View Single Post

Thread: Base Class Challenge XIII - On a Whim

  1. - Top - End - #7
    Orc in the Playground
     
    ArkenBrony's Avatar

    Join Date
    Dec 2011
    Location
    Maryland
    Gender
    Male

    Default Re: Base Class Challenge XIII - On a Whim

    necro-morph

    ascended beings, the next step in mankind's evolution, and revered as gods, this perfect race can adapt to injuries, and change its body to its own accommodations, this is mankind's purpose, this is why we exist, we will bring forth the beginning of a utopia in which there is no war. this is ascendance!

    A necromorph is any dead body, rejuvenated as something greater, not undead, but given a new life

    Adventures: A necromorph strives to spread its wonder and expand its ranks, for the new world needs nothing but them

    Characteristics: the necromorph is capable of taking damage, and dishing it out. They use stealth to their advantage, and tend to find ways to reach the enemy.

    Alignment:The necromorph tends to be neutral, on the good and evil axis, it doesn't try to be evil, it just needs to remove your flesh and blood, and recreate it as something better. They Aalto are usually chaotic, as they follow their own agenda, with no care for laws or ideals

    Religion: Necromorphs don't tend to follow gods because they are a singleminded crowd of mass murderers. the select few who do worship dieties tend to worship gods of chaos, freedom, and slaughter. many people worship powerful necromorphs as gods.

    Background: a necromorph starts by either being exposed to a powerful artifact of pseudo-natural origin, from the far realm, or by being attacked by another necromorph

    Races: any race can join the necromorphs, they are not picky, as long as you possess a discernible, corporeal anatomy, and were once alive, you can be a necromorph

    Other Classes: necromorphs tend to act well with barbarians and other "wild" classes, but they don't care for the most part as long as you don't interfere with their hunting

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION Necromorphs's have the following game statistics.
    Abilities: strength is important for combat capabilities, dexterity is good for armor class, and constitution is good for hit points, due to their low armor class, and for saving throws for their abilities
    Alignment: any
    Hit Die: d8
    Starting Age: as barbarian
    Starting Gold: as barbarian

    Class Skills The Necromorph's class skills (and the key ability for each skill) are Balance (dex), climb (str), disguise (cha), escape artist (dex), hide (dex), intimidate (cha), jump (str), listen (wis), move silently (dex), search (int) spot (wis), survival (wis), swim (str)

    Skill Points at FirstLevel: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    CLASS NAME {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |changing anatomy (claws), abnormal anatomy

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |changing anatomy (maw), death attack +1d6

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |changing anatomy (sense), indiscriminate anatomy

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |changing anatomy (skin), death attack +2d6

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |changing anatomy (legs), swift stealth

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |changing anatomy (tail, improved trait), death attack +3d6

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |changing anatomy (projectile, improved trait), sturdy grounding

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |changing anatomy (physique, improved trait), death attack +4d6

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |changing anatomy (improved trait), great leap

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |changing anatomy (improved trait), death attack +5d6

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |changing anatomy (improved trait, greater trait), deathless anatomy

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |changing anatomy (improved trait, greater trait), death attack +6d6

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |changing anatomy (greater trait), aura

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |changing anatomy (greater trait), death attack +7d6

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |changing anatomy (greater trait), needless anatomy

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |changing anatomy (greater trait, master trait), death attack +8d6

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |changing anatomy (master trait), hide in plane sight

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |changing anatomy (master trait), death attack +9d6

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |changing anatomy (master trait), shot in the dark

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |changing anatomy (master trait, perfect trait), perfect being, Death attack +10d6[/table]

    Class Features All of the following are class features of the Necromorph.

    Weapon and Armor Proficiencies: a Necromorph is proficient in all natural weapons it attains. a necromorph is proficient in light and medium armor.

    CHANGING ANATOMY (Ex): as your new form evolves, you develop improved forms of killing, be it by greater weaponry, improved strength, or keener senses. as a necromorph levels up, it gains various abilities according to the chart above, whatever body part it says you gain at "regular" level, when it says "improved trait" you can improve any trait that you have had for at least 3 levels to its "improved" form. when it says greater trait, you improve any improved trait you have had for at least 2 levels to its "greater" form. when it says master trait, you improve any greater trait to its "master" form. and when it says perfect trait, you improve a master trait to its perfect form.

    Claws: your arms recede into your body, and the bones and muscles that form it reshape into devastating claws, meant to rip through flesh and bones.
    Regular: the necromorph gains two claw natural attacks that deal damage as a claw attack for a creature of your size + 1/2 strength modifier
    Improved: the necromorphs claw attacks gain an enchantment bonus to hit and damage equal to your class levels/4, and are treated as magical weapons for the purpose of piercing damage reduction.
    Greater: the necromophs claw attacks are treated as having the keen enchantment
    Master: the necromorphs claw attacks are treated as being adamantium for the purposes of bypassing damage reduction, and gain the ghost touch enchantment
    Perfect: the necromophs claw attacks gain the speed quality, and their enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

    Maw: your jaw enlarges, and your teeth fall out, you then develop large fangs and razor sharp teeth.
    Regular: the necromorph gains a bite natural attack, dealing damage as a creature equal to your size + strength modifier
    Improved: the necromorphs bite attack gains an enchantment bonus to hit and damage equal to your class levels/4, and is treated as a magical weapon for the purpose of piercing damage reduction.
    Greater: the necromophs bite attack are treated as having the keen enchantment
    Master: the necromorphs bite attack is treated as being adamantium for the purposes of bypassing damage reduction, and gains the ghost touch enchantment
    Perfect: the necromophs bite attack gains the speed quality, and its enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

    Sense: your brain, due to only requiring it for killing, has space to increase the capacity of your sensory organs, and enhances your ability to see, hear and smell.
    Regular: a necromorph gains tracking as a bonus feat, and grants you the scent special quality
    Improved: a necromorph gains the special quality blindsense out to 60 ft, the sense used is determined by the necromoph when it gains this ability and cannot be changed later.
    Greater: a necromorph gains the special ability blindsight out to 60 ft, using the same sense as blindsense
    Master: a necromorph gains a permanent truesight, except that it uses the sense specified in blind sense.
    Perfect: a necromorph gains foresight, so that they know what will happen a round before it happens

    Skin: your skin and bone harden, as they no longer need armor or clothes to protect them, and become more resilient.
    Regular: a necromorph gains natural armor equal to its constitution modifier (min 1)
    Improved: a necromoph gains damage reduction x/magic, where x equals his class levels.
    Greater: a necromorph gains elemental resistance equal to his level against 2 elements
    Master: a necromorph gains elemental resistance equal to his class level against 2 more elements, and improves his natural armor to 1/4+con modifier
    Perfect: a necromorph gains immunity to 1 element, and changes his damage reduction x/adamantium

    Legs: your legs grow more muscular and powerful to chase your prey and eat them.
    Regular: you gain a climb speed equal to your base land speed, are never flat-footed for climbing, and may take 10's while climbing even in a stressful situation.
    Improved: a necromorph gains evasion or uncanny dodge, you choose when you gain this ability
    Greater: a necromoph gains the ability that wasn't gained in the improved form and increases the other one to improved uncanny dodge or improved evasion.
    Master: you gain the improved form of the ability gained in the greater form and pounce.
    Perfect: a necromorh gains freedom of movement and defensive roll

    Tail: you elongate your spine into a full fledged tail, with a weapon of sorts to attack with.
    Regular: the necromorph gains a tail natural attack, dealing damage as a creature of your size + 1 1/2 strength modifier
    Improved: the necromorphs tail attack gains an enchantment bonus to hit and damage equal to your class levels/4, and is treated as a magical weapon for the purpose of piercing damage reduction.
    Greater: the necromophs tail attack are treated as having the keen enchantment
    Master: the necromorphs tail attack is treated as being adamantium for the purposes of bypassing damage reduction, and gains the ghost touch enchantment
    Perfect: the necromophs tail attack gains the speed quality, and its enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

    Projectile: your vertebrae grow out to the side, forming spikes, and through releasing pressurized gasses, may fire them at rapid speeds to hunt distant foes.
    Regular: the necromorph may, instead of attacking with its other natural weapons, may attack with a ranged projectile attack a number of times based on your base attack bonus, each dealing standard sting damage for your size, these spikes have a range increment of 20 ft, and can go a maximum of 100 ft
    Improved: the necromorphs sting attacks gain an enchantment bonus to hit and damage equal to your class levels/4, and are treated as magical weapons for the purpose of piercing damage reduction.
    Greater: the necromophs projectile attacks are treated as having the distance enchantment
    Master: the necromorphs projectile attacks are treated as being adamantium for the purposes of bypassing damage reduction, and gain the ghost touch enchantment
    Perfect: the necromophs projectile attacks gain the speed quality, and their enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

    Physique: your body grows or shrinks to enhance its possible abilities.
    note: when you first acquire this ability, you choose to increase, or decrease your size, this choice is permanent, and they give you separate abilities below based on your choice.
    Regular:
    increase: you gain a +2 bonus to strength, and the powerful build ability as a goliath.
    decrease: you gain a +2 bonus to dexterity, and gain a +10 bonus to movement speed
    Improved:
    increase: you gain an additional +2 bonus to strength, and a +2 bonus to natural armor
    decrease: you gain a +4 bonus to dexterity
    Greater:
    increase: you increase your size by 1 category, gaining the appropriate changes as said in the monster manual
    decrease: you decrease your size by 1 category, gaining the appropriate changes as said in the monster manual, but not changing natural weapon damage, or strength. and you increase your movement speed by 10 ft
    Master:
    increase: you gain +2 strength, and +2 constitution
    decrease: you gain +4 dexterity
    Perfect:
    increase: you increase your size by 1 category, gaining the appropriate changes as said in the monster manual.
    decrease: you decrease your size by 1 category, gaining the appropriate changes as said in the monster manual, but not changing natural weapon damage, or strength. and you increase your movement speed by 10 ft

    ABNORMAL ANATOMY (EX): the body you possess no longer requires what a regular humanoid would. at 1st level, a necromorph is considered an aberration, gains darkvision out to 60 ft, or increases its existing darkvision by 60 feet, and gains a frightening presence. this affects anyone with hit dice equal to or less then you class levels, with a DC of 10+1/2 class levels+charisma modifier. an opponent who succeeds this saving throw is immune to it for 24 hours.

    DEATH STRIKE (Ex): when you grab hold of a subject, you are capable of unleashing terrible blows to them by overpowering their defenses, and going straight for their vitals. at 2nd level, any time a necromorph attacks an opponent they are pinning, they add 1d6 precision damage to the damage dealt to each attack. this damage increases by 1d6 every 2 levels beyond second.

    INDISCRIMINATE ANATOMY (Ex): the changes to your body begin to affect your inner system, and make you difficult to effectively injure seriously. at 3rd level, a necromorph gains 25% fortification, and no longer has to breath.

    SWIFT STEALTH (Ex): sometimes you need to be able to hunt quickly and quietly to catch your prey, who with the slightest warning will react, so you can't give them time to notice you. at 5th level, a necromorph can move its normal speed while sneaking, and may even run while sneaking at no penalty.

    STURDY GROUNDING (Ex): a key strategy of necromorphs is to block of exits, so you have to leave them incapable of pushing past you, and you develop, naturally, a stance to keep you on your feet. at 7th level, a necromorph gains a bonus to resist being tripped, bull rushed, or overrun equal to their class levels.

    GREAT LEAP (Ex): with careful aim, you leap onto your prey, giving you an instant to cut the spine just below the base of the neck, before they can respond. at 9th level, a necromorph is always considered to have a running start when they jump, and may add his death attack damage to any attack made at the end of a jump.

    DEATHLESS ANATOMY (Su): your anatomy continues to make less sense, and be harder to target, giving a number of resistances to attack. at 11th level, a necromorph increases his fortification to 50%, and gains damage reduction 5/slashing.

    AURA (Su): your shape, form, and stance cause a reaction in those who see you. upon reaching 13th level, a necromorph gains a natural magical aura from the following list.
    -insanity- you gain an aura of insanity extending out 60 ft, any who fail a will save at DC 10+1/2 level+charisma modifier are confused for 1 round per level, even those who succeed are dazzled for 1 round.
    -antimagic- you gain a spell resistance equal to 10+your level
    regeneration- you gain fast healing equal to 1/2 your class levels+con modifier
    -telepathy- you gain telepathy out to 100 ft
    stench- you are surrounded with a stench out to 30 ft, the effects of this smell are similar to stinking cloud, except the saving throw is 10+1/2 level+charisma modifier

    NEEDLESS ANATOMY (Ex): your internal body has helped you reach the point you are at, but is no longer needed, and as such you are just a body of destruction, with no weaknesses or vitals. at 15th level, a necromorph gains 100% fortification, and replaces the damage reduction from deathless anatomy with damage reduction 6/-

    HIDE IN PLAIN SIGHT (Ex): after killing your first target, it is apparent that you will need to kill all that can see you, which is easier if they cannot see you. at 17th level, a necromorph gains the hide in plain sight class feature

    SHOT IN THE DARK (Ex): when the prey doesn't notice you, it makes it easier to strike the killing blow. at 19th level, any attack made while your target can't see you adds your death strike damage

    PERFECT BEING (Ex): your form is perfect, you gain an improved array of abilities, and an impressive stature, filling allies and enemies alike with fear.
    upon reaching 20th level, a necromorph is considered a god to many, and as such, gains the leadership feat, and all cohorts and followers are clerics, and you gain some of the benefits of being a god. for 1 round per 4 levels(these dont have to be back to back), a 20th level necromorph can be considered to have a divine rank of 0, giving him a doubled movement speed, he imbues all his attacks with alignment descriptors the same as his alignment, is immune to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting spells, damage reduction 10/epic, fire resistance 5, spell resistance 32, and is granted the divine sneak attack ability, though it affects death strike instead of sneak attack.
    Last edited by ArkenBrony; 2012-09-20 at 11:00 PM.