Deceivingly Innocent Form[Monstruous]
"Oh, so cute... OH GODS SHE ATE JACK!"-random commoner
Prerequisites:
-Levels in a monster class.
-11+ Charisma.
-Must have consumed fresh flesh from an humanoid killed by yourself.
Benefit: As a fullround action at will you can turn yourself into an almost humanoid form of medium size or small or back. The size you turn into, as well as minor details like hair and skin color, face, height and others must be decided when you gain this feat and cannot be changed afterwise, altough growing old, scars, make-up and other such factors may still change your Deceivingly Innocent form.
You also retain some of the characteristics of your normal monster form, be it animal ears or horns, wings at your back, unnatural body part colors or other such cosmetic effects. You can control those characteristics to some extent, like gaining fur or scaled skin if you had them before, but you cannot fully supress them. They're enough that your original shape can still be discovered by a sucessfull knowledge check with as if you were in your normal monster form, but the DC is 10 higher. You also gain a +10 bonus on disguise checks to pass as an humanoid. Otherwise you can perfectly mix in the middle of humanoid communities whitout atracting (too much) unwanted atention just by your looks, as long as you remember to wear some apropriate clothes to the region of course.
Unlike alternate form and change shape, you retain your full abilities and stats besides your old size modifiers (your natural weapons still deal damage as if you were your previous size). Abilities demanding a certain body part adapt to your deceivingly innocent form, usually by instantly changing shape when needed and then back. So your fingers would extend itself and become razor-sharp if you had claws, your jaw could extend itself to monstruous size if you had a bite attack, and so on. You can also now perform fine manipulation and speak if you couldn't before. You retain any equiped items as long as both your forms had slots for them.
This is considered to be your normal shape as much as your monster shape. You don't change back into an anti-magic field nor does true seeing reveals your other form.
Savage (Trait)
You've grown on primitive lands or in isolation, and thus highly suspicious of fancy magic items. In return, you've learned how to fully unlock your potential.
Prerequisite: Levels in a monster class.
Benefit: You gain the following benefits.
-Two extra skill points per level.
-An enhancement bonus to two different ability scores of your choice equal to 1+1/3 your level.
-An enhcancement bonus to natural armor equal to 1+¼ your level.
-A resistance bonus to saves equal to 1/3 your level.
-An enhancement bonus to your weapons attack rolls and damage rolls equal to 1/4th your level. If you're at least 4th level, your weapons also count as magic whenever it would be benefical for them.
-8 hours of rest will fully heal your HP and remove any and all diseases/poison/ability damage/curse/ability drain you were suffering from. However you must eat ten times the usual amount of food for a creature your size before going to rest for this full restoration to happen, even if you wouldn't normally need to eat. This food can't have been produced by magic means.
If you're a PC or a named NPC that isn't somebody's cohort/minion, you also gain six Ancient Skills chosen from the list below. With each level up you can choose new abilities to fill those slots, or with one year of uninterrupted meditation.
If you're slain, your body wields high quality materials that can be harvested as essence for crafting magic items worth 90% the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion).
Loss: You don't know how to read and write unless you spend 2 skill points for that. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth more than 10 GP besides non-magic non-masterwork weapons you're proficient with. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend 90% of it in exotic extravagant foods (which you can share with others, as long as they eat it on the spot). Or eat the treasure itself. It's full of important nutrients to keep you going! The remaining 10% may be spent as you see fit, although the item usage limitations remain.
If you're brought to life after your essence was harvested, you must consume treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) to regain your Savage bonus, until then you're too weakened to fully unleash your abilities. This recovery is gradually relative to the level of treasure/WBL you consume, so for example if you're a 10th level savage character and consume equivalent to a 5th level character's WBL, you would recover Savage bonus equivalent to a 5th level savage character.
Ancient skills by character level:
Character Level | 1st slot limit | 2nd slot limit | 3rd slot limit | 4th slot limit | 5th slot limit | 6th slot limit |
1st | I | I | I | I | I | I |
2nd | I | I | I | I | I | II |
3rd | I | I | I | I | II | II |
4th | I | I | I | II | II | II |
5th | I | I | II | II | II | III |
6th | I | II | II | II | III | III |
7th | II | II | II | III | III | III |
8th | II | II | III | III | III | IV |
9th | II | III | III | III | IV | IV |
10th | III | III | III | IV | IV | IV |
11th | III | III | IV | IV | IV | V |
12th | III | IV | IV | IV | V | V |
13th | IV | IV | IV | V | V | V |
14th | IV | IV | V | V | V | VI |
15th | IV | V | V | V | VI | VI |
16th | V | V | V | VI | VI | VI |
17th | V | V | VI | VI | VI | VII |
18th | VI | VI | VI | VI | VII | VII |
19th | VI | VI | VI | VII | VII | VII |
20th | VI | VI | VII | VII | VII | VII |
Unless otherwise noticed you can only pick each Ancient Skill once. You may take a lower level Ancient Skill on a higher level slot if you wish.
Special: A Savage creature can't take Vow of Poverty, as they wouldn't be rennouncing anything.
Ancient Skills I:
Basilius: Once every 20 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 1st level. You may instead choose to wait 20 more minutes to increase the maximum level of the replicated spell by 1, to a maximum of a spell of up to 9th level after 180 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 10 minutes.
Cunning: You gain +1 insight bonus to Charisma and Dexterity.
Fast Healer: You gain Fast Healing 1.
Might: You gain a +1 insight bonus to Strength an Constitution.
Observer: If you remain unobserved for one round and take no actions, you become invisible and inaudible until you take any actions or use the Use Magic Device skill.
Pride: You gain a +1 insight bonus to Intelligence and Wisdom.
Sharpened: You gain a +1 bonus to all damage rolls.
Stout: You gain damage reduction 5/magic. This stacks with any other damage reduction you may have that requires magical weapons to bypass.
Speed: You gain a +10-foot insight bonus to your speed.
Tough: You gain 5 hit points.
Unnatural Armor: You gain a +2 armor bonus.
Ancient Skills II:
Arcane Flesh: You can use one of your SLAs an extra time per day.
Cunning II: You gain a +2 insight bonus to Dexterity and Charisma.
Fading: You can use Invisibility with CL 1 on yourself at will.
Ghostly: As an immediate action you can become ethereal for 1 round. After using this ability you need to wait 1d4+1 rounds before being able to use it again.
Might II: You gain a +2 insight bonus to Strength and Constitution.
Morbid: You heal 10% of the damage you deal with physical attacks.
Personal Book: You can replicate Summon Monster I as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Piercing: You gain a +2 bonus on damage rolls and critical confirmations.
Pride II: You gain a +2 insight bonus to Intelligence and Wisdom.
Void Spirit: Once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 1st level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 1, to a maximum of a spell of up to 9th level after 90 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Ancient Skills III:
Blink Cut: You can teleport up to 300 feet as a swift or move action, assuming you haven't been harmed since the last round. Once used you must wait 1d4+1 turns before being able to use this again.
Cunning III: You gain +3 Insight bonus to Dexterity and Charisma.
Hyper: You can perform one extra attack at your highest attack bonus in a full attack.
Mad Hunger: You heal 20% of the physical damage you inflict. As a swift action for 3 round you gain +20 feet bonus to your movement speeds plus you make two extra attacks in a full attack, but you take 30% extra damage. You cannot end this effect earlier once it starts.
Might III: You gain +3 Insight bonus to Strength and Constitution.
Mordigan's Brutality: You gain +20 max HP and +3 insight bonus to your damage rolls. As a swift action your physical attacks deal an extra 1d12 damage and all your ability DCs increase by 1, however you lose 20 HP at the end of each of your turns. It takes another swift action to disable this effect. You cannot die from this damage, ending at worst at -9 HP, but it automatically ends if you reach 0 or below HP, and cannot be restarted until you're fully healed.
Natural Tool: Choose a magic item worth 1500 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). You gain the benefits of that items as if you had equipped it. Alternatively you may use up to 1500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You can take this Ancient Skill multiple times, each time pick another magic item worth 1500 GP or less.
Oblivion Sign: You gain a +2 insight bonus to your damage rolls and once every 10 minutes you regain the use of any one expended spell-like ability that replicates a spell of up to 2nd level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 2, to a maximum of a spell of up to 9th level after 50 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Persevering: You gain Fast Healing 4 and recover two levels worth of spent SLAs every hour. So for example you could recover a 1st level SLA use in 30 minutes or a 3rd level SLA use in 10 minutes. 0th level SLAs count as ½.
Personal Book II: You can replicate Summon Monster II as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride III: You gain +3 Insight bonus to Intelligence and Wisdom.
Sange's Maim: You add a +2 insight bonus to your damage rolls and when you strike an enemy they must make a Reflex save with DC10+1/2 HD+Str mod or be Slowed for 1 round. Multiple hits on the same target don't stack, they just need to save once.
Vanguard: You gain +10 max HP, Hardness 5 and Fast Healing 5.
Yasha's Speed: You gain +20 feet insight bonus to your movement speeds and +2 Insight bonus to attack rolls.
Ancient Skills IV:
Basher: Your physical attacks deal 1d12 insight bonus extra damage and force hit targets to make a Reflex save with DC 10+1/2 HD +Str mod or be dazed for 1 round. Multiple hits on the same target don't stack, they only need to save once if struck multiple times on the same round,
Cunning IV: You gain a +4 Insight bonus to Dexterity and Charisma.
Dagon's Burst: As a swift action you can launch a ranged touch attack ray that deals 1d6 damage (fire, acid, cold, electricity, negative energy or positive energy, chosen when this ability is picked) per character level at a target within 150 feet. Once used you must wait 1d4+1 turns before being able to use this again. You can pick this option multiple times, each one pick a different element and has its own “cooldown”.
Diffusal: Your physical attacks inflict a targeted dispel with CL=character level on the victim, except they can't dispel more than one effect per attack. Once per day you can replicate an Extraordinary Greater Dispel Magic effect as a swift action with CL=character level+8.
Holy Blessing: Increases max HP by 15, you can use one of your SLAs an extra time per day, grants Fast healing 4, grants Energy resistance 5 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. Any HP healing you provide is increased by 25%, including self-healing.
Might IV: You gain a +4 Insight bonus to Strength and Constitution.
Natural Insight: Grants +2 Insight bonus to all stats, Fast Healing 8, grants Energy resistance 10 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. Allies besides you whitin 20 mu gain Fast Healing 3 stacking with any other Fast Healing they have and gain Energy resistance 5 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. As an immediate action can grant 20 temp HP to self and allies whitin 20 feet that lasts 2 rounds. Once this duration is over it takes 1d4+1 rounds before this can be used again.
Natural Tool II: Choose a magic item worth 4500 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 4500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 4500 GP or less.
Personal Book III: You can replicate Summon Monster III as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride IV: You gain +4 Insight to Int and +4 Insight to Wis.
Shadowing: As an immediate action you can become Invisible and gain +25 feet insight bonus to movement speed for 3 rounds. The speed bonus ends earlier if you break the invisibility earlier. After using this ability you must wait 1d4+1 turns before using this ability again.
Soul Booster: You gain Fast Healing 4, +15 max HP, you can use one of your SLAs an extra time per day and once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 3rd level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 3, to a maximum of a spell of up to 9th level after 30 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Traveling: Your movement speeds gain a +30 feet insight bonus. In addition as a 1 round action you can replicate a teleport effect in yourself towards an ally's position, but you can only bring yourself and whatever inanimate gear you're carrying.
Ancient Skills V:
Ancient Lotus: Grants Fast Healing 7, +7 armor bonus to AC, you can use one of your SLAs an extra time per day and once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 4th level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 4, to a maximum of a spell of up to 9th level after 22.5 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 1 minute. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.. As an immediate action may choose a creature whitin 30 feet and for 1 round whenever they're targeted by any ability with ill effects besides a basic attack, the attacker is also affected as if they targeted themselves (the original target is too).
Cunning V: You gain a +5 Insight bonus to Dexterity and Charisma.
Elite Guard: You gain +20 max HP, +5 armor bonus to AC, fast healing 10 and hardness 15.
Forgotten King: You gain +30 max HP and +6 insight bonus to damage rolls. As an Immediate action you can appear to become larger and become fully immune to spells and powers for 2 rounds. Su and Ex abilities have a 75% chance of failing to affect you for the duration. Once used you must wait 1d4+1 rounds before being able to use this again.
Hurricane Born: Grants a +2 Insight bonus to Strength, +3 Insight bonus to Dex and +1 Insight to mental ability scores, fast Healing 2, +5 mu to melee reach and +15 mu to ranged attacks range increment. Other allies whitin 20 mu gain +15 mu to ranged attack increment. As an immediate action can pick another creature whitin 45 mu. If they're an ally, they're moved 45 mu in a straight line. If they're an enemy, both them and you are moved directly away from each other 45 mu each, then for 1 round you can attack them as if you were adjacent to them (or if they were inside your first range increment for ranged attacks) and if you full attack them, you can make one extra attack at your highest attack bonus. Either way this movement doesn't provoke attacks of opportunity and if there's a solid obstacle in the way, it ends earlier. Once used this ability can't be used again for 1d4+1 rounds.
Might V: You gain a +5 Insight bonus to Strength and Constitution.
Natural Tool III: Choose a magic item worth 11000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 11000 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 11000 GP or less.
Orchid Malevolence: As a swift action you can mark one target so that they must make a Will save with DC 10+1/2 character level+Cha mod or become unable to use spells/SLAs/powers/maneuvers/activated items/similar for 1 round and for the duration they take +30% damage from spells/SLAs/powers/maneuvers/activated items/similar. Even if they make the Will save, for 1 round they take a -4 penalty to CL/ML/IL/similar and take +10% damage from spells/SLAs/powers/maneuvers/activated items/similar. In addition, once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 4th level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 4, to a maximum of a spell of up to 9th level after 22.5 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 1 minute.
Personal Book IV: You can replicate Summon Monster IV as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride V: You gain +5 Insight bonus to Intelligence and Wisdom.
Sange and Yasha: You gain +40 feet insight bonus to your movement speeds and +4 Insight bonus to attack rolls. You add a +4 insight bonus to your damage rolls and when you strike an enemy they must make a Reflex save with DC10+1/2 HD+Str mod or be Slowed for 2 rounds. Multiple hits on the same target on the same round don't stack, they just need to save once per round.
Eye of Truth: You gain Truesight 120'.
The original material didn't give a range; I assumed it's supposed to work like true seeing
Ancient Skills VI:
Blood Stone: Whenever you see another creature die you may store their soul inside your body so that they can't come back to life unless you're slain. If you're slain, at least three other creatures can ressurect you in a 1 hour ritual and you come back with no level loss. You also gain Fast Healing 8, +35 max HP, you can use one of your SLAs an extra time per day and once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 5th level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 5, to a maximum of a spell of up to 9th level after 12 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Cunning VI: You gain a +6 Insight bonus to Dexterity and Charisma.
Linken's Sphere: You gain a +4 Insight bonus to four stats of your choice. As a free action you may instantly block any attack against you even if it isn't your turn. Once used you must wait 1d4 turns before being able to use this again.
Might VI: You gain a +6 Insight bonus to Strength and Constitution.
Natural Tool IV: Choose a magic item worth 25000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 25000 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 25000 GP or less.
Refresher Orb: You gain +8 insight bonus to attack and damage rolls Once per hour as a free action you can recover one expended spell slot or SLA use, or instantly refresh all your expended maneuvers.
Personal Book V: You can replicate Summon Monster V as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride VI: You gain a +6 Insight to Intelligence and Wisdom.
Silver Edge: As an immediate action you can gain an Improved Invisibility effect and gain +50 feet insight bonus to movement speed for 3 rounds. While this ability is active you gain 20% miss chance against enemies that can see you and your physical attacks deal an extra 2d12 damage and force hit targets to make a Reflex save with DC 10+1/2 character level+Str mod or be Slowed for 1 round. Multiple hits don't stack, count only the first one. After using this ability you must wait 1d4+1 turns before using this ability again.
Ancient Skills VII:
Assaulter: You gain +10 armor bonus to AC, hardness 20, and in a full attack can make two extra attacks at your highest attack bonus. Enemies hit by your physical attacks take a -10 penalty to AC for 1 round.
Butterfly: You gain 50% miss chance, +5 insight bonus to AC, +10 insight bonus to attack rolls and damage rolls. As a free action you may lose the miss chance to gain +100 feet insight bonus to your movement speeds for 1 round.
Cunning VII: You gain a +7 Insight bonus to Dexterity and Charisma.
Might VII: You gain +7 Insight bonus to Strength and Constitution.
Natural Tool V: Choose a magic item worth 135000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 13500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 135000 GP or less.
Personal Book VI: You can replicate Summon Monster VI as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride VII: You gain a +7 Insight bonus to Intelligence and Wisdom.
Radiance: You gain 30% miss chance and +20 insight bonus to damage rolls. Enemies within 200 feet automatically take 20 untyped damage that bypasses all defences at the end of each of your turns.
Vyse: As a swift action you can turn one creature within 200 feet in an harmless tiny cute animal for 1 round. Their defensive abilities remain active, but they can only move 5 feet and cannot attack nor affect other creatures by any means for 1 round. A Will save with DC 10+1/2 HD+Cha mod negates the transformation, but the victim still takes a -4 penalty to attack rolls, damage rolls and DCs for 1 round. Once used you must wait 1d4+1 turns before being able to use this again. In addition, once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 6th level. You may instead choose to wait 5 more minutes to increase the maximum level of the replicated spell by 3, to the maximum of a spell of up to 9th level after 15 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
This message was last edited by the player at 05:37, Sat 15 July 2023.