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    Barbarian in the Playground
     
    Kyace's Avatar

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    Nov 2006
    Location
    Kentucky
    Gender
    Male

    Default Hunter of Forms [PrC] (PEACH)

    Hunter of Forms

    At its core, the Hunter of Forms is a juxtaposition of prey and predator, allowing the Hunter to improve as a warrior by getting in touch with the creatures he's defeated, while also allowing him to take the form of creatures he's defeated but allowed to live.

    Alignment Any

    Hit Dice d8

    Requirements
    Feats: Animal Affinity
    BAB: +5
    Skills: Handle Animal 5 Ranks, Survival 5 Ranks
    Special: Wild Empathy

    Class Skills
    The Hunter of Forms' class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    Skill Points at 1st Level
    (6 + Int modifier) 4.

    Skill Points at Each Additional Level
    6 + Int modifier.

    Hunter of Forms
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Wild Empathy, Gain the Form (1d6)

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Transform (Animal)

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Telepathic Connection

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Transform (Humanoid)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Minor Spell-like

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Transform (Magical Beast)

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Gain the Form (2d6)

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Transform (Monstrous Humanoid)

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Major Spell-like

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Transform (Dragon)[/table]

    Wild Empathy (Ex): As the Ranger ability, stacks with Wild Empathy from other classes.

    Gain the Form (1d6) (Su): A number of times per day equal to your Charisma modifier (minimum 1), you may make a melee touch attack to try to learn the form. You must be in your normal form to attempt this. If the touch attack succeeds, make a check of 1d6 + Hunter of Forms levels + Charisma modifier against a DC equal to the number of hit dice of the target. If the target has an int of 3 or higher, they may make a will save (DC 10 + Hunter of Forms + Charisma modifier) to resist you gaining their form. Missing the touch attack does not spend one of your daily uses of Gain the Form, but if you fail the HD check or if the target succeeds on the will save, you lose a daily use of Gain the Form.

    Transform (Animal) (Su): A number of times per day equal to your Hunter of Forms levels + your Constitution modifier, you may transform into a typical animal whose appearance is identical to the creature you successfully used Gain the Form on. This creature must still be alive or else you fail to transform. You must be in your normal form to transform to a gained form but you can return to your normal form as a standard action (unless stuck, see below). You lose the racial modifiers to Strength and Dexterity and racial traits of your normal form, and gain the racial modifiers for Strength and Dexterity of a typical creature of the same type as your appearance is from. You gain the size (and size bonuses), forms of movements and speeds, natural attacks, mundane senses, bonus feats and racial skill bonuses of your new form. Your HD, BAB, Base Saves (your reflex save may need to be updated for your altered Dexterity) remains the same and you retain class features and skills ranks, however some class features or skills cannot be used in some forms. You gain a +10 bonus to disguise checks to pass yourself off as the creature you appear to be.

    Any lethal damage you have taken before you transform becomes empathetic nonlethal damage. This damage is not cured alongside lethal damage, but is only healed by cure spells after all the lethal damage has been cured. Empathetic nonlethal damage heals naturally at the same rate as normal nonlethal damage. Add empathetic nonlethal and normal nonlethal damage together to determine if you're staggered and unconscious.

    You remain in a form for up to 12 times your constitution score minutes in a row, afterwards you automatically transform back. You may resist the transformation back as a free action but are stuck in your current form; a limited wish, miracle, or wish can restore you back to your normal form.

    Telepathic Connection (Su): If you are within a mile of a creature whose form you have gained, you can speak to each other telepathically. Communication may be limited due to the creature's intelligence and they are under no compulsion to reply or do as you ask.

    Transform (X) (Su): As you advance in levels, you will gain the ability to transform into types other than Animal. This is otherwise the same as Transform (Animal), including using the same pool of daily uses.

    Minor Spell-like (Sp): If the form you are in has a Spell-like with unlimited uses, such as a Unicorn's Detect Evil at will, you may use 3/day. If the form has a Spell-like with a limit of 3/day, you may use it 1/day. Even if you return to your normal form and Transform back, you do not regain the use of the Spell-likes. If the spell the spell-like is based on has a material component worth more than 50gp or an XP cost, you must pay it.

    Gain the Form (2d6): As you advance in levels, you will become better at gaining the form of your target. Instead of rolling 1d6 + Hunter of Forms level + Charisma, you now roll 2d6 + Hunter of Forms + Charisma

    Major Spell-like (Sp): You may now use a forms' Spell-likes as often as the real creature could, as well as use Supernatural and Extraordinary attacks as often as the real creature could. This does not include Special Qualities. If the spell the spell-like is based on has a material component worth more than 50gp or an XP cost, you must pay it.
    Last edited by Kyace; 2008-10-13 at 07:57 AM.
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