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| TevolRia03-13-08, 12:51 PM | Here is something I thought up a while back and have finally got a chance to work on (creative writing class can be fun, though more often it can be a headache, considering we are extremely restricted on what we can and can’t write). Anyway, you’ll see where this is going pretty quickly, so if you have comments, let me know. hope this idea hasn't already been taken, you know what happens when you wait too long. The Shackled The Shackled are human-like creatures that hold deadly beasts in themselves. The bestiality inherent in their being is demonic in nature. Those who have seen a Shackled in action, refer to them as uncontrollable or barely controllable beasts. The shackled seem exotic, yet relatively normal when not releasing the beast that struggles for freedom. Personality: The shackled often seem either arrogant or strangely silent. Also, they often seem somewhat fool hardy and hot-headed if they are the arrogant type, or cold and calculating if the silent type. Though there are plenty of Shackled that fall between these two racial extremes. Physical Description: Shackled look mostly human, though often a bit taller, though their weight ranges are the same as a humans. They often have exotic hair colors, are well muscled, and they sometimes have slightly pointed teeth and ears. When ‘Unshackling the Beast’, their eyes turn some demonic color, such as red, black, or yellow. Their muscles bulge, their hands become ferocious claws, and their mouths turn into deadly maws. Relations: they view most other people either as challenges or as lower than themselves. Alignment: Shackled are more often chaotic than lawful, and more often neutral than good or evil. Most Shackled are chaotic neutral. Shackled Lands: shackled have no lands of their own. Religion: Shackled have a tendency to avoid religion for fear of being seen as too dangerous by religious leaders. Deities of chaos sometimes attract a Shackled’s attention however. Languages: this race has a tendency to learn planar languages first, such as Abyssal and Infernal. Names: Names are as varied as human names. Adventures: Shackled often become adventurers to avoid prejudice by religious organizations that would rather exterminate them. Racial info • Abilities: Str +2, con +2, int -4, cha +2 • Medium • Humanoid (planetouched) • Speed 30 feet • Unshackling the Beast (Ex): when in this state, they become bestial and lose much of their self control. This state can only be produced once per day safely (see below), and last for a number of rounds equal to 3 + their (newly enhanced) constitution modifier. Entering this state is a swift action. In this state, a shackled’s takes on the following changes: +2 str, +2 dex, +2 con, -4 int, -2 wis, -4 cha, +1 natural armor, bite attack (1d6+str mod), two claw attacks (1d4+str mod). The natural attacks always use full str modifier even if used as a secondary attack. While in this state, a Shackled is unable to use spells, spell-like abilities, psionic powers, psi-like abilities, or mental based checks (int, wis, and cha based checks and skill checks as well as the concentration skill). In this state, the shackled must make a will save (DC 10 + half class levels, rounded down) to control his actions. If this save is failed, then the shackled attacks the nearest living and/or moving creature in an attempt to deal the most devastating physical harm possible. Every time after the first that they use this ability, the DC increases by 1. When the shackled leaves this state, they are fatigued. If already fatigued, they are instead exhausted. If exhausted, then they take nonlethal damage equal to their class levels. • Automatic languages: Common Bonus languages: any (although Abyssal and Infernal are more common than any others) • Favored Class: Barbarian • Level adjustment: +1 Starting age Unsure Aging effects Unsure, though definitely no maximum Height and weight Will do later |
| Soulless_Enigma03-13-08, 06:24 PM | Favoured class looks quite obvious to me: barbarian. A race shouldn't have different types available to choose from. Choose one type and stick with it. As for LA... I'm unsure, but if you chose outisder or aberration, then you're porbably going to have to make them +1. |
| TevolRia03-14-08, 01:03 PM | Will be introducing two prestige classes based on the shackled soon. one will be there keepers, and the other will be for themselves. they are inter connected. |
| TevolRia03-18-08, 12:26 PM | The Beast Keeper Look at him! Does he look out of control to you? Really now, my control over him is better than that. The Beast Keepers are those who control or ‘tame’ the shackled. They use their mystical powers to bind the shackled to them, making them their literal slaves. BECOMING A BEAST KEEPER Any spellcasting class could meet the requirements easily. Finding a willing shackled on the other hand, could be more difficult. ENTRY REQUIREMENTS To qualify to become a Beast Keeper, a character must fulfill all the following criteria: Race: non-shackled Caster Level: 5th Special: must find a willing shackled in which to bind. Class Skills The Beast Keeper’s class skills are Concentration, Craft, Decipher Script, Knowledge (any), Perform, Profession, Spellcraft Skills Points at Each Level : 2 + int Hit Dice: d4 BAB Fort Ref Will Abilities Spellcasting 1. +0 +0 +0 +2 Control Bound Shackled 2. +1 +0 +0 +3 Extend Protection +1 level 3. +1 +1 +1 +3 Our Pain is Each Others, Unwilling Binding +1 level 4. +2 +1 +1 +4 Death We May Exchange +1 level 5. +2 +1 +1 +4 Kill Bound Shackled, Aspect of the Beast Weapon Proficiencies: Beast Keeper gains no new weapon or armor proficiencies. Control Bound Shackled (Su): The Beast Keeper can control a single Shackled, in which the Beast Keeper is bound to, at first level, and one additional shackled at every odd numbered level thereafter (2 at third level, and 3 at fifth level). This control over the shackled is absolute. They must obey any order you give them, even if it is obviously life threatening. The control is so powerful that, enchantments, illusions, compulsions, or any form of mind control, will automatically fail to affect the shackled if it would cause the shackled to harm its keeper. The shackled cannot harm its keeper, even if it wants to, and the unshackled state (even the frenzy class feature), does not allow the shackled to attack its keeper (he is physically unable). The shackled is unable to be more than one mile from their keeper at any time. planar boundaries cause problems too, if the shackled would be sent to another plane without their keeper, the effect fails. If the keeper is sent to another plane, the shackled is automatically teleported too. If the shackled is forced more than a mile from their keeper, they are automatically teleported to their keeper’s side. A single shackled cannot have multiple keepers. Extend protection (Su): At second level, the Beast Keeper can extend the ability to avoid harm from her shackled to a number of creatures equal to her level in this class. Thus, at fifth level, she could extend protection to up to five people. She does not count herself as one of these protected. Our Pain is Each Others (Su): At third level, a Beast Keeper may, as an immediate action, force damage she has just taken onto (or split with) her shackled. She may also do the opposite, taking (or splitting) damage that her shackled would take. She is unable to use this ability unwillingly, and can’t use it while under the affects of illusions, compulsions, enchantments, or any form of mind control. Unwilling Binding (Su): At third level, a Beast Keeper may bind with an unwilling shackled. The process still takes one minute, and as normal still recovers both the shackled and herself to perfect condition (full HP, cured of diseases, poisons, and afflictions, etc.). Death We May Exchange (Su): At fourth level, a Beast Keeper, as an immediate action, can force her shackled to die in her place if something would cause her to be slain. Also, this ability restores her to perfect condition (full HP, cured of diseases, poisons, and afflictions, etc.). This ability can however be used the other way around; the Beast Keeper may use that same immediate action to save her shackled’s life in exchange for her own. She is unable to use this ability unwillingly, and can’t use it while under the affects of illusions, compulsions, enchantments, or any form of mind control. Kill Bound Shackled (Su): At fifth level, a Beast Keeper gains one of their most feared abilities, the ability to instantly kill a shackled bound to her. This is an immediate action that does not provoke attacks of opportunity. No save is allowed. She is unable to use this ability unwillingly, and can’t use it while under the affects of illusions, compulsions, enchantments, or any form of mind control. Aspect of the Beast (Sp): At fifth level, a Beast Keeper can take on a single aspect of the Unshackled state. Anything from the claws, the bite, the strength boost, or any other aspect. If the shackled has levels of the unshackled prestige class, the enhancements to their unshackled state are also available to you. PLAYING A BEAST KEEPER This class is generally useful in the send your guardian in first, follow after. Combat Make your shackled keep your enemies at a distance, while you cast spells at a distance. When it comes down to melee, use the Aspect of the Beast ability to augment yourself to your builds advantage. Advancement: Your build should determine your feat choice. Resources: Your shackled are your greatest resource. BEAST KEEPERS IN THE WORLD they think they control those monsters! Ha! They’re just delusional demon worshipers. Beast Keepers are a growing force in the world, only recently in use. They are generally feared and hated by most shackled, and even the normal folk view the Beast Keepers as either not in control or as thralls to the shackled’s ‘evil demonic ways’. Daily Life: The Beast Keepers are generally middle class and relatively well off; they have a servant who can do everything for them without being able to say no (well, they can say no, but they find themselves doing the action despite what they say or want). Notables: One notable Beast Keeper goes by the name Alfred Vier, who has formed a traveling circus troop with the shackled under his control. His true motives however are much darker than mere entertainment; for Alfred is actually a vampire… Organizations: The Beast Keepers are still relatively new, so only one organization currently exists for them: the Keeper’s Foundation. The Keeper’s Foundation brings in and trains spellcasters of all kinds in order to ‘tame the shackled beasts’. They put aside beliefs and practices to bring the uncontrolled monsters under control. NPC Reaction Fear and awe come to mind for many normal people. But to the shackled, fear and hatred. And to some peoples, distrust. BEAST KEEPERS IN THE GAME Beast Keepers should hold much story effect on a game. So that’s up to the DM to help produce. Statistically, they shouldn’t unbalance things. Adaptation: Perhaps the shackled don’t exist in your campaign. If this is the case you could choose some other creature such as werewolves or shifters and slightly alter the flavor to match. Encounters: Perhaps they meet a pair of savage humanoids, foaming at the mouth, with a priestly looking fellow standing behind them. |
| ArochanoX03-18-08, 12:57 PM | • Abilities: Str +2, con +2, wis -4, cha +2 Very unbalanced ability score modifiers. +2 to 3 abilities isn't countered by a -4 penalty. Also if you want this creature to be animalistic, it really shouldn't have wisdom penalty. (Most animals have good wisdom or atleast not a penalty.) • Humanoid (Shackled) Is it really necessary for all creatures to have their own subtypes? Isn't humanoid (planetouched) enough? • Unshackling the Beast (Ex): when in this state, they become bestial and lose much of their self control. This state can only be produced once per day safely (see below), and last for a number of rounds equal to 3 + their (newly enhanced) constitution modifier. Entering this state is a swift action. In this state, a shackled’s takes on the following changes: +2 str, +2 dex, +2 con, -4 int, -2 wis, -4 cha, +1 natural armor, bite attack (1d6+str mod), two claw attacks (1d4+str mod). The natural attacks always use full str modifier even if used as a secondary attack. OK. This is really, really bad for balance. Good bonuses to physical stats and some penalties to mental stats. It's like a more general and all-around version of rage. And it's really good combined with the race's ability score modifiers. In this state, the shackled must make a will save (DC 10 + half class levels, rounded down) to control his actions. If this save is failed, then the shackled attacks the nearest living and/or moving creature in an attempt to deal the most devastating physical harm possible. Every time after the first that they use this ability, the DC increases by 1. Why would the DC increase by level? It's not reasonable. If you're highly trained professional, you're more likely to charge your allies? Also. This thing suffers from the same illness as does the Frenzied Berzerker: No-one wants an ally that can attack involuntarily his friends. All in all. It's a nice tryout for a bit demonic version of a minor shapeshifter / rager race. It has very powerful abilities that aren't counterbalanced well. This race needs a big tone-down in almost every aspect (If you want this to be LA +0). |
| TevolRia03-19-08, 10:13 AM | Unshackled I am, unfortunately, forced to serve that woman. For your sake, give up before she orders me to rip you limb from limb. The Unshackled are a sad irony; they have traded one pair of shackles for another, more strict and strong pair. They may have achieved power, but done so by losing freedom. BECOMING AN UNSHACKLED Any full BAB class could be used as the fast track for entry into this class, though, finding a beast keeper may be a problem… ENTRY REQUIREMENTS To qualify to become an Unshackled, a character must fulfill all the following criteria: Race: Shackled Base Attack Bonus: +6 Special: must be bound to a Beast Keeper Class Skills Unshackled’s class skills are Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Perform, Search, Spot, Survival, and Swim. Skills Points at Each Level : 4 + int Hit Dice: d? BAB Fort Ref Will Abilities 1. +1 +2 +2 +0 Protect thy Keeper 2. +2 +3 +3 +0 Durable Form 3. +3 +3 +3 +1 Obedience in Blood 4. +4 +4 +4 +1 My Life is Yours 5. +5 +4 +4 +1 Bound I May Be, Deadlier I Have Become 6. +3 +2 +2 +5 7. +3 +2 +2 +5 Speed Demon 8. +4 +2 +2 +6 9. +4 +3 +3 +6 Bloodcurdling Combo 10.+5 +3 +3 +7 Truly Unshackled Weapon Proficiencies: Unshackled gains no new weapon or armor proficiencies. Protect thy Keeper (Ex): At first level, the Unshackled gains the ability to ignore (slightly) the rule that they can do no harm, direct or indirect, to their keeper. Now they can do harm to their keeper, if doing so would protect them from further harm. For instance, pushing their keeper out of the way of a volley of arrows. Durable Form (Ex): At second level, the Unshackled gains DR/- equal 1/2 to his level in this class. While unshackled, this DR doubles. Also, while unshackled, your natural armor bonus increases by your level in this class. For example, a third level Unshackled in the unshackled state gains DR 6/- and has a natural armor bonus of 4. Obedience in Blood (Su): At third level, the Unshackled may willingly absorb damage from their keeper, regardless of how far away from each other they are, effectively healing their keeper while taking the damage themselves. DR does not apply to this damage, nor does any form of resistance. My Life is Yours (Su): At, fourth level, an Unshackled may willingly die in place of their keeper. This sacrifice also heals their keeper to full hit points, and cures them of any poisons, diseases, or other affliction the keeper may have been suffering from. Bound I May Be, Deadlier I Have Become (Ex): At fifth level, the Unshackled gains the benefit of the Improved Critical (Claws) and Improved Critical (Bite). If they already have those feats, then they instead increase the threat range by 1. Also, the critical multiplier for these two weapons becomes x3. Speed Demon (Ex): At seventh level, the Unshackled gains a +10 ft. bonus to their base speed. When in the unshackled state, they instead have a +20 ft. bonus. Bloodcurdling Combo (Su): At ninth level, the Unshackled gains a devastating attack drawing on the ambient magical energy of their bond with their keeper. Activating this ability is a swift action. All of the attacks made in the same round as this ability are automatic confirmed critical hits, if the attack roll hits. Unfortunately, the Unshackled’s HP halves with every attack made, regardless of whether they hit or not. Also, when the round ends, they become exhausted. Truly Unshackled (Ex): At tenth level, the Unshackled has reached the pinnacle of power that can be produced from their bond with their Keeper. They are treated as having the Improved Natural Attack (Claws) and Improved Natural Attack (Bite) feats. If they already have those feats, then they deal extra damage equal to 1/2 their level in this class instead. Also, while in the unshackled state, they gain fast healing equal to 1/2 your level in this class. Also, they now have a +5 bonus on their will save to control themselves in the unshackled state. Special Note: Should an Unshackled’s keeper die, the Unshackled is free and retains all class features of this class (that can still be used). However, because of the nature of the binding, they are still unable to be more than one mile from the body of their keeper, and the binding nudges the unshackled (and normal bound shackled too) to revive their keeper if possible. PLAYING A UNSHACKLED Get in close or guard your keeper. Your keeper’s orders are what determines what you can’t do however, so keep that in mind. Combat: Your unshackled state is your best weapon, though your keeper is the final judge of what you can and can’t attack. Advancement: feats that increase your damage, such as power attack are good. If you are supposed to guard your keeper, feats such as constant guardian (drow of Underdark) and combat reflexes are good choices. Resources: Their keeper is their best (and sometimes only) resource. UNSHACKLED IN THE WORLD The Unshackled? Pathetic! They aren’t unshackled at all; They are simply powerful beasts at the beck and call of power hungry magicians! The Unshackled, like the Beast Keepers are a relatively new phenomenon. They are generally viewed with either pity or hostility, in addition to the natural fear and hate of the churches and skeptics who believe them to be uncontrolled beasts. Daily Life: Serve, fight for survival or to please their keeper. Grow hungrier for freedom. Notables: The most notable Unshackled is Velamara, the Chained, who single handedly fought off an army of dragons with a spiked chain to protect his keeper. Whether this actually happened is unknown… Organizations: There is no organization of Unshackled, because the Beast Keepers fear some kind of coup. NPC Reaction NPC’s view Unshackled the same as the normal shackled. Sometimes they view them slightly better if they realize they are being controlled almost like an automaton. UNSHACKLED IN THE GAME The Unshackled are a great story arc. Mechanically they could seem quite powerful, until you realize that they have to follow the every order of some other character. Adaptation: Perhaps the shackled don’t exist in your world. If so, then with a little reflavoring, this prestige class could work with shifters or even lycanthropes. Encounters: Perhaps they could be seen as a normal shackled and attacked by the PC’s by request of the local townsfolk. |
| TevolRia03-21-08, 12:22 PM | Everything looked balanced? |
| SirLaggalot03-22-08, 01:25 AM | Though I am no expert I believe that the double feats you gain as an Unshackled are unbalanced. Gaining the equivalent to four feats plus DR Fast healing (when raging) more DR and nat armor (while raging) and even more bonus speed (while raging) is a little overpowered, I think, for a 5 level class. |
| TevolRia03-24-08, 12:23 PM | Though I am no expert I believe that the double feats you gain as an Unshackled are unbalanced. Gaining the equivalent to four feats plus DR Fast healing (when raging) more DR and nat armor (while raging) and even more bonus speed (while raging) is a little overpowered, I think, for a 5 level class. I noticed it too. I will fix it tomorrow (and make it scale at 1 per two levels), beyond that, is there anything else? |
| SirLaggalot03-25-08, 01:02 AM | Other than the overpower, no, nothing else looks wrong. You have a nice solid race with some sweet PrCs attached. I would have these suckers in my game if I wasn't so lazy as to not want to set up the whole beast mode (I hate it when stats change around all the time). Very Nice. |
| TevolRia03-25-08, 12:32 PM | what should the HD for the Unshackled be? |