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Tanuki Tales
2011-07-01, 03:33 PM
Disclaimer: This is a repost. The original thread wasn't suited to holding the entirety of this class adequately and I've gotten permission from Vaynor to repost it.

Original Thread: Click (http://www.giantitp.com/forums/showthread.php?t=195464)


Wyrd-blooded


http://i166.photobucket.com/albums/u98/The_Logos/Wyrdblooded.jpg

”So many species, so little time.”

-The Doctor, The Doctor Dances.

Those who leave the safety of their homes to strike out on epic adventures almost always find their true strength through training or raw talent. Be they the savage barbarian from the hinterlands, the erudite wizard fresh from academy or the daring fighter who takes to the sword like a fish to water, this is true of them all. But not the Wyrd-blooded. They draw their potency from something far more deep and primal, calling upon the strange gifts bequeathed to them by ancestors they may not know they ever had.

Unlike those who can claim direct lineage from something monstrous or wonderful, the Wyrd-blooded will never show anything but superficial connection to their ancestor. They may possess tiny horns hidden beneath their hair, longer than normal canine teeth or even a slight tint to their skin. But this does nothing to assuage how out of place they are amongst their own people or even other civilized folks. They are inherently of the strange and misunderstood and the more perceptive or sensitive can see this in them. Those who rise above the scorn, fear and hate that may come their way have inside them the greatness to become heroes; and those who fall under the heel of discrimination and hatred can metamorphose into monsters far greater than to what they call kin.

Role: The Wyrd-blooded vary in role just as widely as they vary in ability. As a whole they have the build of one designed for the front lines of combat but each individual has inside of them the capability to fill such places as the face for their party or even a manipulator of the battlefield.

Alignment: Any.

Hit Dice: d8

Class skills: See Below
Skills: 4+Intelligence Modifier per level



{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|
Special

1st|
+1|
+0|
+2|
+2|
Innate Skill, Uncanny Heritage

2nd|
+2|
+0|
+3|
+3|
Bonus Feat, Resilient Flesh

3rd|
+3|
+1|
+3|
+3|
Stuff of Legends

4th|
+4|
+1|
+4|
+4|
Bonus Feat

5th|
+5|
+1|
+4|
+4|
Thicker than Water

6th|
+6/+1|
+2|
+5|
+5|
Bonus Feat

7th|
+7/+2|
+2|
+5|
+5|
-

8th|
+8/+3|
+2|
+6|
+6|
Bonus feat

9th|
+9/+4|
+3|
+6|
+6|
-

10th|
+10/+5|
+3|
+7|
+7|
Bonus Feat

11th|
+11/+6/+1|
+3|
+7|
+7|
-

12th|
+12/+7/+2|
+4|
+8|
+8|
Bonus Feat

13th|
+13/+8/+3|
+4|
+8|
+8|
-

14th|
+14/+9/+4|
+4|
+9|
+9|
Bonus Feat

15th|
+15/+10/+5|
+5|
+9|
+9|
-

16th|
+16/+11/+6/+1|
+5|
+10|
+10|
Bonus Feat

17th|
+17/+12/+7/+2|
+5|
+10|
+10|
-

18th|
+18/+13/+8/+3|
+6|
+11|
+11|
Bonus Feat

19th|
+19/+14/+9/+4|
+6|
+11|
+11|
-

20th|
+20/+15/+10/+5|
+6|
+12|
+12|
Bonus Feat, Monstrous Apotheosis
[/table]

Class Features:

Weapon and Armor Proficiency: Wyrd-blooded are proficient with all simple and martial weapons and light armor.

Innate Skill: Any levels in the Wyrd-blooded class stack with levels in a spellcasting/initiator/manifesting class for the purpose of determining caster/initiator/manifester level and highest spell/maneuver/power known. This does not grant further spells per day or power points per day. A Wyrd-blooded 19/Wizard 1 would have a Caster level of 20 but would only have access and be able to cast 0 and 1st level spells, even if they somehow learned a 9th level spell through another method or source.

Uncanny Heritage: Wyrd-blooded are mortals touched by the strange and bizarre, descendants of entities who possess amazing powers, skills and traits that are above and beyond what is capable of their other parent race. When a Wyrd-blooded takes their first level in this class they select one of the creatures listed below. This selection is permanent and can not be changed at a later time. A Wyrd-blooded gains class skills and abilities as they accrue levels in this class or other classes as noted by their Uncanny Heritage choice.

Bonus Feat: At 2nd level, and every even level thereafter, a Wyrd-blooded gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat feats, sometimes also called "fighter bonus feats".

Resilient Flesh (Ex): The skin of a Wyrd-blooded is more akin to finely crafted armor than the weak meat normally associated with their parent race. A Wyrd-blooded possess a natural armor bonus equal to their Constitution modifier. This stacks with any other natural armor the Wyrd-blooded possesses.

Stuff of Legends (Su): The Wyrd-blooded's inhuman roots affects not only their mind and body but also their very time on this earth. A Wyrd-blooded's longevity becomes herculean, the length of each of their age categories multiplied by 5. If this would result in a Wyrd-blooded regressing to a previous age category their ability scores are not changed as a result, they are simply given more time.

Thicker than Water (Ex): The Wyrd-blooded's blood may be murkier than direct descendants of their ancestors, but it is not completely diluted. The Wyrd-blooded counts as being the same creature as their Heritage for any effect related to race.

Monstrous Apotheosis: The Wyrd-blooded has tapped into so much of its hidden potential that it becomes something of a perfect hybrid between its parent race and its long dead ancestor. The Wyrd-blooded goes through the following changes:

The Wyrd-blooded's type changes to match the creature type of their chosen heritage. If they already share the same type, the Wyrd-blooded gains any subtypes possessed by the creature.

The Wyrd-blooded selects three of the ability scores that were increased by their Uncanny Body and Mind class feature. They receive a further +2 increase to these three ability scores.

The Wyrd-blooded is treated as if having two more levels in this class than they actually do in regards to any class features or abilities granted by this class that are based solely off of the amount of levels the Wyrd-blooded possesses in this class.

Change Log 4/17/11 - Added forgotten limits per day to Fury of Limbo and added minimum once per day clarification to other abilities that have limited usages.

Added the Stuff of Legends ability in.

4/19/11 - Troll Heritage added.

4/22/11 - Reworded Innate Skill to be less confusing.

4/27/11 - Sphinx Heritage added. Also added spoiler to initial blurb for size sake.
Re-wrote Pyrrhic Puzzlement so it was less clunky an ability and more useful for combat.

6/20/11 - Added fluff for the class and changed the formatting for the class to make it more presentable.
Changed around some confusing wording in Stuff of Legends.

6/22/11 - Vampire Heritage added.

6/23/11 - Reworded and reworked several abilities because of suggestions from Magicyop.

6/26/11 - Darktentacles and Illithid Heritages added.
Changed what Innate Skill applies to.

6/29/11 - Gray Ooze Heritage added. Changed Feel through the muck on the Darktentacles Heritage from a static bonus to a scaling one.
Added forgotten (Ex) tag to Dancing Tendrils.

7/1/11 - Unicorn Heritage added. Changed both the Class photo and quote. Thread reposted.
Treasurevore ability given to the Gray Ooze Heritage, fixing the fact that it had no 9th level ability.
Added clarifying rules text to Innate Skill.
Added limitations to the Slaad Heritage's Weapon of Chaos and Form of Chaos abilities. Fixed wording of Unicorn Heritage's Martyr's Blessing.

7/3/11 - Chromatic Dragon (Red) Heritage added.

7/5/11 - Hydra Heritage added.

7/6/11 - Pit Fiend Heritage added.

7/8/11 - Clarifying rules text added to Stuff of Legends. Increment for Darktentacles' Feel through the Muck ability and Grey Ooze's Sixth Hunger changed from 12 feet every 4 levels to 10 feet every 3 levels.
The Slaad heritage's Fury of Limbo ability got beefed up across the board.

7/15/11 - Nymph Heritage added. Added Thicker than Water and Monstrous Apothesis abilities to the class.

9/16/11 - Kraken Heritage added.

9/20/11 - Amethyst Dragon Heritage added.


Comments

-Well, this is my attempt at the class. I gave it a fast BaB progression because I envision this class as being at the forefront of the melee in combat. I made it have good Reflex and Will progression because I envisioned a more flexible, iron-willed kind of fighter like a Jedi or ninja instead of a stocky bruiser like a barbarian or tavern brawler. I gave it a 4+Int because I like this when it comes to melee classes ala the Barbarian. Not too few points as to be nearly crippling and not too many to make the class too good at multiple things. The d8 Hit Dice is to match the Monk's and to balance this class out somewhat.

- Well, I added an ability I had originally meant to include but had forgotten before this morning. I honestly don't see how slowing down aging or stopping it is such a high level ability. Games rarely span the amount of time where they'd really come into play and magical aging or similar effects exist really only in the realm of DM fiat. Sure you can get Optimizers or Munchkins who will take advantage of it (looking at you Dragonwrought Kobold) but there are for more effective avenues of pimping your character's stats then fiddling with their age.

- The Vampire Heritage is so far the only Heritage that is quite different from the original creature. The reasoning behind this is that the Vampire template gives so few things that can be stretched over 20 levels and the fact that some of its abilities I didn't want to include in this class because it would just make it feel like the template was hastily tacked on. I modeled some of the class after the Weather manipulation that Dracula was capable of and the capstone is blatantly ripped off from the awesomeness that is Hellsing's Alucard. :smalltongue:

- The Amethyst Dragon Heritage was given a rehashed ability from the Red Dragon Heritage simply because Pathfinder was given nicer bells and whistles than 3.5 Dragons. So while I had plenty of things to fill out the Red Dragon, by level 15 I found myself scrambling for abilities for the Amethyst and ended up one short.

That's all for now.

Tanuki Tales
2011-07-01, 03:34 PM
Uncanny Heritages

Chromatic Dragon (Red)
http://i166.photobucket.com/albums/u98/The_Logos/RedDragon.jpg

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: History (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)

Dragon’s Breath (Ex) : At 1st level, a Wyrd-blooded can breathe forth a hellish inferno. As a standard action a Wyrd-blooded can breathe forth either a 15 foot cone or a 30 foot line of fire that deals 1d6 damage. This damage improves every two levels in this class to a maximum of 10d6 damage at 19th level. A successful Reflex save, with a DC of 10+ ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Constitution modifier, halves the Breath Weapon’s damage. At 10th level the range of the cone increases to 30 feet and the range of the line increases to 60 feet. Once the Wyrd-blooded uses their breath weapon they must wait 1d4 rounds before using it again.

Arcane Birthright: At 3rd level, a Wyrd-blooded gains access to the innate sorcererous powers that come naturally to their draconic ancestors. The Wyrd-blooded casts and learns spells as a Sorcerer of half their levels in this class. They may choose their spells known from the Sorcerer/Wizard Spell List, Cleric Spell List and the Chaos, Evil and Fire domains; any spells they cast are arcane spells.
Additionally, the Wyrd-blooded automatically knows the following spells when they are able to cast them: Detect Magic, Pyrotechnics, Suggestion, Wall of Fire, Find the Path and Discern Location.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Strength and Charisma.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Intelligence.

Iron Scales (Ex): At 5th level, a Wyrd-blooded’s skin becomes a lattice work of scales that are invisible to the naked eye. The Wyrd-blooded gains Damage Reduction equal to half their total Hit Dice. This damage reduction can only be bypassed by a weapon who’s total enchantment bonus is greater than or equal to half the Wyrd-blooded’s total Hit Dice.

Home in the Hearth (Ex): At 7th level, a Wyrd-blooded becomes more inclined to live in scorching environments. The Wyrd-blooded gains the Fire subtype and can see perfectly in smoky conditions (such as those created by the Pyrotechnics spell).

Dragon’s Presence (Ex): At 9th level, a Wyrd-blooded is a terror on the battlefield, cowing the weak willed and shrugging off all but the most potent magics. The Wyrd-blooded gains the Frightful Presence ability and has Spell Resistance equal to 11+ their total Hit Dice.

Mind of the Dragon (Ex): At 11th level, a Wyrd-blooded’s senses expand as their mind becomes more like their ancestor’s. The Wyrd-blooded gains the following:
Low-light vision: The Wyrd-blooded is able to see four times as well as a human in dim lighting.
Dark-vision out to 60 feet; this improves by 10 feet for every level they possess in this class to a maximum of 80 feet at 20th level.
Blindsense out to 10 feet; this improves by 10 feet for every three levels in this class to a maximum of 60 feet at 18th level.
Immunity to Sleep effects.

Inferno’s Garments (Su): At 13th level, a Wyrd-blooded learns cloak themselves in an aura of intense heat. As a standard action the Wyrd-blooded can raise or suppress this aura. All creatures within ten feet of the Wyrd-blooded take 2d6 fire damage at the beginning of the Wyrd-blooded’s turn.

Will of Fire (Su): At 15th level, a Wyrd-blooded learns to make the very element of fire beckon to its call. The Wyrd-blooded can control any fire spell within 10 feet per two levels in this class (to a maximum of 100 feet at 20th level) as a standard action. This ability allows the Wyrd-blooded to move any fire effect in the area, as if they were the caster. This ability also allows the Wyrd-blooded to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the Wyrd-blooded can control any new fire spell cast within the Wyrd-blooded’s area of control, as if they were the caster. The Wyrd-blooded can make all decisions allowed to the caster, including canceling the spell if the Wyrd-blooded so desires.

Volcano’s Heart (Su): At 17th level, a Wyrd-blooded’s breath is potent to melt the living rock if so it chooses. The Wyrd-blooded can use its breath weapon to melt rock, affecting a 5-foot-radius area per 3 levels in this class (to a maximum of 60 feet at 18th level). The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Soul of the Star (Su): At 19th level, a Wyrd-blooded’s fiery breath becomes potent enough to bring true death to its foes and to harm even those normally immune to fire. A creature reduced to fewer than 0 hit points by the Wyrd-blooded’s breath weapon must make a Fortitude save (using the breath weapon's DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic. Additionally, half of the damage dealt by the Wyrd-blooded’s breath weapon is now untyped instead of fire.



Darktentacles
http://i166.photobucket.com/albums/u98/The_Logos/Darktentacles.gif

Class Skills: Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge: Dungeoneering (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis)

Swamp’s Caress (Ex) : At 1st level, a Wyrd-blooded can grow a thick tendril from its body. As a standard action a Wyrd-blooded grows a tentacle and gains a Slam attack that deals damage normal for its size. This tentacle is not dexterous enough to wield a weapon or perform any action or motion that a normal hand is capable of. For every four further levels in this class, a Wyrd-blooded can grow an extra tentacle to a maximum of 5 at 17th level.

Feel through the muck(Ex): At 3rd level, a Wyrd-blooded becomes more in-tune to their surroundings. A Wyrd-blooded gains tremorsense out to 10 feet. This improves by 10 feet for every three levels in this class to a maximum of 60 feet at 18th level.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Wisdom.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Intelligence.

Dancing Tendrils (Ex): At 5th level, a Wyrd-blooded learns how to use its horrific birth-rite for defense. For every tentacle that a Wyrd-blooded has produced they gain a +1 Shield bonus to their AC.

Bayou Hex: At 7th level, a Wyrd-blooded gains access to innate sorcerous powers. They may cast Charm Monster (1/day per 2 levels in this class) as a spell-like ability. Additionally they gain a swim speed equal to half their base land speed.

Embrace of the Marsh (Ex): At 9th level, a Wyrd-blooded learns how to use their tentacles for more deadly pursuits. A Wyrd-blooded gains a Constrict attack that deals 2d6+Strength modifier damage.

Improved Bayou Hex: At 11th level, a Wyrd-blooded’s gains further understanding into its own innate sorcery. They may cast Hold Monster (1/day per level in this class) as a spell-like ability.

I want to be like you(Ex): At 13th level, a Wyrd-blooded learns to command its tentacles as if they were their own two hands. A Wyrd-blooded may wield any weapon that he normally could with any of the tentacles that he is capable of growing. For example, a 17th level Wyrd-blooded could wield three Greataxes and a rapier since they would have two hands and five tentacles.

Master Bayou Hex: At 15th level, a Wyrd-blooded gains mastery over its innate sorcerous power. They may cast Wall of Force (1/day per 4 levels in this class) as a spell-like ability.

Tentacle Mastery (Ex): At 17th level, a Wyrd-blooded has learned to act in tandem with its many limbs. The penalty for using multiple weapons is lessened by 2 for both the main hand and each off-hand weapon the Wyrd-blooded uses.

Sacrificial Limb (Ex): At 19th level, a Wyrd-blooded is capable of utilizing its tentacles to avoid fatal harm. If a Wyrd-blooded is subject to a spell or effect that would deal lesser damage on a successful saving throw it takes half damage on a failed result and no damage on a successful result. Additionally a Wyrd-blooded is treated as having 5% Fortification for each tentacle it has grown.

If a Wyrd-blooded would be subject to damage, a spell or an effect that would kill it, they instead lose one of the tentacles that they currently have grown. A Wyrd-blooded regrows one tentacle after 24 hours of rest and cannot use this aspect of this ability if they currently have no tentacles grown.



Gem Dragon (Amethyst)
http://i166.photobucket.com/albums/u98/The_Logos/Amethyst_dragon.jpg

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: Nobility (Int), Knowledge: Psionics (Int), Perception (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis)

Dragon’s Breath (Ex): At 1st level, a Wyrd-blooded can breathe forth a torrent of crushing force. As a standard action a Wyrd-blooded can breathe forth either a 15 foot cone or a 30 foot line of concussive force that deals 1d4 damage. This damage improves every two levels in this class to a maximum of 10d4 damage at 19th level. A successful Reflex save, with a DC of 10+ ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Constitution modifier, halves the Breath Weapon’s damage. At 10th level the range of the cone increases to 30 feet and the range of the line increases to 60 feet. Once the Wyrd-blooded uses their breath weapon they must wait 1d4 rounds before using it again.

Psionic Birthright: At 3rd level, a Wyrd-blooded gains access to the innate psionic powers that come naturally to their draconic ancestors. The Wyrd-blooded manifests and learns powers as a Psion of half their levels in this class. They may choose their powers known from the Psion/Wilder Power List and the Kineticist Power list.

Additionally, the Wyrd-blooded automatically knows the following powers when they are able to manifest them: Telekinetic Force, Telekinetic Thrust, Telekinetic Maneuver, Body Equilibrium, Stomp, Psionic Plane Shift and Psionic Suggestion. The Wyrd-blooded manifests them as Psion powers.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Strength and Wisdom.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Intelligence.

Crystal Scales (Ex): At 5th level, a Wyrd-blooded’s skin becomes a lattice work of scales that are invisible to the naked eye. The Wyrd-blooded gains Damage Reduction equal to half their total Hit Dice. This damage reduction can only be bypassed by a weapon who’s total enchantment bonus is greater than or equal to half the Wyrd-blooded’s total Hit Dice.

Earthbound (Ex): At 7th level, a Wyrd-blooded becomes more inclined to live on the elemental plane of Earth. The Wyrd-blooded gains the Earth subtype and gains a burrow speed equal to their base land speed.

Dragon’s Presence (Ex): At 9th level, a Wyrd-blooded is a terror on the battlefield, cowing the weak willed and shrugging off all but the most potent psionics. The Wyrd-blooded gains the Frightful Presence ability and has Power Resistance equal to 11+ their total Hit Dice.

Mind of the Dragon (Ex): At 11th level, a Wyrd-blooded’s senses expand as their mind becomes more like their ancestor’s. The Wyrd-blooded gains the following:

Low-light vision: The Wyrd-blooded is able to see four times as well as a human in dim lighting.
Dark-vision out to 60 feet; this improves by 10 feet for every level they possess in this class to a maximum of 80 feet at 20th level.
Blindsense out to 10 feet; this improves by 10 feet for every three levels in this class to a maximum of 60 feet at 18th level.
Immunity to Sleep effects.

Amethyst Grenade (Ex): At 13th level, a Wyrd-blooded learns to dislodge a destructive hunk of gem stone from its body and fire it as a missile. As a standard action the Wyrd-blooded can make a range touch attack against one creature within 50 feet. The target must make a Fortitude Save (DC 10 + ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Constitution modifier) or be knocked unconscious and prone. A successful save results in the target only being knocked prone. All creatures within 30 feet (including the original target) take 5d6 points of damage (half which is bludgeoning and half which is force). A successful Reflex Save (DC 10 + ½ the Wyrd-blooded’s total Hit Dice) cuts this damage in half. A Wyrd-blooded can use this ability a number of times per day equal to 3 + the Wyrd-blooded’s Constitution modifier.

Will of Earth (Su): At 15th level, a Wyrd-blooded learns to make the very element of earth beckon to its call. The Wyrd-blooded can control any earth spell within 10 feet per two levels in this class (to a maximum of 100 feet at 20th level) as a standard action. This ability allows the Wyrd-blooded to move any earth effect in the area, as if they were the caster. This ability also allows the Wyrd-blooded to reposition a stationary earth effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the Wyrd-blooded can control any new earth spell cast within the Wyrd-blooded’s area of control, as if they were the caster. The Wyrd-blooded can make all decisions allowed to the caster, including canceling the spell if the Wyrd-blooded so desires.

Cavern Paranoia (Su): At 17th level, a Wyrd-blooded can forge a mental illusion that allows it to defend its home in even the direst of times. As a standard action the Wyrd-blooded can release a brilliant light and pulsing thrum, all those who can see or feel this display (such as creatures who rely on Blindsense, Blindsight and Tremorsense) must make a Will Save (DC 10 + ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Intelligence modifier) to disbelieve. Any creature that fails treats the Wyrd-blooded as if it was completely invisible to their senses for one hour. Creatures that pass the save are stunned for 1d4+3 rounds and are dazed for 1d4 rounds thereafter. The Wyrd-blooded can use this ability a number of times per day equal to half their Intelligence modifier.

Cease Fire (Su): At 19th level, a Wyrd-blooded learns to follow in the diplomatic footsteps of its ancestors. Once per day, as a full round action, the Wyrd-blooded may designate a circular area, with a diameter of 10 feet per Hit Dice, as a “Sanctuary”. Any creature that crosses into this area must make a Will Save (DC 15 + ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Charisma modifier) or find they are unable to take any violent action (attacking, casting a spell, using a psionic power, etc.) against any other creature in the area. Any creature that makes their save and still proceeds to take a violent action against a creature in the area finds itself forcibly ejected from the area by an unseen force. Those affected are hurled 10 feet, for every Hit Dice the Wyrd-blooded possesses, from the very edge of the area (thus a creature who was in the center of a 20-HD Wyrd-blooded’s area is hurled a total of 300 feet) and take 1d6 non-lethal damage for every 10 feet thrown (to a maximum of 20d6). A successful Reflex Save (DC 10 + ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Charisma modifier) cuts this damage in half.

The “Sanctuary” is anchored to the original designated spot and lasts either 24 hours or until the Wyrd-blooded leaves it.

Gray Ooze
http://i166.photobucket.com/albums/u98/The_Logos/GrayOoze.jpg

Class Skills: Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge: Dungeoneering (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis)

Dissolving Touch(Ex) : At 1st level, a Wyrd-blooded can exude a potent digestive enzyme from its finger tips. As a standard action a Wyrd-blooded may coat any limb in this enzyme and the coating becomes inert and flakes away after 1d4+ the Wyrd-blooded’s Constitution modifier rounds. While coated the Wyrd-blooded may make a melee touch attack that deals 1d6 acid damage. This damage improves every two levels in this class to a maximum of 10d6 at 19th level.

Sixth Hunger(Ex): At 3rd level, a Wyrd-blooded becomes able to sense the world around them, no longer needing to rely on their eyes or ears. A Wyrd-blooded gains blindsight out to 10 feet. This improves by 10 feet for every three levels in this class to a maximum of 60 feet at 18th level.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Wisdom.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Intelligence.

Flexible skeleton (Ex): At 5th level, a Wyrd-blooded finds that their skeletal structure has become less rigid. The Wyrd-blooded can compress their body enough to slip through any hole or crack that is at least 1 inch wide. Additionally they receive a racial bonus to Escape Artist skill checks equal to ½ their levels in this class.

Insulated Flesh (Ex): At 7th level, a Wyrd-blooded’s body becomes more adept at keeping out burning heat and chilling cold. The Wyrd-blooded gains resistance to Cold and Fire damage equal to half their total Hit Dice.

Treasurevore (Ex): At 9th level, a Wyrd-blooded's enzyme becomes even more virulent. The enzyme becomes capable of eating through metal and organic materials, but not stone. Targets of the Wyrd-blooded's Dissolving touch must make a DC 20 Reflex save or the armor and clothing they are currently wearing takes the same damage as they do from the ability. Additionally, while the enzyme is still active, the wielder of any metal or wooden weapon that strikes the Wyrd-blooded takes the same damage as the Wyrd-blooded's Dissolving touch unless they make a DC 20 Reflex save.

A Wyrd-blooded now gains sustenance from any material that it breaks down and destroys with its enzyme.

Dungeon Wrestler (Ex): At 11th level, a Wyrd-blooded’s finds that they become harder to move and are more adept at grasping their foes. The Wyrd-blooded can no longer be tripped and gains a racial bonus to grappling checks equal to ½ their total Hit Dice.

Body Regression(Ex): At 13th level, a Wyrd-blooded’s body begins to lose its cohesion. The Wyrd-blooded is rendered permanently blind (gaining all the benefits and penalties of the state) and can no longer be flanked. Additionally they no longer need to sleep and gain immunity to sleep effects.

Natural Camouflage (Ex): At 15th level, a Wyrd-blooded’s flesh becomes more pale and transparent, aiding them in stealth. The Wyrd-blooded gains the Hide in Plain Sight ability, able to make stealth checks even when being observed.

Primordial Form(Ex): At 17th level, a Wyrd-blooded’s body regressive even farther from a solid state. The Wyrd-blooded gains immunity to critical hits, poison, paralysis, polymorph and stunning.

Think like an Ooze (Ex): At 19th level, a Wyrd-blooded’s mind becomes as regressed as its body, making it difficult to affect or read. The Wyrd-blooded gains immunity to all mind-affecting effects and is treated as if under a constant, extraordinary mind blank. Additionally the Wyrd-blooded is immune to any ability damage to its Intelligence, Wisdom and Charisma scores.



Hydra
http://i166.photobucket.com/albums/u98/The_Logos/Hydra.jpg

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis)

Poisoned Soul (Ex) : At 1st level, a Wyrd-blooded’s body becomes home to a potent venom. If the Wyrd-blooded has a bite attack from another source it applies their poison, otherwise the Wyrd-blooded can only utilize it by taking a standard action to coat a weapon with its poison. The poison remains active for 1 minute after application. The Wyrd-blooded’s poison deals 1d3 Constitution damage every round for six consecutive rounds. The poison can be cured with two consecutive Fortitude saves with a DC of 10+ ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Constitution modifier.

Cobra’s Tongue(Ex): At 3rd level, a Wyrd-blooded’s senses sharpen and they can taste the very presence of others. The Wyrd-blooded gains the following:
Darkvision 60 feet
Lowlight vision
Scent

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Wisdom.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Charisma.

Renewing Scales (Ex): At 5th level, a Wyrd-blooded finds that their body begins to recover at an incredible rate. The Wyrd-blooded gains Fast Healing equal to one-quarter their total Hit Dice.

Python’s coils (Ex): At 7th level, a Wyrd-blooded finds themselves more stable and sinuous, as if they had a powerful tail. The Wyrd-blooded can no longer be tripped and gains a swim speed equal to half their base land speed.

Do you know how much that stings?! (Ex): At 9th level, a Wyrd-blooded finds that they have inherited part of the Hydra’s legendary ability. A Wyrd-blooded no longer dies from decapitation and regrows a new head after 1d4 rounds.

Vitriolic Spitter (Ex): At 11th level, a Wyrd-blooded’s gains the ability to threaten even cautious foes with their poison. The Wyrd-blooded can, as a standard action, make a ranged touch attack against one creature within 60 feet. The target, if hit, suffers the effects of the Wyrd-blooded’s poison.

Font of Life(Su): At 9th level, a Wyrd-blooded becomes so charged with lifeforce that they become difficult to affect. A Wyrd-blooded gains a +4 racial bonus on saving throws against Necromancy and Death effects.

Five heads are better than one (Su): At 15th level, a Wyrd-blooded’s mind forms and acts more like it was five separate intelligences. The Wyrd-blooded gains two saving throws against any mind-affecting effect and receives a +6 racial bonus to such saves.

Living Bomb (Ex): At 17th level, a Wyrd-blooded is so suffused with venom that it becomes a danger to fight. Any time that a Wyrd-blooded is injured by a non-reach melee weapon that deals slashing or piercing the damage, the wielder must make a DC 10+ ½ the Wyrd-blooded’s total Hit Dice Reflex save or be affected by the Wyrd-blooded’s poison. Any creature that deals damage with a bite attack to the Wyrd-blooded is automatically affected by the poison.

Shed Skin (Ex): At 19th level, a Wyrd-blooded is capable of shedding its skin in order to save its life. If a Wyrd-blooded would be subject to a negative effect that would threaten its life or kill it (such as poison, petrification, disintegration, a fatal attack, etc) the Wyrd-blooded instead sheds its skin and moves to a square adjacent to its original position. The Wyrd-blooded loses its natural armor bonus and its Fast Healing is cut in half. Both return to normal after 1d10 rounds have passed.

A Wyrd-blooded cannot use this ability if it has no natural armor bonus.



Illithid
http://i166.photobucket.com/albums/u98/The_Logos/Illithid.jpg

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge: Any Two (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex),

Mental Lance : At 1st level, a Wyrd-blooded can form its very thoughts into a potent weapon. As a standard action a Wyrd-blooded may use its Mental Lance, which functions like a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. It is subject to spell resistance and is the equivalent of a spell equal to one half the Wyrd-blooded’s level (minimum 1st, maximum 9th). A Mental Lance deals 1d6 damage, improving every 3 levels afterwards to a maximum of 7d6 at 19th level.

Aberrant Presence (Ex): At 3rd level, a Wyrd-blooded becomes harder to affect by magic. A Wyrd-blooded gains Spell Resistance equal to 17+ their total Hit Dice.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Strength and Intelligence.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Dexterity and Charisma.

Brain Casting: At 5th level, a Wyrd-blooded begins to develop innate psionic abilities. A Wyrd-blooded gains the psionic subtype and may cast Psionic Charm (1/day per level in this class), Mind Thrust (1/day per 2 levels in this class), Detect Psionics (1/day per level in this class) and Id Insinuation (1/day per 4 levels in this class) as psi-like abilities.

Predator of Ego (Su): At 7th level, a Wyrd-blooded unlocks more of their mental prowess. A target of their Mental Lance must succeed on a DC 11+ ½ Wyrd-blooded’s total Hit Dice+ Wyrd-blooded’s Intelligence modifier or become shaken for 2d4 rounds. Additionally a Wyrd-blooded gains telepathy out to 100 feet.

Improved Brain Casting: At 9th level, a Wyrd-blooded further develops its innate psionic abilities. They may cast Dispel Psionics (1/day per level in this class), Read Thoughts (1/day per 2 levels in this class), Psionic Suggestion (1/day per level in this class) and Psionic Levitate (1/day per 4 levels in this class) as psi-like abilities.

Vessel of the Mind (Ex): At 11th level, a Wyrd-blooded’s mind becomes the driving force of its existence, its body more of a puppet. The Wyrd-blooded gains immunity to paralysis and 25% Fortification.

Hunger for Id (Su): At 13th level, a Wyrd-blooded becomes more of a dangerous predator of thought. A target of their Mental Lance must succeed on a DC 11+ ½ Wyrd-blooded’s total Hit Dice + Wyrd-blooded’s Intelligence modifier or become nauseated for 2d4 rounds. This ability stacks with Predator of Ego.

Master Brain Casting: At 15th level, a Wyrd-blooded gains mastery over its innate psionic abilities. They may cast Intellect Fortress (1/day per level in this class), Psionic Plane shift (1/day per 2 levels in this class), Psionic Dimension Door (1/day per level in this class) and Psionic Dominate (1/day per 4 levels in this class) as psi-like abilities.

Cerebral Hunter (Su): At 17th level, a Wyrd-blooded becomes a consummate hunter of the mind. A target of their Mental Lance must succeed on a DC 11 + ½ Wyrd-blooded’s total Hit Dice + Wyrd-blooded’s Intelligence modifier or be treated as being affected by a Bestow Curse spell. This ability stacks with Hunger for Id and Predator of Ego.

Lord of Thought (Su): At 19th level, a Wyrd-blooded is capable of utilizing his mental prowess to fashion the perfect Thrall. As a standard action a Wyrd-blooded can select one target within 60 feet of themselves who has less Hit Dice than they. The target must succeed on a DC 15 + ½ Wyrd-blooded’s total Hit Dice + Wyrd-blooded’s Intelligence modifier Will save or be treated as if permanently affected by the Psionic Dominate power. Any creature that successfully saves against this ability is immune to it for 24 hours. The new Thrall does not make new saving throws for going against their nature and does not receive a new saving throw if the Wyrd-blooded does not concentrate on the effect.

A thrall created through this ability is treated as an animal companion and the Wyrd-blooded’s effective Druid level is equal to their levels in this class.

This ability is a mind-affecting effect and a Wyrd-blooded may only have one thrall at any time.


Kraken
http://i166.photobucket.com/albums/u98/The_Logos/Kraken.jpg

Class Skills: Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge: Geography (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha)

Ink Miasma (Ex): At 1st level, a Wyrd-blooded can spew forth a globule of ink that it produces from inside its body. This replicates the Grease spell, using the Wyrd-blooded’s levels in this class as its caster level. If this ability is used underwater it instead replicates the Obscuring Mist spell. Once the Wyrd-blooded uses this ability they must wait 1d4 rounds before using it again.

Deep Flesh (Ex): At 3rd level, a Wyrd-blooded’s body becomes more adapted to the rigors of the life of its ancestor. The Wyrd-blooded gains resistance to Cold damage and a bonus on saves against Poisons equal to half its total Hit Dice.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Strength and Intelligence.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Charisma.

Power of the Tides: At 5th level, a Wyrd-blooded gains access to its innate sorcerous powers. They may cast Pressure Sphere [Stormwrack] (1/day per level in this class), Resist Energy (1/day per level in this class), Gust of Wind (1/day per four levels in this class) and Turbidity [Stormwrack] (1/day per two levels in this class) as spell-like abilities.

Wave Hunter (Ex): At 7th level, a Wyrd-blooded evolves to become more of a creature of the deep. The Wyrd-blooded gains Darkvision out to 90 feet, a Swim speed equal to their land speed and when swimming may move three times their swim speed in a straight line backwards as a full-round action

Creeping Dark (Ex): At 9th level, a Wyrd-blooded’s ink becomes tainted with a virulent poison. The Wyrd-blooded’s Ink Miasma becomes a contact poison in addition to its other abilities. Those affected must make a DC [10 + ½ the Wyrd-blooded’s total levels in this class + the Wyrd-blooded’s Constitution modifier] Fortitude save every round or take one point of Strength damage every round for 10 rounds. In addition the victim is nauseated for the duration of the poison’s effect and remains so for one round following the curing of the poison (one successful Fortitude save).

The Wyrd-blooded may make a ranged touch attack to affect a target within 30 feet of themselves with their poison. Any creatures who are in the Obscuring Mist effect of the Ink Miasma class feature is also subject to the poison.

Improved Power of the Tides: At 11th level, a Wyrd-blooded’s gains further understanding into its own innate sorcery. They may cast Wake Trailing [Stormwrack] (1/day per level in this class), Thalassemia [Stormwrack] (1/day per level in this class), Control Winds (1/day per four levels in this class) and Control Currents (1/day per 2 levels in this class) as spell-like abilities.

Coastal Caress (Ex): At 13th level, a Wyrd-blooded can warp their body to become more like the fearsome Kraken. As a standard action a Wyrd-blooded grows a tentacle and gains a Slam attack that deals damage normal for its size. This tentacle is not dexterous enough to wield a weapon or perform any action or motion that a normal hand is capable of. The Wyrd-blooded may have an amount of tentacles equal to one quarter their total levels in this class.

In addition the Wyrd-blooded is now immune to Mind-affecting effects.

Master Power of the Tides: At 15th level, a Wyrd-blooded gains mastery over its innate sorcerous power. They may cast Waterspout [Stormwrack] (1/day per level in this class), Black Water Tentacle [Stormwrack] (1/day per level in this class), Control Weather (1/day per four levels in this class) and Dark Tide [Stormwrack] (1/day per two levels in this class) as spell-like abilities.

Tenacious grip (Ex): At 17th level, a Wyrd-blooded learns to use its tentacles to crush even their mightiest foes. The Wyrd-blooded gains Improved Grab with all of the tentacles it possesses (if it did not already), does not gain the grappled condition if it is grappling with its tentacles and automatically deals its tentacle damage every round it maintains a pin with one or more of them.

Limb of the Kraken (Su): At 19th level, a Wyrd-blooded has learned to mimic its massive ancestor. As a full-round action the Wyrd-blooded may meld four of its tentacles into one tentacle that is of the gargantuan size category. This tentacle has a strength score eight points higher than the Wyrd-blooded’s own score and grants the Wyrd-blooded the reach of a gargantuan creature.

As a standard action the Wyrd-blooded may position its new tentacle to provide total cover on each side of its tentacle equal in length to its reach or to block line of sight and effect as if it was a solid wall.

A Wyrd-blooded may not have more gargantuan tentacles than one quarter its Constitution modifier.



Nymph
Can't find a photo. :smallfrown:

Class Skills: Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis)

Faerie Guile (Su) : At 1st level, a Wyrd-blooded’s ego becomes supplemented and reinforced by unearthly power. The Wyrd-blooded gains a racial bonus to all Charisma and Charisma based checks equal to their one quarter their total hit dice.

Unearthly Grace(Su): At 3rd level, a Wyrd-blooded is further suffused by unearthly power, bolstering their defenses against forces that would do them harm. The Wyrd-blooded adds their Charisma modifier (if any) to all saving throws. Additionally they receive a +1 deflection bonus to their Armor Class; which increases by one for every four levels in this class to a maximum of +5 at 19th level.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Dexterity and Charisma.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Wisdom.

Court Magic : At 5th level, a Wyrd-blooded gains access to the Fey powered mysticism that comes natural to their bloodline. The Wyrd-blooded casts and learns spells as a Druid of half their levels in this class.

Bewitched Flesh (Ex): At 7th level, a Wyrd-blooded’s skin becomes something more than mortal. The Wyrd-blooded gains Damage Reduction equal to half their total Hit Dice. This damage reduction can only be bypassed by weapons forged of Cold Iron.

Stunning Glance (Su): At 9th level, a Wyrd-blooded learns how to use harness their raw ego, turning it on others as a weapon. As a standard action the Wyrd-blooded can stun one creature within 30 feet of themselves. The target must succeed on a DC 11+ ½ the Wyrd-blooded’s levels in this class + the Wyrd-blooded’s Charisma modifier Fortitude Save or be stunned for 2d4 rounds.

Child of Nature (Su): At 7th level, a Wyrd-blooded connects more with the unearthly power inside of it. The Wyrd-blooded gains the Wild Empathy class feature and receives a +6 racial bonus on the check. If the Wyrd-blooded later takes levels in the Druid class, its Druid class levels stack with this bonus.

Blinding Beauty(Su): At 13th level, a Wyrd-blooded learns how to project their ego as a devastating cascade assault on its foes. Any creature who looks upon the Wyrd-blooded must succeed on a DC 11+ ½ the Wyrd-blooded’s levels in this class + the Wyrd-blooded’s Charisma modifier Fortitude Save or be struck permanently blind. This is a mind-affecting, visual effect that the Wyrd-blooded can suppress or resume as a free action.

Fey’s Touch (Su): At 15th level, a Wyrd-blooded learns how to concentrate their ego and suffuse it for good or ill. As a standard action, a Wyrd-blooded can make a melee touch attack against a single creature. The Wyrd-blooded can choose to cure or inflict the following conditions in the target:
Dazed
Nauseated
Fatigued
Exhausted
The target creature may resist the effect if they make a successful Fortitude Save with a DC of 11+ ½ the Wyrd-blooded’s levels in this class + the Wyrd-blooded’s Charisma modifier. The Wyrd-blooded may use this ability a number of times per day equal to their Charisma Modifier.

Fae Resistance (Ex): At 17th level, a Wyrd-blooded becomes far more difficult to affect with magic. The Wyrd-blooded gains Spell Resistance equal to 11+ their total Hit Dice.

Blessing of the Seelie (Su): At 19th level, a Wyrd-blooded can forge a powerful bond with one it favors. A Wyrd-blooded can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of their affection (typically a lock of their hair). As long as the Wyrd-blooded retains their favor for this creature and as long as the creature carries the Wyrd-blooded's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks and is immune to Fear effects. A bard who has a Wyrd-blooded for a muse in this way can use their bardic performance for an additional number of rounds per day equal to his Wyrd-blooded muse's Charisma modifier. The Wyrd-blooded retains a link to their token and its carrier as if they had cast a status spell on the carrier. The Wyrd-blooded can end this effect at any time as a free action. The Wyrd-blooded may only inspire one creature at a time in this manner.



Pit Fiend
http://i166.photobucket.com/albums/u98/The_Logos/PitFiend.jpg

Class Skills: Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Planes (Int), Knowledge: Religion (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha)

Devil’s Sting (Ex) : At 1st level, a Wyrd-blooded grows a deadly, poisonous barb, hidden in their forearm. The Wyrd-blooded gains a sting natural attack that deals 1d4 damage and injects a deadly poison. The poison deals 1d6 Constitution damage every round for ten consecutive rounds. The poison can be cured with three consecutive Fortitude saves with a DC of 10+ ½ the Wyrd-blooded’s total Hit Dice + the Wyrd-blooded’s Constitution modifier.

Skin of Baator(Ex): At 3rd level, a Wyrd-blooded ignores weapons not back by religious fervor. They gain Damage Reduction overcome by Good aligned weapons and effects equal to half their total Hit Dice.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Strength and Charisma.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Wisdom.

Infernal Power: At 5th level, a Wyrd-blooded gains access to its hellbred innate sorcery. They may cast Scorching Ray (1/day), Invisibility (1/day per 2 levels in this class), Fireball (1/day per level in this class) and Fly (1/day per 4 levels in this class) as spell-like abilities.

Scars of the Nine Hells (Ex): At 7th level, a Wyrd-blooded becomes inured to the natural horrors of Baator. The Wyrd-blooded gains resistance to Fire damage equal to half their total Hit Dice and resistance to Acid and Cold damage equal to one quarter their total Hit Dice. Additionally they gain immunity to all poisons.

Force of the Hells (Ex): At 9th level, a Wyrd-blooded’s diabolic aura allows them to shrug off all but the most deadly of magic. The Wyrd-blooded gains Spell Resistance equal to 11 + their total Hit Dice.

Diabolic Metabolism (Ex): At 11th level, a Wyrd-blooded’s Hellish lifeforce surges strong throughout their body, healing all wounds. The Wyrd-blooded gains Regeneration suppressible by good aligned weapons, spells or effects equal to one quarter their total Hit Dice.

Plague-bearer (Su): At 13th level, a Wyrd-blooded becomes host to a horrific disease that it spreads with its stinger. In addition to injecting poison, the Wyrd-blooded’s stinger natural attack now infects any creature hit by it with Devil Chills. The DC is the same as the Wyrd-blooded’s poison.

Improved Infernal Power: At 15th level, a Wyrd-blooded gains deeper understanding into its innate sorceries. They may cast Magic Circle against Good (1/day per level in this class), Create Undead (1/day per 2 levels in this class), Greater Dispel Magic (1/day per level in this class) and Unholy Aura (1/day per 4 levels in this class) as spell-like abilities.

Master Infernal Power: At 17th level, a Wyrd-blooded gains total mastery of the Hellish powers at its beck and call. They may cast Power Word: Stun (1/day per level in this class), Blasphemy (1/day per 2 levels in this class), Greater Teleport (1/day per level in this class [self plus 50lbs of objects only]) and Meteor Swarm (1/day per 4 levels in this class) as spell-like abilities.

Litigator of the Nine (Su): At 19th level, a Wyrd-blooded is capable of damning the souls of the living for the Wyrd-blooded’s own prestige by granting them a desire. The Wyrd-blooded gains the ability to, once per day, enter into a binding mystical contract with another intelligent creature that possesses a soul. The other creature forfeits its soul to the Wyrd-blooded upon its death in return for a boon from the Wyrd-blooded. The Wyrd-blooded essentially gains the ability to use Wish as a spell-like ability when fulfilling the binding of the pact.

The Wyrd-blooded can only make such a pact with any creature once and cannot directly harm or bring harm to any creature who they enter a pact with.

Tanuki Tales
2011-07-01, 03:35 PM
Uncanny Heritages cont.

Slaad
http://i166.photobucket.com/albums/u98/The_Logos/Slaad.jpg

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Planes (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis)

Weapon of Chaos (Su): At 1st level a Wyrd-blooded is able to form a Weapon of Chaos as a standard action. Roll a 1d6 and consult the table below to determine what natural weapon the Wyrd-blooded forms. Damage is normal for the Wyrd-blooded's size. The Wyrd-blooded may have up to its Constitution modifier in such weapons.

{table=head]
Dice Result|
Natural Weapon
1|
Claw
2|
Bite
3|
Slam
4|
Gore
5|
Spike*
6|
Roll twice**[/table]
* A Spike natural weapon is a ranged attack that does 1d8 damage, deals piercing damage and has a 30 foot range.
**This result can only occur once. If rolled a second time, re-roll that dice result.

Skin of Anarchy (Ex): At 3rd level a Wyrd-blooded heals physical damage at a rapid rate. They gain Damage Reduction overcome by Lawfully aligned weapons and effects equal to half their total Hit dice.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Charisma.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Wisdom.

Toad Magic: At 5th level a Wyrd-blooded gains some innate sorcery. They may cast Chaos Hammer (usable 1/day per level in this class), Detect Magic (usable 1/day per level in this class), Invisibility (usable 1/day per four levels in this class) and Protection against Law (usable 1/day per two levels in this class) as spell-like abilities.

Limbo Endurance (Ex): At 7th level a Wyrd-blooded becomes to inured to the elements. A Wyrd-blooded gains resistance to Sonic damage equal to half their total Hit Dice and resistance to Acid, Cold, Electricity and Fire damage equal to one quarter their total Hit Dice.

Once per encounter a Wyrd-blooded can steel themselves to become even more enduring. As a swift action they can double these resistances for the span of the encounter, becoming fatigued once the encounter ends (or exhausted if already fatigued.). A Wyrd-blooded can not use this ability if exhausted and can use it a number of times per day equal to their Constitution modifier (minimum 1).

Form of Chaos (Su): At 9th level a Wyrd-blooded can alter their form to move in a strange new way as a standard action. Roll 1d6 and consult the table below to determine the movement mode they gain. The speed of these movement modes are equal to the Wyrd-blooded's base land speed unless noted otherwise. This ability may only be used once every hour.

{table=head]
Dice Result|
Movement Mode
1|
Swim
2|
Flight
3|
Burrow
4|
+10 all Movement modes*
5|
-5 all Movement modes, gain Stability**
6|
Roll twice[/table]
*This bonus stacks with itself and any other movement increments.
**This bonus stacks with itself and any other such bonuses. Movement speeds can not be dropped lower than 5.

Chaotic Metabolism (Ex): At 11th level a Wyrd-blooded's body repairs itself from all damage at a fantastic rate. A Wyrd-blooded gains Fast Healing equal to one quarter their total Hit Dice.

Once per encounter a Wyrd-blooded can accelerate their metabolic systems, healing at an even greater rate. As a swift action they can double their Fast Healing for an amount of rounds equal to 1+their Constitution modifier, becoming fatigued once the encounter ends (or exhausted if already fatigued). A Wyrd-blooded can not use this ability if exhausted and can use it a number of times per day equal to their Constitution modifier (minimum 1).

Predator of Limbo (Ex): At 13th level a Wyrd-blooded becomes more of a hunter, adapted to the chase of its favored prey.

A Wyrd-blooded can release a loud, stunning croak. Every creature within 20 feet must succeed on a DC 11+1/2 Wyrd-blooded's total class levels+Wyrd-blooded's Constitution modifier Fortitude Save or become stunned for 1d3 rounds. A Wyrd-blooded can use this ability a number of times per day equal to their Constitution modifier (Minimum 1).

If a Wyrd-blooded charges, it can make a full-attack action in the same round.

Advanced Toad Magic: At 15th level a Wyrd-blooded gains further understanding to its innate sorcery. They may cast Fear (1/day per two levels in this class), Lightning Bolt (1/day per level in this class), Shatter (1/day per level in this class), and Word of Chaos (1/day per four levels in this class) as spell-like abilities.

Anarchic Shape (Su): At 17th level a Wyrd-blooded's form becomes even more mutable. A Wyrd-blooded may use Alter Self at will and can use Greater Polymorph 1/day.

Fury of Limbo (Su): At 19th level a Wyrd-blooded can wield and unleash the Warpwave on any one corporeal creature within in 100 feet. The target can resist the effects of the Warpwave with a successful DC 11+1/2 the Wyrd-blooded's total class levels+Wyrd-blooded's Constitution modifier. A Wyrd-blooded can use this ability a number of times per day equal to its Charisma modifier (minimum 1).

{table=head]
d20|
Warpwave effect
1|
Target takes 5 Strength damage.
2|
Target takes 5 Dexterity damage.
3|
Target takes 5 Constitution damage.
4|
Target takes 5 Intelligence damage.
5|
Target takes 5 Wisdom damage.
6|
Target takes 5 Charisma damage.
7|
Target gains 5 negative level.
8|
Target is blinded or deafened for 5d4 rounds.
9|
Target is confused for 5d4 rounds.
10|
Target is entangled by filaments of energy for 5d4 rounds.
11|
Target becomes fatigued (or exhausted if already fatigued).
12|
Target becomes nauseated for 5d4 rounds.
13|
Target is stunned for 5d4 rounds.
14|
Target is sickened for 5d4 rounds.
15|
Target is staggered for 5d4 rounds.
16|
Target gains 20d6 temporary hit points.
17|
Target is affected by a heal spell.
18|
Target is turned to stone.
19|
Target is affected by baleful polymorph.
20|
Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 20d6 points of damage of the appropriate type to the target.[/table]



Sphinx
http://i166.photobucket.com/albums/u98/The_Logos/Sphinx.jpg

Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge: All (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)

Knowledge of the Sphinx (Ex): At 1st level a Wyrd-blooded finds themselves possessing a font of inborn knowledge regardless of their own experience. A Wyrd-blooded adds their levels in this class to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Dangerous Riddle (Su): At 3rd level a Wyrd-blooded is able to craft their words into a curse for those who fails to comprehend them. As a standard action a Wyrd-blooded may select one target they are aware of, forcing the target to make an opposing intelligence check with the Wyrd-blooded. If the target fails they receive a -1 penalty per four hit dice the Wyrd-blooded possesses to all skill checks, attack rolls and saving throws for 1 hour per each hit dice that the Wyrd-blooded possesses. This is a sonic and mind-affecting effect that requires the target to have an Intelligence score of at least 3 and to share a language with the Wyrd-blooded. A Wyrd-blooded can use this ability a number of times per day equal to their Intelligence modifier (minimum 1).

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Dexterity and Intelligence.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Wisdom.

Scholar's Arts: At 5th level a Wyrd-blooded gains some innate sorcery. They may cast Comprehend Languages (1/day per level in this class), Detect Magic (1/day per level in this class), Read Magic (1/day per two levels in this class) and See Invisibility (1/day per 4 levels in this class) as spell-like abilities.

Wings of the Desert (Ex): At 7th level a Wyrd-blooded grows a pair of magnificent feathered wings that bore them aloft to higher heights of learning. A Wyrd-blooded gains a flight speed of 20 feet per four levels in this class with poor maneuverability.

Improved Scholar's Arts: At 9th level a Wyrd-blooded gains further understanding of it's innate sorcery. They may cast Clairvoyance (1/day per four levels in this class), Dispel Magic (1/day per two levels in this class), Locate Object (1/day per level in this class) and Remove Curse (1/day per level in this class) as spell-like abilities.

Draining Brain Teaser (Su): At 11th level a Wyrd-blooded's ability as a wordsmith becomes more devastating. As a standard action a Wyrd-blooded may select one target they are aware of, forcing the target to make an opposing intelligence check with the Wyrd-blooded. If the target fails they take 1 point of ability damage to a mental score of the Wyrd-blooded's choice. The Wyrd-blooded in addition gains a +1 bonus per four levels in this class to all mental skill checks for one hour. This is a sonic and mind-affecting effect that requires the target to have an Intelligence score of at least 3 and to share a language with the Wyrd-blooded. A Wyrd-blooded can use this ability a number of times per day equal to half their Intelligence modifier (minimum 1).

Predator of Thought: At 13th level a Wyrd-blooded may cast Legend Lore (1/day per four levels in this class) as spell-like ability.

If a Wyrd-blooded charges, it can make a full-attack action in the same round.

Devouring Conundrum (Su): At 15th level a Wyrd-blooded crafting of mystical words become far more entrapping. As a standard action a Wyrd-blooded may select one target they are aware of, forcing the target to make an opposing intelligence check with the Wyrd-blooded. If the target fails they take 1 point of ability damage to a physical score of the Wyrd-blooded's choice. The Wyrd-blooded in addition gains 5 temporary hit points per four levels in this class for one hour. This is a sonic and mind-affecting effect that requires the target to have an Intelligence score of at least 3 and to share a language with the Wyrd-blooded. A Wyrd-blooded can use this ability a number of times per day equal to half their Intelligence modifier (minimum 1).

Master Scholar's Arts: At 17th level a Wyrd-blooded gains complete mastery of their innate sorcery. They may cast Symbol of Fear (1/week per four levels in this class), Symbol of Pain (1/week per four levels in this class), Symbol of Persuasion (1/week per four levels in this class), Symbol of Sleep (1/week per four levels in this class) and Symbol of Stunning (1/week per for levels in this class) as spell-like abilities. These symbols last for 1 week after being created.

Pyrrhic Puzzlement (Su): At 19th level even speaking to a Wyrd-blooded is a fatal error. As a standard action a Wyrd-blooded may select one target they are aware of, forcing the target to make an opposing intelligence check with the Wyrd-blooded. If the target fails they gain 2d4 negative levels and the Wyrd-blooded gains 2d4x5 temporary hit points for 1 hour. If the target succeeds they still gain 1d4 negative levels and the Wyrd-blooded gains 1d4x5 temporary hit points for 1 hour. This is a sonic and mind-affecting effect that requires the target to have an Intelligence score of at least 3 and to share a language with the Wyrd-blooded. A Wyrd-blooded can use this ability a number of times per day equal to one-quarter their Intelligence modifier (minimum 1).


Adaptation: The Intelligence based abilities of this class, such as Dangerous Riddle, may seem boring to some game groups because of their static, pure mechanical nature. A DM may instead allow the use of actual riddles to be used in conjunction with the ability, with success or failure determined by being able to solve the riddle. Characters with high intelligence scores should be slipped hints to solve the riddle, while characters with low intelligence scores should be slipped false hints.

Troll
http://i166.photobucket.com/albums/u98/The_Logos/Troll.jpg

Class Skills: Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge: Local (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str)

Vigorous Health (Ex): At 1st level, a Wyrd-blooded's physiology is in a state of constantly renewing itself. Whenever a Wyrd-blooded is subjugated to Hit point damage determined by a dice roll, re-roll the damage and take the lower of the two values.

Surge of Fortitude (Ex): At 3rd level, a Wyrd-blooded becomes tougher to kill once their lives are in danger. A Wyrd-blooded gains Fast Healing equal to 1/4 of their Hit Dice (minimum 1). This Fast Healing only functions when a Wyrd-blooded is below half health and ceases to function when the Wyrd-blooded is at half health or higher.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Constitution and Wisdom.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Charisma.

Regeneration (Ex): At 5th level, a Wyrd-blooded begins to tap into its Troll heritage. A Wyrd-blooded can reattach severed limbs and organs instantly by holding them to the affected area. Lost limbs or organs regrow over a span of 1d6 hours. This ability does not prevent a Wyrd-blooded from dying because of decapitation or similarly extreme dismemberment.

War Fervor (Ex): At 7th level, a Wyrd-blooded becomes a more deadly opponent the longer they fight. During an encounter, whenever a Wyrd-blooded suffers an amount of damage equal to 10% of their total health (either at once or cumulatively) they gain a +1 morale bonus to attack and damage rolls and suffer a -1 penalty to AC. These bonuses and penalties cap at +8/-8 and end one minute after combat has ended.

Font of Life (Su): At 9th level, a Wyrd-blooded becomes so charged with lifeforce that they become difficult to affect. A Wyrd-blooded gains a +4 racial bonus on saving throws against Necromancy and Death effects.

In the Footsteps of Giants (Ex): At 11th level, though a Wyrd-blooded is no larger than normal they hold the weight of a true Troll. A Wyrd-blooded functions in many ways as if they were one size category larger. Whenever a Wyrd-blooded is subject to a size modifier or special size modifier for a combat maneuver or opposed check (such as during a grapple, bull rush attempt, and trip attempts), the Wyrd-blooded is treated as one size larger if doing so is advantageous to them. A Wyrd-blooded is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. A Wyrd-blooded can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this class ability stack with the effects of powers, abilities, and spells that change the subject’s size category.


Resilient Health (Ex): At 13th level, a Wyrd-blooded becomes the epitome of hardiness. A Wyrd-blooded is immune to disease (even magical ones) and poisons and is capable of gaining sustenance from any form of organic material.

Stubborn Existence (Su): At 15th level, a Wyrd-blooded becomes even more difficult to kill. Any time an effect or method would kill a Wyrd-blooded, before they are considered dead they are treated as being affected by a Regenerate spell (Caster level equal to the Wyrd-blooded's class level). This ability is usable an amount of times per week equal to the Wyrd-blooded's Constitution modifier (minimum 1). [This ability does not activate if in an Anti-magic field but does activate once the Wyrd-blooded leaves the field.]

Troll's Blood (Ex): At 17th level, a Wyrd-blooded comes full into their durable parentage. A Wyrd-blooded gains Regeneration suppressible by Fire or Acid equal to 1/4 their Hit Dice.

Primal Wrath (Su): At 19th level, a Wyrd-blooded is capable of unlocking a terrifying transformation inside of themselves. Once per encounter, as a standard action, a Wyrd-blooded can enter a Primal Rage. They grow to Huge size category, gain two Slam attacks, gain use of the Awesome Blow feat and lose either the Acid or Fire vulnerability of their Regeneration. A Wyrd-blooded is exhausted once leaving a Primal Rage and requires one hour of complete rest to recover. A Wyrd-blooded can enter a Primal Rage an amount of times per day equal to 1/2 their Constitution modifier.


Unicorn
http://i166.photobucket.com/albums/u98/The_Logos/Unicorn.jpg

Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Nature (Int), Knowledge: Religion (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Hand of the Saint (Su) : At 1st level, a Wyrd-blooded’s very touch can alleviate suffering. As a standard action, the Wyrd-blooded can lay hands on a living creature that is below half health and heal them for 3 points of hit point damage. The amount healed increases by 3 points for every two levels that they possess in this class to a maximum of 27 points at 17th level.

Nature’s Grace (Su): At 3rd level, a Wyrd-blooded becomes empowered by the very spirit of the natural world. The Wyrd-blooded gains a bonus to all saving throws equal to its charisma modifier (if any).
Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Dexterity and Charisma.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Wisdom.

Mysticism of Purity: At 5th level, a Wyrd-blooded begins to tap into innate sorcery. They may cast Detect Evil (1/day per level in this class), Cure Light Wounds (1/day per 2 levels in this class), Light (1/day per level in this class) and Faerie Fire (1/day per 4 levels in this class) as spell-like abilities.

Diplomat of the Woods (Su): At 7th level, a Wyrd-blooded connects more with the spirit of nature inside of it. The Wyrd-blooded gains the Wild Empathy class feature and receives a +6 racial bonus on the check. If the Wyrd-blooded later takes levels in the Druid class, its Druid class levels stack with this bonus. Additionally the Wyrd-blooded is now immune to poison.

Improved Mysticism of Purity: At 9th level, a Wyrd-blooded further harnesses its innate sorcery. They may cast Mass Cure Light Wounds (1/day per level in this class), Restoration (1/day per 2 levels in this class), Cure Critical Wounds (1/day per level in this class) and Break Enchantment (1/day per 4 levels in this class) as spell-like abilities.

Paragon of Virtue (Su): At 11th level, a Wyrd-blooded finds that their very body cannot abide the presence of evil. They are treated as being under a permanent Magic Circle against Evil and Repel Aberrations [Repel Vermin but applies to Aberrations] spells.

Courier of Mercy (Ex): At 13th level, a Wyrd-blooded’s body becomes better suited for meeting their foes. The Wyrd-blooded’s base speed increases to 60 feet and they gain the Powerful Charge ability.

Master Mysticism of Purity: At 15th level, a Wyrd-blooded gains mastery over its innate sorcerous power. They may cast Control Weather (1/day per level in this class), Mass Cure Serious Wounds (1/day per 2 levels in this class), Bestow Grace of the Champion (1/day per level in this class) and Greater Restoration (1/day per 4 levels in this class) as spell-like abilities.

Second Chances (Su): At 17th level, a Wyrd-blooded can push back the veil of death to give the living another chance. As a full-round action the Wyrd-blooded lays hands on a slain creature, infusing them with life force. If the target was of good alignment they are treated as if effected by a True Resurrection spell; but if the target was of any other alignment they are treated as if effected by a Reincarnate spell. A Wyrd-blooded can use this ability an amount of times per day equal to half their Charisma modifier (minimum 1).

Martyr’s Blessing (Su): At 19th level, a Wyrd-blooded can sacrifice their very life force to aide their compatriots. As a standard action the Wyrd-blooded sacrifices an amount of hit points equal to 10% of their maximum health to give one of the following benefits to all allies within 60 feet:
+5 morale bonus on attack and damage rolls
+5 morale bonus on all saving throws
Fast Healing 5
Magic Circle against Evil
+5 morale bonus to AC
+50 morale bonus to movement speed
These benefits last for 1d4+ half the Wyrd-blooded’s charisma modifier. The damage dealt by this ability cannot be reduced or prevented by any means and can only be healed naturally.



Vampire
http://i166.photobucket.com/albums/u98/The_Logos/Vampire.jpg

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: Local (Int), Knowledge: Religion (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex)

Umbral Thirst (Ex): At 1st level, a Wyrd-blooded feels the blasphemous thirst that plagued their ancestors. Whenever a creature that bleeds (including the Wyrd-blooded) is dealt damage within 30 feet of the Wyrd-blooded he become far more aggressive, gaining a +1 racial bonus to attack and damage rolls and taking a -1 penalty to AC. For every four levels after first that they possess in this class this increases by +1/-1 to a maximum of +5/-5 at level 17. This ability lasts for the duration of the encounter it was activated in.

Damned Flesh (Ex): At 3rd level, a Wyrd-blooded body naturally turns away harm. A Wyrd-blooded gains Damage Reduction equal to 1/2 of their Hit Dice (minimum 1) that is bypassable by weapons that are both silver and magic.

Uncanny body and mind (Ex): At 3rd, 7th, 11th, and 15th level a Wyrd-blooded gains a +1 permanent increase to Dexterity and Charisma.

At 5th, 9th, 13th and 19th level a Wyrd-blooded gains a +1 permanent increase to Strength and Wisdom.

Dark Whispers : At 5th level, a Wyrd-blooded begins to gain access to unholy sorceries. They may cast Charm Person (1/day per level in this class), Fog Cloud (1/day per 2 levels in this class), Expeditious Retreat (1/day per level in this class) and Blur (1/day per 4 levels in this class) as spell-like abilities.

Hunter's Pride (Ex): At 7th level, a Wyrd-blooded gains innate insight into their place in the world and become more in-tune to their vampiric roots. A Wyrd-blooded gains a racial bonus to Bluff, Perception, Sense Motive and Stealth skill checks equal to 1/4 their level in this class. In addition they act as if always under the effects of the Spider Climb spell.

Unholy Vitality (Ex): At 9th level, a Wyrd-blooded gains access to the prodigious durability of the vampire. A Wyrd-blooded gains resistance to Electricity and Cold equal to 1/2 their total Hit Dice. In addition they gain Fast Healing equal to 1/4 their total Hit Dice.

Dark Influence: At 11th level, a Wyrd-blooded gains further insight into their innate magic. They may cast Hurricane Blast (1/day per level in this class), Solid Fog (1/day per 2 levels in this class), Shadow Step (1/day per level in this class) and Nightmare (1/day per 4 levels in this class) as spell-like abilities.

Tenuous Lifeforce (Su): At 13th level, a Wyrd-blooded body is warped, degrading to a state farther from living. A Wyrd-blooded gains immunity to bleed effects, disease, poison and sleep effects.

Dark Madness: At 15th level, a Wyrd-blooded gains further insight into their dark magics. They may cast Control Undead (1/day per level in this class), Animate Dead (1/day per 2 levels in this class), Control Weather (1/day per level in this class) and Create Undead (1/day per 4 levels in this class) as spell-like abilities.

Severed Lifeforce (Su): At 17th level, a Wyrd-blooded degrades almost to a state of true Undeath. A wyrd-blooded gains immunity to death effects, mind affecting effects, paralysis, and stunning.

Blood is the Currency of the Soul (Su): At 19th level, a Wyrd-blooded is capable of preforming a profane ritual with their soul as the focus. Once per day a Wyrd-blooded may drink of the blood of a foe they personally slew in battle and mediate upon the moment of their death for ten minutes. After the ten minutes elapse a Wyrd-blooded gains access to a Corpse Familiar. A Corpse Familiar is a blasphemous replica of the slain creature and resides in the Wyrd-blooded's soul until summoned. A Wyrd-blooded may summon a Corpse Familiar as a full-round action. A Corpse Familiar is an exact replica of the slain creature except that it possesses Fast Healing 3, Undead traits and follows the Wyrd-blooded's commands without question. A Wyrd-blooded may have no more than 1/4 its total Hit Dice in Corpse Familiars. Once a Corpse Familiar is destroyed it is permanently destroyed; no method can raise or resurrect a Corpse Familiar (although a Corpse Familiar can be recreated if the original creature is brought back to life and killed once again).

If a Wyrd-blooded would be killed and they still have any Corpse Familiars unsummoned, a Corpse Familiar is instead destroyed. The Wyrd-blooded is then healed to half their total hit points, regenerate any lost limbs or organs and restore twice their Charisma modifier in ability damage/drain.

Tanuki Tales
2011-07-01, 03:37 PM
Reserved for further use B.

Tanuki Tales
2011-07-01, 03:38 PM
Reserved for further use C.

Tanuki Tales
2011-07-01, 03:39 PM
Reserved for further use D.

Tanuki Tales
2011-07-01, 03:40 PM
Reserved for further use E.

Tanuki Tales
2011-07-01, 03:45 PM
Alrighty, the repost is now officially finished.

For those of you curious of why this happened, the old thread's OP hit the character limit and the rest of the thread wouldn't have allowed shifting of material farther down without looking extremely unsightly.


Now, onto the topic at hand:

I've added a Unicorn Heritage to the class.

At this point I'm beginning to feel that it may soon be possible to run an entire party of just this class. We have a few Tanky Heritages, two possible debuffer heritages, several DPS heritages and with the Unicorn we now have one that fills a Healer role.

Lix Lorn
2011-07-01, 04:44 PM
This is cool, but before I even read it, Innate skill needs rerwording or rethinking. As currently written, you could go Wyld-Blooded 17/Warblade 1/Psion 1/Wizard 1, and get 9th level manifesting, spellcasting, and maneuvers. PLUS eight bonus feats, con to AC, effective immortality, PLUS the bloodline stuff.

Dawn-Dusk
2011-07-01, 05:06 PM
Grey Ooze Heritage has Embrace the Marsh as their lvl 9 except it is the Tentacle lvl 9, it also references tentacles in it. I'm guessing it is a mistake.

Siosilvar
2011-07-01, 05:06 PM
Innate Skill: Any levels in the Wyrd-blooded class stack with levels in a spellcasting/initiator/manifesting class for the purpose of determining caster/initiator/manifester level and highest spell/maneuver/power known.

Multiple classes isn't a problem. Should probably be clarified to "one", however, and maybe rethought.

I, for one, would love my new d8 HD, full BAB, two-good-saves Wizard.

Tanuki Tales
2011-07-01, 05:54 PM
It really baffles me that after the third rewrite that people are thinking this class gives any kind of casting or manifesting.

Now, with my original wording of the Innate skill ability (which mind you is going on 3 months ago) I could totally see the confusion.

But at this point I think people are just reading more into the class feature than it says.

Innate skill only stacks with caster/initiator/manifestor level. It does not say anywhere that it grants you further spells per day/power points per day. A Wyrd-blooded 19/Wizard 1 has a Caster level of 20 but only has access to 0 level and 1st level spells.

The only gray area for a spellcaster is whether or not a high ability score can grant you spell slots that you wouldn't normally have and even then you'd need a 29 or 30 to have even 1 9th level spell. And I don't see that as being too much imho, especially at level 20.

A Wyrd-blooded 19/Psion 1 would potentially be able to know 9th level powers (if I remember psionics correctly) but they wouldn't have anywhere near the power point pool to make use of those powers.

Wyrd-blooded 19/Warblade 1 does give access to 9th level manuevers and this is intentional.

@Dawn: Woops. :smallredface:

Yeah, I copy paste the heritages usually when writing a new one so I don't have to rewrite everything from scratch. Totally missed that the Gray Ooze doesn't currently have a 9th level ability. :smalleek:

Thanks for catching that. :smallbiggrin:



Edit: Even though PrCs that further casting/manifesting explicitly say they increase spells per day/power points per day and this class didn't, I added to Innate Skill so that it explicitly clarifies this fact.

Phosphate
2011-07-01, 06:27 PM
I don't exactly understand one thing.

How can you inherit an ooze?

Tanuki Tales
2011-07-01, 06:29 PM
I don't exactly understand one thing.

How can you inherit an ooze?

*cracks open "The Sad Little Half-Dragon Gelatinous Cube"*

You see son, when a Mommy Ooze and a Daddy Dragon really love each other...

:smallwink:

Phosphate
2011-07-01, 06:43 PM
I mean seriously, oozes use Mitosis, they have no reproductive organs.

Tanuki Tales
2011-07-01, 06:59 PM
I mean seriously, oozes use Mitosis, they have no reproductive organs.

As far as I know, outside of Dragon Magazine articles and maybe a scant few specific Oozes, the reproductive cycle of an Ooze is never defined or covered.

And not like it even particularly matters. It's a Fantasy setting where Magic exists that's powerful enough even to bend and mold reality like putty.

Morph Bark
2011-07-01, 07:42 PM
I mean seriously, oozes use Mitosis, they have no reproductive organs.

The mother ate an ooze.

It's a long story.


EDIT: One thing I wonder though, why is there no Dragon option, despite the class picture being draconic? :smallwink:

Shadow Lord
2011-07-01, 08:16 PM
The mother ate an ooze.

It's a long story.


EDIT: One thing I wonder though, why is there no Dragon option, despite the class picture being draconic? :smallwink:

Because Dragons are cliché. And because the others ones are better. I'd like to recommend Demon, Angel, Devil, and Eladrin, as well as Hydra, for your consideration.

Tanuki Tales
2011-07-01, 08:38 PM
The mother ate an ooze.

It's a long story.


EDIT: One thing I wonder though, why is there no Dragon option, despite the class picture being draconic? :smallwink:

Because the class isn't finished? As the changelog shows, all of the Heritages have been created over time. :smalltongue:

radmelon
2011-07-01, 08:46 PM
This class is great! I jusr want to say a few things:

1. The Feel Through the Muck ability: Increments of 12 are hard to work with. I know it's to make it add up properly, but it'd be hell to work with.

2. The Slaad abilities: I'm guessing that the Slaad's weapon of chaos and body of chaos are meant to be: Spend a standard action to gain a temporary benefit. However, there are a few problems. One, there is currently no limit to the number of natural attacks you can have. As it is written currently, the Wyrd-blooded can just spend a few hours growing natural weapons then make a full attack with ~100 attacks. Two, the randomness of the movement modes doesn't really change anything, as noones ever going to use more than one exotic movement mode at once, and out of combat the wyrdblooded will just keep re-rolling until they get what the want. It these two abilities were simply rolled at the beginning of the day and could not be re-rolled voluntarily, it would both work better and fit the fluff better in my opinion.

3. RAW the unicorns marty's blessing ability lowers max hitpoints as opposed to losing health equal to 10% of max.

Tanuki Tales
2011-07-01, 08:58 PM
This class is great! I jusr want to say a few things:

1. The Feel Through the Muck ability: Increments of 12 are hard to work with. I know it's to make it add up properly, but it'd be hell to work with.

2. The Slaad abilities: I'm guessing that the Slaad's weapon of chaos and body of chaos are meant to be: Spend a standard action to gain a temporary benefit. However, there are a few problems. One, there is currently no limit to the number of natural attacks you can have. As it is written currently, the Wyrd-blooded can just spend a few hours growing natural weapons then make a full attack with ~100 attacks. Two, the randomness of the movement modes doesn't really change anything, as noones ever going to use more than one exotic movement mode at once, and out of combat the wyrdblooded will just keep re-rolling until they get what the want. It these two abilities were simply rolled at the beginning of the day and could not be re-rolled voluntarily, it would both work better and fit the fluff better in my opinion.

3. RAW the unicorns marty's blessing ability lowers max hitpoints as opposed to losing health equal to 10% of max.

I addressed the second two.

I know that increments of 12 feet would be hell to work with, but I wanted it to scale evenly. I could drop it to 10 feet and try to distance it evenly between 6 places in the class.

Edit: And thanks for the compliment. ^_^

Volthawk
2011-07-01, 09:19 PM
Why do Grey Ooze wyrd-blooded get Intelligence boosts, considering that Grey Oozes are mindless, Int - creatures?

Tanuki Tales
2011-07-01, 09:24 PM
Why do Grey Ooze wyrd-blooded get Intelligence boosts, considering that Grey Oozes are mindless, Int - creatures?

As opposed to a Charisma boost when Gray Oozes have a Charisma of 1? :smalltongue:

Tanuki Tales
2011-07-03, 06:24 PM
As requested by Morph Bark, the Red Dragon heritage is now part of the class!

NosferatuZodd
2011-07-03, 09:17 PM
If you do the demon or devil ones, i'd focus on aspects of the balor and pitfiend respectfully.

Tanuki Tales
2011-07-03, 09:20 PM
If you do the demon or devil ones, i'd focus on aspects of the balor and pitfiend respectfully.

I'm more likely to do a Pit Fiend before a Balor, if only because I like them more and I like Devils more. :smalltongue:

Eldest
2011-07-04, 10:36 AM
I would suggest adding a Fae heritige. If there isn't one somewhere. That may work for another debuffer.

Tanuki Tales
2011-07-04, 02:51 PM
I would suggest adding a Fae heritige. If there isn't one somewhere. That may work for another debuffer.

Depends on the Fey of course, but I'll add it to the idea pool.

Shadow Lord
2011-07-04, 03:32 PM
Great. Now you're all cliché n' stuff.J/K

Tanuki Tales
2011-07-04, 04:31 PM
Great. Now you're all cliché n' stuff.J/K

xD

Well, it's hard to be cliche when the end goal for this class is to include practically every monster. :smallwink:

Shadow Lord
2011-07-04, 04:33 PM
As long as you make a cake one, I won't bomb your house. Yes, that is a joke. No, I'm not Russian. Why do you ask?

Tanuki Tales
2011-07-04, 04:37 PM
As long as you make a cake one, I won't bomb your house. Yes, that is a joke. No, I'm not Russian. Why do you ask?

xD

Well, there was a Cake Golem either made up at some point or homebrewed on these forums. I'll just a heritage for it.

Tanuki Tales
2011-07-05, 12:48 PM
As requested by Shadow Lord, there is now a Hydra heritage!

radmelon
2011-07-05, 04:02 PM
The hydra heritage looks good, I might play one in the future.
However, I must ask a question about it's final ability, the skin shedding. The wording is somewhat vague. Am I correct in assuming that the natural armor returns when the fast healing returns?

Tanuki Tales
2011-07-05, 06:25 PM
The hydra heritage looks good, I might play one in the future.
However, I must ask a question about it's final ability, the skin shedding. The wording is somewhat vague. Am I correct in assuming that the natural armor returns when the fast healing returns?

Fixed. And yes, you assume correctly.

Dumbledore lives
2011-07-05, 06:35 PM
I'm a little confused by the first level ability, in that I don't really see a reason behind it. It's not particularly powerful, except possibly for an Ardent who could pick up some 9th level powers by taking it for the first and 17th levels. Initiators also have some benefit, especially swordsages with their 6 maneuvers at first level, they could pick up 1 or 9th level maneuvers and only miss out on a bonus feat I think.

So my question is what is the purpose of the innate skill ability, why is is there fluffwise?

Tanuki Tales
2011-07-05, 08:55 PM
I'm a little confused by the first level ability, in that I don't really see a reason behind it. It's not particularly powerful, except possibly for an Ardent who could pick up some 9th level powers by taking it for the first and 17th levels. Initiators also have some benefit, especially swordsages with their 6 maneuvers at first level, they could pick up 1 or 9th level maneuvers and only miss out on a bonus feat I think.

So my question is what is the purpose of the innate skill ability, why is is there fluffwise?

Fluffwise its there because of the fact this class is descended from an original concept for this to be the DnD equivalent of the God-blooded from Exalted. Because of their parentage they're just frankly better at being martial supernatural badasses than normal folk.

Mechanic-wise is that this class is attractive for multiclassing. You're not penalized too greatly for taking this class as part of a Gish build because you don't have to blow a feat on Practiced Spellcaster/Manifester and in the end it only hurts your spells per day/power point pool.

This class is even better for blending with Initiators because of the fact it counts towards your total Initiator level and I full-heartedly believe that melee should get nice things.

Basically this class is doing what base classes don't tend to do; giving you both a good reason to take it for the full 20 levels and for taking it for a few levels and then multiclassing out.

Owrtho
2011-07-05, 08:59 PM
I rather like the look of this class so far. Haven't looked through all of it yet, though I'm wondering if you think you might do a kraken or similar sea monster soon?

Owrtho

Erevar
2011-07-05, 09:06 PM
I also have a monster request seeing as you have not done anything with psionics yet how about a crystal dragon or the cerebrilith. And also an idea for a prestige class for cases where someone has 2 or more monster ancestors or someone who is able to use magic or potions to invoke abilities from different monsters? Also great work and an excellent idea

Tanuki Tales
2011-07-05, 09:19 PM
I rather like the look of this class so far. Haven't looked through all of it yet, though I'm wondering if you think you might do a kraken or similar sea monster soon?

Owrtho


Thank you kindly.

Dunno about soon but I'll add it to the list. Other than a Kraken, anything you're looking for in particular?

@Erevar: *coughs and points at the Illithid and its Psi-like abilities*

I already have a similar concept for a prestige class, but that is way in the backlog. :smallwink:

Owrtho
2011-07-05, 09:48 PM
Well, hard to recall too many off hand (likely due to the fact that D&D doesn't have much focus on sailing or the like), but Krakens, Scyllans (Stormwrack), Dragon turtles, leviathan, etc. The kinds of creatures known to terrorize ships and drive sailors from an area. Not saying you should try adding all of them, but at the moment there isn't much in the list for someone in a seafaring game, and it would I imagine be more fun to say you're descended from some creature that sunk thousands of ships and made sailors fear to go into its territory than that you're descended from a goldfish.

Owrtho

Tanuki Tales
2011-07-05, 10:12 PM
Well, hard to recall too many off hand (likely due to the fact that D&D doesn't have much focus on sailing or the like), but Krakens, Scyllans (Stormwrack), Dragon turtles, leviathan, etc. The kinds of creatures known to terrorize ships and drive sailors from an area. Not saying you should try adding all of them, but at the moment there isn't much in the list for someone in a seafaring game, and it would I imagine be more fun to say you're descended from some creature that sunk thousands of ships and made sailors fear to go into its territory than that you're descended from a goldfish.

Owrtho

I just want to know which one you'd like to see most is all, but I'll probably end up going with Kraken, Scyllan or Dragon Turtle if you don't name one specifically. :smalltongue:

Owrtho
2011-07-05, 11:29 PM
I just want to know which one you'd like to see most is all, but I'll probably end up going with Kraken, Scyllan or Dragon Turtle if you don't name one specifically. :smalltongue:

Well, I'd place Kraken and Scyllan as my two favourites off that list, kraken likely having a slight lead due to more stories about them (though scyllans being based of Scylla from Greek mythology is well known). Dragon turtle would probably follow after those two, as the leviathan in D&D quite frankly looks like nothing more than a whale. Nothing else is accounted for, as I can't remember them.

Owrtho

Tanuki Tales
2011-07-06, 12:16 AM
As requested by NosferatuZodd, we now have a Pit Fiend heritage!

Erevar
2011-07-06, 10:49 AM
Damn missed the mind flayer. Should always check if there are illithids in a post trying to suck my brain away. Anyway great work though i would like to offer a suggestion or an adaptation to the mind flayers based on the mind flayer as presented in the expanded psionics handbook perhaps replacing their psionic abilities with a ability similar to the one you have given to the red dragon heritage for sorcerer casting only for telepath levels in this case.

PersonMan
2011-07-06, 11:28 AM
I haven't read much, but the Stuff of Legends class feature seems a bit odd-you don't mention it, so theoretically a middle-aged(or old) Wyrd-blooded could, upon attaining level 3...suddenly become adult again, getting stronger, more dexterous and tougher but less insightful, intelligent and charming.

Unless this is what you wanted, I'd advise adding something about not changing age bonuses/penalties if you move age categories.

Tanuki Tales
2011-07-06, 01:08 PM
I haven't read much, but the Stuff of Legends class feature seems a bit odd-you don't mention it, so theoretically a middle-aged(or old) Wyrd-blooded could, upon attaining level 3...suddenly become adult again, getting stronger, more dexterous and tougher but less insightful, intelligent and charming.

Unless this is what you wanted, I'd advise adding something about not changing age bonuses/penalties if you move age categories.

It's intended. Like I said in my comments, character age isn't in any way a real effective way to munchkin, at least with this class.

Stuff of Legends doesn't de-age them. It just increases each age category by 5. They're still in the middle-aged/old age category, they just get more time.


@Erevar: I'll take a look and think it over.

Lix Lorn
2011-07-06, 10:57 PM
It's intended. Like I said in my comments, character age isn't in any way a real effective way to munchkin, at least with this class.

Stuff of Legends doesn't de-age them. It just increases each age category by 5. They're still in the middle-aged/old age category, they just get more time.
But say they're in their fourth age category, and each category is 100 years. So Fourth category is 301-400 as normal, and becomes 316-420. If they were 301, they've gone down a category.

Tanuki Tales
2011-07-06, 11:00 PM
But say they're in their fourth age category, and each category is 100 years. So Fourth category is 301-400 as normal, and becomes 316-420. If they were 301, they've gone down a category.

I'll fiddle around with the rules text later tonight to clarify.

Tanuki Tales
2011-07-07, 11:36 PM
Changes to the class have been made; review the Change log for specifics!

Vulaas
2011-07-07, 11:46 PM
I haven't looked everything over, but the 19th level Slaadi ability looks very...Underwhelming. I would expect something more out of a high level ability than 4d6 damage, 2 damage to a stat, or a negative level at best.

Tanuki Tales
2011-07-07, 11:52 PM
I haven't looked everything over, but the 19th level Slaadi ability looks very...Underwhelming. I would expect something more out of a high level ability than 4d6 damage, 2 damage to a stat, or a negative level at best.

End of the 5th bullet. (http://www.giantitp.com/forums/showpost.php?p=11267055&postcount=25)

Vulaas
2011-07-08, 12:04 AM
Compared though to the Illithid, Troll, Vampire, Hydra, Dragon, or really, just about any others though? It's still quite underwhelming for a Slaadi. At high levels, many foes you fight will be immune or resistant to a very good deal of those effects. Undead and constructs in particular will be terrible for you.

Tanuki Tales
2011-07-08, 10:09 AM
There; fixed.

Tanuki Tales
2011-07-15, 09:04 PM
As requested by Eldest, the class now has a Nymph Heritage.

I also added in a new ability and have fielded my first attempt at an actual capstone ability as was suggested by many people to be created.

Tanuki Tales
2011-07-17, 02:05 PM
Over 100 views since my update and no comments or critiques?

Shadow Lord
2011-07-17, 02:47 PM
You're still missing the cake bloodline :smallsigh:

Tanuki Tales
2011-07-17, 03:17 PM
You're still missing the cake bloodline :smallsigh:

It's in the works, just keep your fork ready. :smallwink:

Kraken is next on the waiting list and there's one I want to do and then Cake Golem.

Shadow Lord
2011-07-17, 03:18 PM
Alright, then. But I want you to sign my contract.

http://fc05.deviantart.net/fs6/i/2005/063/7/4/Devil__s_Contract_by_liiga.jpg

radmelon
2011-07-25, 10:45 PM
As a bump, I would like to request a phoenix lineage. I wanna see what happens.

Eldest
2011-08-01, 09:42 AM
The nymph heritage is great, although the ego references are a bit weird. I have to keep reminding myself it's the same thing as their force of personality. Is the 19th level ability basically the ability to give out the effects of the nymph's kiss feat?

Zale
2011-08-01, 01:05 PM
These are just awesome. :smallbiggrin: Way to go.

Pyromancer999
2011-08-01, 05:07 PM
Just one thing: how is this promiscuous?

Eldest
2011-08-01, 05:24 PM
It would mean everything's doing it with everything. How is that not?

Tanuki Tales
2011-08-04, 10:54 PM
I am very surprised that this class and thread saw attention in my absence from doing anything DnD related. o.o

@Eldest: Doesn't Nymph's Kiss just give 1 skill point per level and some bonuses to Charisma checks?

@Zale: Thanks. :smallredface:

@Pyro: What Eldest said. :smallbiggrin:

Eldest
2011-08-05, 08:48 AM
Ok, nvm. So that's a better bonus than a feat, pretty awesome, especially if you have a bard in the party.

Cogidubnus
2011-08-09, 07:44 AM
Can I just say, I think this class is actually a really good and fun idea. If you want any help making more Uncanny Heritages I'd be happy to try to contribute, although it's totally up to you whether you want that or not.

Lord Vampyre
2011-08-09, 12:48 PM
The class looks great. I haven't had a chance to go through all of the heritages yet, but I do want to comment on the Dragon's Arcane Birthright.

It seems as though it should fit with the class's Innate Skill ability. For instance you should consider changing the wording to something closer to this:


Arcane Birthright: At 3rd level, a Wyrd-blooded gains access to the innate sorcererous powers that come naturally to their draconic ancestors. The Wyrd-blooded gains spells per day and spells known as a Sorcerer of half their levels in this class. These levels stack with Sorcerer for the purposes of gaining spells per day and spells known. They may choose their spells known from the Sorcerer/Wizard Spell List, Cleric Spell List and the Chaos, Evil and Fire domains; any spells they cast are arcane spells.
Additionally, the Wyrd-blooded automatically knows the following spells when they are able to cast them: Detect Magic, Pyrotechnics, Suggestion, Wall of Fire, Find the Path and Discern Location.

I've underlined the sections that have been edited.

Additionally, you may want to consider allowing it to be opened up to either wizard or sorcerer. This would give the player's a chance to customize their character a little.

Also, if you're still taking requests, I would like to request that you add a heritage for either Shadows or Shadow Dragons

radmelon
2011-08-09, 06:51 PM
As a bump, I would like to request a phoenix lineage. I wanna see what happens.

I hope my request from page 2 has not been forgotten.

Eldest
2011-08-09, 09:24 PM
Request? What request? :smalltongue:

wiimanclassic
2011-08-09, 11:14 PM
Request? What request? :smalltongue:

He means Phoenix.

Eldest
2011-08-10, 08:21 AM
(please note the :smalltongue: at the end)

onthetown
2011-08-10, 08:18 PM
Cool class... My first thought about the ooze heritage was explaining to a kid, "Well, son... mommy was swimming one day..."

Tanuki Tales
2011-08-22, 01:34 PM
Alright, my 2 week vacation is over and I'm getting back into the saddle. I'll do my best to get back on top of all that's supposed to get done in this thread starting tonight and I'll try to get replies out for what's been said and asked for thus far when I can.

Thanks given out to everyone thus far who's commented on this project.

Sgt. Cookie
2011-08-29, 01:43 PM
I would like to suggest a Gorgon heritage.

Tanuki Tales
2011-09-16, 08:19 PM
Alright, I lied. :smallsigh:

But now we have a new Heritage finally up; the Kraken heritage as requested by Owrtho!


Now, let me address something that has been stewing in my mind for a while:

Some folks have offered, either on this thread or to me in private messages, to help me with heritages for this class or to make ones themselves. I greatly appreciate the sentiments behind these offers and it tickles me pink that a piece of my homebrew is actually popular enough to get those kind of offers.

And I will have an answer on how I will be treating this concept once I receive conformation on a few things from the Moderators.

Owrtho
2011-09-16, 10:29 PM
But now we have a new Heritage finally up; the Kraken heritage as requested by Owrtho!

Well, glad to see it finally take form. I took a glance at it and didn't see anything that seemed unbalanced about it, though I'd need to look more in depth when I have the time to be sure.
I do find your choice of granting slam attacks for the tentacles rather than tentacle attacks a little odd though (the Darktentacles heritage also seems to do this).

Owrtho

Tanuki Tales
2011-09-17, 06:00 AM
Well, glad to see it finally take form. I took a glance at it and didn't see anything that seemed unbalanced about it, though I'd need to look more in depth when I have the time to be sure.
I do find your choice of granting slam attacks for the tentacles rather than tentacle attacks a little odd though (the Darktentacles heritage also seems to do this).

Owrtho

Well, for Pathfinder at least, the Tentacle and Slam natural attacks have the exact same damage progression and do the exact same damage type so I don't think it really affects anything mechanically. Though I guess it does look a little odd.

And if anything, I might feel it's capstone could be weaker than some other capstones since it equates to "an even bigger sword + situational cover + situational wall". But that's up to the more seasoned 'brewers to decide and discuss.

Edit:

Ah, I remember why I made them Slam attacks.

Tentacle attacks are Secondary Natural Weapons while Slams are primary.

Phosphate
2011-09-17, 06:19 AM
So I just noticed your Nymph, and I am understandably shocked. Just 2 things.

Naturally if you're going the Nymph route you will point-buy yourself 18 Cha. Moving on. At 4th and 8th level you increase your Cha by 1 each, obviously. You will also obviously purchase a Cloak of Charisma. You also gain 2 Cha from Uncanny Body and Mind.

That is 28 Cha, without ANY optimization, by level 9. Which is a +14 modifier, that is actually a +16 modifier due to Faerie Guile. I will not even comment on how your saves are now something like +20/+23/+24. But I WILL comment on Stunning Glance.

So you can at will, that means once per turn, as a standard action, stun a creature for 2-8 rounds unless it passes a check? Ok, now let's see the check. Fortitude against a DC of 11+4+16...that is a DC of 31, right? At level freaking 9. Well, unless your opponents are mindless you're like fighting stuff with CR 3/4 above your level right there.

And it's not even the worst thing. At level 12, add another point to Cha, and another one from Uncanny body and mind. Now you have 30 Cha, which you can boost with that level 2 transmutation whatsitsname to 34, which is a +17 modifier, which is actually a +20 modifier due to Faerie Guile.

So, EVERYTHING that even attempts to fight you, through no effort on your part, must succeed a check against a DC of 11+6+20=37...or go permanently blind...AT LEVEL 13?! And you ALSO have +20 to all your saves.

There is something wrong here.

Tanuki Tales
2011-09-17, 06:44 AM
There is something wrong here.

Few things actually.

1. The modifier for a score of 28 is +7, not +14. That's the modifier for a score of 38.
2. That's not how Faerie Guile works.
3. As said, your math is kind of really off.
4. Blinding Beauty is a mind-affecting and visual ability that can be undone with a 3rd level spell.
5. Pathfinder Paladins get Charisma as a bonus to all saves as well.

Owrtho
2011-09-17, 01:50 PM
And if anything, I might feel it's capstone could be weaker than some other capstones since it equates to "an even bigger sword + situational cover + situational wall". But that's up to the more seasoned 'brewers to decide and discuss.

Well, you could always draw on how kraken (also squid, octopodes, etc.) have tentacles that are either 2x or 4x their normal reach (the latter being in the case of 2 of the kraken's tentacles). Still, that does leave it being "just a bigger sword" as you put it.


Ah, I remember why I made them Slam attacks.

Tentacle attacks are Secondary Natural Weapons while Slams are primary.

I see. I expect that is a pathfinder thing as in d&d there are no default types like that, and you just specify which type it is (I also expect in pathfinder you could override the default by stating it's primary).

Owrtho

Tanuki Tales
2011-09-18, 08:32 PM
Alright; from what I've gotten out of the moderators (because it goes past the scope of this forum's rules) means one of the two following happens:

No. I can't accept any form of help or aid or suggestions but I appreciate the idea.
Yes. But the best you'll most likely be getting is an acknowledgement in this class' notes and you'll have to give up any rights to what help you give being your own intellectual property (I won't ever be copy/pasting anything and will always rework and add my own spin onto anything submitted).

So I'm going to let you guys who wanted to give help decide how this goes down. I want to keep sole ownership of the class and don't want this to blossom into a community project. I also don't want this thread locked because someone gives up an idea for the class, I use it partially to make a new addition to the class and they later raise a stink that they should own that piece of the class.

Tanuki Tales
2011-09-20, 12:24 PM
I ended up not wanting to give Illithids a casting progression, so as requested by Erevar, the Amethyst Dragon Heritage is now up!

I know he originally suggested Crystal, but I liked Amethyst as a color more. :smalltongue:

Eldest
2011-09-20, 07:52 PM
I am ok with losing rights to my ideas, as long as I do get mentioned if you use said idea.

Kurtmuran
2011-10-29, 11:05 AM
what changes can made if i want change the red dragon for a silver dragon

Tanuki Tales
2011-10-29, 07:38 PM
what changes can made if i want change the red dragon for a silver dragon

You can't simply do that. They're each unique creatures with unique abilities but I will eventually make a Silver Dragon one.

I guess I'll see if I can get another heritage up in the next week and as such I'm using my right to resurrect this thread even though it's been down the queue for a while.

For future reference, private message me something like this. Don't Thread Necro; not cool.

Edit: Can anyone find me stats for a Cake Golem? That's what was next on the waiting list.

radmelon
2011-10-30, 12:05 AM
I believe I requested a Pheonix heritage a while back.

Tanuki Tales
2011-10-30, 12:06 AM
I believe I requested a Pheonix heritage a while back.

You haven't been forgotten. :smalltongue:

radmelon
2011-10-30, 12:12 AM
You haven't been forgotten. :smalltongue:

Good to hear. I might actually use this class in a game I'll be running soon. Hmmmm... Ideas.

YouLostMe
2011-10-30, 07:30 PM
I know of the birthday cake golem (http://www.giantitp.com/forums/showthread.php?t=145583), but that idea should be shot, stomped on, and shot again. As you please.

I've got some criticisms, just going down the line:
Illithid Heritage (Abberrant Presence): SR 17+HD is ridiculously good. Against an NPC caster, a 15% chance makes you really dangerous, and most monsters (which I personally find myself tossing at the PCs more often than NPCs) have low caster levels for their CR, if casting is part of their schtick. Perhaps you meant 11+HD? Or perhaps this should be 11+HD?
Illithid Heritage (Brain Casting): These Psionic Abilities are pretty weak. Psionic Charm has merit, and its useable quite a lot (which is nice), but Mind Thrust? At level 5, you're making RTAs for 2d6 damage; why would you want to deal 1d10 off a Will Save instead? Detect Psionics might as well be useable at-will, simply because you are a psionically-blooded creature, and id insinuation could probably be knocked down to 1/day per 2 class levels.
Illithid Heritage (Improved Brain Casting): I don't see why Psionic Levitate is so limited (1/day per 4 levels). It's barely even flight, and it's slower than walking. I'd make this 1/day/class level, and read thoughts might as well be at-will.
Illithid Heritage (Vessel of the Mind): The term is "Light Fortification", instead of "25% Fortification". Not actually a big deal, but I might as well nitpick.
Illithid Heritage (Hunger for Id): Only having a Move Action for an average of 5 turns is effectively a Save or Die, and it's especially bad when tacked on with extra damage and a debuff. This needs to move way up or the condition needs to be changed.
Kraken Heritage (Power of the Tides): The Kraken is a pretty situational creature, I know, but it would be nice to have the abilities work everywhere. Pressure Sphere and Turbidity only work in water, which makes then pretty useless unless you're fighting underwater (And the Kraken wyrd-blooded creature can't even breathe underwater at this level). Also, gust of wind is pretty situational for hurting things, and mostly just pushes them away--there's no need to make it 1/day per 4 levels. You could probably make it at-will.
Kraken Heritage (Creeping Dark): Again we see nauseation for all of combat, coupled with a possibly debilitating debuff. This needs to be toned down.
Kraken Heritage (Improved Power of the Tides): Thalassemia and Control Winds are logically placed, but Control Currents and Wake Trailing (especially Wake Trailing) are very situational.
Kraken Heritage (Master Power of the Tides): Dark Tide and Control Weather are very very situational, and Dark Tide doesn't actually do much at all. Waterspout would be nice, but is also situational, and Blackwater Tentacle is quite good.
Kraken Heritage (Tenacious Grip): I believe the ability should state "... automatically deals it's slam damage every round..." instead of "tentacle damage".
.... what would Limb of the Kraken even look like..? o_0
Nymph Heritage (Faerie Guile): This is in no way as useful as a RTA for (level/2)d6 damage. You need an active ability here.
Nymph Heritage (Court Magic): Is this rounded up? Please say it's rounded up... this casting is weaker than the SLAs the other Heritages got.
Nymph Heritage (Stunning Glance): 2d4 round stun is a Save or Die. And this is useable at-will, based off of what is most likely the Nymph's highest or 2nd-highest stat. Needs to be reworked.
Nymph Heritage (Blinding Beauty): This is probably a weaker ability than Stunning Glance, but it's still quite strong. Additionally, how often must one make the save? Every round? Once per encounter? And does it affect allies (it appears to).
Nymph Heritage (Fey's Touch): I'm a little confused about this whole 'make your ego into an attack' thing... thematically, I associated "ego" with "mind powurz" and "nymph" with "nature magics". Especially since you gave the nymph druid casting, this seems out of place. Again, this is also weaker than Stunning Glance, but nauseation and daze are strong (daze > nauseate > exhaust > fatigue. This ability is very unbalanced even within itself), and you can use it quite often (high Cha plus an item plus those bonuses from leveling).
Nymph Heritage (Fae Resistance): I'm quite confused at this. For Illithids, SR is a 3rd-level power, and for Nymphs, you need to wait till casters get 9th-level spells and pre-capstones are kicking in. I'm used to people having their own judgment as to where SR is appropriate, but I've never seen this method of almost haphazard assignment. What's your thought process here?
Nymph Heritage (Blessing of the Seelie): Weak. This capstone really doesn't catch my interest, and it doesn't even benefit the Nymph at all. Hell, you could assign this at mid-low levels so that the Barbarian failed his will saves less, and no one would make a fuss. The class features of this heritage almost seem backwards, with the greatest one at almost the lowest level (5) and some of the weakest ones at level 19.
Pit Fiend Heritage (Devil's Sting): This puts me off quite a bit. A character will probably make this their go-to attack most of the time for an amazing 7 con damage per 2 rounds. Of course, they need to succeed on an attack, but a character who wants to hit most certainly will, and then it takes three consecutive saves (during which the target is taking con damage and fortitude reduction, not gonna happen) to cure the disease. This definitely needs work, or perhaps needs to be scrapped.
Pit Fiend Heritage (Skin of Baator): The DR/Good of evil creatures never made sense to me. If one has been created from evil, one should exist not to be hurt by good. DR should not be overcome by good creatures. However, since DR/Good is the way WotC did it, I understand standing by the action.
Pit Fiend Heritage (Infernal Power): Holy crap, these SLAs are waaaay better than any of the other Heritages. This class really has power creep. Invisibility as a pre-buff, fireball for CC, scorching ray for people escaping, and fly for maneuverability. This takes over pretty much every role ever. Needs to be changed--I recommend more sources of dealing damage at ranged and not invisibility/fly SLAs. Perhaps give them wings for flight at the next point, and wrap those weak energy resistances in with the Skin of Baator?
Pit Fiend Heritage (Force of the Hells): yet another strange placement of Spell Resistance, though probably the most appropriate of all 3 that I've seen.
Pit Fiend Heritage (Diabolic Metabolism): Erm... Good damage, spells, or "effects"? What is an "effect"? And what is the value on the Regeneration?
Pit Fiend Heritage (Plague-Bearer): Diseases exist so that when players win encounters, they'll still have things that hurt them. As a PC, a disease is pretty much useless unless the incubation period is incredibly quick (at which point it's basically a poison). Needs changing.
Pit Fiend Heritage (Improved Infernal Power): MCaG could have come in last time, it's only moderately good and pretty situational. Create Undead is probably the least fiendish of all of the SLAs on its list. Lastly, Unholy Aura is a better version of PfG or MCaG; why have both?
Pit Fiend Heritage (Master Infernal Power): This distance between this and Improved is waaayyy too small. Bump Improved Infernal Power back one or two slots. Also, Meteor Swarm is weak to the point of being laughable at level 17, and PW: Stun is VERY strong. Switch those, and you might as well as G. Teleport at-will., since this is such a high level slot.
Pit Fiend Heritage (Litigator of the Nine): A capstone... that does nothing for you.... again. No, scrap it.

Illithid Overview: This is all right, thematically, but I would like to see CC from mind blast in a cone.

Kraken Overview: Needs a fair bit of re-writing, unless you plan on handwaving it and saying "he fights underwater, and that's that," at which point, it only needs a bit of rewriting. I'd like to see grappling and tentacles even before ink clouds, since that's what makes krakens super interesting. SLAs should probably take a lower priority to the ability to toss people into the air and perform CC with tentacle sweeps. Also, bite attack and breathing underwater pl0x.

Nymph Heritage: In need of drastic changes. First off, the Nymph is probably a caster-type, using ranged attacks if performing basic attacks at all, with priority on single-monster control. The beauty-based debuffs need to be toned down (2d4 stun especially) and rearranged, and her abilities should cater to party support and distracting monsters. I'd honestly prefer a class that ignores most of the monster entry and focuses on things that thematically scream "HOT FAIRY MONSTER".

Pit Fiend Heritage: Way way way too strong at the low levels, with DR, a killer DoT, and spells that meld perfectly. Things taper off at higher levels, and then come out OK but not fantastic. I'd really prefer to see a tank (with good DR and Regen later) that can use CC with SLAs but stacks natural attacks with multiple poisons (or a quick-acting disease) and specializes in grapple.

Annnd that's it for now. I might come back later to review more. I'm also interested in writing up a path (perhaps phoenix or some type of dragon, since there's a template to follow for dragons), and I can post it up for whatever editing you'd like so long as the work is CC-BY-SA.

Tanuki Tales
2011-10-30, 07:38 PM
Yeah....I'm not going to read a block of text like that. Sorry.

YouLostMe
2011-10-30, 07:59 PM
Yeah....I'm not going to read a block of text like that. Sorry.

Not sure when you posted that, but I was missing the list tags when I first posted. Now it's a list, and subheadings are bolded, with overviews at the bottom bolded. Should be easier to read.

Tanuki Tales
2011-10-30, 08:02 PM
Not sure when you posted that, but I was missing the list tags when I first posted. Now it's a list, and subheadings are bolded, with overviews at the bottom bolded. Should be easier to read.

It was back before you fixed the coding. xD

I'll go read what you wrote now.

YouLostMe
2011-10-30, 08:48 PM
Cool beans. Apologies for the absentmindedness.

Tanuki Tales
2011-10-30, 09:09 PM
*cracks knuckles*

Alright, let's do this. I'll be answering in direct order because I don't feel like trying to quote that behemoth.


I know it's ridiculously good, but it matches the exact same Spell Resistance that Mindflayer's themselves get.
RTA's? And Mind Thrust at level 5 is doing 6d10 on a Will save and said Will save is 2 DC higher than normal. Mind you that Mind Thrust is ultimately weak since its a mind-affecting ability but it was one of the psionic powers known by the Psionic Mind Flayer and I felt it matched the idea of the Mind Flayer enough to include it. Detect Psionics is as it is because of how Monster classes work here on the Playground (or at least how they worked when this class was first started. And its Monster classes that inspired this class); you don't get anything at-will because of potential abuse but certain things do end up with quite high amounts of usage allowed. Id Insinuation is as it is to match the rhythm of the whole class.
Already addressed similar points above.
True, but it's more a word choice thing. I may or may not change it but thank you for mentioning what you have.
There have been Save or Dies for the usage of many many classes by this point and time. And if I remember correctly I actually lifted this from one of the Warlock's shaping invocations so Warlocks can pull this trick off too.
Well...it's supposed to be situational. I mean, that's one of those things where you can't have your cake or eat it too. It's just like if you pick a PrC that only works underground or in a cold environment or what have you. And I addressed the SLA thing already.
That's replicated directly from the Kraken itself and unlike the Mind Flayer's access to it, it's a poison. I'm not seeing a problem with it.
Covered situational nature of this heritage above.
Covered situational nature of this heritage above.
Yeah, should probably change that. Thanks for the catch.
Basically like a giant, dismembered squid tentacle smashing things to death. The PC attached to it probably wouldn't be seen while this ability is in use. Or it could start small and then taper off to being much larger. Regardless, its magic and defies physics. xD
Yeah. No. NSFW and against forum rules. I'd get rid of the link if I were you. The problem was I couldn't find a good and clean photo I liked.
Again, RTA? And Faerie Guile doesn't deal damage. It's not even a usable ability.
No, it's not rounded up. The Wyrd-blooded gets actual spell slots with this heritage and can qualify for PrCs and other options that a Wyrd-blooded with a heritage that just grants SLAs can't. And none of the Heritages can get what some will call "good casting progression" because it begs the question of why one doesn't just pick and play that. Also, I try not to make certain aspects of the Heritages end up being way way way better than the actual creature.
Lifted straight from the Nypmh. And a Nymph PC could already be doing this for 2 levels longer than a Nymph Heritage Wyrd-blooded. And as I said, there are already plent of Save or Die/Save or Suck that classes have had access to.
It's Mind-affecting and Visual, both big holes by the time you get the ability. And it's intended to also affect your allies, another limiter to it. But blind is blind and that's a good thing to have to bring to bare.
Grabbed this from...either the Seelie or Unseelie Fey templates, I forget which. And it only clashes thematically if you don't look at Fey from the broad angle that I did. A lot of fiction has Fey magic and existence being a very perception based thing. And the spellcasting just picked a list so it's not necessarily advocating that the Nymph heritage is a hippy instead of forcing its will onto the natural world to obey.
The high spell resistance was something thematic to the Illithids since they had abnormally high SR. I like to try and give thematic elements of the monsters earlier except when I feel that it would be too game breaking (and I don't feel like actually being able to stand up to mages is a bad thing, even at low levels). Spell Resistance for Nymphs on the other hand isn't iconic so it ends up as a late level filler item. It may look haphazard and sometimes it is, but that's just how things ended up.
Lifted from the Nymph. Not all capstones need to be things that solely benefit the class or have massive in-combat use. The Nymph heritage was more or less approached with the feel for making a party face or someone who excels at social encounters but can still contribute in combat. I may increase the amount of creatures allowed to be inspired though.
Lifted from the Pit Fiend. But looking back, that may be too much for level one. I think I'll consider cutting the damage in half.
Yup. Otherwise I'd probably change it to DR/Chaotic since Devils are creatures of Law. But then that clashes with Outsiders like Inevitables.
While you may argue that they're better than what some other Heritages get (and honestly, not all monsters are equal. This is a Pit Fiend we're talking about), I don't see the same problem with this that you do. And two of them are SLAs the Pit Fiend receives and the other two were selected to mimic something Pit Fiends have that the Heritage doesn't give or as a thematic, weaker choice for an SLA.
Addressed this above.
Don't look at me. That's exactly how Pathfinder worded it. *shrugs* The value is right there at the end, "one quarter their total Hit Dice".
That's under the assumption a PC only buys Injury Poisons that have instant onset. But there are many poisons that do not fit this mold. This is an ability possessed by the Pit Fiend and something that could be used for long time torture or for roleplaying reasons.
Don't ask me, ask the Pit Fiend. All were lifted from it's SLA list. *shrugs*
That's just how things ended up. Pit Fiends are powerful Outsiders with a good, powerful list for their SLAs. It wasn't easy to space out their SLA progression without promoting something crappier into the empty slot or adding another strong ability. And I try to keep these Heritages as close as possible to the original beast so I only add in new things when absolutely necessary.
Covered this above. The Pit Fiend Heritage is given a powerful tool to wheel and deal in roleplaying situations. Souls are the currency of the Hells and your capstone just gave you a printing press.

Not going to probably happen if only to keep the power of the Mind Lance balanced and not to make the Warlock cry too hard.

I...completely forgot about breathing underwater. :smallsigh:
Anyways, as I said, I try to stay close to the original creature and the Kraken had SLA ability so I expanded on it and gave it more thematic choices for those SLAs. And as I said, it was meant to be situational.

Yeah...not going to happen there and I've explained why through out this address. Sorry but thanks for your opinions on the matter. Even if I was to agree with your suggestion, at this point I'm very hesitant about this project. Making these heritages are a massive amount of effort and something I didn't foresee when making this class back in April-ish. So while I'll bang out a new heritage now and then for the sake of those who do like this class, I'm much more comfortable with this class's spiritual successor. The Dreambound Canvas requires less work to write for, allows far more versatility and...well...I don't have a word for it but I feel something for that and about that class that I don't get from this one.

I will probably be toning down the poison it gets, but that's the only issue I have for that heritage personally.

Private message me or email the heritage if you would please. I'd rather do the editing there. And "CC-by-SA"?

Tanuki Tales
2011-10-30, 09:14 PM
Cool beans. Apologies for the absentmindedness.

No problemo. I apologize in advance if any of my reply sounds biting or harsh, I've just got a killer headache right now and the stupid pain killers haven't kicked in yet. :smallannoyed:

YouLostMe
2011-10-31, 01:14 AM
I WILL QUOTE THE BEHEMOTH


know it's ridiculously good, but it matches the exact same Spell Resistance that Mindflayer's themselves get.
That doesn't matter. SR 17+HD is overpowered, and balance, usefulness, and interestingness come before relation to monster entry.


RTA's? And Mind Thrust at level 5 is doing 6d10 on a Will save and said Will save is 2 DC higher than normal. Mind you that Mind Thrust is ultimately weak since its a mind-affecting ability but it was one of the psionic powers known by the Psionic Mind Flayer and I felt it matched the idea of the Mind Flayer enough to include it.RTA: Ranged Touch Attack.

Oh, and I derped and forgot that PLAs are fully augmented. OK, so it's quite a bit better. Only concern now is the overlap with your RTA, but I suppose it's nice to have two attacks and try to judge which is better.


Detect Psionics is as it is because of how Monster classes work here on the Playground (or at least how they worked when this class was first started. And its Monster classes that inspired this class); you don't get anything at-will because of potential abuse but certain things do end up with quite high amounts of usage allowed.Oh lord, what sort of terrible things can a mind flayer get up to detect psionics at will? Well, he can detect psionic stuff all the time and... well... yeah, this isn't even a problem. It's not bad to give at-will abilities when they can't be extensively abused.


Id Insinuation is as it is to match the rhythm of the whole class."rhythm" sounds like a very poor reason to not change something, IMO. Id Insinuation is pretty good, and it's nice to have a pretty good PLA on hand to mix up your tactics, but if you don't get the ability often enough, it's not interesting. This same comment goes for all of your other refutes in the "rhythm" vein of thought: If it's OK to make something at-will for balance's sake, then there's no good reason not to make it at will, and if the "rhythm" is a problem, then ignore it (because it's not a big problem) or just change the rhythm of the class.


There have been Save or Dies for the usage of many many classes by this point and time. And if I remember correctly I actually lifted this from one of the Warlock's shaping invocations so Warlocks can pull this trick off too.The warlock comes with only a few evocations, bad DR and weak offense otherwise, AND Noxious Blast is considered one of the greatest invocations. Your class is stacking 1/2 level fighter feats, a bunch of PLAs, resistances, an RTA, and this save-or-die. Too much. You'll notice a similar trend for other classes, where they get their SoDs but don't actually get a lot of other stuff (unless they're casters).


Well...it's supposed to be situational. I mean, that's one of those things where you can't have your cake or eat it too. It's just like if you pick a PrC that only works underground or in a cold environment or what have you. And I addressed the SLA thing already.I know the Kraken is situational, and it's totally cool if you don't modify it, but then pretty much no one will be playing a Kraken.

My complaints about the SLAs still stand as above.


That's replicated directly from the Kraken itself and unlike the Mind Flayer's access to it, it's a poison. I'm not seeing a problem with it.It's a Save-or-Die, useable at-will, coupled with obscuring mist or grease, with a DC that scales to level based off of a prioritized ability. I am seeing a big problem with it.


Again, RTA? And Faerie Guile doesn't deal damage. It's not even a usable ability.That's the problem. Faerie Guile is basically useless compared to everybody else's 1st-level abilities, and that's why it needs to get tossed out or combined with something else, because there needs to be some sort of active power involved here..


No, it's not rounded up. The Wyrd-blooded gets actual spell slots with this heritage and can qualify for PrCs and other options that a Wyrd-blooded with a heritage that just grants SLAs can't.And none of the Heritages can get what some will call "good casting progression" because it begs the question of why one doesn't just pick and play that. Also, I try not to make certain aspects of the Heritages end up being way way way better than the actual creature.What PrC? The chances of a class with half-casting getting into any PrC that's more useful than the base class is pretty darn low, but all right.

And I wasn't going for full casting, but perhaps bardic casting.


Lifted straight from the Nypmh. And a Nymph PC could already be doing this for 2 levels longer than a Nymph Heritage Wyrd-blooded. And as I said, there are already plent of Save or Die/Save or Suck that classes have had access to.A Nymph PC starts at level 13 with +7 LA because that's how good the blind and stun are. As a monster, it's meant to be a PC killer (like dragons and stuff), and the stun is something PCs constantly rage at.

And no class I know bonuses to its priority stats once per 4 levels AND an at-will SoD with +1 to DCs off the bat. The at-will stunlock potential is what's bad, not the existence of the stun itself.


It's Mind-affecting and Visual, both big holes by the time you get the ability. And it's intended to also affect your allies, another limiter to it. But blind is blind and that's a good thing to have to bring to bare.For a level 11 ability, I'd say it's OK, yes. You also didn't answer the question about save times: Is the save once every turn? Once every 24 hours?


Grabbed this from...either the Seelie or Unseelie Fey templates, I forget which. And it only clashes thematically if you don't look at Fey from the broad angle that I did. A lot of fiction has Fey magic and existence being a very perception based thing. And the spellcasting just picked a list so it's not necessarily advocating that the Nymph heritage is a hippy instead of forcing its will onto the natural world to obey. The fact that you lifted this from a non-core WotC source is more proof of the fact that it's bad than anything else. My problem with ego still stands--it's not actually in any non-psionic book. Even "forcing [your] will on nature" does not sound like it would come from "ego", but I can't make you change this.


The high spell resistance was something thematic to the Illithids since they had abnormally high SR. I like to try and give thematic elements of the monsters earlier except when I feel that it would be too game breaking (and I don't feel like actually being able to stand up to mages is a bad thing, even at low levels).Standing up to mages IS a bad thing. SR 17+HD against casters is sort of like 85% miss chance against fighters. You're literally tearing their schtick apart. But that's an argument I placed above.


Spell Resistance for Nymphs on the other hand isn't iconic so it ends up as a late level filler item. It may look haphazard and sometimes it is, but that's just how things ended up.All right, but a really cool ability could be placed here instead, and I know that players of wyrd-blooded fey heritage PCs would enjoy seeing SR at lower levels and a cool almost-capstone here.


Lifted from the Nymph. Not all capstones need to be things that solely benefit the class or have massive in-combat use. The Nymph heritage was more or less approached with the feel for making a party face or someone who excels at social encounters but can still contribute in combat. I may increase the amount of creatures allowed to be inspired though.Doesn't matter if it was lifted--a bad ability is still bad. And all capstones need to be something that a player will read and go "Woah, awesome". This ability generates less of a "woah, awesome" feeling and more of a "I guess I'll take the hit for Monstrous Apotheosis next level" feeling. It could totally be non-combat related, but it needs to be cool. And this is not cool.

Lifted from the Pit Fiend. But looking back, that may be too much for level one. I think I'll consider cutting the damage in half.Please do. It can probably scale over time advancement, and that would be OK, but regardless of whether you lifted this or not, it's too strong.

While you may argue that they're better than what some other Heritages get (and honestly, not all monsters are equal. This is a Pit Fiend we're talking about), I don't see the same problem with this that you do. And two of them are SLAs the Pit Fiend receives and the other two were selected to mimic something Pit Fiends have that the Heritage doesn't give or as a thematic, weaker choice for an SLA. I bolded the problems I saw here, because I'm going to address them up front right now:

Just Because a Monster Has it Doesn't Mean It's Balanced: You have 19 levels and 10 slots across those 19 levels to fill with abilities. By saying "The Pit Fiend has it!" you're justifying absolutely nothing. The Pit Fiend has it because a) It is CR 20, and some of those abilities are CR 20 abilities, and b) It's a monster. It will probably see the PCs once unless it's a reoccurring villain, and there are usually one or two pit fiends in a combat ever. It can have awesome SLAs, because it needs to take on 4 competent opponents at the same time and make the combat fun and interesting for the PCs. However, when you hand those exact same powers over to a PC, they become overpowered.
Just Because Some Monsters are Stronger Than Others Doesn't Mean Some PC Advancements Should Be: When one monster is weaker than the other, it doesn't turn around to the DM and complain that it's doing poorly by comparison. But when one PC is stronger than the others, the weaker PCs tend to have less fun, and that is bad. The game is for having fun, and so having balanced class options is priority 1.


Don't look at me. That's exactly how Pathfinder worded it. *shrugs* The value is right there at the end, "one quarter their total Hit Dice".I am looking at you. I am looking at you because this is your homebrew and you have a right to make it better than any trashy PF material. I also must have missed that Regen value, thank you.


That's under the assumption a PC only buys Injury Poisons that have instant onset. But there are many poisons that do not fit this mold. This is an ability possessed by the Pit Fiend and something that could be used for long time torture or for roleplaying reasons. The fact that you're giving a flavor/utility ability when all those other heritages are giving combat abilities makes this a weaker class. This could be a fun additional effect, but it makes the advancement weaker when it is placed here, and that makes the class bad.


Don't ask me, ask the Pit Fiend. All were lifted from it's SLA list.:smallfurious::smallfurious::smallfurious:
NOT EVEN A GOOD REASON! (Addressed Above)

Never let published material direct what you're doing to the point of making a bad class.


That's just how things ended up. Pit Fiends are powerful Outsiders with a good, powerful list for their SLAs. It wasn't easy to space out their SLA progression without promoting something crappier into the empty slot or adding another strong ability. And I try to keep these Heritages as close as possible to the original beast so I only add in new things when absolutely necessary.Diabolic Metabolism and Force of the Hells can both be bumped to level 15 without a lot of worry (though I'd prefer to keep Force where it is, the Regen and SLAs pretty much match up). Also, keeping something "close to the monster" is a bad idea for reasons ranted about above.


Covered this above. The Pit Fiend Heritage is given a powerful tool to wheel and deal in roleplaying situations. Souls are the currency of the Hells and your capstone just gave you a printing press.A very very very slow printing press from unintelligent souls, only useable if your DM thinks souls are for trading. And also, this doesn't invoke a "badass" feeling.


Not going to probably happen if only to keep the power of the Mind Lance balanced and not to make the Warlock cry too hard.Make one of the class features into a cone Mind Blast, and bam you have better balance. Also, the warlock has been sobbing since "ranged touch attack" was first mentioned, and the fighter is in hysterics. Infringing on themes of other classes shouldn't be a concern.


Yeah...not going to happen there and I've explained why through out this address. Sorry but thanks for your opinions on the matter. Even if I was to agree with your suggestion, at this point I'm very hesitant about this project. Making these heritages are a massive amount of effort and something I didn't foresee when making this class back in April-ish. So while I'll bang out a new heritage now and then for the sake of those who do like this class, I'm much more comfortable with this class's spiritual successor. The Dreambound Canvas requires less work to write for, allows far more versatility and...well...I don't have a word for it but I feel something for that and about that class that I don't get from this one.That response started off as something I could follow, and then I lost track of it into some sort of untraceable tangent. But I see that you don't want to change the Nymph, and I urge you to ignore that instinct. It needs changing. It's broken.


I will probably be toning down the poison it gets, but that's the only issue I have for that heritage personally.I have many more. They are explained.


Private message me or email the heritage if you would please. I'd rather do the editing there. And "CC-by-SA"? Copyright where anyone is allowed to use the information provided, so long as my [user]name is credited as author/contributor properly (if you take an ability, it's contribution, and if you use it all but edit 1 ability it's authoring).

radmelon
2011-10-31, 10:53 AM
Quick question:

The troll heritage capstone(temporary huge size category+other buffs) does not have a duration listed. What should it be?

Tanuki Tales
2011-10-31, 11:05 AM
That's your opinion and you're welcome to it. But you need to compare the Mind Lance and the Spell Resistance to the 3rd level capabilities of the other base classes and the other Heritages themselves. While the Spell Resistance is higher than most, it's a single defense with no active use. This delegates the Mind Flayer Wyrd-blooded to being the Anti-Mage of the party since it has yet to gain the abilities necessary to do any real Crowd Control and it's Mind Lance damage is still low. Other level 3 classes have more options open to them so the trade off for power here is versatility.

Ah, thanks. And your PLA scales damage faster than your Mind Lance so it will be more useful in certain situations than others. The Mind Lance isn't limited as being mind affecting and may end up with less damage but you end with more free use and some good CC with it.

Detect Psionics becomes more useful if you use the transparency rules. It can give the PC knowledge the DM may not has yet wanted them to have or they might end up metagaming by just willy nilly using it on anything they encounter "just to be sure". And even if Detect Psionics isn't a power that would require a need to be limited per day, I'm not going to be setting a precedent. 20 times per day should be enough by the end of the class.

As I said, I'm not making a precedent change. This class is not divested enough from the concept of Monster classes nor do I want to divest it this late in the project.

And the Warlock is Tier 4. I'm not making a Tier 4 class here. I'm not even aiming for a solid Tier 3. As long as any class I make falls in-between Tier 3 and Tier 1, I am content.

Well, someone requested the Kraken specifically. I think Owrtho expected this when he requested it and he had no issues when I presented it to him.

Obscuring Mist can only be used in water and you can't use the Grease application and the poison at the same time. So if you're not underwater you need to make the choice of tripping someone up or poisoning them.

I'll look into it, but the Charisma based skills are the most broken ones in the game (Bluff, Diplomacy, Intimidate and Use Magic Device) and I felt it was a fair trade off.

There were a few PrCs that came to mind originally, but I can not for the life of me remember them right now. And another reason it was demoted to half is because the Nymph itself had Casting equal to it's HD-1 and would probably continue that pattern if it was advanced through HD and not class levels. That would be too good for the concept of this class. So you ended up with 3 levels higher than a natural Nymph by the end, which is better than the Nymph but not as good as a full progression class.

Not in Pathfinder. Nymphs are 7th level characters out of the box.

Huh. Funny thing is, the Nymph doesn't mention this either. I might switch it to once every 24 hours.

Unseelie and Seelie Fey were printed in the Dragon Magazine Compendium which had WoTC stamp as an official licensed source book. So it is a WoTC source.

That's your opinion and not one people share. I don't think a Wizard should be uncontested god of all he surveys and I don't have a problem with messing up his schtick until he can Assay Spell Resistance things to death.

Well, Nymphs aren't exactly the coolest Fey out there. And this Heritage was meant more as a social "fighter" instead of a combatant. But that's an idea I'll keep in mind for the future.

Increasing the limit means the party gets a free +4 bump to Will, but I may increase the scope of the bonus to cover a certain branch of skills and to make them immune to mind-affecting effects instead of just Fear.

Yeah, in hindsight I question why I had done that.

You've found the innate problem with Monster classes and Monster PCs as a whole. They are innately as mighty as a 4 PCs of supposed equal level of the CR of the beast and should make them use up around 25% of their resources to kill it (mind you, the action economy doesn't always make this true). When you lift this creature and put it as a PC, it can end up being slightly unbalanced in the dynamic for a few levels, but in the end regular PCs still end up far more powerful by far. And I still find no problem with the SLAs; a Wizard or Cleric of equal level could be throwing them around. I also don't have problems with varying levels of power in options for this class. You can find power disparity in any class around (even homebrewed ones) and just because Option A is stronger than Option B doesn't mean Player A will want it or DM Steve will allow it. You can argue that's not justification for it, but I can also argue that someone would feel cheated looking at this class if the Pit Fiend is equal in power to the Gnoll.

And you trashed Pathfinder. Yeah, I'm done here. Not going to read past this part. I thank you for your time and your opinions and for taking the time to write what you have and critique what you have written. But it is very apparent we don't see eye to eye and must agree to disagree.

Tanuki Tales
2011-10-31, 11:12 AM
Quick question:

The troll heritage capstone(temporary huge size category+other buffs) does not have a duration listed. What should it be?

Huh, that it doesn't. Thanks for catching that.

Unfortunately though, I'm declaring this class officially scrapped in its entirety. I had originally made it as one of my very first major pieces of homebrew and as thus had used the skeletal structure of previous homebrew of its kind on this site because I wasn't confident enough or experienced enough to make it from scratch.

But this has lead to a rigidity to the original concept that would make it nearly impossible to change without majorly reworking everything from the ground up. I don't agree with this rigidity any longer really and would have done this class much different if I was making it today instead of when I made it.

So thanks to all of those who contributed thus far to the project and thanks for seeing it through.

But don't lose hope, I still do have a soft spot for this class. So at some point in the future, when I have the time, I'll be remaking it from the ground up and hopefully do it right this time.

YouLostMe
2011-11-01, 02:48 AM
All right, Bend, I get now that you just don't like my critique. I see that you have pulled a subtle SKR move with your new class Scion of Legend and its ever-interesting and useful Phoenix path, but you obviously don't want the opinion on balance I'm presenting to contradict with the more important aesthetics of your class.

I understand this and I promise I'm done filling your posts with things you don't want to read. Enjoy your work. I'd just appreciate it if you had said that up front instead of putting me through this time sink.