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Milo v3
2015-11-10, 08:50 AM
The Anabolist

"Welcome to the top of the food chain."
An anabolist is a adaptive warriors who have been mutated through powerful mutagens to be able to violently break down living creatures into smaller parts and incorporate them into his own body. These anabolist's are able to use their shapeshifting to disguise themselves as their foes, devourer any enemy, and can break into any stronghold with their stolen mobility. The anabolist has skilled and precision of an alchemist, but the mobility and style of monk.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 2d6 × 10 gp (average 70 gp)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Anabolism
Fast Movement
1st
2nd
3rd
4th


1st
+1
+2
+2
+0
Adaptive +0, anabolism, consume, fast movement, ki pool, unnatural strike
3
+10 ft.
-
-
-
-


2nd
+2
+3
+3
+0
Discovery, poison resistance +2
4
+10 ft.
-
-
-
-



3rd
+3
+3
+3
+1
Adaptive +1, evasion
5
+10 ft.
-
-
-
-



4th
+4
+4
+4
+1
Biollurgy, discovery
6
+20 ft.
1
-
-
-



5th
+5
+4
+4
+1
Aberrant biology, poison resistance +4
7
+20 ft.
1
-
-
-



6th
+6/+1
+5
+5
+2
Adaptive +2, discovery
8
+20 ft.
1
-
-
-



7th
+7/+2
+5
+5
+2
Plague bringer, rejuvenation
9
+30 ft.
1
1
-
-



8th
+8/+3
+6
+6
+2
Discovery, poison resistance +6
10
+30 ft.
1
1
-
-



9th
+9/+4
+6
+6
+3
Adaptive +3, improved evasion
11
+30 ft.
2
1
-
-



10th
+10/+5
+7
+7
+3
Discovery, poison immunity
12
+40 ft.
2
1
1
-



11th
+11/+6/+1
+7
+7
+3
Improved aberrant biology
13
+40 ft.
2
1
1
-



12th
+12/+7/+2
+8
+8
+4
Adaptive +4, discovery
14
+40 ft.
2
2
1
-



13th
+13/+8/+3
+8
+8
+4
Improved rejuvenation
15
+50 ft.
3
2
1
1



14th
+14/+9/+4
+9
+9
+4
Discovery, living plague
16
+50 ft.
3
2
1
1



15th
+15/+10/+5
+9
+9
+5
Adaptive +5
17
+50 ft.
3
2
2
1



16th
+16/+11/+6/+1
+10
+10
+5
Discovery
18
+60 ft.
3
3
2
1



17th
+17/+12/+7/+2
+10
+10
+5
Greater aberrant biology
19
+60 ft.
4
3
2
1



18th
+18/+13/+8/+3
+11
+11
+6
Adaptive +6, discovery
20
+60 ft.
4
3
2
2



19th
+19/+14/+9/+4
+11
+11
+6
Greater rejuvenation
22
+70 ft.
4
3
3
2



20th
+20/+15/+10/+5
+12
+12
+6
Mutagenic perfection
24
+70 ft.
4
4
3
2



Class Skills
The anabolist's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are the class features of the anabolist.

Weapon and Armour Proficiency: An anabolist is proficient with all simple and natural weapons, and with light armour and shields (except tower shields).

Adaptive (Su): The anabolist can shift and alter their bodies to augment their actions. The anabolist gains a racial bonus equal to his intelligence bonus + a third of his class level (minimum 1) to one of the following skills acrobatics, climb, disguise, escape artist, fly, intimidate, or swim. Which skill adaptive applies to can be changed as a standard action.

Anabolism (Su): When anabolist consumes a creature, he breaks them down and incorporates them into his body. This incorporation of the fallen creature takes the form of either rejuvenating the anabolist (see consume) or gaining a single anabolism. Each anabolism requires the consumed creature to meet some form of prerequisite before it can be chosen, and some anabolisms possess additional prerequisites relating to the anabolist themselves. An anabolist can only possess a certain number of anabolisms at a time (shown on the table above), any time the anabolist would gain an anabolism beyond that limit they can choose to lose an old anabolism for the new anabolism. An anabolist begins play with a number of anabolisms equal to a third of his maximum, when selecting these you can ignore the prerequisites except for the minimum level prerequisite, as it is assumed the character consumed the required creatures before play begun.

Consume (Su): An anabolist can attempt to consume living creatures in two ways, as part of a coup de grace with a natural weapon, or by expending a standard action to make an attack with a natural weapon (a power attack, vital strike or similar ability can be used with such an attack). If this attack or coup de grace successfully kills the creature they are consumed. This ability only functions against living creatures. Upon consumption, the anabolist must choose whether to gain an anabolism, or rejuvenation from the action. If the anabolist chooses rejuvenation they gain a number of ki points equal to half the target's hit dice.

Fast Movement (Ex): An anabolist gains an enhancement bonus to his land speed, as shown on the table above. As a swift action, the anabolist can expend a ki point to double this bonus.

Ki Pool (Su): At 4th level, an anabolist gains a pool of ki points, positive energy he can use to accomplish amazing feats. The number of points an anabolist can have in his ki pool is equal to 1/2 his class level + his Intelligence modifier. As a standard action, the anabolist can expend a number of ki points up to his class level, healing an equal number of hit points. The anabolist can heal in this way as a free action on any round where you use the consume ability.

Unnatural Strike: At 1st level, an anabolist gains Improved Unarmed Strike as a bonus feat. The anabolist may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an anabolist striking unarmed. An anabolist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. An anabolist also deals more damage with his unarmed strikes than a normal person would, dealing 1d6 damage.

Usually an anabolist's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. An anabolist's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an anabolist awakens an incredible alchemical discovery. Unless otherwise noted, an anabolist cannot select an individual discovery more than once. Some discoveries can only be gained if the anabolist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify consume that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual act of consuming. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the anabolist's level + the anabolist's Intelligence modifier.


Alchemical Simulacrum (Su): The anabolist gains the ability to create a lesser simulacrum from his body. This works like the lesser simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. An anabolist must be at least 8th level before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.
Alchemical Zombie (Su): The anabolist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie by carefully infusing his biology with the corpse. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the anabolist can control. An anabolist must be at least 8th level before selecting this discovery. The created zombie is a creature, not a supernatural effect.
Arcanaphage*: When the anabolist consumes a creature, he can choose a single spell that that individual had possessed as a known or prepared spell, or as a spell-like ability, and add that spell to your list of spells known by swapping out a spell known of equal level. If the anabolist does not know what spells the target was has or does not care about which spell is selected, the spell gained is randomly selected by the gamesmaster but the anabolist still gets to choose whether to accept the consumed spell and what spell to swap for it. An anabolist must be at least 4th level before selecting this discovery.
Contagion Persuasion (Ex): The anabolist gains a bonus on diplomancy checks equal to half his class level against creatures that are currently afflicted by a disease.
Enhance potion: A number of times per day equal to his Intelligence modifier, the anabolist can cause any potion he drinks to function at a caster level equal to his class level.
Extend potion: A number of times per day equal to his Intelligence modifier, the anabolist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration.
Greater Alchemical Simulacrum (Su): The alchemist gains the ability to create a simulacrum. This works like the simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. An alchemist must be at least 14th level and must have the alchemical simulacrum discovery before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.
Healing Touch (Ex): The anabolist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The anabolist's daily limit for hit points healed by spontaneous healing increases to 5 × his anabolist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist. An anabolist must be at least 6th level and must have the spontaneous healing discovery before selecting this discovery.
In The Flesh (Su): The anabolist can shape his biomass to clothe himself. As a free action the anabolist can make his body look like he is wearing any form of armour or clothing he has seen, but this shapechanging is only cosmetic in nature and does not alter his statistics.
Legion Limbs (Su): Nearly all life is formed of cells, tiny living creatures that join and work together to form a bigger creature. The anabolist can use this when his body becomes separated, forming his pieces into separate creatures. Whenever the anabolist is damaged by a slashing attack that deals at least 26 points of damage, he can expend a ki point as an immediate action to have the severed biomass animate into an ally. This legion limb has statistics as a medium sized necrocraft, except it counts as an aberration rather than undead for the purposes of effects and spells. Necrocraft made through this ability are under your control indefinitely, but each reduces the anabolist's maximum hitpoints by 26 until the necrocraft is destroyed. An anabolist must be at least at least 6th level before selecting this discovery. The created necrocraft is a creature, not a supernatural effect.
Lingering Spirit (Ex): The anabolist's strange ties between his body and spirit causes him to linger at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an anabolist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks). An anabolist must be at least 4th level before selecting this discovery.
Mummification (Ex): The anabolist discovers himself changing into an undeadlike creature. The anabolit's type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. An anabolist must be at least 10th level and must have the preserve organs discovery before selecting this discovery.
Nauseating Flesh: The anabolist's body is suffused with poison. Any creature that bites, engulfs, or swallows the anabolist must make a Fortitude saving throw or be nauseated for 1d4 rounds. An anabolist must be at least 12th level before selecting this discovery. The anabolist with this discovery does not suffer the effect of the poison of his own nauseating flesh.
Parasitic Twin (Ex): The anabolist's vestigial limbs are part of a parasitic twin on his torso, consisting of a head, a torso, and two arms (from the vestigial limb discovery). Normally, the twin is mostly recessed within the anabolist's body, with the visible arms acting like the vestigial arm discovery, though the anabolist can manifest or hide the twin as a standard action. The twin is helpless, fully subservient to the anabolist, and cannot be targeted or harmed. Once per day, if the anabolist succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as charm person, feeblemind, or hold person), he can reroll his saving throw; success means the twin absorbs the effect and the anabolist can ignore it. Using this ability sickens the anabolist for the duration of the absorbed effect (removing the effect from the twin ends the sickened condition), and he cannot use the twin's limbs during that time, though passive effects (such as from rings worn on the vestigial limbs) continue normally. The anabolist must have selected the vestigial arm discovery twice before selecting this discovery.
Preserve Organs (Ex): The anabolist's body seems to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the anabolist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An anabolist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Spontaneous Healing (Ex): The anabolist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 anabolist levels he possesses. If the anabolist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Tentacle (Ex): The anabolist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the anabolist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the anabolist's original arms can (for example, allowing the anabolist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a dagger). Unlike an arm, the tentacle has no magic item slots.
Tumor Familiar (Ex): The anabolist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the anabolist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the anabolist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the anabolist's class level (though some familiar abilities may be useless to an anabolist). The tumor acts as the anabolist's familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the anabolist, the tumor has fast healing 5. An anabolist's formulae are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per anabolist level. The proceedure takes 8 hours to complete.
Vestigial Arm (Ex): The anabolist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the anabolist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the anabolist's attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the anabolist's original arms (for example, allowing the anabolist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a dagger). The arm has its own "hand" and "ring" magic item slots (though the anabolist can still only wear two rings and two hand magic items at a time). An anabolist may take this discovery up to two times.
Wall Runner (Ex): The anabolist can spawn small tendrils from his legs, helping him grip onto surfaces. The anabolist always counts as if you had both hands free for the purposes of climbing, even while those hands are actually full. In addition, you take no penalty for accelerated climbing.
Warrior's Hunger* (Ex): When the anabolist consumes a creature, he can choose a single weapon that that individual had proficiency with and immediately gain proficiency with that weapon. If the anabolist does not know what weapons the target was proficient with or does not care about which weapon is selected, the proficiency gained is randomly selected by the gamesmaster.
Web of Intrigue* (Ex): When the anabolist consumes a creature, he can immediately gain the benefits of a speak with dead spell against them, with an effective caster level equal to your class level.
Wings (Ex): The anabolist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his class level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. An anabolist can select this discovery multiple times; each time he does so, he adds his class level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability. An anabolist must be at least 6th level before selecting this discovery.

TBD

Get knowledge ranks from consuming
Get bluffing info from consuming
Hunting
Biobomb
Devastators
Leadership
Hives
Infected Vision
Hive Mind
Multiple Weapon Anabolisms at once
Enchantments on anabolisms




Poison Resistance (Ex): At 2nd level, an anabolist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an anabolist becomes completely immune to poison.

Evasion (Ex): At 3rd level or higher, an anabolist can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Biollurgy (Su): Anabolist have alchemical magic infused throughout every part of their body, and with time they can tap into this alchemy in a manner similar to spellcasting except that is actually formulae being enacted. To learn or cast a formuale, an anabolist must have an Intelligence score equal to at least 10 + the formulae level. He can cast formulae he knowns without preparing them ahead of time. The saving throw DC against an anabolist's formulae is 10 + the formulae level + the anabolist's Intelligence modifier.

Like other formulae users, an anabolist can cast only a certain number of formulae of each level per day. His base daily formulae allotment is given on the table above. In addition, he receives bonus formulae per day if he has a high Intelligence score. The anabolist does not need to prepare these formulae in advance; he can cast any formulae he knows at any time, assuming he hasn't yet used up his allotment of formulae per day for the formulae's level.

The anabolist's selection of formulae is limited. At 4th level, an anabolist knows two 1st-level formulae of his choice from the alchemist formulae list. An anabolist gains more formulae as he increases in level, as indicated on the table below. Unlike formulae per day, the number of formulae an anabolist knows is not affected by his Intelligence score. At 8th level and every 3 levels thereafter, an anabolist can choose to learn a new formulae in place of one he already knows. In effect, the anabolist loses the old formulae in exchange for the new one. The new formulae level must be the same as that of the formulae being exchanged. An anabolist may swap only a single formulae at any given level, and must choose whether or not to swap the formulae at the same time that he gains new formulae known for the level.

Formulae Known


Level
1st
2nd
3rd
4th


4th
2
-
-
-


5th
3
-
-
-


6th
4
-
-
-


7th
4
2
-
-


8th
4
3
-
-


9th
5
4
-
-


10th
5
4
2
-


11th
5
4
3
-


12th
6
5
4
-


13th
6
5
4
2


14th
6
5
4
3


15th
6
6
5
4


16th
6
6
5
4


17th
6
6
5
4


18th
6
6
6
5


19th
6
6
6
5


20th
6
6
6*
5



Aberrant Biology (Ex): At fifth level the anabolist's anatomy becomes more strange. Causing the anabolist to gain darkvision to 60 ft., a +2 bonus to armour class for the purposes of critical confirmation rolls, and falls act as if they were half their true length for the purposes of taking fall damage. In addition, any distance travelled during the fall while adjacent to a wall is ignored for the purposes of fall damage.

At eleventh level, the anabolist's darkvision extends to 90 ft., the bonus to armour class increases to +4, and falls act as if they were a fifth of their true length for the purposes of taking fall damage. At seventeenth level, the anabolist's darkvision extends to 120 ft., the bonus to armour class increases to +6, and falls act as if they were a tenth of their true length for the purposes of taking fall damage.

Plague Bringer (Ex): At 7th level, the alchemical nature of the anabolists body protect him from suffering from the symptoms of disease. An anabolist does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Rejuvenation (Su): When a seventh level anabolist uses his ki points ability to heal, he can heal a number of hit points equal to half his class level by using 1 point from his ki pool. At thirteenth level, this improves to heal a number of hit points equal to his class level. At nineteenth level, this improves to heal a number of hit points equal to twice his class level.

Improved Evasion (Ex): At 9th level, an anabolist's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless anabolist does not gain the benefit of improved evasion.

Living Plague (Su) At fourteenth level, an anabolist has more control over his body in regard to diseases. As a free action, he can choose a disease he has contracted and make it no longer contagious or make it contagious again. In addition, he can make a melee touch attack as a standard action to attempt to spread a single disease he has contracted to the target. The target of this ability still gets fortitude saves to resist contracting the disease as normal.

Mutagenic Perfection: At 20th level, an anabolist becomes an unnatural creature. He is forevermore treated as an aberration rather than as a humanoid (or whatever the anabolist's creature type was) for the purpose of spells and magical effects whenever beneficial. Additionally, the anabolist gains regeneration 1 that is negated by effects that completely destroy the anabolist (such as disintergrate), except it takes a day to regain each hit point. Finally, from this point forward he takes no penalty to his physical ability scores from advanced age (if the anabolist is already taking such penalties, they are removed at this time), he cannot die from old age, and he can alter his appearance to match any age he has experienced as a free action (this does not change his size category).

Milo v3
2015-11-10, 09:29 AM
Anabolisms
Armour
Prerequisite: The consumed creature had natural armour.
Benefit: You gain +2 natural armour.

5th Level: This ability is enhanced, granting +4 natural armour.
10th Level: This ability is enhanced, granting +6 natural armour.
15th Level: This ability is enhanced, granting +8 natural armour.
20th Level: This ability is enhanced, granting +10 natural armour.

Claws [Offensive]
Prerequisite: The consumed creature possessed a claw attack.
Benefit: You gain the ability to reshape your hands into large razor sharp claws as a swift action, and are able to dismiss them as a free action. These claws grant you two primary claw natural attacks, dealing damage as if you were one size larger (1d6 for medium anabolist's). When you reshape your hands in this way any items worn on those hands are melded with your body, items that provide constant bonuses and do not need to be activated continue to function while melded in this way but items that require activation cannot be used while you maintain that form. Anabolist's can only have one offensive anabolism activate at any one time.
5th Level: The claw natural attacks provided from this anabolism deal damage as if you were an additional size larger (1d8 for medium anabolist's).
10th Level: The claw natural attacks provided from this anabolism deal damage as if you were an additional size larger (2d6 for medium anabolist's). In addition, you gain the rake ability, giving you two free claw attacks when grappling that can only be used against a grappled foe.
15th Level: The claw natural attacks provided from this anabolism deal damage as if you were an additional size larger (3d6 for medium anabolist's).
20th Level: The claw natural attacks provided from this anabolism deal damage as if you were an additional size larger (4d6 for medium anabolist's).

Mundane Disguise [Disguise]
Prerequisite: The consumed creature was a humanoid.
Benefit: You gain the ability to disguise yourself as the creature you have consumed as a move-action and returning to normal as a free action. This functions like disguise self, except that you can only appear as the specific humanoid consumed when you gained this anabolism. This anabolism can be selected multiple times. Anabolist's can only have one disguise anabolism activate at any one time, but you can change to another disguise anabolism as a move-action.

5th Level: This ability is enhanced, acting as change shape (specific humanoid consumed, alter self).
10th Level: Add the following racial abilities to the list of abilities that can be gained from this abilities change shape; camouflage, carrion sense, elemental assault, energy resistance 5, hold breath, light and dark, mist child, mountain-born, mountaineer, plagueborn, resist level drain, shadow blending, sprinter, stability, terrain stride, undead resistance, water sense.
15th Level: Add the following racial abilities to the list of abilities that can be gained from this abilities change shape; amphibious climb, crystalline form, deepsight, desert runner, elven immunities, healthy, jumper, lifebound, minesight, natural armour +1, nimble faller, orc ferocity, prehensile tail, shadow resistance, silent hunter, sticky tongue, swarming, swim, vestigal wings.
20th Level: Add the following racial abilities to the list of abilities that can be gained from this abilities change shape; celestial resistance, darkvision 60 ft., deathless spirit, exalted resistance, fiendish resistance, fire in the blood, fleet-footed, gliding wings, hardy, hydrated vitality, poison resistance, stone in the blood, storm in the blood, swift as shadows

Nocturnal
Prerequisite: The consumed creature had darkvision, low-light vision or see in darkness.
Benefit: You gain darkvision to 60 ft. and low-light vision.

5th Level: You gain darkvision to 90 ft.
10th Level: You gain darkvision to 120 ft, and your low-light vision can see three times as far rather than twice as far.
15th Level: You gain see in darkness.

TBD

Aberration Type
Aberrant Disguise
Acid Resistance
Aquatic Subtype
Cold Resistance
Electricity Resistance
Native Subtype
Outsider Type
Outsider Disguise
Racial Bonus Diplomacy
Racial Bonus Perception
Mucus Cloud
Natural Armour
Swim
Tentacles
Slime
Angel subtype
Uncanny Dodge
DR
DR/Alignment
Immune to petrification
Resist Acid
Resist Cold
Resist Electricity
Resist Fire
Fly
Increased speed
Slam
Increased strength
Increased dexterity
Increased constitution
Regeneration
Large
Huge
Magical Beast Type
Magical Beast Disguise
Tremorsense
Burrow
Bite
Spit Acid
Grab
Vermin Type
Vermin Disguise
Climb
Sting
Toughness as a bonus feat
Racial bonus to survival
Poison
Fine
Swarm Subtype
Cling
Consume
Animal Type
Animal Disguise
Rend
Archon Subtype
Plant Type
Plant disguise
Blindsight
Constrict
Camouflage
Azata Subtype
DR Cold Iron
Immunity to poison
Tailslap
Grab
DR Magic
Hallucination Cloud
Spores
Racial Bonus stealth
Blindsense
Wounding
Racial bonus on swim checks
DR Alignment
Racial bonus to stealth
Dismantle Armour
Penetrating Strike
Luminescence
Trample
Constrict
Rake
Swallow Whole
Ooze Type
Ooze Disguise
Split
Acid
Corrosion
Ferocity
Gore
Tongue
Racial bonus to acrobatics
Hold breath
Sticky Tongue
Swamp Stride
Racial bonus intimidate
Stalker
Leap
Savage bite
Sprint
Pounce
Filament
Pull
Hooves
Strangle
Paralytic Tentacles
Tailslap
<cloaker>



TBD


Blade
Hammerfists
Tendrils
Whipfist
Shield
Disguise
Armour
Muscle Mass
Bite
Gore
Hoof
Tentacle
Wing
Pincers
Tail
Sting
Talons
All-Round Vision
Amphibious
Water Breathing
Air Breathing
Attach
Blindsense
Blindsight
Blood drain
Breath Weapon
Burn
Capsize
Compression
Constrict
Damage Reduction
Earth Glide
Engulf
Entrap
Healing
Fast Swallow
Ferocity
Flight
Fortification
Freeze
Grab
Greensight
Heat
Hold Breath
Immunity
Jet
Keen Scent
Mist Sight
Multiweapon Mastery
"Other" Natural Weapons
Natural Invisibility
Negative energy affinity
No breath
Paralysis
Poison
Poisonous Blood
Pounce
Powerful Blows
Powerful Charge
Pull
Push
Rake
Rend
Resistance
Rock Catching
Rock Throwing
Scent
Smother
Sound Mimicry
Spell Resistance
Split
Stench
Strangle
Swallow Whole
Telepathy
Tremorsense
Trip
Web

Ethereal Gears
2015-11-13, 08:16 AM
I love the flavor of this. I do have a bit of an obsession with creepy body horror/mutant-flavored stuff, so this is just my kind of thing!

I don't see any glaring imbalances among the existing mechanics, although obviously the class needs a bit more fleshing out (pun partially intended) in terms of anabolisms. I also definitely think it would be cool if you created a few more unique discoveries, although I realize anabolisms will probably be quite versatile and therefore there might not end up being a whole lot of design space left over for discoveries.

If I come up with anything when I read through this again that jumps out as needing to be tweaked for balance, I'll let you know. Otherwise, this is quite awesome and I'm really looking forward to seeing more anabolisms being created. One suggestion I dreamed up for an ability that could be sorta cool would be something like aberrant autotomy where when you take a certain amount of damage you could cause one of your limbs to detach (a la the Thing) and mutate into some sort of temporary monster that fights for you. Once this monster dies the limb regrows. It's not exactly in line with the specific "consume monsters to gain their powers" flavor of the class, but I do think it matches its overall body horror feel. Just an idea, of course!

Cheers,
- Gears