| Post/Author/DateTime | Post |
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| Danahan05-19-07, 06:36 PM | EXTRATERRESTRIAL The cosmos is filled with numerous worlds. Most are inhospitable, some are earthlike, and a very few are utterly alien. Sometimes when a person comes into contact with an artifact or creature not indigenous to this world, he is forever tainted by phenomena that defy earthly knowledge. Whether because of alien sorcery, disease, or some other cause, many such people become warped versions of their former selves! NOTE: This prestige class was designed with two purposes in mind. First, I wanted to design something that players could use to make their characters really creepy, without using some template or just playing a monster to begin with. Second, I wanted to design something that some really sick and twisted DM out there might unleash on one of their unsuspecting players as a surprise! http://www.wizards.com/dnd/images/hoh_gallery/91998.jpg Requirements: Base Attack Bonus: +5 Special: The character must have made contact, either peaceful or violent, with an artifact or creature not indigenous to this world. Minimum Core Class Levels for Entry: 5th: Barbarian, Fighter, Paladin, Ranger. 7th: Bard, Cleric, Druid, Monk, Rogue. 10th: Sorcerer, Wizard. Game Rule Information: Base Attack Bonus: Average Hit Die: d8 Fortitude Save: Poor Reflex Save: Poor Will Save: Good Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Any) (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Use Magic Device (Cha). Skill Points at Each Level: 4 + Intelligence modifier Class Features: Weapons and Armor Proficiency: Extraterrestrials gain no additional proficiency with any weapons or armor. Augment, Otherworldly Aura, Minor Mutations Alien Psyche, Alien Anatomy (25%) Augment Diehard, Minor Mutations Augment Alien Resilience Augment, Minor Mutations Alien Anatomy (50%) Augment, Extraterrestrial Minor Mutations, Nine Lives Augment (Ex) [1st/3rd/5th/7th/9th level]: Your body begins to slowly evolve, becoming less and less human… At 1st level and every two levels thereafter, you gain a +1 boost to any ability score (determined by you or the DM). Otherworldly Aura (Su) [1st level]: You are able to radiate an aura so unnatural that it causes your foes to become uneasy. As a free action, you may radiate a 5 foot radius fear aura. Enemies in the area must succeed on a Will save (DC 10 + 1/2 class level + Cha modifier) or become shaken. A creature who successfully saves cannot be affected by this aura for 24 hours. Minor Mutations (Ex) [1st/4th/7th/10th level]: As your body begins to change, slight physical mutations begin to take place. A few examples may include hair falling out, skin changing color, and eyes that blink sideways. Other possible mutations are limited only by a lack of imagination and by the fact that they must be merely cosmetic changes, at best. At 1st level and every three levels thereafter, either you or the DM may choose one or two mutations for the character. Alien Psyche (Ex) [2nd level]: Your psyche has been altered to the point where you are incapable of comprehending terror or dread. You are immune to fear effects of any kind. Alien Anatomy (Ex) [2nd/8th level]: Your body has changed far more greatly than what is visible. At 2nd level, you gain 25% resistance to critical hits. At 8th level, this resistance increases to 50%. This is the equivalent of the light fortification armor special ability (see DMG page 219). Diehard [4th level]: You have become exceptionally hard to incapacitate. You gain the Diehard feat for free even if you do not meet the prerequisites. Alien Resilience (Ex) [6th level]: You are able to deny a foe the prospect of striking you down with a single, cowardly blow. Whenever anyone attempts a coup de grace on you, you automatically make the Fortitude saving throw. However, damage is dealt normally so you may still die. Similarly, when you take massive damage (50 or more points from a single attack), you automatically make your Fortitude save to survive, although you can still be killed by the damage dealt. Extraterrestrial [9th level]: Your association with the otherworldly has forever changed you. You are now considered an Aberration; you gain darkvision out to 60 feet and are no longer affected by person spells. Nine Lives (Ex) [10th level]: You have become exceptionally hard to kill. You gain the ability to shake off death nine times, in effect, gaining nine bonus lives. Anytime a single attack, spell, or effect would drop you below –10 hit points or otherwise kill you, you lose one of your nine lives, instead dropping to –9 hit points and becoming instantly stabilized. However, continuing sources of damage like dropping into lava or being held under water will burn through your nine lives in no time! |
| rone_leah05-20-07, 12:15 AM | Well you really achieved your goal for the cosmetic changes but I would add a fear ability. Either a radius with a dc 10+1/2 class lvl+ ability modifier or like the fear spell used once per class level dc 10+class lvl+ ability modifier. Like the nine lives ability but maybe add in death throes like a balor, just to help. The Jade Phoenix Mage gets death throes once a week and comes back ready to fight. |
| Danahan05-20-07, 02:06 PM | Well you really achieved your goal for the cosmetic changes but I would add a fear ability. Either a radius with a dc 10+1/2 class lvl+ ability modifier or like the fear spell used once per class level dc 10+class lvl+ ability modifier. Like the nine lives ability but maybe add in death throes like a balor, just to help. The Jade Phoenix Mage gets death throes once a week and comes back ready to fight. Added Otherwordly Aura! |
| Rinian205-21-07, 07:20 AM | I'm thinking that, just to make these guys a little creepier, that as they gain in level the mutations should become more obvious. I feel that by the time an ET reaches 10th-level, they should be more (or perhaps less) than simply an Aberration that looks like a human (or whatever the base race was) with multicoloured skin, little tentacles, and eyes that blink sideways. It is probably asking a lot but I'd like a clause that significantly increases the cosmetic effect of previously chosen mutations. As an example, an ET that chose to increase their height at 1st-level and chose that again at 4th-level shouldn't simply be taller than when they were human by a mere inch; they should be almost halfway along their journey into an extraterrestrial. By the time the ET reaches 10th-level, if they have chosen to increase their height at every opportunity, they should tower over the puny Earthlings! Not that the Extraterrestrial ability isn't nice but I feel it lacks a certain sense of transformation into a being from another world. |
| Danahan05-21-07, 08:10 AM | I'm thinking that, just to make these guys a little creepier, that as they gain in level the mutations should become more obvious. I feel that by the time an ET reaches 10th-level, they should be more (or perhaps less) than simply an Aberration that looks like a human (or whatever the base race was) with multicoloured skin, little tentacles, and eyes that blink sideways. It is probably asking a lot but I'd like a clause that significantly increases the cosmetic effect of previously chosen mutations. As an example, an ET that chose to increase their height at 1st-level and chose that again at 4th-level shouldn't simply be taller than when they were human by a mere inch; they should be almost halfway along their journey into an extraterrestrial. By the time the ET reaches 10th-level, if they have chosen to increase their height at every opportunity, they should tower over the puny Earthlings! Not that the Extraterrestrial ability isn't nice but I feel it lacks a certain sense of transformation into a being from another world. Hmmm, this sounds like it would add a ton of flavor, however, it is a very complicated matter, because Minor Mutations was designed with so much customization in mind. Making a clause to cover every possibility would be rather impossible. |
| neilthrun05-21-07, 10:20 PM | You might want to stipulate that the item or creature encountered should be from another world within the material plane. Otherwise a summon monster I would do the job. |
| Danahan05-24-07, 08:36 PM | Thanks all...! |
| Dex05-25-07, 11:32 PM | I really like the concept of this class - where is that pic from? Anyways, I'd increase the range of the Aura, since a 5ft radius it's only good against people in melee. I'd also add something about normal animals and creatures being skittish about them - exactly like the Unnatural Aura of a Wraith Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. And have the fear aura be a slightly higher level extension of that (so they effectively learn to focus their unnaturalness on other creatures and drive them away. |
| Rinian205-27-07, 05:58 AM | I disagree Dex. The alien from the movie called ET didn't scare the willies out of Elliot's dog once it got to know him. Just because it's an alien doesn't mean that it can't make friends with animals. I like that Otherworldly Aura affects only foes. |
| Danahan05-27-07, 01:08 PM | I really like the concept of this class - where is that pic from? Anyways, I'd increase the range of the Aura, since a 5ft radius it's only good against people in melee. I'd also add something about normal animals and creatures being skittish about them - exactly like the Unnatural Aura of a Wraith And have the fear aura be a slightly higher level extension of that (so they effectively learn to focus their unnaturalness on other creatures and drive them away. Thanks! This pic is from Heroes of Horror. I've always thought that this pic was ideal as some disgusting alien the party might run into while exploring the expanses of the Material Plane. As for expanding the radius of Otherworldly Aura, its a possibility if enough people can agree that it should be more effective. However, as for scaring animals away, sounds great for a monster, but if druids or rangers take levels in this prestige class.... |