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    Default Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    The Kaijin

    Occasionally, a humanoid stumbles upon something that twists them, changing them into a monster, trapped by their own lust for power. These unfortunate souls are called Kaijin, and are quite disparate in capabilities, even amongst groups of themselves with the same basic theme.

    Abilities: The key ability of a Kaijin is Constitution. Many of their saving throw DCs rely on it, and more hit points rarely hurt. Next is Strength, due to their martial bent, and Dexterity, since avoiding attacks never hurt anyone. Intelligence is the fourth most important, as skill points are always useful.

    Role: The Kaijin serves as a powerful melee combatant, who is inhumanly tough, yet also mobile. Due to the various abilities available, they can fill any of a handful of roles.

    Background: Most Kaijin find themselves with their new bodies due to some form of magical accident. Others intentionally seek out the power to become a Kaijin, and twist their very bodies into the form they take. Regardless, all Kaijin exist because of magical experiments.

    Organization: Kaijin typically fall into hierarchies, with more powerful Kaijin commanding lesser ones, and those commanding even weaker ones. Others operate alone, adventuring by themselves. Still others join with humanoid or monstrous adventuring parties, seeking a way to undo their transformation permenantly.

    Alignment: Unfortunately, the majority of Kaijin are of the Evil alignment, typically Chaotic, justifying the dislike of them that most humanoids have. Some, though, strive against the fears, and are some of the most righteous warriors of good ever seen. Kaijin can be of any alignment.

    Races: Typically, humans find themselves as Kaijin due to their impetuous and foolhardy nature leading them to the sites of magical experiments gone wrong. Kaijin of other races are not unheard of, though, and usually gain their new form due to some stronger being forcing it upon them.

    Religion: Kaijin typically worship the deities of their original race, though some change to worship deities of monsters that they share appearances to.

    Other Classes: Kaijin get along famously with Dragonfire Adepts and Totemists- both can understand the monstrous traits gained by the Kaijin, and both can also see the associated power. Typically, Sentai and Kaijin get along poorly, but some form unshakable bonds of brotherhood and teamwork.

    Starting Gold: 3d4x10 (75 gp)


    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
    1|+1|+2|+0|+0|Inhuman Form, Masquerade, Kaijin Track|2|2|1
    2|+2|+3|+0|+0|Kaijin Ability|2|2|1
    3|+3|+3|+1|+1||3|2|1
    4|+4|+4|+1|+1||3|3|1
    5|+5|+4|+1|+1|Kaijin Ability|4|3|2
    6|+6/+1|+5|+2|+2|Kaijin Track Feature|4|3|2
    7|+7/+2|+5|+2|+2||5|3|2
    8|+8/+3|+6|+2|+2|Kaijin Ability|5|3|2
    9|+9/+4|+6|+3|+3||6|4|2
    10|+10/+5|+7|+3|+3||6|4|2
    11|+11/+6/+1|+7|+3|+3|Kaijin Ability|7|4|3
    12|+12/+7/+2|+8|+4|+4|Kaijin Track Feature|7|4|3
    13|+13/+8/+3|+8|+4|+4||8|4|3
    14|+14/+9/+4|+9|+4|+4|Kaijin Ability|8|5|3
    15|+15/+10/+5|+9|+5|+5||9|5|4
    16|+16/+11/+6/+1|+10|+5|+5||9|5|4
    17|+17/+/12/+7/+2|+10|+5|+5|Kaijin Ability|10|5|4
    18|+18/+13/+8/+3|+11|+6|+6|Kaijin Track Feature|10|5|4
    19|+19/+14/+9/+4|+11|+6|+6||11|6|4
    20|+20/+15/+10/+5|+12|+6|+6|Kaijin Ability|11|6|4[/table]


    Class Skills: Balance, Climb, Craft (Any), Disguise, Escape Artist, Intimidate, Jump, Listen, Martial Lore, Profession, Search, Sense Motive, Spot, Survival, Swim, and Tumble.

    Skill Points at First Level: (4+Int Modifier) x4
    Skill Points at each additional level: 4 + Int Modifier

    Hit Dice: d10

    Weapon and Armor Proficiencies: A Kaijin is proficient with all simple weapons, and any natural or manufactured weapons gained from this class. A Kaijin is proficient with light armor, but not shields.


    Maneuvers: A first level Kaijin has knowledge of two martial maneuvers. Kaijin have access to the Iron Heart discipline, a discipline based on their track (see below), and one discipline of their choice, adding all key skills to their class skill list.

    In order to use a maneuver, a Kaijin must first ready it. Kaijin maneuvers are extraordinary abilities unless otherwise noted. A Kaijin's maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

    A Kaijin learns additional maneuvers as he gains levels. He must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, a Kaijin can exchange one of his maneuvers known for another maneuver of any level he is capable of initiating.

    A Kaijin can choose his readied maneuvers by exercising or meditating for 5 minutes. The maneuvers he chooses remain readied until he readies new maneuvers. A Kaijin begins an encounter with all of his readied maneuvers unexpended. Once a maneuver is initiated, it is expended. A Kaijin may recover all of his maneuvers as a move action, during the round of which he may not initiate a maneuver or change his stance.


    Stances: A first level Kaijin knows one stance of any discipline available to him. At 5th, 11th, and 15th levels, he learns an additional stance. He must meet the prerequisites of a stance to learn it. Stances do not have to be readied, and are never expended. He can enter a stance or change stances as a swift action. A Kaijin's stances are extraordinary abilities unless otherwise noted.


    Inhuman Form: A Kaijin is cursed with a monstrous form, which grants greater power at the expense of appearance and occasionally sanity. Upon gaining their first level in this class, the Kaijin takes a inhuman form, which provides several benefits and penalties. They gain a +1 bonus to Natural armor, a +2 bonus to one of Strength or Dexterity, and take an equal penalty to all checks made based on one of Wisdom or Charisma, including Skill checks other than those made to perform or resist a combat maneuver.

    This form, referred to hereafter as the Inhuman Form, is typically rather plain to begin with, but with additional levels increases in complexity of appearance and power. Once chosen, the ability that gains the bonus and the ability that the check penalty is keyed to cannot be changed.

    At 5th level, this form increases in might or flexibility. The Kaijin gains a +2 bonus to the ability not chosen at first level.

    At 10th level, the form increases in durability. His natural armor increases by 3, to a total bonus of +4, and he gains a +2 bonus to Constitution.

    At 15th level, he gains a further increase in might and flexibility. He gains an additional +2 bonus to the ability score chosen at 1st level, to a total of +4, and his bonus to the second one increases to +4 as well.


    Masquerade (Su): As a standard action, a Kaijin can leave their monstrous form, returning to the appearance they had before taking their first level in this class. While in their original form, the Kaijin loses the benefits of Kaijin form, but also loses the penalties to Wisdom or Charisma based skill checks. Resuming their Inhuman Form is a full-round action.
    At 10th level, they keep the bonus to constitution granted by Inhuman Form.


    Kaijin Track: The Kaijin's Inhuman Form typically takes a shape associated with a type of being. He gains one of the following tracks, which cannot be changed once chosen. At 6th level and every six levels thereafter, this track grants another ability, listed as a Kaijin track feature on the above table. Unless otherwise noted, abilities granted by a track are only functional while the Kaijin is in his Inhuman Form.


    Beast track: The Kaijin's shape in Inhuman Form takes on aspects of an animal or magical beast, giving him some measure of the might of such creatures. The Kaijin gains two primary claw attacks, dealing 1d3 points of damage for a medium Kaijin. At 5th level and every three levels thereafter, the damage of these claws increases by one size, to a maximum of 2d6 at level 20. At 4th level, these claws take on a magical nature, gaining a +1 enhancement bonus. At 8th level, and every four levels thereafter, this enhancement bonus increases by 1. The Kaijin adds the Tiger Claw discipline to his class discipline list.

    At 6th level, the Kaijin may treat himself as Monstrous Humanoid while in his Inhuman Form if it would be advantageous. For instance, he could benefit from an enlarge person that an ally cast, but treat himself as a Monstrous Humanoid for a charm person cast by an enemy spellcaster.

    At 12th level, the Kaijin gains Fast Healing 1. At 16th level and every four levels thereafter, this increases by 1.

    At 18th level, the Kajin gains an increase in physical prowess from his association with the might of beasts. He gains a +2 bonus to Strength, Dexterity, and Constitution, stacks with the bonuses from Inhuman Form. Only the Constitution bonus is kept while using Masquerade.


    Construct Track: The Kaijin's Inhuman Form has taken on elements of artificial beings. He gains a slam attack, dealing 1d4 points of damage. At 4th level, this slam takes on a more magical nature, gaining a +1 enhancement bonus. At 8th level and every four levels thereafter, this enhancement bonus increases by 1. At 6th level, the Kaijin gains a second slam attack which scales in enhancement with the first, and the damage of each slam increases to 1d6. The Kaijin adds the Golem Heart discipline to his class discipline list. Despite not being a construct, a Kaijin does not require a golem heart to use maneuvers of this discipline.

    At 6th level, he becomes increasingly durable. He gains DR 2/Adamantine, which increases by 2 at 10th level and every 5 levels thereafter.

    At 12th level, the Kaijin's slams begin to adapt to his power. They gain a pool of enhancement bonus equal to one less than the actual enhancement bonus, which may only be used for weapon abilities. They may change which abilities they have each day, upon readying maneuvers for the first time.

    At 18th level, the Kaijin's transformation has reached its peak. His type changes to Construct, and he gains the Living Construct subtype.


    Eldritch Track: The Kaijin's body takes on a form similar to that of a celestial or fiendish being. He gains the ability to Smite a creature of opposing alignment as a paladin of his level, once per day. At 6th level and every six levels thereafter, he gains an additional use of this ability. The Kaijin adds one of the following disciplines to his class discipline list, based on his alignment (if he qualifies for more than one, he must choose a single discipline, and if he is True Neutral, he may choose any)- Golden Saint (Good), Dread Crown (Evil), Kaleidoscope Dream (Chaotic), Quicksilver Aegis (Lawful)

    At 6th level, the Kaijin gains resistance 5 to Fire and Acid. At 13th level, this increases to resistance 15, and at 20th to full immunity.

    At 12th level, the Kaijin's nature becomes more visible, granting them a pair of wings. The Kaijin gains a fly speed equal to their land speed, with poor maneuverability. At 15th level, and every three levels thereafter, their maneuverability improves by one step and their Fly speed increases by 10 feet. If they already have a method of flight, that fly speed increases by 10 feet, and its maneuverability improves by one step.

    At 18th level, the Kaijin's true nature has finally manifested. His type changes to Outsider, and he gains the Native subtype.


    Undead track: The Kaijin's Inhuman Form begins to take on aspects of an undead creature. He heals from negative energy damage, as though he were of the undead type. The Kaijin adds the Stygian Nightmare discipline to his class discipline list.

    At 6th level, he gains resistance 5 to Cold and Electricity. At 13th level, this increases to resistance 15, and at 20th level to full immunity.

    At 12th level, the Kaijin becomes more resistant to critical hits and sneak attacks. He gains the light fortification, as the armor ability. At 16th level, this increases to medium fortification, and at 20th to heavy fortification.

    At 18th level, the Kaijin becomes immune to Death effects, level drain, negative levels, and ability damage and drain. This functions even when using Masquerade.


    Kaijin Ability: At 2nd level and every three levels thereafter, a Kaijin gains a Kaijin ability. Unless otherwise noted, Kaijin Abilities are Extraordinary.


    _________________


    So, reserving like 4 posts on this. Because I didn't for Sentai, and I've regretted it.


    As you can gather from the name/fluff, this is the muttered about class to represent monsters of the week from toku series.
    Last edited by The-Mage-King; 2012-12-17 at 06:28 AM.
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