PDA

View Full Version : [3.5] Four "Knack" Monster Classes



Xefas
2012-06-03, 04:40 PM
Minotaur
Worg (http://www.giantitp.com/forums/showpost.php?p=13339129&postcount=3)
Barghest (http://www.giantitp.com/forums/showpost.php?p=13351356&postcount=5)
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=13376903&postcount=12)

Design Goals
As may soon become evident, I'm not attempting to create a "minotaur" monster-class progression, in the way of Savage Species. Nor am I attempting to create something to replace the base minotaur statistics. Not all minotaurs fit this class. My goal is to create a short, direct class for player-characters, that will impart the feeling of playing a minotaur, without having to mess around with racial hit dice, level adjustment, LA buyoff, and the complications and balancing implications inherent thereof.

I also want to test out this "Knack" idea, wherein a juvenile "monster" is simultaneously growing into their full form (because their statistics just cannot be adequately encompassed within an LA +0 base race) while also dabbling a little bit in something resembling the talents of another class, to give them a little extra spice, and also to help the transition from "monster" to "monster adventurer". You weren't just a Minotaur and then suddenly became a Warblade out of nowhere. You worked up to it, and then became a very Minotaur-y version of a Warblade. And while you won't be as Warblade-y as a Human Warblade, you will make up for it adequately by being very Minotaury in your Warbladeness.

http://i925.photobucket.com/albums/ad91/bluejanus/Minotaur.jpg

Hit Die: d10
Skill Points: 4 + intelligence modifier (x4 at first level)
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Knowledge (Nature), Listen, Search, Sense Motive, Spot, Survival
Proficiencies: Minotaurs are proficient with all simple and martial weapons, as well as all light and medium armor, but not with shields.
Starting Gold: As Fighter

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0| Racial Class, Minotaur Knack
2nd|+2|+3|+0|+0| Monstrous Growth
3rd|+3|+3|+1|+1| Sense of Direction
[/table]

Racial Class: Characters that take this class do not choose a race. This class may only be taken at first level, and cannot be multiclassed out of until all levels of it have been taken. The racial traits of a character that takes this class are as follows:

Type: Monstrous Humanoid
Size: Medium Size
Speed: 30 feet
Ability Adjustments: +2 Strength, -2 Intelligence

Darkvision (Ex): With eyes built for hunting prey in underground environments, minotaurs may see out to a distance of 60 feet without any light source at all. This vision does not discern color, displaying everything in shades of black and white.

Gore (Ex): Perhaps the most distinguishing trait of the minotaur is their massive and vicious-looking set of horns. When used in battle, they are a natural weapon that deals 1d6 piercing damage. If the Minotaur uses this weapon as their primary attack on a charge, it deals 2d6 damage instead. When you attain Large size, these damage values will increase to 1d8 and 2d8 respectively.

Scent (Ex): In addition to their excellent vision, minotaurs have a powerful sense of smell. They can detect creatures within 30 feet under normal conditions, by scent alone. If the creature is upwind, the range is 60 feet. If they are downwind, the range is 15ft. Stronger than average scents, such as smoke or garbage, double these ranges. Truly overpowering smells, such as a troglodyte, or putrescent sewage, can be sensed at triple the normal range. This detection notes a direction in relation to the minotaur, but not a precise location. It is not until the minotaur is within 5 feet of a creature that it may pinpoint their exact position.

Natural Tracker (Ex): Minotaurs gain the "Track" feat as a bonus feat.

Minotaur Knack: Even though this class represents a developing minotaur who has not yet begun truly delving into the path of a particular character class, any minotaur with the heroism to strike out as an adventurer must certainly have some knack that distinguishes them above the average of their kind. At 1st level, pick one of the Knacks below. You gain that Knack's Least benefit at 1st level, its Lesser benefit at 2nd level, and its Greater benefit at 3rd level.

Monstrous Growth: At 2nd level, a minotaur grows to Large size. Disregard the normal ability and natural armor adjustments for a change in size, although all other modifiers apply. Instead, you gain a +4 racial bonus to Strength, a +2 racial bonus to Constitution, and +1 Natural Armor.

At 3rd level, you gain an additional +2 racial bonus to Strength, +2 racial bonus to Constitution, +1 natural armor, and a +2 racial bonus to Spot, Listen, and Survival checks.

Sense of Direction: As a peculiar hereditary trait, often attributed to their race's extensive time spent wandering the myriad winding tunnels that serve as their homelands, Minotaurs possess an innately acute sense of direction. They never become lost (automatically succeeding on all Survival checks to prevent becoming lost), and are even strangely immune to "Maze" spells cast upon them.

Minotaur Knacks

Stone Bull Tradition
Among the minotaur tribes, their greatest and most decorated warriors are martial adepts who have mastered the brutal discipline of the "Stone Dragon", although they know it instead as the "Stone Bull". It is no wonder that a youngling bound for adventure might seek to walk in their footsteps.

Least: Your Minotaur class levels count as martial adepts class levels for the purposes of determining your initiator level. In addition, once per encounter, you may activate the maneuver "Charging Minotaur". This functions in all ways like the martial maneuver, with the exception that it deals piercing damage instead of bludgeoning. When you attain Large size, it will deal 2d8 damage instead of 2d6. If you later gain levels in a martial adept class with a recovery mechanic, you may recover this racial ability as if it were a readied maneuver.

Lesser: As long as you are on solid ground, you gain a +2 bonus on Strength checks, and a +2 bonus to armor class against creatures with a larger size category than you. If you later gain levels in a martial adept class that grants Stances Known, you lose this ability, but add 'Stonefoot Stance' to your list of stances known (this does not count against the usual number of stances you learn from your class). Furthermore, any Stone Dragon stance that typically ends if you move more than 5 feet, does not end under such a condition. You carry the fortitude of the Stone Bull with you, even when charging across the battlefield.

Greater: When using your "Charging Minotaur" racial ability, you deal an additional +2d6 damage, and overcome all damage reduction and hardness on the target. If you later gain levels in a martial adept class that grant Maneuvers Known, you lose this ability. Instead, add "Mountain Hammer" to your list of Maneuvers Known (this does not count against the usual number of maneuvers you learn from your class). Furthermore, when you use your "Charging Minotaur" racial ability, you may activate any standard-action Stone Dragon maneuver to modify the special bull-rush attack it grants as if it were a normal melee attack, as part of the action of that ability.

Outcast Mother Tradition
Some few young minotaurs hear the whispers of the wretched and pitiable Haagenti, the mother of minotaur-kind, banished beyond reality to live forever as a twisted Vestige. Most ignore these whispers, and they fade with time into nothing. A rare number focus on the whispers, gathering otherworldly power from them, and among these, a scant handful will grow to become full-fledged Binders.

Least: You gain proficiency in all shields, including tower shields. If you later find a way to fully bind the Vestige, Haagenti, to yourself, you gain Cold Resistance equal to the shield bonus to armor class you derive from any shield you currently have equipped while she is bound. This resistance stacks with one other source of Cold Resistance currently on you, if any.

Lesser: As a free action, you may automatically negate any magical effect on you that would highly alter your physical form, such as being polymorphed or petrified. If you later find a way to fully bind Haagenti to yourself, you add your Wisdom modifier to all Fortitude saving throws against divine spells or the spell-like abilities of Outsiders, and your Constitution modifier to all Will saving throws against the same, so long as she is bound.

Greater: Your Minotaur class levels count as Binder levels for the purposes of the highest level Vestige you may bind to yourself. Furthermore, once per encounter, you may charge a melee attack with otherworldly energy. If this attack hits and deals damage, the target must make a Will save (DC 10 + 1/2 character level + charisma modifier) or become 'confused' for 1 round per 3 character levels. If this attack is at the end of a Charge, the target takes a -2 penalty to the saving throw, and is 'confused' for double the normal amount of time. If you later find a way to fully bind Haagenti to yourself, while she is bound, you may expend a use of her "Confusing Touch" ability (activating its 5-round cooldown) as a free action to recharge this racial ability.

Abyssal Champion Tradition
The Demon Lord Baphomet serves as a dark patron for minotaur-kind, always willing to help them in exchange for greater influence in the mortal realm. Many young minotaurs may find, as they grow, that they unconsciously draw power from Baphomet when in times of need. Unfortunately for the less savage races of the world, all too often do these minotaurs accept the call and become full-fledged Warlocks in service to the Demon Lord.

Least: Once per day, as a free action, you may draw forth a blessing from Baphomet, gaining Fast Healing 1 for 2 minutes, which stacks with up to one other source of Fast Healing currently on you, if any. If you later gain the "Fiendish Resilience" class feature, you lose this ability, but may activate that class feature a number of times per day equal to (1 + charisma modifier) instead of the normal once per day, and its healing stacks with up to one other source of Fast Healing currently on you, if any.

Lesser: When using your racial Gore natural attack, on a Charge, you may choose to have all damage dealt by that attack be fire damage. If you hit and deal damage, unholy flames writhe forth from the wound and attempt to consume the victim. They must make a Reflex save (DC 10 + 1/2 character level + charisma modifier) or be wreathed in flames for 1 round per five character levels (minimum 1). At the beginning of each of their turns, while wreathed in these flames, the victim must either decide to spend a full-round action putting out the flames, or immediately take 2d6 fire damage. Putting out the flames ends the duration of this effect prematurely. If you later gain the ability to learn and use Lesser Warlock Invocations, you gain Brimstone Blast as an Invocation Known (this does not count against the usual number of Invocations learned from your class).

Greater: Your Minotaur class levels count as Warlock levels for the purposes of determining the highest tier of Invocations you may learn. Furthermore, whenever you make a melee attack as part of a Charge, the damage you deal is increased by 1d6 as abyssal energy flows up through your weapon. If you later gain the Eldritch Blast class feature, you lose this ability. Instead, whenever you make a melee attack as part of a Charge, if you hit and deal damage, the target is also effected as if they were struck by your Eldritch Blast.

Blade of the Gods Tradition
Minotaurs are not often ones for careful obeisance and prayer. When they choose to acknowledge deities at all, their hymns are the din of battle, their hallowed words the clashing of steel, and their offerings the corpses of defeated foes piled high. A particularly fierce and nominally pious minotaur youth may find themselves smiled upon by a god of battle, or one of the Giant pantheon. Whether they ever develop this bond beyond a simple spark of the divine is their own choice to make.

Least: You gain the feats "Weapon Focus" and "Weapon Specialization" for your deity's favored weapon, even if you do not meet the prerequisites. If you later gain the Favored Soul class feature "Deity's Weapon Focus", it does not grant its normal benefit. Instead, when wielding your deity's favored weapon, you may add your Wisdom modifier as a bonus on the attack roll. If you later gain the Favored Soul class feature "Deity's Weapon Specialization", it does not grant its normal benefit. Instead, when wielding your deity's favored weapon, you may add your Charisma modifier as a bonus on the damage roll.

Lesser: Once per day, when you perform a Charge, you may cast "Divine Favor" as a spell-like ability with a caster level equal to your character level, as an immediate action. If you later gain the ability to cast divine spells, you lose this ability. Instead, add "Divine Favor" to your list of Spells Known (if your class has such a feature and this does not count against the usual number of spells learned from your class). In addition, once per encounter, when you perform a Charge, and are wielding your deity's favored weapon, you may cast one Personal-range divine spell as an immediate action.

Greater: Your Minotaur class levels count as levels in the first divine spellcasting class you partake of, for the purposes of determining your caster level. When determining your Spells Per Day and Spells Known from that class, consult the respective tables as if you were one level higher (so a Minotaur 3/Favored Soul 2 would have spells per day and spells known as if they were a 3rd level Favored Soul). Finally, once per day, you may cast "Bull's Strength" as a spell-like ability with a caster level equal to your character level. If you later gain the ability to cast 2nd level divine spells, you lose this spell-like ability, and instead add "Bull's Strength" to your list of Spells Known (if your class has such a feature and this does not count against the usual number of spells learned from your class).

Berserker Id Tradition
Much can be said of the virtues of minotaurs their strength, their feral cunning. Raw mental capacity is very rarely one such quality. However, it is not unheard of for a minotaur youngling to possess a latent psionic potential. Instead of tapping into it with transcendant intelligence, they shatter this barrier with the force of their battle-fury and bloodlust, opening their minds to coalesce their rage into terrifying physical form.

Least: You gain the "Wild Talent" and "Psionic Charge" feats as bonus feats, even if you do not meet the prerequisites.

Lesser: Choose one psionic power from the Psion/Wilder list. You may manifest that power with a manifester level equal to your character level. However, every time you manifest this power, there is a 5% chance you will be dazed until the end of your next turn. If you later gain the "Wild Surge" class feature, you lose this ability, but add the chosen power to your list of psionic powers known (this does not count against the usual number of powers learned from your class).

Greater: After using the power granted by the Lesser tier of this Knack, or when invoking a Wild Surge if you have that class feature, you gain a +1 morale bonus on all attack rolls, damage rolls, and saving throws for 1 round. If you later gain the "Surging Euphoria" class feature, you lose this ability. Instead, your Surging Euphoria grants you a bonus equal to your Charisma modifier, in place of the normal +1. Finally, your Minotaur class levels count as levels in the first psionic class you partake of, for the purposes of determining your manifester level for that class. If this class is the Wilder, it also stacks for the purposes of determining the highest level of power you may learn.

Amechra
2012-06-03, 07:03 PM
I like it; I actually like it a bit better than many of the monster classes I've seen floating around (it fits into later class progressions so well, it it nice.)

I request for you to do Barghests next. And for you to finish at least one of your pending Martial Disciplines; I'm happy to act as a sounding board, if you need one.

Xefas
2012-06-04, 03:41 AM
I request for you to do Barghests next. And for you to finish at least one of your pending Martial Disciplines; I'm happy to act as a sounding board, if you need one.

Not sure when I'll get back to the martial disciplines. I may do a Barghest next, but I was already halfway through the Worg when you made the post, so it'll have to be #3.

And here it is:
----------------------

http://i.imgur.com/FQvAM.jpg

Hit Die: d10
Skill Points: 4 + intelligence modifier (x4 at first level)
Class Skills: Balance, Concentration, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Search, Spot, Survival, Tumble
Proficiencies: Worgs are not proficient with any form of weapon, save for their natural attacks. They are proficient with light and medium armor, so long as it is in a form of barding that their body is capable of wearing. They are not proficient with shields.
Starting Gold: As Fighter

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0| Racial Class, Worg Knack
2nd|+2|+3|+3|+0| Monstrous Growth, Trip
3rd|+3|+3|+3|+1|
[/table]

Racial Class: Characters that take this class do not choose a race. This class may only be taken at first level, and cannot be multiclassed out of until all levels of it have been taken. The racial traits of a character that takes this class are as follows:

Type: Magical Beast
Size: Medium Size
Speed: 30 feet
Ability Adjustments: +2 Strength, -2 Intelligence

Darkvision (Ex): With eyes built for hunting prey in the dead of night, and in the gloom of overgrown forests, worgs may see out to a distance of 60 feet without any light source at all. This vision does not discern color, displaying everything in shades of black and white.

Bite (Ex): The menacing gleam of a worg's razor-sharp teeth has been the last sight for many an unlucky traveler. In battle, a Worg may use their bite as a natural weapon that deals 1d6 slashing and piercing damage. Unlike their unrefined kin, a Worg adventurer who hones their fighting style to the point of gaining iterative attacks from a high base attack bonus may make iterative attacks with their natural bite, as if it were a manufactured weapon.

Scent (Ex): In addition to their excellent vision, worgs have a powerful sense of smell. They can detect creatures within 30 feet under normal conditions, by scent alone. If the creature is upwind, the range is 60 feet. If they are downwind, the range is 15ft. Stronger than average scents, such as smoke or garbage, double these ranges. Truly overpowering smells, such as a troglodyte, or putrescent sewage, can be sensed at triple the normal range. This detection notes a direction in relation to the worg, but not a precise location. It is not until the worg is within 5 feet of a creature that it may pinpoint their exact position.

Natural Tracker (Ex): Worgs gain the "Track" feat as a bonus feat.

Worg Knack: Even though this class represents a developing worg who has not yet begun truly delving into the path of a particular character class, any worg with the heroism to strike out as an adventurer must certainly have some knack that distinguishes them above the average of their kind. At 1st level, pick one of the Knacks below. You gain that Knack's Least benefit at 1st level, its Lesser benefit at 2nd level, and its Greater benefit at 3rd level.

Monstrous Growth: At 2nd level, a Worg gains a +2 racial bonus to Strength, a +2 racial bonus to Dexterity, +1 natural armor, and adds +20 feet to its base movement speed.

At 3rd level, you gain an additional +2 racial bonus to Dexterity, a +2 racial bonus to Constitution, another +1 natural armor, and a +2 racial bonus to Hide, Move Silently, and Survival checks.

Trip (Ex): A Worg that hits with its natural bite attack may make a Trip attempt as a free action, without requiring a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.

Worg Knacks

Stalking Predator Tradition
The deadliest Worg huntsman are the ones least spoken of outside their own kind. Their prey does not see them coming. They leave no survivors. And no legends of them spread. Save for among their own kinsmen, who revere and respectfully fear their prowess. Cubs born with pitch-black fur and hearts without mercy pursue these legends in hopes of one day running with these unparalleled predators.

Least: You deal +1d6 damage with your natural bite attack against prone enemies. If you later gain the "Sneak Attack" ability, you may apply your Sneak Attack damage against prone enemies, even if they are not denied their dexterity bonus to armor class.

Lesser: You may use your Wisdom modifier to determine the number of skill points gained at each level of this class, if it is higher than your Intelligence modifier. This may retroactively grant you additional skill points from your first level in this class. This benefit also applies to any levels you gain in other classes which normally grant "(6 + intelligence modifier)" or "(8 + intelligence modifier)" skill points per level.

Greater: You gain the "Improved Trip" feat as a bonus feat, even if you do not meet the prerequisites. If you already possess this feat, you may choose any other feat you meet the prerequisites for. In addition, choose one of the following benefits:

-Your Worg class levels stack with Rogue class levels for the purposes of determining your Trap Sense bonus, and the level at which you gain the "Special Ability" class feature.

-Your Worg class levels count as martial adept level for the purposes of determining your initiator level, and stack with Swordsage class levels for the purposes of determining your "Quick to Act" bonus.

Black Steed Tradition
Many worgs see the concept of being ridden as a degrading experience, fit for those who have been broken into servitude by goblins and other small evil creatures. Some, especially those raised within such humanoid communities, take a different perspective, seeing a competent rider as a member of their pack, taking advantage of teamwork in the best way they know how. One must admit that having a loyal companion with opposable thumbs is worth a certain amount of discomfort.

Least: You gain the Ride skill as a class skill, which remains a class skill for every class you take levels in. Furthermore, any creature that rides you as a mount may use your Ride skill in place of their own, if you choose to allow them. They look good, but you're the one doing all the work. If you acquire the feat "Mounted Combat", any feat with "Mounted Combat" as a prerequisite, or any bonus feat granted by the "Knight" class, you may allow your rider to act as if they were the one who possessed these feats.

Lesser: When you successfully trip an opponent with your natural bite attack, your rider may make an attack of opportunity against the tripped foe. If you gain the "Shield Block" Knight class feature, ignore its effects. Instead, once per round, you may mark a target you can see as a free action. You gain a +1 dodge bonus to armor class and a +1 bonus on trip attempts against that target until the beginning of your next turn. These bonuses increase to +2 at level 11, and +3 at level 20.

Greater: (2 + charisma modifier) times per day, you may howl a challenge against a single opponent that can hear you, and that has a Challenge Rating greater than or equal to (your character level 2). For (5 + charisma modifier) rounds, you gain a +1 morale bonus on attack and damage rolls against the challenged target, and a +1 morale bonus on Will saves. If you later gain the "Knight's Challenge" class feature, you lose this ability. Instead, your Knight's Challenge may be used against any opponent with an Intelligence score (rather than being limited to 5 or greater), and regardless of if they have a language. Your primal demeanor allows you to challenge even things of animalistic intellect. Furthermore, bonuses granted to you by your Fighting Challenge also apply to your rider's rolls, and also apply to trip attempts.

Pack Hunter Tradition
Some Worgs are natural born leaders. The best of them rise to become the Alpha of their pack, coordinating hunts and raids, keeping the rabble in line, leading the charge against greater foes, and reaping the rewards in the form of the best loot, the best mates, and the idolizing and jealous gaze of many a cub. Plenty will strive to become so great all but one will fail.

Least: Your Worg class levels count as martial adept class levels for the purposes of determining your initiator level. In addition, once per encounter, you may activate the maneuver "Leading the Attack". This functions in all ways like the martial maneuver, with the exception that you may choose, upon each activation, to replace the +4 bonus to attack rolls that it normally grants with a +4 bonus on trip attempts. If you later gain levels in a martial adept class with a recovery mechanic, you may recover this racial ability as if it were a readied maneuver.

Lesser: When you succeed in hitting a target with your natural bite attack, augmented with an activation of your "Leading the Attack" racial ability, and use your racial Trip ability to successfully trip them at the same time, you present an opening for one of your allies within reach, allowing them to make an attack of opportunity against the tripped foe. If you later gain access to a White Raven stance, while you are in a White Raven stance, this ability instead allows a number of allies within reach equal to your charisma modifier to make an attack of opportunity.

Greater: Once per encounter, when an ally kills a prone enemy that you knocked prone, or that you successfully struck with your "Leading the Charge" racial ability, in the same encounter, you may spend an immediate action to recover your "Leading the Charge" racial ability. If you later gain access to White Raven maneuvers, this ability may be used (charisma modifier) times per encounter, although only once per round, and it may recover your racial ability, or any expended White Raven maneuver you have readied.

Spirit of the Wilds Tradition
Worgs have no gods to call their own. They are tied spiritually to their pack and to the dark wilderness that they inhabit. Once in a very rare while, a cub will be born under auspicious signs, and be capable of tapping the soul-energy of long-dead ancestors, still longing to run and hunt and kill with their kin, as well as the land itself, which has likely been twisted by generations of evil things lurking within.

Least: You gain the "Bonus Essentia" feat as a bonus feat, even if you do not meet the prerequisites. In addition, you are always considered to have the "Worg Pelt" soulmeld shaped, with a meldshaper level equal to your character level. However, you may never bind the Worg Pelt soulmeld to any of your chakra. If you later gain the "Wild Empathy" Totemist class feature, you gain a bonus on Wild Empathy checks as if you always have the Worg Pelt soulmeld bound to your Totem chakra.

Lesser: For each point of Essentia invested in your Worg Pelt soulmeld, you gain a +1 enhancement bonus on all attack and damage rolls made with your natural bite attack. If you have even one point of Essentia invested, your bite is considered a magical weapon for the purposes of overcoming damage reduction. If you later gain the ability to bind soulmelds to your Totem chakra, the bonus on attack and damage rolls granted by this ability also applies to trip attempts.

Greater: For each point of Essentia invested in your Worg Pelt soulmeld, your base land speed increases by 5 feet. If you later gain the ability to bind soulmelds to your Feet chakra, as long as you have at least one point of Essentia invested, you are considered to possess the "Spring Attack" feat, even if you do not meet the prerequisites. Finally, your Worg class levels stack with Totemist class levels to determine your meldshaper level, the amount of Essentia you have, and your number of available chakra binds.

Demonblood Tradition
Many packs bear a distant blessing from a demon prince, particularly the more bestial ones, such as Baphomet or Yeenoghu. A few of their cubs, every generation, will display some minor abyssal taint an odd deformity, discoloration, or mental aberrance. Occasionally, someone is born with true talent; their blood awakened by random fortune or the subtle machinations of their demonic sire, seeking a powerful servant.

Least: You gain the granted power of the Demonic Domain. If you later acquire levels in an arcane spellcasting class that possesses "Spells Known", you gain all the spells within the Demonic Domain as "Spells Known". This does count against the number of spells you are normally allowed to learn. However, in compensation for this rigidity, you also acquire one Abyssal Heritor feat for which you meet the prerequisites, and a second Abyssal Heritor feat when you gain access to 2nd level spells known.

Lesser: Choose either the spell "Shocking Grasp" or "Chill Touch". Once per day, when you successfully trip a target with your Trip racial ability, you may cast the chosen spell on the victim as a free action, as if you had already successfully touched them, with a caster level equal to your character level. If you later acquire levels in an arcane spellcasting class that possess "Spells Known", you lose this ability, but add the chosen spell to your Spells Known (this does not count against the normal number of spells learned from your class. Furthermore, when you successfully trip a target with your Trip racial ability, you may cast a single touch-range spell on the victim as a free action, as if you had already successfully touched them.

Greater: Your Worg class levels count as levels in the first arcane spellcasting class you partake of, for the purposes of determining your caster level. When determining your Spells Per Day and Spells Known from that class, consult the respective tables as if you were one level higher (so a Worg 3/Sorcerer 2 would have spells per day and spells known as if they were a 3rd level Sorcerer). Finally, whenever you cast an arcane spell, you gain Temporary Hit Points equal to (your charisma modifier x the number of Abyssal Heritor feats you possess), and a bonus on attack rolls with your natural bite attack equal to your charisma modifier. The temporary hit points do not stack with any other source of temporary hit points (including multiple applications of this ability), and last up to 1 minute. The attack bonus lasts for 1 round.

Virdish
2012-06-04, 08:48 AM
Think you could do the sirine from mm2?

Xefas
2012-06-06, 02:31 AM
Think you could do the sirine from mm2?

Probably, although the Barghest request was first. It's not quite done, but here is what I have so far:

http://i.imgur.com/kuH3I.jpg

Hit Die: d8
Skill Points: 6 + intelligence modifier
Class Skills: Bluff, Diplomacy, Disguise, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Search, Sense Motive, Spot, Survival
Proficiencies: Barghests are proficient with all simple and martial weapons, as well as light armor and shields.
Starting Gold: As Fighter

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+2| Racial Class, Levitation, Goblin and Wolf Form
2nd|+2|+0|+3|+3| Feed, Barghest Knack (Least)
3rd|+3|+1|+3|+3| Barghest Knack (Lesser)
4th|+4|+1|+4|+4| Dematerialize
5th|+5|+1|+4|+4| Misdirection, Barghest Knack (Greater)
[/table]

Racial Class: Characters that take this class do not choose a race. This class may only be taken at first level, and cannot be multiclassed out of until all levels of it have been taken. The racial traits of a character that takes this class are as follows:

Type: Outsider [Evil, Extraplanar, Lawful, Shapechanger]
Size: Medium
Speed: 30 feet
Ability Adjustments: +2 Dexterity, -2 Constitution

Darkvision (Ex): A trait of nearly all Outsiders, Barghests may see out to a distance of 60 feet without any light source at all. This vision does not discern color, displaying everything in shades of black and white.

Natural Attacks (Ex): Barghests are equipped with a powerful set of jaws, as well as blade-like claws. Their bite is a natural weapon that deals 1d6 slashing and piercing damage. Their claws are two secondary natural weapons that each deal 1d4 slashing damage.

Scent (Ex): In addition to their excellent vision, Barghests have a powerful sense of smell. They can detect creatures within 30 feet under normal conditions, by scent alone. If the creature is upwind, the range is 60 feet. If they are downwind, the range is 15ft. Stronger than average scents, such as smoke or garbage, double these ranges. Truly overpowering smells, such as a troglodyte, or putrescent sewage, can be sensed at triple the normal range. This detection notes a direction in relation to the Barghest, but not a precise location. It is not until the Barghest is within 5 feet of a creature that it may pinpoint their exact position.

Natural Tracker (Ex): Barghests gain the "Track" feat as a bonus feat.

Goblin and Wolf Forms (Su): A Barghest has two other forms that it may change into. Shifting between forms is a standard action. When you shift into a particular form, apply the following modifiers to your base statistics. Do not factor in the normal ability score and natural armor adjustments for a change in size. Equipment that does not fit the new form falls to the ground harmlessly.

Goblin Form
-Your size changes to Small.
-Add 2 to your Dexterity. Subtract 2 from your Strength.
-You lose access to your racial natural weapons, but may wield weapons and wear humanoid armor.

Wolf Form
-You lose access to your two claw natural weapons, but retain your bite.
-You gain a +4 racial bonus to Hide checks.
-You are completely immune to non-magical means of tracking, leaving no tracks or scent.

Levitation (Sp): At 1st level, a Barghest learns to control the most basic of its magical powers. It may cast "Mage Hand" at will, as spell-like ability with a caster level equal to its character level.

At 3rd level, this mastery intensifies, allowing them to cast "Levitate" at will.

Feed (Su): As a full-round action, a Barghest may physically and spiritually consume a corpse within reach. In the best case, the corpse is merely mutilated to the point where only a Wish, Miracle, or True Resurrection can bring back the deceased. However, there is a 50% chance that the spirit is maimed to the point where only epic magic or the direct invention of powerful gods can restore them.

Furthermore, for every three corpses with a CR equal to or greater than that Barghest's character level that the Barghest devours, they grow permanently in power. This growth grants them a +1 racial bonus to Strength and Constitution, as well as +1 natural armor. A Barghest may only grow a number of times equal to their levels in this class.

Barghest Knack: Even though this class represents a developing Barghest who has not yet begun truly delving into the path of a particular character class, any Barghest with the heroism to strike out as an adventurer must certainly have some knack that distinguishes them above the average of their kind. At 2nd level, pick one of the Knacks below. You gain that Knack's Least benefit at 2nd level, its Lesser benefit at 3rd level, and its Greater benefit at 5th level.

Dematerialize (Su): At 4th level, a Barghest may spend a standard action to phase partially out of this world. This functions like the spell "Blink", and lasts for 5 rounds. While this ability is active, the Barghest may create a surge of magical energy as a full-round action, replicating a "Dimension Door" spell, with a caster level equal to their character level. This immediately deactivates their "Blink" effect, and they may not reactivate it for 5 minutes. Using "Dimension Door" is tiresome, and a Barghest must wait at least an hour before activating it against.

Misdirection (Su/Sp): Beginning at 5th level, a Barghest's true nature becomes obscured, as if they were always under an "Undetectable Alignment" effect. Furthermore, they may cast "Misdirection" as a spell-like ability, at will, with a caster level equal to their character level.

Barghest Knacks

Frenzied Bloodhound Tradition
Powerful lords of the Yugoloth or Devil-kind occasionally choose litters of Barghests with particularly promising pedigrees to train as their own personal pack of bloodhounds. While many won't survive, those that prove their mettle will be sent among the planes to hunt, kill, and feed upon the targets of their lord's ire, ensuring that such unfortunate souls will not be returning from beyond the grave to trouble anyone ever again.

Least: Once per day, you may enter a Rage, which functions identically to a Barbarian's Rage class feature. If you later gain this class feature, you lose this ability. However, if, during your Rage, you successfully use your Feed racial ability, the duration of your Rage is prolonged for an additional (Constitution modifier) rounds. Furthermore, if you Feed on at least one corpse of a creature with a CR equal to or greater than your character level, during your Rage, that daily use of Rage is not expended.

Lesser: Once per day, when you go into a Rage, you may cast the spell "Rage" as a spell-like ability with a caster level equal to your character level, as an immediate action. If you later gain the Rage class feature, and advance it to the point of being able to activate that class feature multiple times per day, then you may use this ability a number of times per day equal to the number of times per day you may go into a Rage.

Greater: Your Barghest levels stack with your Barbarian levels for the purposes of determining the number of times per day you may enter a Rage, and the bonus granted by your Trap Sense class feature. Furthermore, as long as you are actively tracking someone, or engaged in combat with someone that you have successfully tracked in the last day, you ignore all Fatigue and Exhausted inflicted by your Rage racial ability or the Rage class feature. If you later gain the Trap Sense class feature, double the indicated bonus against traps laid by a creature you are currently tracking.

Omen Mastiff Tradition
Unspeakable is the fate of those who suffer torment for all time within the Lower Planes. Barghests with the most wicked of hearts will sometimes internalize a portion of this horror into their very being, carrying it with them like a dreadful shadow. These creatures are the subject of many a legend in the Prime Material Plane; a demon-wolf who blights the land with suffering and misfortune. Often, in these stories, a town's affliction is due to some impiety or misconduct. In reality, they have just been the meaningless plaything of a sadistic monster.

Least: Once per day, you may place a curse on one target within 60 feet as a free action. They must make a Will save (DC 10 + 1/2 character level + charisma modifier) or be afflicted with a -2 penalty to all attack rolls, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. If you later gain the "Hexblade's Curse" class feature, you lose this ability. However, if you use your Feed racial ability on a target that died while afflicted with your Hexblade's Curse, you regain one daily use of that ability. Furthermore, if you possess the "Aura of Unluck" class feature, and you Feed on a target with a CR equal to or greater than your character level that died while afflicted with your Hexblade's Curse, you also regain a daily use of that ability.

Lesser: You may lengthen the activation time of the curse granted by the Least tier of this Tradition to one standard action. If you do so, you target all enemies in a 30ft cone, instead of choosing one target within 60ft. If you later gain the "Hexblade's Curse" class feature, you lose this ability. Instead, you may lengthen the activation time of that class feature to one standard action. If you do so, you target all enemies in a 30ft cone, instead of choosing one target within 60ft.

Greater: Your Barghest levels stack with your Hexblade levels to determine the DC and number of times per day you may use your Hexblade's Curse. Additionally, when determining your Spells Per Day from the Hexblade class, consult the respective table as if you were three levels higher (so a Barghest 5/Hexblade 5 would have spells per day and spells known as if they were an 8th level Hexblade). Finally, you may cast "Summon Monster I" as a spell-like ability, once per day, as a move action, with a caster level equal to your character level. The creature summoned must be a Fiendish animal of some kind. As a manifest icon of the darkness from whence your power is drawn, as long as you can see the summoned creature, you may utilize your racial curse through them. If used as a single-target ability, the curse may be laid upon any creature within 60ft of the summoned creature. If used as a cone, the cone may originate from the summoned creature. If you later gain a Familiar, you lose this ability. Instead, you may utilize your racial curse in the same way, but through your Familiar instead of a summoned creature. If your Familiar is within 1 mile of you, you need not be able to see them to work your curse through them. If you possess the "Hexblade's Curse" class feature, you may work your Hexblade's Curse through your summoned creature or through your Familiar, as if it was your racial curse.

Deepbluediver
2012-06-06, 10:04 AM
These definitily seem like fun, and are much easier to use than the monster-hit dice conversions. The "knack" system certainly seems like a success, particularly since it always for fairly easy diversification for the race.

I tend to prefer fixes that let you alternate monster-levels with a class of choice, so that you build the two together. It takes longer to pile on all the traits for races with a large LA+, but you would get at least a few class features sooner, which is very appealing to a lot of players.

I'd be very interested in seeing what you do with a more spell or SLA oriented race (the Illithid is the first thing to come to mind, but I'm sure there are others) or something REALLY different, like an elemental or an outsider.

The Tygre
2012-06-06, 02:50 PM
I- I love you.

It's GLORIOUS.

Amechra
2012-06-06, 09:35 PM
Yes! the Barghest is here!

Excellent.

May I suggest a pairtrio of Knacks (the others have 5, this would round it all out)?

-Wyld-Overrun Devourer (An upgrade for the Shapeshift Druid, maybe adding some kind of "Pact Augmentation" system that would let them get extra little perks whenever they feed and are in a different for?)

-Mind-Eater Beast (Psionics! I would base this off of a Wilder, with some tweaking to how Surging Euphoria happens (maybe you get a buffer against Enervation from feeding instead of a stat-boost?))

-Soul-Shredding Maw (You eat souls. This Tradition would obviously be about you getting temporary Essentia whenever you feed, which could be dropped into a soulmeld in kinda the same way that the Worg's do it. I can't think of a good soulmeld, but maybe transforming your bite into an Incarnate Weapon shaped like a Bastard sword whenever you transform, which you could use to feed, would be appropriate.)

And, one last thing: This class is now officially the "ritual" the Goblin aristocracy are required to go through in my e6 game before they are allowed to rule.

Xefas
2012-06-06, 10:56 PM
Glad you guys like it. Specific reply:



May I suggest a pairtrio of Knacks (the others have 5, this would round it all out)?

That's what I meant by "not quite done" :smallredface:. I was already planning a Spellthief and an Incarnum-class for two of them. Both your Wilder and Druid ideas sound really good for the last spot, but I'd like to keep the classes uniform in having 5 Traditions. So, I'll have to make a decision...

edit:


I'd be very interested in seeing what you do with a more spell or SLA oriented race (the Illithid is the first thing to come to mind, but I'm sure there are others) or something REALLY different, like an elemental or an outsider.

The Barghest is an Outsider, but I get what you mean. I'll search around for something along those lines to do after the Sirine.

Amechra
2012-06-06, 10:57 PM
Alright, just makin' sure.

Wyntonian
2012-06-06, 11:12 PM
I love the Worg to death! Next time I run something involving good wolves, I'll reskin those guys. Excellent!

Seriously, this is all kinds of great. You're an innovator on par with Nikola Tesla.

Xefas
2012-06-11, 04:20 AM
I got distracted from the Barghest and Sirine and did this instead. :smallfrown:

http://i.imgur.com/SlDsA.jpg

Hit Die: d10
Skill Points: 4 + intelligence modifier
Class Skills: Balance, Concentration, Intimidate, Jump, Knowledge (The Planes), Listen, Martial Lore, Search, Sense Motive, Spellcraft, Spot, Survival
Proficiencies: Reth Dekala are proficient with all simple and martial weapons, as well as all light and medium armor, including shields.
Starting Gold: As Fighter

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2| Racial Class, Reth Dekala Knack
2nd|+2|+3|+0|+3| Vilefire Aura, Monstrous Growth
3rd|+3|+3|+1|+3|
[/table]

Racial Class: Characters that take this class do not choose a race. This class may only be taken at first level, and cannot be multiclassed out of until all levels of it have been taken. The racial traits of a character that takes this class are as follows:

Type: Outsider [Evil, Extraplanar, Lawful]
Size: Medium
Speed: 30 feet
Ability Adjustments: -

Darkvision (Ex): A trait of nearly all Outsiders, Reth Dekala may see out to a distance of 60 feet without any light source at all. This vision does not discern color, displaying everything in shades of black and white.

Vilefire Fists (Su): A Reth Dekala may weaponize the flames that eternally consume their body, which may be used in one of three ways. Firstly, as a standard action, they may make a melee touch attack that deals 1d10 damage, split between Fire and Acid. Secondly, as a standard action, they may make a ranged touch attack against a target within 60ft, which deals 1d8 damage, split between Fire and Acid. Thirdly, they may choose for any given unarmed attack they make to replace its base damage (usually 1d3) with 1d6 damage, split between Fire and Acid (they still add all other factors, such as their Strength modifier; it is only the base damage that is replaced). In all cases, living creatures that take damage from this ability must make a Fortitude save (DC 10 + 1/2 character level + Constitution modifier) or become Sickened for 1 round.

Air Stride (Ex): Reth Dekala have no legs, floating gracefully over solid surfaces. They cannot truly fly, but this limited levitation does provide them some benefits. They gain a +4 racial bonus on Balance and Jump checks, and may choose to slow their descent should they ever find themselves without a proper surface to float over. This slows their momentum to a mere 60 feet per round, and ensures they take no falling damage upon landing.

When a Reth Dekala attains 10th character level, their levitational movement improves. They may move as if constantly under the effects of an "Air Walk" spell.

Reth Dekala Knack: Even though this class represents a developing Reth Dekala who has not yet begun truly delving into the path of a particular character class, any Reth Dekala with the heroism to strike out as an adventurer must certainly have some knack that distinguishes them above the average of their kind. At 1st level, pick one of the Knacks below. You gain that Knack's Least benefit at 1st level, its Lesser benefit at 2nd level, and its Greater benefit at 3rd level.

Vilefire Aura (Su): As the heat of the Reth Dekala's body burns more intensely, merely standing in their immediate presence proves deadly for lesser beings. At the beginning of their turn, all adjacent living creatures must make a Fortitude save (DC 10 + 1/2 character level + Constitution modifier) or take 1d6 damage, split between Fire and Acid, and become Sickened for 1 round.

Monstrous Growth: At 2nd level, a Reth Dekala gains 25% Fortification and Resistance 5 to Fire and Acid damage, as the flames which eternally torment them also purge the vestiges of their mortal self of its weakness.

At 3rd level, these bonuses improve to 50% Fortification and Resistance 10 to Fire and Acid, as well as granting them a +2 racial bonus to Constitution.

Reth Dekala Knacks

Viridian Chaplain Tradition
When their infernal god promised them great power for the glory of their people, the Reth Dekala rallied under him with unshakeable strength and conviction. When their god ordered them to turn against their own kin, they rose up and murdered their god without hesitation. For this reason, the Reth Dekala seldom choose gods, and gods seldom accept their worship. However, some few devote themselves to an ideal, or to patriotism for their own kind, reigniting a glimmer of the divine energy which transformed them into the green-flamed warriors they are today.

Least: Your Reth Dekala class levels count as martial adept class levels for the purposes of determining your initiator level. In addition, whenever you hit and deal damage with a melee attack, choose one ally within 30 feet. That ally heals 2 point of damage. If you later gain levels in a martial adept class that grants Stances Known from the Devoted Spirit discipline, you lose this ability, but add "Martial Spirit" to your list of stances known (this does not count against the usual number of stances you learn from your class). Furthermore, any ally (other than yourself) you heal with a Devoted Spirit stance or maneuver also gains Resistance 5 to Fire and Acid damage for 1 minute. If that ally is a Reth Dekala, this Resistance stacks with their racial Resistances, but otherwise does not.

Lesser: Once per encounter, you may activate the maneuver "Crusader's Strike". This functions in all ways like the martial maneuver. If you later gain levels in a martial adept class that grants Devoted Spirit maneuvers known, you lose this ability, but add "Crusader's Strike" to your list of maneuvers known (this does not count against the usual number of maneuvers you learn from your class). Furthermore, any ally (other than yourself) you heal with a Devoted Spirit stance or maneuver also gains 25% Fortification for 1 minute. If that ally is a Reth Dekala, this Fortification stacks with their racial Fortification, but otherwise does not.

Greater: At the beginning of your turn, if you have taken at least 5 damage since the end of your last turn, you gain a +1 bonus on attack and damage rolls until the end of your turn. If you later gain the "Steely Resolve" class feature, you lose this ability. However, any ally (other than yourself) you heal with a Devoted Spirit stance or maneuver also gains your racial 'Air Stride' and 'Vilefire Aura' abilities for 1 minute, as they become wreathed in sorcerous flames much like your own. If that ally is a Reth Dekala, their own Vilefire Aura deals double the normal damage and has its DC increased by 2, rather than gaining copies of abilities it already has.

Emerald Ember Tradition
Reth Dekala have been naturally born warriors since before their eldest can even recall; far longer than they have had their current forms. This tradition endures, spurring the vast majority of their number to pursue the perfection of arms and armor in battle. However, their ageless and strongly convicted mindset has, at times, stunted innovation. It is unfortunately uncommon that a Reth Dekala chooses to willingly stoke the demon-fire of their body, and mingle it with their martial prowess utilizing a gestalted martial style that would otherwise be quite simple for any of their kin to master.

Least: Your Reth Dekala class levels count as martial adept class levels for the purposes of determining your initiator level. Once per encounter, as a swift action, you may draw forth a portion of your green inferno, enveloping your melee attacks for the rest of the round. This causes them to deal an additional 1d6 +(initiator level, max 5) damage, split between Fire and Acid. If you later gain levels in a martial adept class that grants Maneuvers Known from the Desert Wind discipline, you lose this ability, but add "Burning Blade" to your list of maneuvers known (this does not count against the usual number of maneuvers you learn from your class). In addition, any time one of your martial maneuvers would deal Fire damage, you may choose for half of that damage to instead be Acid.

Lesser: Once per encounter, as a standard action, you may create a brilliant flash of emerald light from your body. Every creature within 30 feet must make a Fortitude save (DC 10 + 1/2 character level + your Wisdom modifier) or become Dazzled and Sickened for 1 minute. If you later gain levels in a martial adept class that grants Maneuvers Known from the Desert Wind discipline, you lose this ability, but add "Blistering Flourish" to your list of maneuvers known (this does not count against the usual number of maneuvers you learn from your class). In addition, any time one of your martial maneuvers would deal half Fire and half Acid damage, and successfully deals damage to a target, they are automatically Sickened for 1 round. Any time one of your martial maneuvers successfully 'dazzles' a target, they are also Sickened for the same duration that they are dazzled.

Greater: Once per encounter, as a standard action, you may let loose a fusillade of burning death from your body's conflagration. Make a single ranged touch attack, and compare the result against every enemy within a 30ft cone of you. Those that are successfully struck take 2d6 damage, split between Fire and Acid, and are Sickened for 1 round. If you later gain levels in a martial adept class that grants Maneuvers Known from the Desert Wind discipline, you lose this ability, but add "Hatchling's Flame" to your list of maneuvers known (this does not count against the usual number of maneuvers you learn from your class). In addition, any time one of your martial maneuvers has a "Cone" or "Burst" area, normally deal Fire damage, and allows a Reflex save for half, you may convert the maneuver into a barrage of smaller projectiles. Instead of having a Reflex save, you make a single ranged touch attack, and compare the result against every enemy within the area of the maneuver. Those that are successfully struck are effected by the maneuver.

Beryl Legionary Tradition
Very common among the Reth Dekala are those that cleave to their ancient warrior traditions, often mastering the use of the halberd or greatsword in battle, seeking glory whether it be in single duels with powerful champions, or wading amid entire squads of foes in the thick of a full-scale war. While attractive, this path is nevertheless a difficult one, and only the most clever and determined Reth Dekala can hope to distinguish themselves among the legions of their kin that pursue the same goal.

Least: Your Reth Dekala class levels count as martial adept class levels for the purposes of determining your initiator level. In addition, you retain your Dexterity bonus to Armor Class, even if you would normally be caught flat-footed. If you later gain the "Uncanny Dodge" class feature, you lose this ability. Instead, when you are in an Iron Heart stance, add your Intelligence modifier as a morale bonus to any attack roll made against a target that none of your allies currently Threaten.

Lesser: You may no longer be Flanked. If you later gain the "Improved Uncanny Dodge" class feature, you lose this ability. Instead, when you are in an Iron Heart stance, add a morale bonus to your Armor Class equal to the number of enemies that currently Threaten you.

Greater: Add your Intelligence modifier to all damage rolls made against targets that are not flat-footed, prone, or flanked. If you later gain the "Battle Cunning" class feature, ignore it. Instead, while in an Iron Heart stance, you gain a morale bonus on damage rolls against a target that is not flat-footed, prone, or flanked, equal to the number of attacks they have made against you in the current encounter that have missed (up to a maximum bonus equal to your character level).

Malachite Commander Tradition
With most of their kind pursuing personal valor, it is only a select few Reth Dekala who apply themselves to the mastery of tactics and leadership. Even the least of their kind are highly accomplished battle veterans, so those would-be commanders without a strong hand and unquestionable talent are invariably ignored or maligned. Still, for those truly dedicated, this makes earning the respect of the Reth Dekala Legionaries a high honor indeed.

Least: Your Reth Dekala class levels count as martial adept class levels for the purposes of determining your initiator level. Choose a martial discipline. Allies (other than yourself) within 60 feet of you, with an Intelligence of 3 or higher, that are able to hear and understand you, add your Charisma modifier to all attack rolls made as part of a Strike from the chosen discipline. If you later gain the "Command Style" Sublime Marshal (http://www.myth-weavers.com/wiki/index.php/Sublime_Way_Marshall_%283.5_Class%29) class feature, you lose this ability. Instead, you gain access to a new Minor Aura, entitled "Malachite Heroism" (this does not count against the usual number of Minor Auras you learn from your class). This Aura, when active, grants a bonus on attack rolls made with the discipline associated with your Command Style, but the bonus does not apply to yourself.

Lesser: Once per day, as a standard action, you may allow every ally within 60 feet of you, with an Intelligence score of 3 or higher, that are able to hear and understand you, to immediately recover one expended maneuver. If you later gain the "Grant Move Action" class feature, you may expend one daily use of that ability as a free action to recover your daily use of this one.

Greater: As a standard action, you may allow an ally within 60 feet of you, with an Intelligence score of 3 or higher, that is able to hear and understand you, to make an attack action even though it is not their turn. If you later gain the "Command Style" class feature, you may expend an unexpended Strike from the discipline associated with your Command Style, which has an activation of a single Standard Action, as part of using this ability. Instead of making a normal attack, your ally uses the expended maneuver. They use your initiator level, and the DC of the Strike is calculated as if you were using it, but it otherwise functions as if the chosen ally had initiated it themselves.

Jade Magister Tradition
Distrusted and treated with, at best, suspicion, some Reth Dekala eschew martial arts entirely, turning their eyes towards the raw arcane energy thrumming through their very being. Rather than draw sorcery from their blood, these magi inherit power from the flames of their dead demon-god. And what destructive power it is.

Least: Once per day, you may cast "Lesser Orb of Fire", as an arcane spell with a caster level equal to your character level. This spell suffers no Arcane Spell Failure from Light Armor, and you may choose, when casting it, to substitute Acid damage in place of Fire. If you later acquire levels in an arcane spellcasting class that possesses "Spells Known", you lose this ability, but add "Lesser Orb of Fire" to your list of Spells Known (this does not count against the usual number of Spells Known you learn from your class). In addition, you suffer no Arcane Spell Failure from wearing Light Armor, and gain the "Energy Substitution (Acid)" feat as a bonus feat, even if you do not meet the prerequisites.

Lesser: Once per day, you may cast "Lesser Orb of Acid" as an arcane spell with a caster level equal to your character level. This spell suffers no Arcane Spell Failure from Light Armor, and you may choose, when casting it, to substitute Fire damage in place of Acid. If you later acquire levels in an arcane spellcasting class that possesses "Spells Known", you lose this ability, but add "Lesser Orb of Acid" to your list of Spells Known (this does not count against the usual number of Spells Known you learn from your class). In addition, you gain the "Energy Substitution (Fire)" feat as a bonus feat, even if you do not meet the prerequisites. If you later gain the "Familiar" Sorcerer class feature, ignore it. Instead, your Sorcerer spells do not have their casting time increased when metamagic is applied to them.

Greater: Your Reth Dekala class levels count as levels in the first arcane spellcasting class you partake of, for the purposes of determining your caster level. When determining your Spells Per Day and Spells Known from that class, consult the respective tables as if you were one level higher (so a Reth Dekala 3/Sorcerer 2 would have spells per day and spells known as if they were a 3rd level Sorcerer). Once per day, you may cast both your "Lesser Orb of Fire" and "Lesser Orb of Acid" racial spells as a single standard action, which does not expend their daily use. If you later acquire levels in a spontaneous arcane spellcasting class, you lose this ability. However, once per day, you may apply the effects of the feat "Energy Admixture (Fire)" or "Energy Admixture (Acid)" to one of your spells, when you cast it, without increasing its effective level.

Xefas
2012-06-11, 04:29 AM
There was some sort of error and my last post didn't properly bump the thread. So, I'm hoping this will. :smallconfused:

WhatsWithCanada
2012-07-05, 03:59 AM
These are amazing! Keep up the great work! I can't wait to see what else you come up with along this line.

Draz74
2012-07-05, 04:41 PM
I vote for a Couatl. :smallsmile: