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    Jul 2007

    Default Re: Potpourri Creation Contest II: Substitution Levels

    Shifter Totemist

    The shifterís wild nature lends itself well to a life as a totemist. A shifter totemist is often a well respected member of his community. They often work with the more common shifter druid and ranger. Unlike most other totemists, the shifter totemist concentrates more on bringing his inner beast to the fore than communing with other magical creatures.

    Hit Die: d8.

    Requirements

    To take a shifter totemist substitution level, a character must be a shifter about to take his 1st, 3rd, or 8th level of Totemist.

    Class Skills

    Shifter totemist substitution levels have the class skills of the standard totemist class, plus Balance, Climb and Jump.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Class Features

    All the following are class features of the Shifter Totemist substitution levels.

    Meldshaping: This functions in all way like the normal Totemist meldshaping abilityís but shifter totemist gains access to the Lycanthrope avatar soulmeld described below. The soulmeld is available only through taking a shifter totemist substitution level.

    Cobalt Shifting:
    A shifter totemist who takes the 1st-level racial substitution level learns to blend their study of soul energy with their innate wild nature. You treat incarnum feats as shifter feats for the purpose of determining the number of times per day you can use your shifting ability and the abilityís duration.

    This substitution feature replaces the standard Totemist's Wild empathy class feature.

    Soul Shifting (Su):
    A shifter totemist who takes the 3rd-level racial substitution level learns to use incarnum to augment their ability to shift. While shifting, as a swift action, you can invest essentia in your shifting ability as if it was a soulmeld.
    This grant you a bonus depending on the specific trait as follow:
    -Beasthide: For every point of essentia you invest in your shifting ability, the natural armor bonus granted by this trait improves by 1.
    -Cliffwalk: For every point of essentia you invest in your shifting ability, your climb speed granted by this trait improves by 5 feet.
    -Dreamsight: Unlike the other traits, you donít need to be shifting to invest essentia in this trait. For every point of essentia you invest in your shifting ability, the bonus to Handle Animal and Wild Empathy checks granted by this trait improves by 2. In addition, as long as you have at least one point of essentia invested in this trait you can make Wild Empathy check as if you had the standard totemistís Wild Empathy class feature.
    -Gorebrute: For every point of essentia you invest in your shifting ability, you gain a +1 enhancement bonus on attack and damage roll made with your horn.
    -Longstride: For every point of essentia you invest in your shifting ability, the bonus to your land speed granted by this trait improves by 5 feet.
    -Longtooth: For every point of essentia you invest in your shifting ability, you gain a +1 enhancement bonus on attack and damage roll made with your bite.
    -Razorclaw: For every point of essentia you invest in your shifting ability, you gain a +1 enhancement bonus on attack and damage roll made with your claws.
    -Swiftwing: For every point of essentia you invest in your shifting ability, your fly speed granted by this trait improves by 5 feet.
    -Truedive: For every point of essentia you invest in your shifting ability, your swim speed granted by this trait improves by 5 feet.
    -Wildhunt: For every point of essentia you invest in your shifting ability, the range of your scent ability granted by this trait improves by 5 feet. In addition for every point of essentia you invest in your shifting ability, you gain a +2 bonus on survival check.
    If you have multiple shifter traits (from the extra shifter trait feat for example) the benefit from invest esentia apply to all of them.

    This substitution feature replaces the standard Totemist's Totem protection class feature.

    Incarnum Shifting (Su):
    A shifter totemist who takes the 8th-level racial substitution level has a greater connection to the wild when shifting, allowing them to better tap into the incarnum of the world.
    When you use your shifting ability you gain 2 points of bonus essentia. This essentia disappears when the shifting ends.

    This substitution feature replaces a standard totemistís ability to rebind a totem soulmeld gained at 8th level. A shifter totemist instead gains that class feature at 12th level, and thereafter the number of times per day she can use that ability is reduced by one.

    Table: Shifter Totemist Substitution Levels
    {table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Meldshaping
    1st|+0|+2|+2|+0|Cobalt Shifting, illiteracy|As Standard Totemist
    3rd|+2|+3|+3|+1|Soul Shifting|As Standard Totemist
    8th|+6/+1|+6|+6|+2|Incarnum Shifting|As Standard Totemist[/table]


    Lycanthrope Avatar
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    Descriptors: None
    Classes: Shifter Totemist
    Chakra: Arms, Brow, Feet, Hand, Heart or Shoulder(Totem)
    Saving Throw: (none)
    You shape incarnum into an imposing hybrid of beast and humanoid around you. This semi transparent corporeal shape precise feature changes depending on your particular link to a certain type of lycantrhope. It fits over your armor and clothing but never hinders you.

    Lycanthropes are savage creatures that always have amazing physical shape. When shaping this soulmeld you benefit from that fact.
    You gain a +2 insight bonus on Balance, Climb and jump checks.

    Essentia: Every point of essentia invested in Lycanthrope avatar increases the insight bonus by 2.

    Chakra Bind (Arms)
    Your Lycantrope avatar solidify around your arm giving you fur, scales or skin as appropriate for the type. This allow to tap into the savage instinct of the Lycanthrope.

    You gain the benefit of the Multiattack feat. If you already have this feat you gain the benefit of improve multiattack instead.

    Chakra Bind (Brow)
    Your Lycantrope avatar doesnít change but you feel him protecting your mind

    You gain a +2 bonus to will save. For every point of essentia you invest in your Lycanthrope avatar you the bonus to your will save improves by 1.

    Chakra Bind (Feet)
    Your Lycantrope avatar seem to flow around your feet granting you better traction.

    You may move through any sort of non-magical difficult terrain at your normal speed.

    Chakra Bind (Hand)
    Your Lycantrope avatar envelope your hand granting them unnatural hardness.

    Any natural weapons youíve gained with your shifting ability are considered made of adamantine for the purpose of overcoming damage reduction or hardness.

    Chakra Bind (Heart)
    Your Lycantrope avatar look bigger and more impressive than before.

    You gain the benefit of the Extra shifter trait feat. You chose which trait to gain when shaping this soulmeld. If you already have the Extra shifter trait feat, you gain its benefit a second time and can choose a third shifter trait (an exception to the normal rule that you cannot gain the benefit of this feat twice.

    Chakra Bind (Shoulder)
    Your Lycantrope avatar seem to shine with a silver light.

    You gain Damage reduction 2/Silver. For every point of essentia you invest in your Lycanthrope avatar your damage reduction provide by this soulmeld improves by 1.

    Chakra Bind (Totem)
    By taking the Lycantrope avatar as your Totem, he fuse completely with you giving you the appearance of an hybrid lycanthrope and augmenting your physical ability considerably.

    When shaping this soulmeld, choose strength, dexterity or constitution, you gain a +1 insight bonus to this ability score. For every point of essentia you invest in your Lycanthrope avatar the insight bonus provide by this soulmeld improves by 1.


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    Shifter Binder

    Binders as a rule are pretty rare. This is also true in the shifter community, but contrary to most other race shifters are more accepting of them, because anyone with a talent useful to the community has his place. This means that shifter binder have an easier time practicing their art and learn to better combine it with their racial special ability.

    Hit Die: d10. Shifter Binder wild lifestyle mean that they are more durable than most other Binder, only the five levels of shifter binder get d10 HD, every other level of Binder has the usual d8.

    Requirements

    To take a shifter binder substitution level, a character must be a shifter about to take his 2nd, 4th, 6th, 11th, or 18th level of binder.

    Class Skills

    Shifter binder substitution levels have the class skills of the standard Binder class, plus Balance, Climb and Jump.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Class Features

    All the following are class features of the shifter binder substitution levels.

    Soul Binding (Su): This functione in all way like the normal Binder binding abilityís but Shifter Binder gain access to one exclusive Vestige Granes the First Cursed available only to them.

    Pact augmentation (Su): At 2nd level, the shifter binder learns how to channel power from their bound vestige toward their shifting nature.
    In addition to the normal list of options offered by the standard binder pact augmentation ability a shifter binder has one more choice. When choosing your pact augmentation ability, you can choose to gain 1 more use of your shifting ability for the day. As normal, if you choose this ability multiple times, its effects stack. If you have chosen this ability once already, rebound a vestige later during the day and chose this ability again it does not grant you an additional use for the day, but merely allows you to retain it if you did not already use it.

    This substitution feature augments the standard binder's pact augmentation class feature but does not replace it.

    Bonus feat: The shifter binder continues to train in their innate shifting ability during their entire lives. In addition to the standard choice of bonus feat gained at 4th, 11th and 18th level, a shifter binder can also select any one shifter feat he qualifies for in place of another feat from the list.

    This substitution feature augments the standard binder's bonus feat class feature but does not replace it.

    Vestige shifting (Su): At 6th level, the shifter binder learns how to use the energy from their shifting to augment their ability to use the power of their bound Vestige.
    When you are shifting, your effective binder level is treated as one higher for the purpose of determining the effects of vestigeís special abilities. In addition, while shifting, if you use a vestige ability that can only be used once every 5 rounds, you may end the shifting (losing all bonuses and special abilities as normal) as a free action to reduce the number of rounds you have to wait to reuse the ability by a number of rounds equal to the number of rounds you had left when you have ended your shifting. For example if you have 2 round left of shifting when you use the vestige ability and chose to end it you could reuse that ability after only 3 rounds instead of the normal 5.

    This substitution feature replaces the standard binder's Soul guardian (immune to fear) class feature.

    Table: Shifter Binder Substitution Levels
    {table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Binding
    2nd|+1|+3|+0|+3|Pact augmentation (1 ability), suppress sign|Same as Binder
    4th|+3|+4|+1|+4|Bonus feat|Same as Binder
    6th|+4|+5|+2|+5|Vestige shifting|Same as Binder
    11th|+8/+3|+7|+3|+7|Bonus feat|Same as Binder
    18th|+13/+8/+3|+11|+6|+11|Bonus feat|Same as Binder
    [/table]

    Granes the First Cursed
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    Level: 5th
    Binding DC: 25
    Legend: Not a lot is know on Granesí life. The leading theory is that he was alive in very ancient times when magic was just beginning to be explored. He might have been an elf of some sort. It is assumed that he was a magic user and that he was experimenting on animals, for what purpose we will probably never know. Something went wrong with one experiment and he was cursed. He became the first lycanthrope, the specific type is unknown, but being the first one and as he grants the binder the ability to assume multiple animal form this seem plausible that he could manipulate his own animal form. How he came to be a vestige is also shrouded in mystery. Multiple explanations exist, from being rejected by his deity due to his curse, to damage to his soul from it. We will probably never know.
    Special requirement: None.
    Manifestation: If you are a shifter a humanoid form appears suddenly in the seal, seemingly a combination of multiple animals. He talks in an unknown language, apparently ranting about something. He nods or frowns when you address him, but offers no other reaction. When the binding is complete, his shape changes into a hybrid form of the animal you have chosen for your alternate form ability, becomes translucent and moves to envelope you before disappearing. as if fusing with you.
    If you're not a shifter nothing happen and you can't bind Granes.
    Sign: You grow fur on your back.
    Influence: Once per hour you are compelled to study the first animal you encounter for at least 1 minute.

    Granted abilities:

    Alternate Form: Upon binding Granes, choose one of the following animals: Dire Bat, Boar, Brown Bear, Eagle, Dire Rat, Shark (medium), Tiger, Wolf or Wolverine. If your effective binder level is 12th or higher you can also choose: Dire Bear, Dire Boar, Dire EagleRS p186, Dire Wolf, Dire Wolverine or Shark (large), and at 16th you could also choose: Dire Tiger.
    You can assume the form of the chosen animal. You do not assume the ability scores of the animal, but instead add the animalís physical ability scores modifiers to your own ability scores for example a Wolf as the following physical ability score Str 13 Dex 15 Con 15 so a Wolf modifier are Str +2 Dex +4 Con +4 in consequence when taking wolf form (or hybrid wolf form) you would add those modifier to your own ability score. You can also assume a bipedal hybrid form with prehensile hands and animalistic features gaining the same increase to your ability scores. You can stay in animal or hybrid shape for a number of rounds equal to your effective binder level. Once the duration of Alternate Form has ended, you cannot use this ability again for 5 rounds.

    Animal Will: You gain the benefit of the Iron Will feat

    Damage reduction: You gain Damage reduction 5/Silver

    Animal command:You can rebuke or command animals and lycanthropes as an evil cleric rebukes or commands undead with an effective cleric level equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.


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    Shifter Swordsage

    Shifters often have a very martial outlook on life. so it shouldnít be surprising that a fair number of them are martial adepts. Swordsages are the most common because the swordsage philosophy is more in tune with their lifestyle. Across the years, shifter swordsages have develop a secret technique to better compliment their special gift. particularly in dealing with the Tiger claw discipline because of its bestial nature.

    Hit Die: d8

    Requirements

    To take a Shifter Swordsgae substitution level, a character must be a shifter about to take his 1st, 5th, or 7th or 15th level of swordsage

    Class Skills

    Shifter swordsage substitution levels have the class skills of the standard swordsage class.

    Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

    Class Features

    All the following are class features of the shifter swordsage substitution levels.

    Maneuvers: Shifter swordsages follow the normal swordsage progression of learning maneuvers, but they have access to one exclusive Tiger Claw maneuver (described below) only available to those who take a shifter swordsage racial substitution level.

    Stances: Shifter swordsages follow the normal swordsage progression of learning stances but they have access to one exclusive Tiger claw stance (described below) only available to those who take a shifter swordsage racial substitution level.

    Discipline focus (Shifting) (Ex): At 1st level, the shifter swordsage learns a special way to use their shifting in conjunction with the martial discipline.
    This benefit changes depending on your shifter trait:
    -Beasthide: You can ignore up to 2 point of natural armor when using a strike from your chosen discipline.
    -Cliffwalk: Climb become an associate skill of your chosen discipline in addition to the normal ones. You can substitute a climb check for any skill check needed when using maneuver from your chosen discipline.
    -Dreamsight: The save DCs of any maneuvers that you perform from your chosen discipline are increase by 1, if they have a save DC.
    -Gorebrute: The horns granted by your shifting are considered discipline weapons of your chosen discipline for all purposes and you gain the benefit of the weapon focus (horns) feat.
    -Longstride: If you have move at least 10ft immediately before doing so, you gain a +1 bonus to attack and damage rolls when initiating a strike from your chosen discipline.
    -Longtooth: The bite granted by your shifting is considered a discipline weapon of your chosen discipline for all purposes and you gain the benefit of the weapon focus (bite) feat.
    -Razorclaw: The claws granted by your shifting are considered discipline weapon sof your chosen discipline for all purposes and you gain the benefit of the weapon focus (claw) feat.
    -Swiftwing: You gain a +1 bonus to damage roll when initiating a strike from your chosen discipline if you do so from higher ground.
    -Truedive: Swim become an associate skill of your chosen discipline in addition to the normal one. You can substitute a swim check for any skill check needed when using maneuver from your chosen discipline.
    -Wildhunt: While in a stances from your chosen discipline, you canít be detected with the scent special ability.
    If you have multiple shifter traits (from the extra shifter trait feat for example) you gain all the benefits that apply.

    This substitution feature replaces the standard Swordsage Discipline focus (Weapon focus).

    Extra shifting (Ex): At 5th level, the shifter swordsage uses his mastery of martial techniques to better tap into their wild nature. You gain another use per day of your shifting ability, and your shifting lasts a turn longer. At 15th level you gain that ability a second time for a total of two bonus shifting per day and 2 bonus rounds to the durations of your shifting.

    This substitution feature replaces the standard Swordsage quick to act +2 and +4. Reduce the bonus granted by this ability by 1 each time so a 5th level Shifter swordsage gain only a +1 bonus to initiative and a 15th level one only a +2 assuming he has taken both substitution level.

    Shifting recovery (Ex): At 7th level, the shifter swordsage learns to use the energy from their shifting to use their maneuver more often. When shifting you can as a swift action to end it, losing all bonus associated with it. By doing so, you recover a number of maneuvers you have expanded equal to the number of rounds of shifting you have remaining.

    This substitution feature replaces the standard Swordsage Sense magic class feature.

    Table: Shifter Swordsage Substitution Levels
    {table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Maneuvers
    1st|+0|+0|+2|+2|Quick to act +1, Discipline focus (Shifting)|Same as Swordsage
    5th|+3|+1|+4|+4|Extra shifting|Same as Swordsage
    7th|+5|+2|+5|+5|Shifting recovery|Same as Swordsage
    15th|+11/+6/+1|+5|+9|+9|Extra shifting|Same as Swordsage
    [/table]


    New maneuvers:
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    Claws of the Dire Tiger
    Tiger Claw (Stances)
    Level: Shifter swordsage 3
    Prerequisite: One Tiger Claw maneuver
    Initiation action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stances

    You know the secret to increase the effectiveness of your natural weapon, and you are delighted in demonstrating the result to your enemy.

    While you are in this stance, the damage of the natural weapon you gain while shifting increases by one step, as if you were one size category larger. Each time you hit an opponent with one of the effected natural weapon, on the next round you increases the damage done by this weapon by another step against that opponent until the end of the encounter to a maximum of 4 step. For example a longtooth shifter has a bite attack dealing 1d6 damage (+1 per 4 character level + str + other bonus) with this stance this change to 1d8 if he hit with his bite an opponent on the next round his bite will deal 2d6 damage if he hit again on the next round he will deal 3d6 damage.
    This effect stacks with any other effect that would increase the damage dealt by your natural weapon.

    Lycanthrope Fury
    Tiger Claw (Strike)
    Level: Shifter swordsage 5
    Prerequisite: Two Tiger Claw maneuvers
    Initiation action: 1 Full-round action
    Range: Melee attack
    Target: One creature or more creature

    Fueled by the rage of you lycanthrope heritage, you use the opening created by one attack to strike harder with the next one.

    You must have at least one natural weapon to initiate this maneuver
    Make a full attack against one creature using at least one natural weapon. You gain a cumulative +1 bonus to attack roll for each of the previous attacks that hit. For example a shifter swordsage attacking with two daggers and a bite would gain a +1 to attack on the second dagger attack if the first hit and a +2 with the bite if the first two attacks with the dagger hit. In addition, each attack deals an additional 2d6 damage.


    I want to give a big thank you to Sliver for proofreading my work, so Thank you Sliver I own you one.
    Last edited by zagan; 2011-05-01 at 08:16 AM.
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