I'd like you're guy's opinion on a few things please: 1st: Is this class workable? can it be done? 2nd: Is this class too defensive? if so how should i fix that? 3rd: Balance issues? Adventures: under construction Characteristics: under construction Alignment: under construction Religion: under construction Background: under construction Races: under construction Other Classes: under construction GAME RULE INFORMATION Adaptables have the following game statistics. Abilities: Charisma is important as many of the Adaptable’s abilities benefit form it, and many of his skills use charisma as a key ability. Constitution, Strength, and Dexterity are also important for an Adaptable in combat, and intelligence is useful in providing the Adaptable with more skill points to use on their expansive class skill list. Alignment: Any Hit Die: d8 Class Skills The Adaptable’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex), Use Magic Device (Cha). Skill Points at 1st Level: (6 + Int modifier) × 4. Skill Points at Each Additional Level: 6 + Int modifier. Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +0 +2 +0 +2 Mutation 2nd +1 +3 +0 +3 Adaptation 3rd +2 +3 +1 +3 Resistance 4th +3 +4 +1 +4 Mutation 5th +3 +4 +1 +4 - 6th +4 +5 +2 +5 Adaptation 7th +5 +5 +2 +5 Mutation 8th +6/+1 +6 +2 +6 Resistance 9th +6/+1 +6 +3 +6 - 10th +7/+2 +7 +3 +7 Mutation, Adaptation 11th +8/+3 +7 +3 +7 - 12th +9/+4 +8 +4 +8 Resistance 13th +9/+4 +8 +4 +8 Mutation 14th +10/+5 +9 +4 +9 Adaptation 15th +11/+6/+1 +9 +5 +9 Resistance 16th +12/+7/+2 +10 +5 +10 Mutation 17th +12/+7/+2 +10 +5 +10 Adaptation, Resistance 18th +13/+8/+3 +11 +6 +11 Resistance 19th +14/+9/+4 +11 +6 +11 Mutation 20th +15/+10/+5 +12 +6 +12 - CLASS FEATURES All of the following are class features of the Adaptable. Weapon and Armor Proficiency: Still working on this Adaptations Magic (Will): After the adaptable is subject to the effects of any spell or spell like-ability that provokes a will save and is subject to SR, he gains temporary SR equal to 20 plus his adapter level against future instances of the same spell or spell like ability. This SR fades at a rate of 1 point/hour, but is renewed if the adaptable is effectively struck with the same spell. He also gains an evolution bonus equal to his charisma to all future saves against the same spell for the duration of the day. Magic (Fortitude): After the adaptable is subject to the effects of any spell or spell like-ability that provokes a fortitude save and is subject to SR, he gains temporary SR equal to 20 plus his adapter level against future instances of the same spell or spell like ability. This SR fades at a rate of 1 point/hour, but is renewed if the adaptable is effectively struck with the same spell. He also gains an evolution bonus equal to his charisma to all future saves against the same spell for the duration of the day. Magic (Reflex): After the adaptable is subject to the effects of any spell or spell like-ability that provokes a reflex save and is subject to SR, he gains temporary SR equal to 20 plus his adapter level against future instances of the same spell or spell like ability. This SR fades at a rate of 1 point/hour, but is renewed if the adaptable is effectively struck with the same spell. He also gains an evolution bonus equal to his charisma to all future saves against the same spell for the duration of the day. Magic (No save): After the adaptable is subject to the effects of any spell or spell like-ability that does not provoke a save, he gains temporary SR equal to 20 plus his adapter level against future instances of the same spell or spell like ability. This SR fades at a rate of 1 point/hour, but is renewed if the adaptable is effectively struck with the same spell. Combat (Slashing): When the Adaptable receives damage from a slashing weapon, he gains a temporary evolution bonus to AC equal to his constitution score that applies only against future slashing attacks. Each time the adaptable is successfully struck with another slashing weapon, this bonus increases by +1, to a maximum bonus equal to the Adaptable level. This bonus fades at a rate of 1 points/minute. Combat (Piercing): When the Adaptable receives damage from a piercing weapon, he gains a temporary evolution bonus to AC equal to his constitution score that applies only against future piercing attacks. Each time the adaptable is successfully struck with another piercing weapon, this bonus increases by +1, to a maximum bonus equal to the Adaptable level. This bonus fades at a rate of 1 points/minute. Combat (Bludgeoning): When the Adaptable receives damage from a bludgeoning weapon, he gains a temporary evolution bonus to AC equal to his constitution score that applies only against future bludgeoning attacks. Each time the adaptable is successfully struck with another bludgeoning weapon, this bonus increases by +1, to a maximum bonus equal to the Adaptable level. This bonus fades at a rate of 1 points/minute. Resistances Energy (Fire): Each time the Adaptable receives fire damage, he gains temporary resistance equal to his level + his charisma modifier against future fire damage. This resistance fades at the rate of 1 point/minute Energy (Cold): Each time the Adaptable receives cold damage, he gains temporary resistance equal to his level + his charisma modifier against future cold damage. This resistance fades at the rate of 1 point/minute Energy (Acid): Each time the Adaptable receives acid damage, he gains temporary resistance equal to his level + his charisma modifier against future acid damage. This resistance fades at the rate of 1 point/minute Energy (Sonic): Each time the Adaptable receives sonic damage, he gains temporary resistance equal to his level + his charisma modifier against future sonic damage. This resistance fades at the rate of 1 point/minute Energy (Electricity): Each time the Adaptable receives electricity damage, he gains temporary resistance equal to his level+ his charisma modifier against future electricity damage. This resistance fades at the rate of 1 point/minute Energy (Negative): Under construction Immunity Reaction: The adaptable is immune to any disease or poison that he has previously, or from henceforth come in contact with, contracted, or successfully saved against. Mutations Heightened Hearing: The adaptable with this mutation evolves an acute sense of hearing, and gains a +3 bonus to listen checks and use of the blind-fight feat if the adaptable can succeed at a listen check opposed by the opponent’s move silently check. Heightened Scent: The adaptable with this mutation evolves an acute sense of smell, and gains the Scent ability. Heightened Vision: The adaptable with this mutation evolves an acute sense of sight, and gains a +3 bonus to search and spot checks. Lung Enhancement: The adaptable with this mutation can breathe on land and underwater and never is subject to penalties due to lack of oxygen at high altitudes. The subject also receives a bonus equal to her level to all checks to breathe, including those provoked by drowning, choking, or strangulation. Speed Enhancement: The adaptable with this mutation’s body becomes more aerodynamic, and his legs grow stronger and longer. The adaptable gains a +10 bonus to his base speed. Stealthy Body: The adaptable body becomes sleeker and lighter. He gains a +3 bonus to hide and move silently checks. Nocturnal Nature: The adaptable becomes more use to the night-times. He gains low-light vision, a +3 bonus to hide checks made under the cover of darkness, and must only sleep or rest for half the time required of a normal person. Hardened Hide: The adaptable’s skin becomes think and leathery, and he gains a +1 natural armor bonus to AC. Increased Agility: The adaptable becomes more agile, and gains a +1 bonus to dexterity, but becomes lighter and frailer causing a -1 penalty to dexterity. Increased Strength: The adaptable becomes stronger, and gains a +1 bonus to strength, but the extra muscle slows him down, and causes a -1 penalty to dexterity. |
| Christian Landry07-20-04, 05:51 AM | I'm not too good at spotting balance issues, but there's one thing that I wondered about. Can the mutations/resistances/adaptations be picked more than once? Do they stack if they are? |