1. - Top - End - #1
    Barbarian in the Playground
     
    Rauthiss's Avatar

    Join Date
    Aug 2006

    Default The Monstrous Initiate [3.5 Base class; PEACH]

    The Monstrous Initiate

    There is a beast lurking inside everyone

    Deep within the psyche of every creature exists bestial, primal force. Rangers touch on this force, Druids harness the more peaceful power of nature – The Monstrous initiate seeks to gain the pure primal power inherent in every animal. By becoming one with the inner beast, the Monstrous initiate becomes a force to be feared.
    Like druids, Monstrous initiates are often cast out from society by their own choice. As they gain levels in the class and become more at one with the inner beast, they become more and more outwardly changed. Eventually, many are not recognizable as their original race, but rather as a “bigfoot” or “sasquatch” creature.

    Inspiration: The ranger, while getting the “wilderness” part of fighter down, doesn’t seem to really harness the inner beast aspect of nature, and the druid’s wild shape is okay, but a bit too powerful for me.

    Game Rule Information

    Alignment: Like druids, Monstrous initiates must have at least one neutral component in their alignment, to respect nature’s lack of morals.
    Hit Die: d8. Nature’s power itself strengthens a Monstrous Initiate.
    Starting Gold: As Druid.

    Class Skills:
    The class skills for a Monstrous Initiate (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
    Skill Points at 1st Level: (6+Int Mod) x4
    Skill Points at Each Additional Level: (6+Int Mod)

    The Monstrous Initiate
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Claw(1d2), Natural Armor +1

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Bloodmagic (0,1)

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Bite (1d2), Evasion

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Bloodmagic (2)

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Claw (1d4), Uncanny Dodge

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Bloodmagic (3), Aligned Natural Weaponry

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    | Bite(1d4), Natural Armor +2

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    | Bloodmagic (4), Venom Immunity

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Claw (1d6), Natural Armor +3

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Bloodmagic (5)

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    | Bite (1d6), Natural Armor +4

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    | Monstrous Ability, Natural Armor +5

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    | Claw (1d10), Bloodmagic (6)

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    | Monstrous Ability, Improved Uncanny Dodge

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    | Bite (1d10), Bloodmagic (7)

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Monstrous Ability, Improved Evasion

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    | Claw (1d12), Bloodmagic (8)

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    | Monstrous Ability, Natural Armor +6

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    | Bite 1d12, Bloodmagic (9)

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Monstrous Apotheosis[/table]

    Class Features:

    Weapon and Armor Proficiency: Monstrous Initiates are proficient in the use of longbows and shortbows. They are proficient in light armor.

    Claw: A Monstrous Initiate gains 2 claw attacks that deals the amount of damage shown. This damage value overrides any previous damage values. This is a natural attack. The damage dealt is slashing damage and has a critical range of 20/x2. This is a primary attack.

    Bite: A Monstrous Initiate gains a bite attack that deals the amount of damage shown. This damage value overrides any previous damage values. This is a natural attack. The damage dealt is piercing and slashing damage and has a critical range of 20/x2. In addition, it is a secondary attack.

    Bloodmagic (Sp): Once per day for each spell level, a Monstrous initiate can cast any druid spell, up to the level given, as a druid of a level equal to the Monstrous Initiate’s level. The Monstrous Initiate must pay all costs associated with the spell, but need not have a focus. The Monstrous initiate can add bonus bloodmagic spells from a high wisdom score. (For instance, a 2nd Level monstrous initiate with a wisdom of 14 would be able to cast 1 0th level spell and 2 1st level spells)

    Aligned Natural Weaponry (Ex): A Monstrous Initiate's natural weaponry, including armed and unarmed attacks, are counted as magic and aligned with the Monstrous Initiate's alignment for the purposes of bypassing damage reduction.

    Evasion (Ex): As the rogue ability of the same name.

    Uncanny Dodge (Ex): As the Barbarian ability of the same name.

    Venom Immunity (Ex): As the druid ability of the same name.

    Improved Uncanny Dodge (Ex): As the barbarian ability of the same name.

    Improved Evasion (Ex): As the rogue ability of the same name.

    Monstrous Ability (Ex): The Monstrous Initiate gains one ability from the list of Monstrous Abilities. Abilities may only be gained once unless noted with a *.
    Monstrous Apotheosis (Su): Having reached the pinnacle of natural power, a Monstrous Initiate is now a Magical Beast and gains DR 10/-.

    Monstrous Abilities:
    Spoiler
    Show
    {table]Name of Ability|Effect
    Monstrous Strength|+2 to STR
    Monstrous Dexterity|+2 to Dex
    Monstrous Constitution|+2 to CON
    Monstrous Intellect|+2 to INT
    Monstrous Wisdom|+2 to WIS
    Monstrous Charisma|+2 to CHA
    Monstrous Reflexes*| +4 to Reflex saves
    Monstrous Fortitude*|+4 to Fortitude saves
    Monstrous Will*|+4 to Will saves
    Eagle’s Gift*|Gain a fly speed equal to base land speed (Average maneuverability). Gaining this ability more than once will improve manueverability by one step.
    Spider’s Gift|Gain a climb speed equal to ½ base land speed, take 10 on climb checks freely, +8 on climb checks
    Fish’s Gift|Gain a swim speed equal to base land speed, take 10 on swim checks freely, +8 on swim checks
    Mole’s Gift|Gain a burrow speed equal to ½ base land speed
    Keen Bite|Double bite critical range
    Keen Claws|Double claws critical range
    Cold Iron Bones|Your natural attacks are treated as cold iron for damage reduction.
    Silver Bones|Your natural attacks are treated as silver for damage reduction.
    Adamantine Bones|Your natural attacks are treated as adamantine for damage reduction.
    Snake’s Gift|Bite gains venom (Fort Save DC 10+1/2 Monstrous Initiate Level+Con modifier, d6 Con/d6 Con)[/table]



    (Image from http://images.epilogue.net/users/mck...heWerewolf.jpg)
    Last edited by Rauthiss; 2010-03-13 at 10:18 PM.
    Homebrew Hoard
    Avatar by myself.
    Current Characters:
    Spoiler
    Show
    All images by myself.


    _____________________________
    Last edited by Rauthiss : Today at 6:66 AM.