InVinoVeritas
Adventurer
Back when Ahrianna was proposed, I suggested a PrC that would eventually turn someone into an aberration. Judges wanted to see more lists of powers. So... I've finally gotten it together.
Ahrianna’s Child
Ahrianna is the deity of monsters, madness, and enlightenment. There are few who would willingly seek her out, most considering them insane or fools. They usually are. Yet for some, the allure of power that comes from denying one’s mind and body for Ahrianna’s secrets is so great, that they willingly accept her terrible embrace.
Ahrianna’s Children are those few who accept full devotion to Ahrianna, at the expense of their own sense of self. Their minds and bodies warp, fragment, and are reforged anew in horrible, unseemly ways. Most of Ahrianna’s Children shun civilization, as civilization could never allow such an abomination to be in their midst. It suits them just fine. Most of Ahrianna’s Children are clerics of Ahrianna. An occasional wizard or bard may be drawn to study the unnatural, and join Ahrianna out of mere curiosity. Deep-delving rangers may also find the call of a new form too powerful to resist.
Hit Die: d8
Requirements
To qualify to become Ahrianna’s Child, a character must fulfill all the following criteria:
Race: any Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant.
Skills: Knowledge (arcana) 8 ranks, or Knowledge (dungeoneering) 8 ranks.
Spellcasting: Ability to cast divine spells.
Special: The character must worship Ahrianna, contact her, and offer himself or herself completely to her service through a secret, maddening ritual that breaks the character’s mind, in order to accept Ahrianna’s indwelling.
Class Skills:
The class skills for Ahrianna’s Child are Balance, Climb, Concentration, Craft, Disguise, Jump, Hide, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Listen, Move Silently, Profession, Spellcraft, Spot, Survival, Swim, and Tumble.
Skill Points at Each Level: 4 + Int Modifier.
Class Features:
Weapon and Armor Proficiencies: Ahrianna’s Children gain no proficiency with any weapon or armor.
Spells per Day: On each even class level, Ahrianna’s Children gain spells as if they raised a level in a divine spellcasting class they have. If the character has more than one divine spellcasting class, one class must be chosen. The character gains no more benefits of the other class.
Madness: Ahrianna’s Children all gain the power of the Madness domain, if they do not already have it. Add the levels of Ahrianna’s Child to any previous levels of a cleric with the Madness domain to determine the Madness score for the character.
Gifted: The first changes take place once the path of Ahrianna’s Child is chosen. The character gains 60’ darkvision. Also, choose one of the following powers. The Child gains +2 in the ability score and a +2 racial bonus in the selected skills (add to any existing racial bonus, if any). The character also undergoes a minor physical change to reflect the chosen power.
Honing: At 2nd level, Ahrianna’s Child gains a natural attack. This can be a claw, bite, slam, gore, tail slap, or tentacle attack. The attack does 1d6 damage for Medium characters and 1d4 damage for Small characters. The character’s form shifts further to allow for the attack to take place.
Special Quality: At 3rd, 6th, and 9th level, Ahrianna’s Child gains a Special Attack, Movement, or Special Quality. Any DC is 10 + (Wisdom plus Madness) bonus.
Newfound Power: At 4th and 8th level, Ahrianna’s Child twists into a form that allows for new capabilities. The character undergoes a physical change that gives him a new feat. This feat may come from the list of monster feats as well other feats that the character is normally entitled to.
Enlightened Development: At 5th level, Ahrianna’s Child grows more into the monstrous role. The character chooses a new power from the Gifted Powers list, or a power on the Enlightened Development Powers list. The character receives a +4 bonus to the ability in the Developed column and a -2 penalty to the ability in the Regressed list. The Child gains a +2 racial bonus in the skills listed (add to any existing racial bonus, if any). The character is now deformed far enough from his original race that disguising the changes is impossible.
Grand Warping: At 7th level, Ahrianna’s Child no longer maintains a standard form, and standard armor can no longer be worn. The character’s skin hardens, however, and gains a +4 natural armor bonus to AC. Any new armor will have to specially tailored to the character, and cost 5 times as much. In addition, the character gains more natural attacks. For a medium character, they can be two 1d4 attacks, one 1d6 attack, or an increase in die size of one of the character’s existing natural attacks.
Rebirth: The full assumption of the character’s body, mind, and soul into Ahrianna’s Child is complete. The character’s type changes to aberration. The character chooses a Power not previously selected on the Gifted, Enlightened Development, or Rebirth power lists. The Reborn ability gains a +6 bonus, while the Forgotten ability receives a -4 penalty. A character can only have a maximum bonus of +8 to any one ability score as the result of Gifted, Enlightened Development, or Rebirth powers. The character adds another +3 racial bonus to the two chosen skills or the special quality listed. The character also gains one more Special Quality from the Special Qualities list above. In addition, the character may continue to mate with members of the Child’s former race (or any race that the character could previously produce offspring with), but any offspring that form from these unions are aberrations with the same racial bonuses, penalties, attack forms, bonus feats from Newfound Power, and special qualities as the character.
Ahrianna’s Child
Ahrianna is the deity of monsters, madness, and enlightenment. There are few who would willingly seek her out, most considering them insane or fools. They usually are. Yet for some, the allure of power that comes from denying one’s mind and body for Ahrianna’s secrets is so great, that they willingly accept her terrible embrace.
Ahrianna’s Children are those few who accept full devotion to Ahrianna, at the expense of their own sense of self. Their minds and bodies warp, fragment, and are reforged anew in horrible, unseemly ways. Most of Ahrianna’s Children shun civilization, as civilization could never allow such an abomination to be in their midst. It suits them just fine. Most of Ahrianna’s Children are clerics of Ahrianna. An occasional wizard or bard may be drawn to study the unnatural, and join Ahrianna out of mere curiosity. Deep-delving rangers may also find the call of a new form too powerful to resist.
Hit Die: d8
Requirements
To qualify to become Ahrianna’s Child, a character must fulfill all the following criteria:
Race: any Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant.
Skills: Knowledge (arcana) 8 ranks, or Knowledge (dungeoneering) 8 ranks.
Spellcasting: Ability to cast divine spells.
Special: The character must worship Ahrianna, contact her, and offer himself or herself completely to her service through a secret, maddening ritual that breaks the character’s mind, in order to accept Ahrianna’s indwelling.
Class Skills:
The class skills for Ahrianna’s Child are Balance, Climb, Concentration, Craft, Disguise, Jump, Hide, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Listen, Move Silently, Profession, Spellcraft, Spot, Survival, Swim, and Tumble.
Skill Points at Each Level: 4 + Int Modifier.
Code:
[B]Level BAB Fort Ref Will Special Spells[/B]
1st +0 +0 +0 +2 Madness, Gifted
2nd +1 +0 +0 +3 Honing +1 level of divine
3rd +2 +1 +1 +3 Special Quality
4th +3 +1 +1 +4 Newfound Power +1 level of divine
5th +3 +1 +1 +4 Enlightened Development
6th +4 +2 +2 +5 Special Quality +1 level of divine
7th +5 +2 +2 +5 Grand Warping
8th +6 +2 +2 +6 Newfound Power +1 level of divine
9th +6 +3 +3 +6 Special Quality
10th +7 +3 +3 +7 Rebirth +1 level of divine
Class Features:
Weapon and Armor Proficiencies: Ahrianna’s Children gain no proficiency with any weapon or armor.
Spells per Day: On each even class level, Ahrianna’s Children gain spells as if they raised a level in a divine spellcasting class they have. If the character has more than one divine spellcasting class, one class must be chosen. The character gains no more benefits of the other class.
Madness: Ahrianna’s Children all gain the power of the Madness domain, if they do not already have it. Add the levels of Ahrianna’s Child to any previous levels of a cleric with the Madness domain to determine the Madness score for the character.
Gifted: The first changes take place once the path of Ahrianna’s Child is chosen. The character gains 60’ darkvision. Also, choose one of the following powers. The Child gains +2 in the ability score and a +2 racial bonus in the selected skills (add to any existing racial bonus, if any). The character also undergoes a minor physical change to reflect the chosen power.
Code:
[b][i]Gifted Powers
Power Ability Skills[/i][/b]
Brutish Form: Strength Climb, Intimidate
Large Legs: Strength Jump, Tumble
Long Fingers: Dexterity Sleight of Hand, Disable Device
Tail: Dexterity Balance, Escape Artist
Extra Lung Capacity: Constitution Swim, Survival
Stony Skin: Constitution Concentration, Hide
Large Brain: Intelligence Appraise, Knowledge(choose one)
Third Eye: Intelligence Gather Information, Decipher Script
Large Eyes: Wisdom Spot, Search
Large Ears: Wisdom Listen, Sense Motive
Pheromones: Charisma Diplomacy, Bluff
Eldritch Aura: Charisma Use Magic Device, Spellcraft
Honing: At 2nd level, Ahrianna’s Child gains a natural attack. This can be a claw, bite, slam, gore, tail slap, or tentacle attack. The attack does 1d6 damage for Medium characters and 1d4 damage for Small characters. The character’s form shifts further to allow for the attack to take place.
Special Quality: At 3rd, 6th, and 9th level, Ahrianna’s Child gains a Special Attack, Movement, or Special Quality. Any DC is 10 + (Wisdom plus Madness) bonus.
Code:
[b][i]Special Qualities List
Quality Powers[/i][/b]
Increased Attack(Ex) +2 damage to one natural attack
Extra Legs(Ex) Stability, +10’ Movement
Increased Metabolism(Ex) +2 Initiative, +10’ Movement
Rage(Ex) As per Barbarian, 2/day
Reach(Ex) +5’ reach for one natural attack
Burrowing(Ex) Gain 20’ Burrowing speed
Swim(Ex) Gain 30’ Swim speed
Poison(Ex) One natural attack deals 1d4/1d4 Strength poison
Pounce(Ex) Can perform a full attack on a charge
Scent(Ex) Gains the Scent ability
Resistance(Su) Gains Energy Resistance 5 to one type of energy
Damage Reduction(Su) Gains DR 3/magic
Newfound Power: At 4th and 8th level, Ahrianna’s Child twists into a form that allows for new capabilities. The character undergoes a physical change that gives him a new feat. This feat may come from the list of monster feats as well other feats that the character is normally entitled to.
Enlightened Development: At 5th level, Ahrianna’s Child grows more into the monstrous role. The character chooses a new power from the Gifted Powers list, or a power on the Enlightened Development Powers list. The character receives a +4 bonus to the ability in the Developed column and a -2 penalty to the ability in the Regressed list. The Child gains a +2 racial bonus in the skills listed (add to any existing racial bonus, if any). The character is now deformed far enough from his original race that disguising the changes is impossible.
Code:
[b][i]Enlightened Development Powers
Power Developed Regressed Skills[/i][/b]
Hulking Form: Strength Dexterity Climb, Swim
Adrenaline Surge: Strength Constitution Jump, Survival
Prehensile Step: Dexterity Charisma Move Silently, Balance
Twitchy Reflexes: Dexterity Intelligence Tumble, Listen
Corrosive Sweat: Constitution Charisma Escape Artist, Craft(Alchemy)
Skeletal Frame: Constitution Strength Hide, Open Lock
Physical Atrophy: Intelligence Strength Sense Motive, Spellcraft
Literate Reshaping: Intelligence Constitution Forgery, Decipher Script
Extra Eyes: Wisdom Constitution Spot, Sleight of Hand
Astral Awareness: Wisdom Strength Heal, Knowledge(The Planes)
Animal Magnetism: Charisma Intelligence Handle Animal, Gather Information
Timeless Arcana: Charisma Dexterity Intimidate, Knowledge(Arcana)
Grand Warping: At 7th level, Ahrianna’s Child no longer maintains a standard form, and standard armor can no longer be worn. The character’s skin hardens, however, and gains a +4 natural armor bonus to AC. Any new armor will have to specially tailored to the character, and cost 5 times as much. In addition, the character gains more natural attacks. For a medium character, they can be two 1d4 attacks, one 1d6 attack, or an increase in die size of one of the character’s existing natural attacks.
Rebirth: The full assumption of the character’s body, mind, and soul into Ahrianna’s Child is complete. The character’s type changes to aberration. The character chooses a Power not previously selected on the Gifted, Enlightened Development, or Rebirth power lists. The Reborn ability gains a +6 bonus, while the Forgotten ability receives a -4 penalty. A character can only have a maximum bonus of +8 to any one ability score as the result of Gifted, Enlightened Development, or Rebirth powers. The character adds another +3 racial bonus to the two chosen skills or the special quality listed. The character also gains one more Special Quality from the Special Qualities list above. In addition, the character may continue to mate with members of the Child’s former race (or any race that the character could previously produce offspring with), but any offspring that form from these unions are aberrations with the same racial bonuses, penalties, attack forms, bonus feats from Newfound Power, and special qualities as the character.
Code:
[b][i]Rebirth Powers
Power Reborn Forgotten Skills or Qualities[/i][/b]
Gigantism: Strength Dexterity Gain 1 size category (do not change abilities)
Mental Atrophy: Strength Intelligence Jump, Intimidate
Extra Limbs: Dexterity Constitution Tumble, Jump
Oozing Body: Dexterity Strength Can pass through cracks, cannot be grappled
Exoskeleton: Constitution Charisma +2 Natural Armor
Earthen Fortitude: Constitution Intelligence Climb, Concentration
Crystal Mind: Intelligence Dexterity Cast [i]Mnemonic Enhancer[/i] 1/day
Multiple Heads: Intelligence Charisma Spot, Listen
Insane Intuition: Wisdom Intelligence Survival, Sense Motive
Sight Beyond Sight: Wisdom Charisma See ethereal travelers
Alluring Fragility: Charisma Constitution Cast [i]Charm Monster[/i] 1/day
Dark Voice: Charisma Strength Diplomacy, Bluff