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    Default Re: A Beast for Every Week (3.5) (Base Class)

    Kaijin Abilities

    Kaijin are a unique lot, even amongst others of their own kind and theme. Kaijin Abilities represent that which makes each Kaijin a unique entity.
    Kaijin abilities are separated into two types.

    Monstrous abilities, which are active only when the Kaijin is in its Inhuman Form, are usually based on some quirk of the Kaijin's mutation or transformation.

    Simple abilities, on the other hand, are active at all times, and are generally things that the Kaijin learned that are exceptionally useful for it in its monstrous form, such as magical effects.

    Note about refluffing: Kaijin abilities may be written with a certain amount of fluff added, but by no means is that the only way to explain it. Elemental Phlegm, for example, could be the described spit, but it could also be eyebeams, a blast of energy fired from the hand, or any similar, single target elemental blast. Do not let the written fluff dictate what your character does. In other words, refluff as needed.

    Spoiler
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    Amorphous Form [Monstrous]
    Benefit: The Kaijin's body is able to shift to a more fluid state, granting it a small number of benefits. As a standard action, you may gain the benefits of a Gaseous Form spell, for a number of rounds equal to your class level plus your Constitution modifier. Once per day, you may use this as an immediate action, with a duration of one round. At 10th level, and every five levels thereafter, you may use the immediate action variation an additional time each day. This ability is supernatural.
    Prerequisites: Kaijin level 5


    Binding [Monstrous]/[Simple]
    Benefit: The kaijin has adapted to a search and detain style of fighting. Through use of spell, vines, or another ropelike substance, you can bind a single target. Upon gaining this ability, choose one of the following.
    As an attack action, you may make a ranged attack against a foe within 30 feet. If this hits, the creature is entangled for one round, but you may only move a maximum of one half your normal speed on your next turn. This version of the ability is [Monstrous].
    Alternatively, as a standard action, you may use a burst of magical energy to restrain and grapple your target. Make a ranged touch attack against your chosen target. If it hits, you may make an opposed grapple check to pin your target, substituting your Charisma modifier for your Strength modifier and gaining only the size bonus based on your actual size. This version of the ability is [Simple].
    Prerequisities: Kaijin level 5


    Elemental Adaptation [Simple]
    Benefit: The Kaijin's association with an element has given them improved resistance to it. You gain energy resistance 5 to the type of your Elemental Affinity. At 10th level, and every 5 levels thereafter, this resistance increases by 5. If you gain resistance of the same type from your track, this stacks with it.
    Prerequisites: Elemental Affinity


    Elemental Affinity [Monstrous]
    Benefit: The Kaijin's inhuman form has an elemental aspect to it. Upon gaining this ability, select an energy type from the following; acid, cold, electric, fire, sonic. As a swift action, you may infuse your natural or manufactured weapon with that energy for the remainder of the encounter, dealing an extra point of damage of that type. At 5th level, this bonus damage increases to 1d6, or 1d4 for sonic. At 9th level, and every four levels thereafter, increase the number of dice of damage dealt by 1.
    This ability is Su.
    Prerequisites: None


    Elemental Phelgm [Monstrous]
    Benefit: Due to a specialized bile producer, the Kaijin can release elemental power with his spit. As an attack action, you may make a ranged touch attack to deliver a gob of elemental energy with the same element as your Elemental Affinity, dealing damage equal to that granted by your Elemental Affinity. If a creature is hit by this, it must make a Fortitude save (DC 10+1/2 Kaijin level+Con modifier) or be sickened for a number of rounds equal to your Charisma modifier.
    At 10th level, creatures hit by this are nauseated instead of sickened on a failed Fortitude save.
    This ability is Su.
    Prerequisites: Elemental Affinity


    Expendable Minions [Simple]
    Benefit: The Kaijin's powers and capabilities have gained him a number of loyal creatures that aid him. You gain the loyalty of a number of Lesser Kaijin based on your class level plus your Charisma modifier, as seen on the below table. If any of these Lesser Kaijin should die, they are replaced a week later, with others of the same level. All of these Lesser Kaijin are of the same track as you.
    Prerequisites: Kaijin level 5

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    {table=head]Class level+Cha mod|1st level|2nd level|3rd level|4th level|5th level|6th level
    5 or less|—|—|—|—|—|—
    6|2|—|—|—|—|—
    7|3|—|—|—|—|—
    8|4|—|—|—|—|—
    9|5|1|—|—|—|—
    10|6|1|—|—|—|—
    11|7|2|—|—|—|—
    12|8|2|1|—|—|—
    13|9|2|1|—|—|—
    14|10|3|1|—|—|—
    15|10|3|2|1|—|—
    16|10|3|2|1|—|—
    17|11|4|2|1|—|—
    18|11|4|2|1|1|—
    19|11|4|3|2|1|—
    20|12|5|3|2|1|—
    21|12|5|3|2|1|1
    22|12|5|3|2|2|1
    23|13|6|4|3|2|1
    24|13|6|4|3|2|1
    25|13|6|4|3|2|2
    26|14|7|5|4|3|2[/table]



    Inhuman Durability [Monstrous]
    Benefit: You gain DR/- equal to your Con modifier. At 10th level, your DR increases to twice your Con modifier, and at 20th to three times. This stacks with any other DR you might have from this class.
    Prerequisites: Kaijin level 5


    Monstrous Grasp [Monstrous]
    Benefit: The Kaijin's limbs are deceptively short, belying their true length. Your reach increases by 5 feet.
    You may take this ability twice. The second time you take it, you must be at least Kaijin level 14.
    Prerequisites: Monstrous Size


    Monstrous Invocation [Simple]
    Benefit: The Kaijin's knowledge of magic has allowed him to gain some minor spells. You gain a single Least invocation chosen from the Warlock or Dragonfire Adept list. This invocation cannot be a blast shape or eldritch essence invocation.
    You may take this ability multiple times. At levels 10, 15, and 20, the level of invocation available to you increases to the next rank.
    The invocation gained from this is a spell-like ability.
    Prerequisites: Spellcraft 4 ranks, Kaijin level 5.


    Monstrous Roar [Monstrous]
    Benefit: The Kaijin is capable of letting out a fearsome roar, terrifying its victims. As a standard action, you may make a demoralize attempt against all creatures within 30 feet of you. You gain a +1 bonus on all checks made to intimidate a creature, which increases by 1 at 5th level and every five levels thereafter.
    Prerequisites: None


    Monstrous Size [Monstrous]
    Benefit:The Kaijin's form is surprisingly large. You gain the powerful build special quality. At 10th level, you may treat yourself as two sizes larger whenever it would benefit you, instead.. At 20th level, you may treat yourself as three sizes larger whenever it would benefit you.
    Prerequisites: None


    Weapon of the Monster [Simple]
    Benefit: The Kaijin can call forth a single weapon that grows in power with them. Choose a single one or two-handed weapon. You gain proficency with that weapon and may, as a move action, summon a masterwork version of that weapon, of an appearance appropriate for your monstrous form. If it leaves your hand or more than one round, it vanishes, requiring it to be drawn again. At 4th level, this weapon gains a +1 enhancement bonus. At 8th level, and every 4 levels thereafter, the enhancement bonus increases by 1.
    Alternatively, if you possess the Two Weapon Fighting feat, you may select two light weapons of the same type, or a double weapon. If you do so, the enhancement bonus is gained at level 6 instead of level 4, and increases at every 4 levels thereafter.

    If you possess the Quick Draw feat, you may call the weapon forth as a swift action.

    Other than the weapon proficiency, this ability is supernatural.
    Prerequisites: None
    Last edited by The-Mage-King; 2013-05-26 at 06:59 PM.
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