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21:52, 4th May 2024 (GMT+0)

The Hagunemnon.

Posted by Dread MediatorFor group 0
Dread Mediator
GM, 1 post
Sun 9 Jul 2023
at 04:20
  • msg #1

The Hagunemnon

This is a neat class created by oslecamo over on Min/Max Boards: https://minmaxforum.com/index.php?topic=1612.0
With the feats and related material from
https://minmaxforum.com/index.php?topic=526.0

Below is all of the material from that subforum related to or usable by the Hagunemnon (with some tiny edits to increase formatting consistency without changing any content other than some spelling corrections, mostly its vs it's).  Remember, if you want to play an ever-changing blob of everything, the Hagunemnon is still disturbing!




Hagunemnon


HD:d6
Level   Bab   Fort   Ref   Will   Feature

1    +0    +0   +0     +2    Changing Body, Alter Shape, Shape I, Evolve, Unstability
2    +1    +0   +0     +3    Detect Thoughts, Knock
3    +2    +1   +1     +3    Shape II
4    +3    +1   +1     +4    Suggestion, Nondetection
5    +3    +1   +1     +4    Shape III
6    +4    +2   +2     +5    Dimension Door
7    +5    +2   +2     +5    Shape IV
8    +6    +2   +2     +6    Lesser Unstability
9    +6    +3   +3     +6    Shape V
10   +7    +3   +3     +7    Fast Healing, Plane Shift
11   +8    +3   +3     +7    Shape VI
12   +9    +4   +4     +8    Ethereal Jaunt
13   +9    +4   +4     +8    Shape VII
14   +10   +4   +4     +9    Reactive Unstability
15   +11   +5   +5     +9    Shape VIII
16   +12   +5   +5     +10   Regeneration, Minor Instability
17   +12   +5   +5     +10   Shape IX
18   +13   +6   +6     +11   Destabilize Form
19   +14   +6    +6    +11   Instant Evolution
20   +15   +6    +6    +12   Protean
21   +15   +6    +6    +12   Potential
22   +16   +7    +7    +13   Devastating Evolution
23   +16   +7    +7    +13   Null Instability
24   +17   +8    +8    +14   Overwhelming Evolution
25   +17   +8    +8    +14   Gift of Change
26   +18   +9    +9    +15   Blinding Evolution
27   +18   +9    +9    +15   Survival of the Fittest
28   +19   +10  +10    +16   Pinnacle of Evolution
29   +19   +10  +10    +16   Lord of Change


Skills: 2+int modifier per level, quadruple at first level, Class skills are: balance, concentration, disguise, spot, listen, search, move silently, hide, climb, swim, bluff, diplomacy, intimidate.

Proficiencies: Its own natural weapons.

Features:

Changing Body: The Hagunemnon  loses all other racial traits and becomes a medium sized aberration with all the related traits (basically darkvision 60 feet). Its a medium sized creature with base speed of 30 feet. It also gains the Shapechanger Subtype. An Hagunemnon has a natural attack dealing 1d8+Str damage, like a claw, bite or slam. He can change between them as a free action. An Hagunemnon has no limbs capable of fine manipulation by default.

In addition, the Hagunemnon gains a bonus to Nat armor equal to it's Con modifier.

Alter Shape: The Hagunemnon is the ultimate shapeshifter, its body a constant flux of possibility, not limiting itself to copying a single creature, but rather combining aspects from difrerent ones. He starts with 4 lv1 Shapes, and learns a new ones every level, and an extra one whenever it unlocks a new level of Shapes. At 3rd level of this class, and every 2 levels thereafter, it can pick Shapes of the next level, up to 9th level Shapes at 17th level.

All Shapes are Extraordinary abilities, as well as Alter Shape itself. The Hagunemnon is the ultimate expression of natural evolution, it's body and organs adapting to new needs in the blink of an eye. Shapes never stack with themselves.


1st-level Shapes
Replicate I: You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod.
Climb: You gain a climb speed equal to your base speed.
Superior eyes: Your darkvision increases by 60 feet, and you gain a bonus on Spot checks equal to 1/2 your HD.
Extra Limb:  You gain an additional limb which can be used as a natural weapon dealing 1d8+Str damage, shaped like you want, just like the basic Hagunemnon natural weapon. You take no penalty for attacking with natural weapons of the same type in a full attack. For every 6 HD you have, you gain an extra limb like this.
Scent: You gain the scent ability as per the SRD, and the track feat.
Speed: All your movement speeds increase by +5ft for every 2 HD you have (minimum +5 feet).
Spell Resistance: You gain Spell Resistance 11+HD.
Animal: You gain Low Light vision, and you count as an animal whenever it would be beneficial for you. You also gain a bonus on Survival checks equal to half your HD, and can use Wild Empathy as a druid of your HD.
Humanoid: You are treated as a Humanoid whenever it would be beneficial for you, and you gain proficiency with Simple Weapons. You also can turn any of your natural weapons into an hand-like apendage capable of fine manipulation as a free action. You also gain a bonus on Diplomacy equal to half your HD.
Skillfull: Select two physical skills. You gain a bonus on it equal to half your HD. This choice can be changed every time you activate this Shape.
Resistance: Select acid, fire, cold, electrecity or sonic. You gain resistance to that element equal to your HD.
Tougher: You gain +1 HP per HD.
Harder: You gain an extra bonus to Nat armor equal to half your HD.
Quadruped: You become a long creature, with all the bonus and penalties, like extra carrying capacity, stability, but smaller reach. You cannot have limbs capable of fine manipulation in this form. Your land speed also increases by 50%.
Aquatic: You gain a swim speed equal to your base speed, and the Aquatic subtype. You also gain a bonus on Bluff checks equal to half your HD.
Spit: The Hagunemnon is capable of firing a globe of spit dealing 1d4 cold/fire/electricity or acid damage per HD (choose whenever this Shape is selected), with a range of 20 feet per HD.
Fake Skin:You keep your exterior relatively stable, while your interiors keep shifting. You gain a bonus on disguise checks equal to 10+HD.


2nd-level Shapes
Replicate II: You gain an Extraordinary ability from a creature with up to 4 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate I to learn this one.
Extend limbs: Your reach increases by +5ft for every 3 HD you have.
Rend: If you hit with both two natural attacks of the same type, they latch onto the opponent’s body and tears the flesh. This attack automatically deals an additional 1d8+1,5 Str damage. The base damage changes accordingly with size.
Magical Beast: You are treated as a Magical Beast whenever it would be beneficial for you. Your natural weapons deal damage as if they were one size category bigger, and half your Nat armor now counts as a deflection bonus.
Monstrous Humanoid: You are treated as a Monstrous Humanoid whenever it would be beneficial for you. You gain a bonus on Intimidate and Strength checks equal to half your HD.
Pounce: You gain the Pounce ability.
Breath weapon (Su): You gain a breath weapon usable once every 1d4 rounds, dealing 1d6 damage per HD, Reflex Save with DC 10+1/2HD+Con mod for half damage. Every time you activate this  Shape, you can choose from fire, cold, acid or electricity damage, and a line with 10 feet per HD or cone with 5 feet per HD. You cannot willingly lose this Shape while the breath weapon recharges.
Graceful Frame: You become one size category smaller. At 6 HD, you may reduce yourself another size category. For every 3 extra HD from here, you can reduce yourself another size category, untill Fine size at 12 HD. At 15 HD and every 3 HD after you can further reduce your size, gaining an extra +4 to Hide checks, +1 to Attacks and AC, your carrying capacity being reduced by half, and -4 on combat maneuvers like grapple and trip.
Poison:Select one of your natural weapons. It now inflict a poison dealing 1d4 damage to a stat of your choice (half damage if the chosen type is Con) as secondary and initiary damage, Fort save with DC 10+1/2HD+Con mod for dying.  You can change this choice every time you activate this Shape. This damage increases one die size for every 5 extra HD from here. At 10 HD, against opponents immune to poison and/or ability damage this ability makes your natural attacks deal the same amount of acid damage to such targets in a successful attack.
Damage Reduction: You gain DR equal to half your HD, bypassed by a material type of your choice. You may change this material every time you activate this Shape, and your own natural weapons count as made of that material for bypassing DR.
Aligned: You gain DR/alignment of your opposite alignment equal to 1/2 your HD. You gain the alignment subtype equal to your own alignment, and your natural weapons count as your own alignment for purposes of bypassing DR.
Improved Trip: Whenever you hit an opponent with your natural weapons, you may begin a trip as a free action without provoking attacks of opportunity. Against flying opponents, this prevents them from moving for 1 round.
Fey: You are treated as a Fey whenever it would be beneficial for you. You gain a bonus on Bluff checks equal to half your HD and become immune to sleep effects, no longer needing to sleep yourself (you must still rest to recover spells). If you multiclass  into a casting class, you can choose to count the levels from this class for purposes of CL and learning new spells and gaining new spell slots. Hagunemnon levels don't count for any other class ability.

So for example an Hagunemnon 6/Wizard 1  could choose to gain one 4th level spell slot and one 1st level spell slot instead of one 1st level spell slots and three zero level slots, receiving 2 spell knowns up to 4th level instead of 2+Int modifier 1st level spells and all cantrips known.

The spellcasting stacking isn't dependant on you staying on actual Fey form, you just need to know it.

3rd-level Shapes
Replicate III: You gain an Extraordinary ability from a creature with up to 6 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate II to learn this one.
Improved Grab: You gain the Improved Grab special attack in all your natural weapons. At 10 HD this ignores Freedom of Movement effects.
Burrow: You gain a burrow speed equal to half your base speed.
Wings: You gain a fly speed equal to twice your base speed with good maneuverability.
Large: You grow to Large size.
BlindSight: You gain Blindsight with a range of 10 feet per HD.
Specter Eyes: You benefit from a permanent See Invisibility effect. At 15 HD it also works as True Seeing.
Evade: If an effect requiring a Reflex save would still cause an effect if you succeeded, you ignore that effect if you pass the save. You also gain a bonus on Reflex Saves equal to 1/5 your HD and don't fail Reflex saves on a natural 1.
Endure: If an effect requiring a Fortitude save would still cause an effect if you succeeded, you ignore that effect if you pass the save. You also gain a bonus on Fortitude Saves equal to 1/5 your HD and don't fail Fortitude saves on a natural 1.
Belief: If an effect requiring a Will save would still cause an effect if you succeeded, you ignore that effect if you pass the save. You also gain a bonus on Will Saves equal to 1/5 your HD and don't fail Will saves on a natural 1.
Frightful Presence: This special quality makes your presence unsettling to foes. It takes effect automatically when you perform some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 10 feet per HD who witness the action become  Shaken for 1 round/HD unless they succeed on a Will save with DC 10+1/2HD+Cha mod. Foes who succeed on their saves can't be affected again for 24 hours.

At 10 HD this ignores immunity to Fear effects, but opponents with that immunity gain +5 bonus on their save.

At 15 HD opponents failing the save become Frightened instead.

4th-level Shapes
Replicate IV:
You gain an Extraordinary ability from a creature with up to 8 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate III to learn this one.
Sonic: When using any of your abilities that allows you to do energy damage, you may choose sonic damage instead of your other options.
Vermin: You are treated as a Vermin whenever it would be beneficial for you. You become immune to mind-affecting effects.
Roar: You may let a mighty roar as a standard action. All enemies within 5 feet per HD must make a Fort Save with DC 10+1/2HD+Cha mod or become stunned for 1 round. At 10 HD you may Roar as a move action. At 13 HD this ignores immunity to stunning, but such opponents gain a +5 bonus on their saves.  At 16 HD you may Roar as a swift action. At 19 HD as a free action, but still only 1/round.
Spell Immunity: You become too tough for petty magics. You ignore all harmful spell effects of a level less than (half your HD)-1. This include SR:No spells.
Elemental: You gain immunity to an element of your choice (cold, fire, electricity or acid), +2 to Cha, and your natural attacks deal an extra +1d6 from the chosen element. This extra damage increases one die size for every 5 extra HD from here. You may choose a different element every time you activate this Shape.
Giant: You count as a Giant whenever it would be beneficial for you. You gain the Powerful Build ability, +2 to Str and can hurl rocks two size categories smaller than yourself (2d6 for small rocks, 2d8 for medium rocks, and so on) with a range increment of 20 feet per HD.
Ooze: You count as an Ooze whenever it would be beneficial for you, and you become immune to critical hits. You also gain a +4 bonus on grapple checks and you may engulf a grappled opponent at least one size category smaller than yourself inside your body with a successful grapple check. Engulfed opponents still count as grappling, except that you no longer take penalties for it (besides counting the engulfed opponent on your carrying load) and only you have line of effect and vision to it.
Outsider: You count as an outsider whenever it would be beneficial for you. You no longer need to eat and gain immunity to poison and diseases, and gain DR/magic equal to half your HD. If you had DR/material, they're combined to form DR/material and magic equal to the highest of the two.

5th-level Shapes
Replicate V:
You gain an Extraordinary ability from a creature with up to 10 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate IV to learn this one.
Force: When using any of your Shapes that would allow you to choose an energy type, you may choose Force instead. Your Natural weapons benefit from a permanent Ghost Touch ability.
Huge: You become Huge size. You must know the Large shape to learn this.
Green: You count as a plant whenever it would be beneficial for you. You also gain immunity to critical hits and mind-affecting effects.
Tough Hide: You gain DR/- equal to half your HD. Any other DR you had is doubled. You also gain resistance to all elements equal to half your HD.
Augmented critical: Your natural weapons now threaten a critical on a 18-20, and their crit modifier is x3.
Gaze: Your eyes stare deeply into your opponents, making them slow down. This gaze attack has a range of 5 feet per 2 HD, and any affected creatures that fail a Will save with DC 10+1/2HD+Cha mod are left only able to take one standard or move action during their next round.
Cloud: You act as under the effect of a permanent Gaseous Form spell, except that you retain your natural attacks and can freely manipulate objects normally.

6th-level Shapes
Replicate VI:
You gain an Extraordinary ability from a creature with up to 12 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate V to learn this one.
Absorb: Your natural attacks inflict a negative level on your opponents with each Hit, unless they succeed on a Fort save with DC 10+1/2HD+CHa mod. This affects even opponents immune to energy drain, but they gain a +5 bonus on their saves. You heal the same amount of damage you dealt whenever you inflict a negative level this way.
Spawn Shot: As swift action you can spit forth a globe of writhing flesh as a ranged attack dealing 1d6 damage per HD, with a range increment of 20 feet per HD. The projectile then starts moving on it's own and fights for you, with the stats of an Hagunemnon with ten less levels than you and the elite array of base stats. It has all the feats and Shape choices you had ten levels ago. It lasts for a number of rounds equal to your Cha mod.
Change: Your body constantly changes chaotically, making it impossible for a clear hit. All attacks with a single target against you suffer a 50% miss chance, that can't be overcome by any means, but don't stack with any other miss chances. You can also pass trough any opening at least 1 inch wide without slowing down.

Synthetic: You count as a construct whenever it would be beneficial for you. You no longer need to eat or sleep and gain
#Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
# Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
Unliving: You count as an undead whenever it would be beneficial for you. You no longer need to eat or sleep and gain
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
# Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
# You're healed by negative energy and damaged by positive energy.


7th-level Shapes
Replicate VII:
You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VI to learn this one.
Dragon: You count as a dragon whenever it would be beneficial for you. You have immunity to sleep, paralysis, immunity to one element of your choice and gain +2 to all ability scores, saves and Natural armor.
Incorporeal: you gain the incorporeal Subtype. If you use ethereal jaunt while in this, you can count yourself as either incorporeal or corporeal whenever it would be beneficial for you.
Living Weapon: One of your natural weapons is turned in any simple or martial non-thrown manufactured weapon. You count as being proficient with it, can make iterative attacks, can't be disarmed, and has an enchantment bonus equal to half your HD. It can't have an enchantment bonus to attack and damage rolls bigger than 5, but you can spend the extra bonus on special abilities like Speed and Holy. If it's an two-handed weapon, you must use another of your natural weapons to help wield it. You may perform iterative attacks with it if you have enough Bab.
Gargantuan: You grow to gargantuan size. You must know the Huge shape to learn this one.


8th-level Shapes
Replicate VIII:
You gain an Extraordinary ability from a creature with up to 16 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VII to learn this one.
Evolve Immunity: When you activate this shape, select one spell, condition or effect currently affecting you (besides death). You now can ignore it.
Evolve slaying: When you activate this ability, choose one opponent you hit with one of your natural weapons last turn. That natural weapon now ignores any DR and miss chances of that opponent, and bypasses its regeneration.
Crushing Limb: Select one of your natural weapons. Whenever it hits anything, the target is subjected to an Disintegrate effect as the spell, with CL equal to HD and save DC 10+1/2HD+Cha mod.

9th-level Shapes
Replicate IX:
You gain an Extraordinary ability from a creature with up to 18 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VIII to learn this one.
Constant Evolution:While in this shape, whenever an opponent saves against one of your abilities, it takes a -2 penalty on it's next save against the same ability from you until they fail a save against said ability, cumulative.
Multi: You must know the Poison and/or Living weapon shapes to learn this. You might apply them to half your natural weapons now.
Colossal: You become colossal size. You must know the Gargantuan Shape to learn this one.
Revive: You can activate this shape when you're dead. You come back to life with full HP, stats and all harmful effects you had removed from you. After used, you need to wait 24 hours before assuming this Shape again.
Replicate X: You gain an Extraordinary ability from a creature with up to 20 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate IX and have at least 18 HD to learn this one.



Evolve: The Hagunemnon gains +1 to one of it's Physical Ability Score of it's choice for every level on this monster class. At the beginning of his turn, he may re-distribute this bonus among his stats as he sees fit.

Unstability: The Hagunemnon's biggest strength is also his biggest weakness, as his body refuses to stay too long on a single form.

The Hagunemnon can only have 2+1/2 HD shapes at any time (can't pick same Shape more than once), being able to change which ones he has active as a standard action, and at the beginning of every turn he has to change at least half his shapes for other ones as a free action, unless he spends a move action keeping himself stable. The Hagunemnon may change less than half his shapes if he used the move action to keep himself stable. Due to this, the Hagunemnon never gains a bonus to Disguise checks for his basic Alter Shape ability, as his body is constantly changing.

The exception it's when an Hagunemnon doesn't have enough extra shapes to swap due to having multiclassed. Straying from it's natural path helps it to learn stabilization.

Hagunemnon SLAs: At the following levels, the Hagunemnon can use the following SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod.

2nd level- Detect Thoughts, Knock 1/day per HD each.

4th level- Sugestion, Nondetection 1/day per 2 HD each.

6th level- Dimension Door 1/day per 3 HD.

10th level-Plane Shift 1/day per 6 HD.

12th level-Ethereal Jaunt 1/day per 7 HD.


Lesser Unstability: At 8th level, the Hagunemnon may keep stability of his body as a swift action instead of move action, a total number of rounds per hour equal to his Cha mod, divided as the Hagunemnon chooses.

Fast Healing: At 10th level the Hagunemnon  gains fast healing equal to half it's HD.

Reactive Unstability: At 14th level, the Hagunemnon may swap one of it's shapes for another one as an immediate action.

Regeneration: at 16th level the Hagunemnon's Fast Healing upgrades to Regeneration with the same amount. It's bypassed by an element of the Hagunemnon's choice between Acid, Fire, Cold and electricity, and can be changed every 24 hours, but if the Hagunemnon  becomes immune to the chosen element, the regeneration reverts back to Fast Healing.

Minor Unstability: At 16th level, the Hagunemnon may use Lesser Unstability as a free action.

Destabilize Form: At 18th level, if an Hagunemnon hits with two or more natural attacks in the same round, it partly destabilizes its foe’s physical form, dealing an additional 4d6+1,5 Str mod points of damage as well as 2 points of temporary Constitution damage. This affects even creatures immune to Con damage. Creatures without Con take Cha damage instead. If the If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim.

Instant Evolution: At 19th level, 1/hour the Hagunemnon may change a number of Shapes equal to his Cha mod as an Immediate action.

Protean: At 20th level any DR the  Hagunemnon has can now only be bypassed by Epic weapons, its natural weapons count as Epic for bypassing DR, and it's own regeneration cannot be bypassed by opponents with less HD than the  Hagunemnon.

In addition 1/day it may change any number of its shapes as a free action at any time even if it isn't his turns.

Potential: At 21st level the  Hagunemnon can now use all of its SLAs at will. The HD limits for all (if any) of it's Replicate Shapes are now equal to its own HD.

Devastating Evolution: At 22nd level whenever the  Hagunemnon scores a sucessful critical hit with a natural weapon, it inflicts a Baleful Polymorph effect on the target, with save DC 10+1/2HD+Cha mod. This works even against opponents immune to Criticals and Polymorph effects, but they gain a +5 bonus on their saves.

Null Unstability: At 23th level the  Hagunemnon doesn't need to spend any action to keep it's shapes, and it's Fast Healing/Regeneration doubles.

Overwhelming Evolution: At 24th level every hit from the  Hagunemnon's natural weapons now inflicts a Baleful Polymorph effect if it so desires. Successful critical hits utterly destroy the target, body and soul without any change of recovery, unless they succeed on the save, even if they had a way out of polymorph.

Gift of Change: At 25th level the  Hagunemnon may bestow any of it's Shapes in a willing touched creature. The effect is permanent, but the  Hagunemnon cannot bestow more Shapes than it's Cha mod at any time. It can revogate bestowed Gifts  as a free action regardless of distance.

Blinding Evolution:
At 26th level the  Hagunemnon can take an extra standard or move action during it's turn. He can also change its shapes as a free action once per round besides changing at the beginning of his turn.

Survival of the Fittest: At 27th level the  Hagunemnon may change all his shapes as a free action once per round even if it isn't his turn (this stacks with Blinding Evolution).

Pinnacle of Evolution: At 28th level the total bonus granted by Evolve is doubled.

Lord of Change: At 29th level the  Hagunemnon may use Gift of Change on a number of creatures equal to its HD, each one gaining a number of shapes equal to its Cha mod.


EDIT: Actually, I had the time to type it up properly!
This message was last edited by the GM at 05:22, Sat 15 July 2023.
Bob
NPC, 1 post
Sat 15 Jul 2023
at 00:06
  • msg #2

The Hagunemnon



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 Level1st slot limit2nd slot limit3rd slot limit4th slot limit5th slot limit6th slot limit
1stIIIIII
2ndIIIIIII
3rdIIIIIIII
4thIIIIIIIII
5thIIIIIIIIIII
6thIIIIIIIIIIIII
7thIIIIIIIIIIIIIII
8thIIIIIIIIIIIIIIV
9thIIIIIIIIIIIIVIV
10thIIIIIIIIIIVIVIV
11thIIIIIIIVIVIVV
12thIIIIVIVIVVV
13thIVIVIVVVV
14thIVIVVVVVI
15thIVVVVVIVI
16thVVVVIVIVI
17thVVVIVIVIVII
18thVIVIVIVIVIIVII
19thVIVIVIVIIVIIVII
20thVIVIVIIVIIVIIVII


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.
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