Claws of the Dark Moon; Racial Class [Archive] - Wizards Community

Post/Author/DateTimePost
Spikes01k

08-27-06, 05:23 PM
Dark Moon Claws
(Any Feline type Lycanthrope)

The night was a dark one. The stars where shining, then in a moment nothing seemed to work. The bridge was jammed down, half the horses were eaten or roaming the court yard, three guards were found incapacitated, one guard was also mauled, and all the wheat turned foul. I find my self wondering, what sort of man, or beast, is capable of such chaos, havoc, destruction, and sabotage?
This is a wider spread, yet secretive, clan of lycanthropes. In the orient they are called ninja’s; elsewhere they are called bandits, saboteurs, the under-miners of tyrants and kings, and just plain assassins. With-in the clan active members are called “Claws”. This is not an organization or even so much a tribe (too open), but as stated, a clan of adventures. The wide spread nature of this clan is do to the fact that many who spend too much time away may or may not be allowed back, and are usually subject to extensive de-briefing, interrogation, or even death depending on the situation and individual sects of the clan. Because of this treatment and the fact that all members are trained to be completely self-sufficient a great deal of members who are out of contact with the clan for too long usually go solo and maybe start up their own clan.

Requirements
Alignment: Any non lawful
Race: Any Feline type Lycanthropy
Skills: Hide 3 ranks, Move Silently 3 ranks, Bluff 1 ranks, Control Shape 3 ranks, Jump 3 ranks.
Feats: Weapon Focus (Natural Weapons: Claws),
Notes: The requirements are based on the Lycanthropy Tiger and should be adjusted appropriately for different feline types of lycanthropy.


Level B.a.B. Ref/Will Con Special

1st +0 +2 +0 Sneak Attack +1D6, Claws of the Moon, Size Manipulation Feat
2nd +1 +3 +0 Acrobatics (+2), Speed: +10ft
3rd +2 +3 +1 Slow fall (20ft), Evasion
4th +3 +4 +1 Additional Alt. Form, Mighty Leaping
5th +3 +4 +1 Sneak Attack +2D6, Quick Shifting
6th +4 +5 +2 Uncanny Dodge, Hyper Jumping
7th +5 +5 +2 Touch of the Wild Feat
8th +6 +6 +2 Blade Claw
9th +6 +6 +3 Sneak Attack +3D6, Speed: +20ft
10th +7 +7 +3 Bonus Feat, Improved Uncanny Dodge
11th +8 +7 +3 Slow Fall (30ft)
12th +9/+1 +8 +4 Additional Alt. Form, Acrobatics (+4)
13th +9/+1 +8 +4 Sneak Attack +4D6, Mouth Projectile
14th +10/+2 +9 +4 Shimmer of the Dark Moon, Greater Quick Shifting
15th +11/+2 +9 +5 Improved Evasion
16th +12/+3 +10 +5 Purest of Blood Moons, Speed +30ft


Hit Die: D8

Class Skills
Balance: (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Slight of Hand (Dex), Sense Motive (Wis), Control Shape (Wis), Spot (Wis), Tumble (Dex), and Use Magical Device (Cha).

Skill Points at each level: 6+ Int modifiers
Class Features

Weapon and Armor Proficiency: A Claw gains the knowledge to use proficiently any claw type weapon. She also has her Weapon Focus expanded to include not just natural weapons but Gauntlet weapons, and any other claw type weapon.

Sneak Attack: If a Claw can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Claw’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Claw flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four Claw levels thereafter. Should the Claw score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Claw can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Claw can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Claw must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Claw cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. (Sneak attack works as per the Rogue class in the Player’s Handbook pg. 49).

Claws of the Moon (Su): At 1st level all Claws gain this bonus feat. This ability is their group’s signature ability. While in any of their lycanthropy or humanoid forms, other than the tiny cat form (see below), they have the ability to turn their hands or claws into a set of size dealing claws dealing 1D6+2 damage for a medium humanoid form.

Size Manipulation: see below.

Acrobatics (Ex): She gains an additionally competence bonus to Balance, Climb, Jump and Tumble of +2 at level 2 and +4 at 12.

Speed (Ex): Their base movement increases by +10ft, in all forms, at level 2, 9, and 16.

Slow Fall (Ex): Ignore 20ft of falling damage at level 3, 30ft at level 11.

Evasion (Ex): Reflex saves that would normally reduce the damage by half now do no damage from a successful save. This ability does work when they are flat footed, however this does not work if they Claw is restrained.

New Alternate Form (Su): These Ninja’s have the ability to choose one of the following forms at level 2, and the remaining one at level 6. In additional effect of their training, they have the ability to change their spots, per-say. They can turn their fur into a solid black in any form.

Alternate Form (Light Hybrid): This alternate form has completely different from their normal alternate forms, however for all intents and purposes should be treated as an alternate hybrid form. This form is a medium sized and receives +6 Strength, +14 Dexterity, and +4 Constitution. This form also retains the normal DR. Do not adjust your hit points if this is lower than your normal forms, however adjust fort, con based skill, and other effects of con accordantly. Your base speed is 50 before adjustments from items and class enhancements, etc. While in this form she takes half damage from most falls (Rounded down) and always land on her feet. They can even skim over ice, snow, sand, and other hazardous terrain at full speed.

Alternate Form (Tiny Cat): The members of the “Dark Moon Claws” have the ability to take on the form of a (size tiny) wild cat (Cat, page 270, Monster Manual v.3.5). This form should be treated like an alternate Animal form, all feats should apply similarly if applicable, and requires the same DR as they would to transform into their normal Animal form. Treat this as per the Polymorph spell except you keep your standard base attack (adjust grapple attack appropriately), DR 10/Silver, and Hit Points. She also retains the Hyper Jumping ability, ability to take half Damage from most falls (Rounded down) and always land on their feet, ability to skim over ice, snow, sand, and other hazardous terrain at full speed. And she has the additional ability of increased base move by +20ft of a normal cat of this type. Items that are carried can be absorbed via the Material Transformation feat.

Mighty Leaping (Ex): The Dark Moon Claw gains +10 competence bonus on Jump checks. If you intentionally jump down from a height, a successful Jump check (DC 15) lets you take damage as if you had fallen 20 feet less than you actually did. She also is not limited by its height when jumping (Originally found in Savage Species, pg 37).

Quick Shifting (Su): These clan members can now change forms as a move action. This actions does not provoke an attack of opportunity.

Uncanny Dodge (Ex): Starting at 4th level, a Claw can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Claw already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Claw level required to flank the character.

Improved Uncanny Dodge (Ex): A Claw of 8th level or higher can no longer be flanked.
This defense denies another Claw the ability to sneak attack the character by flanking her, unless the attacker has at least four more Claw levels than the target does.

Hyper Jumping (Su): At level 4 she gains the ability of Hyper Jumping while in the Light Hybrid form, “Tiny Cat” forms, and even in Humanoid form if their dexterity is 15 or higher, and they currently have “Claws of the Beast” active.
This lycanthrope can easily us this ability to increase her jump height, just so long as the place she jumps off of last is as hard as a most walls, then she gains her normal jump height from that point. Example: The Were Tiger can jump up 10ft. She wants to bounce off a trunk of an 8ft tree; the tree isn’t entirely solid enough at the top to bounce from the very top, so she can only use 6ft of the tree to bounce. So she then can bounce a total of 16ft high if she bounces.
The lycanthrope can us this ability to double her running speed for a short period time while in their Light Hybrid form by jumping off walls at an incredible rate of speed. She may only us this ability for 1 turn per level (1 turn/level) in “Dark Moon Claws”. Once she uses this ability, in this specific way. For every two turns she does not us this ability, she regains a single turn that she used. They can do anything else during this time.

Touch of the Wild: See below

Blade Claw (Su): Via the Material Transformation ability, these lycanthropes have learned to increase their claw’s natural damage. They may absorb any claw type weapon/gauntlet they have in their equipped as a free action with a DC 25 Shape Change check. If the check is failed then she may opt to not follow through with the absorption taking a normal action, or not absorb the weapon but still take an action. This ability can be used even in humanoid form if they are currently using “Claws of the Beast” active but not in the Tiny Cat alternate form. This ability does not grant any additional effects other than the standard magical pluses to hit and damage of the weapon. This ability is restricted to 2D6 damage from the weapon itself not including the bonuses from magical enchantments, and +3 damage from the weapon it’s self not including any of the magical properties or feats. Ignore the weapon critical damage range. (GM has full discretion on how much damage and in what can and can not be used while it is absorbed). As for relating feats pertaining to weapon and unarmed attack they should both work but should never stack when pertaining to the same type of bonus.

Mouth Projectile (Sp): At level 5 they gain the “Mouth Projectile” ability. Like many thieves and other secretive individuals a member of the “Dark Moon Claws” learns to masterfully adapt the Material Transformation feat to gain an interesting ability. They can take an action while in one of their Hybrid or Full animal forms to absorb an apple size and shaped object into their mouth. To absorb the object they must make a control shape skill check with a DC 15. They may also take 10 or 20 as long as they are not in a stress full situation. They could absorb different shaped items but the DC should and will increase. If they absorb a weapon such as a knife the DC is 25 and they are always dealt the damage of the weapon, ignoring the DR. They may take a normal attack action to spit-throw what they absorbed as a standard attack action with their mouth. This throw should be treated like a normal throw attack except it is coming from the mouth. She also has the ability to decide which item is thrown. At level 6 and 10 they may absorb one additional object. If she ever takes her humanoid form, she may opt to throw one of the objects as a free action. The objects that are not thrown drop to the flour harmlessly.

Purest of Blood Moons: This skillful and dedicated lycanthropy gains one of two abilities. To those where were inflicted lycanthropy may now spend a level and gain the full natural born lycanthropy. Make adjustments appropriately. If they are already a natural born lycanthropy they gain the second ability which is an additional bonus feat.

Greater Quick Shifting (Sp): With a DC 20 Control Shape check she may shift once per turn as a free action, however this does provoke an attack of opportunity, and double the DC on tumble rolls.

Shimmer of the Dark Moon (Su): The lycanthropy has mastered both shape shifting and the art of stealth in such a combination and degree that they can now shift their skin and fur’s appearance, a lot like a chameleon’s skin, to blend into the background. This grants the same effects as partial cover and a +10 Hide and Move Silently enhancement. This ability works in any form, at will and can be turned off as a free action

New Feats:
Size Manipulation
Requirements: An alternate form of Medium size or larger.
A shape shifter that takes this feat can temporarily alter one specific alternate form so that their body is one size category Smaller than normal but still for the most part act like it is it’s original size. Their actual height, length, and weight are at the limits of the size category smaller than them. They receive a -2 to strength and also gain all the benefits of being larger but none of the negatives. This means they can use equipment for both sizes with no problems. The shape shifter can retain this form so long as they make a control shape check at DC 26 every 1 minute, using the new forms constitution modifier of that form while in stressful situations. If not in a combat or other equally stressful situation, this effect could be maintained indefinitely, even while sleeping. Simply keep track of the time till each combat round equals a minute then make the control shape check. The lycanthropy may only make as many con checks as they have con modifiers of the form they are in. After-words they become exhausted.

Touch of the Wild
Requirements: Lycanthropy. Int 14, humanoid form Dex 14.
With a DC 22 control shape check. This allows the lycanthropy to make there shape changing closer to “wild shape”. They may absorb equal to ūth of their light carrying weight.
..........

Note: I am not sure if these feats are too powerful or even if I gave them too much stuff. I also specificly did not give them trap finding, so unless you make a good sugestion otherwise, I like it the way it is.
Spikes01k

08-27-06, 10:35 PM
Bump....sigh

Any commets?
Spikes01k

08-29-06, 04:58 PM
Good? Bad? So/So? Over powered? what?
Spikes01k

08-29-06, 10:02 PM
Ok everything has been touched up a lot. Maybe now I can get some reactions