The Romance of the River Kingdoms

Dr Simon

Explorer
Hmm, we'll have a go with a trait, then (this is supposed to include play-testing after all).

Trait: Melded Shapeshifting (nai-nek-chai). With this trait a nai-nek-chai character can merge any worn or carried equipment into her animal form when she changes shape. Armour, shield and equipment bonuses are not applied with merged equipment, but any magical bonuses will still apply, where appropriate.

(Thus a suit of +2 chainmail adds +2 to AC, but not the chainmail bonus. A robe of protection will add to saving throws, but a magical weapon will have no effect on the animal forms natural attacks).

I'm not using flaws.
 

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Walking Dad

First Post
Can I trade Reactionary for this new trait?

(you should also include that merged equipment (like weapons or wands) cannot be used/activated.)
 

Neurotic

I plan on living forever. Or die trying.
Mystal is updated finally (not sure about traits and hp) - I'll pick two traits from Pathfinder site, but how do we calculate hp?
 

Zerith

First Post
alright :3
Ok, working on a prestige class to run by you for his 5th level, i'll try and get an alpha up soon :3
And as it stands he is taking 3 in beast and 1 in fire bloodlines; he will have move speed 60' and move speed 80' in human and animal form respectively, and he has the run and mobility feats, oh yes he will be mobile :D

also, how do you want the hit dice to be handled for level 2-5? maximized, rolled, averaged?
 

Dr Simon

Explorer
Calculating hit points:

1st level - maximum for Hit Die, plus Constitution bonus, plus Constitution score.

Subsequent levels - roll hit dice, plus Con bonus. You can use Invisible Castle or the ENWorld roller, whichever you prefer.

I'm not going to worry about the whole Grace/Health system as it's too fiddly to keep track of.
 

Zerith

First Post
[FONT=&quot]Ok, I have a draft of the prestige[/FONT][FONT=&quot] class I'm working on.
If you think this is something that can work in Conclave I'll hold off on finishing the character until it gets to the point that you approve of it. if not I'll just finish the character with present classes
[/FONT][FONT=&quot]

[/FONT]
[FONT=&quot][sblock][/FONT][FONT=&quot]
Level BAB Fort Ref Will Special[/FONT]

1st +0 +2 +2 +0 Claws of the Nai-Hempashu, Lesser Aspect, Animal Senses.
2nd +1 +3 +3 +0 Dire form.
3rd +2 +3 +3 +1 Lesser Aspect, Refined form.
4th +3 +4 +4 +1 Heritage Aspect.
5th +3 +4 +4 +1 Lesser Aspect, Mundane form
6th +4 +5 +5 +2 Heritage Aspect.
7th +5 +5 +5 +2 Greater Aspect.
8th +6/1 +6 +6 +2 Dire Aspect, Refined aspect.
9th +6/1 +6 +6 +3 Greater Aspect.
10th +7/2 +7 +7 +3 Nai-Hempashu shift.
[FONT=&quot]

[/FONT]
[FONT=&quot]
[/FONT][FONT=&quot]Skills [/FONT][FONT=&quot](2+ Int bonus per level): Balance, Climb, Fly, Jump,[/FONT]
[FONT=&quot]Hide, Listen, Move Silently, Spot, Survival, Swim.[/FONT]
[FONT=&quot]Hit Die[/FONT][FONT=&quot]: d8

Claws of the [/FONT][FONT=&quot]Nai-Hempashu
[/FONT][FONT=&quot]Natural weapons gain a enchantment bonus of 1/4th the character’s total level; this bonus cannot exceed one half the character’s Master shifter level rounded towards one
[Note: at level 20, with a full 10 levels into this class, means the character gets a +5 enchantment bonus to natural attacks; by this point most martial characters have +5 weapons with other goodies to power them up to around or to +10.]
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Lesser aspect
The Nai-Nek-Chai master shifter’s animal form grows increasingly able.
[Lesser Aspect dos not allow for duplicate attacks, attacks gained from Lesser aspect are standard as per the animal form’s size]

Claws: Your animal form grows claws and gains two secondary claws attacks.

Bite: Your Animal form gains a primary bite attack

Horns: Your Animal form grows horns or antlers and gains a primary gore attack

Tail: your animal either grows a tail, or its tail becomes long and sturdy enough for it to make a secondary tail slap attack.

Speed: +10’ to primary movement type(s)*, +5’ to secondary’s type(s)*, if any.
May be taken multiple times.
[*A primary movement type is the one(s) with the highest rating, secondary movement type are any with less; a Hawk’s flying speed is its primary and its land speed is a secondary, a Wolverine’s land speed is its primary while it’s climb and burrow speeds are secondary, meanwhile a rat has three primaries]

Natural armor: Your Animal form gains +2 Natural Armor.
May be taken multiple times.

Vestigial Wings: your animal form grows underdeveloped wings, and your take only 1d6 damage per 20 feet when falling and only up to 15d6 damage at maximum. These benefits are rendered void if the wings are in any way restricted. (an animal form that has a native fly speed cannot take the Vestigial wings aspect, but is considered to have it for the purpose of qualifying for other aspects)
-Wing buffet: your animal form’s wings become sturdy enough to batter foes with, your animal form gains 2 secondary wing attacks. Wing attacks cannot be used while flying by their power. [Requires the Vestigial Wings Leaser aspect]

Greater natural weapon: one of your natural weapons is considered one size category larger for the purpose of damage dice. (paired weapons, claw attacks for example, are
This aspect may be taken multiple times, each time it affects another natural attack.

Strong: your animal form become stronger, adding an additional +2 Str.
May be taken multiple times.

Agile: your animal form becomes more agile, adding an additional +2 Dex.
May be taken multiple times.

Durability: your animal form becomes more durable, adding an additional +2 Constitution.
May be taken multiple times.
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Animal Sense
Your animal form gains Scent and Lowlight-Vision.
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Dire form: when changing into your animal form, you may instead change into a dire animal form for +6 Str* +1 Natural armor, and become one size category larger
*Medium animal forms only receive +4 Str.
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Refined form: when changing into your animal form you may instead change into a refined animal form for +4 Dex. -1 natural armor and become one size category smaller
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Heritage Aspect
Your animal form gains traits, abilities, or even changes it’s form.

Breath weapon(Su): your animal form gains a breath weapon, that deals 1d6 damage per hit dice, it may be used once per a day at 5-16 hit dice, twice per day at 17-19 hit tice and thrice per day at 20 hit dice.
The damage type is chosen when you Aguirre this aspect (Acid, Cold, Electricity or Fire), as is the shape of the breath weapon; 60’ line or 30’ cone.
This aspect may be taken multiple times, allowing for either additional uses of the same breath weapon or another breath weapon.

Arcane Natural weapons(Su): Your natural weapons gain +1d6* energy damage(Acid, Cold, Electricity or Fire) [*An animal form with only one natural attack gains +2d6 to its singular attack instead]

Magical bloodline: your bloodline is infused with arcane power, you are also considered have the magical beast type for the purpose of spells and effects. The hit dice from Master Shifter increases from d8 to d10 and the BAB is changed to fast progression, increasing it to 1 per class level from 3 per 4.
[If hit dice were previously rolled, add +1 to the individual rolled results]

Arcane aura(Su): Your Animal form gains a visible magical aura, granting 10 + Master Shifter class level spell resistance. The aura is visually augmented by your bloodline or bloodlines; beast spirit gain an aura that mimics their animal form like a blurred vapory image, earth spirit causes the ground around your animal form’s feet to mound up beneath it to rise and support it while causing particulates and small stones to levitate lazily, fire spirit makes the aura fierce and blazing with energy, forest spirit causes the aura to expedite the growth of nearby plant life, ice spirit causes the aura to sharpen, slow at the edges and shead coolair; mist spirit causes the aura to exclude a vapory mist around the animal form’s feet, river spirit causes the aura to flow and turnabout at its core, stone spirit causes the aura to become more solid and less transparent, sun spirit causes the aura to faintly glow and become warm to the touch.

Fly(Su): your animal form gains a fly speed equal to its primary move speed; an animal form with this aspect and a natural fly speed can remain aloft even when its wings are not in use; if it uses both its wings and this aspect at the same time, it improves its maneuverability by one step.
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Mundane form: You may choose to hide the extraordinary quality’s gained by this class when in your animal form. (horns on a shark, for example) but loose access to the hidden qualities; but keep all those that are not readily apparent (the animal form remains quicker, stronger, etc; just as long as it has the required aspects)
If the animal form has the giant or young greater aspects, it may choose to return to its native base size

Used in conjunction with Dire form, and/or the giant greater aspect, the animal form simply appears larger than normal, if bizarrely so.
Used in conjunction with the Refined animal, and/or the young greater aspect, the animal form appears young.
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Greater aspect
As with Lesser aspect, your animal form grows yet more able. You may choose from the old lesser aspects, or new Greater aspects listed below.

Flight Wings: Your animal form’s wings grow and strengthen to the point that they allow flight. Your animal form gains a flight speed equal to primary speed +20. If the animal form already has a fly speed, it gains +20 to its fly speed. [Requires the Vestigial Wings Leaser aspect]

Giant: Your, base, animal form becomes one size category larger and gains +4 Str, -2 Dex, and +1 Natural armor.

Young: Your, base, animal form becomes one size category Smaller and gains -2 Str#, +4 Dex and -1 Natural armor*.
[* For every negative natural armor that taking young would drop the animal form’s unmodified flat footed AC below 10, instead give the animal form an additional -1 str (a total of -5 str if the animal form as a natural armor of +0.
# If the reduced strength would leave the animal form with 0 or less strength, instead reduce the animal form’s Con in place of Str as needed.]

Borrow: Your animal form gains the ability to borrow as a secondary*4 movement type; growing tunneling claws as needed.
[*4 Animal forms with a natural, primary, swim speed instead gains borrow as a primary move speed; as such gaining the swim aspect cannot change borror from secondary to primary]

Climb: Your animal form gains climb as a primary movement type.

Swim: Your animal form gains swim as a primary movement type.

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Dire Aspect: Your dire form gains additional qualities

Massive: Your dire form now increases the size of your animal form by two steps instead of one, and adds an additional +2 Str, and + 1 Natural armor

Powerful: Your Dire form’s natural attacks are considered one size category larger , gains +2 Str and is considered an additional size category larger whenever it is beneficial.

Swift: Your Dire form gains +2 Dex and +10’ to primer movement and +5’ to secondary, if any.

Durable: your Dire form gains +2 Con and +2 Natural armor

Large: your Dire form is now large(regardless of whether your base animal form’s size category is diminutive(Tiny with young aspect), large(medium with Giant aspect) or anywhere in between and +1 Natural armor.

Compressed: Your Dire form loses its size category and natural increases, but gains an additional +4 Dex and +2 Con. Note, as there is no longer any downside to using your refined form, it is assumed to be used unless stated otherwise.
[Note: Cannot be taken with the Normal sized Refined Aspect]

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Refined Aspect: Your refined form gains additional qualities

Powerful: Your Refined form’s natural attacks are considered one size category larger , gains +2 Str and is considered an additional size category larger whenever it is beneficial.

Swift: Your Refined form gains +2 Dex and +10’ to primer movement and +5’ to secondary, if any.

Durable: your Refined form gains +2 Con and +2 Natural armor

Normal sized: your refined form loses its reductions to size category and natural armor but gains +4 Str and + 2 Con. Note, as there is no longer any downside to using your refined form, it is assumed to be used unless stated otherwise.
[Note: Cannot be taken with the Compressed Dire Aspect, as one makes the other redundant]

Slight: Your refined form now reduces your size be 2 categories and gains and -1 Natural armor.

Diminutive: Your Refined form is now diminutive(regardless of whether your base animal form’s size category is diminutive(Tiny with young aspect), large(medium with Giant aspect) or anywhere in between and -1 Natural armor.
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[/FONT][FONT=&quot]Nai-Hempashu shift: Your Nai-Hempashu heritage becomes more prominent.

Hybrid Form: you may change into a hybrid form gaining all your animal form traits, move speeds, extra, etc, as normal, but normalize the hybrid form size towards the animal form’s size, remain bipedal and may use weapons and armor normally: you may make natural attacks as normal, but all natural attacks are considered secondary when used in conjunction with a weapon.
You may not combine hybrid form with Dire or Refined forms, but you may apply mundane form to hybrid form, making you look like a lycanthrope of your animal type.

Hybrid Shift: You lose your animal and human forms, your stats become as the above hybrid form, your new found form appears as a anthropic animal of your previous animal form’s type, but you gain the ability to use Dire and Refined forms in your hybrid form.

Human Shift: You may apply Dire and Refined form to your normal human form.
[While apparently simply worse than Hybrid form or shift, it allows you to keep your animal and human forms (and their different base sizes, if any) while maintaining the ability to change the size of your bipedal form. So while this option is less powerful, it can be more versatile]

Bestial Shift: You forsake your human form, and gain one of the fallowing: Two Lesser and a Greater aspect, a Dire and Refined aspect, or a heritage aspect[/FONT][/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
I would limit few items:
Animal Sense - I would let the character select from extra senses of the animal - i.e. scent for rat, but sonar (blindsense) from the bat or 'water pressure sense' from a fish etc)

Rat, wolverine, hawk (and any other animal form with multiple modes of movement) get to select which one is primary and keep it (which would allow hawk which is extra fast on the ground or wolverine who can burrow as fast as it can run)

OR alternately
Only those animals with equal speeds HAVE to choose ONE mode as primary

Also, limit damage increase of natural weapons to two size categories at most otherwise you could get monk 5 with some kind of increasing damage PrC and feat "improved natural attack" (already increases the damage by two levels and it soon becomes ridiculous if allowed more)

Not sure if there are such things as PrCs which increase natural attack in Pathfinder, but just to be sure...
"Damage increase from various aspect may never raise more then 2 levels above CURRENT body size of the character"

dire wolf is large, it would get one level extra damage over humanoid form (medium) with all enhancements due to class or feats
 

Zerith

First Post
Animal Sense: Nai-nek-chai are basically lycanthropes; and they get a scent and low light vision as per D&D and PF.
Note that unlike this bonus, they gain both to all forms, but in the end, this is more of a fluff thing though, and it can be modified without hurting the class itself.
Adding other sense types as Lesser aspects might be very cool though :D


Movement: hmm, good idea, balance wise there is no real downside to letting player chose the primary each time, sure you can get a rather insane speed in somthing that is normally very slow, but their be weaker for it in any case :3


Damage: medium animal forms can (with massive and giant) can reach into Gargantuan damage dice without greater natural weapon.
At Gargantuan it gains:
Claws: 1d8 (1d3 at med)
Wings: 2d6 (1d4 at med)
Bite/Horn/tail: 3d6 (1d6 at med)

With greater natural weapon and improved natural attack, and beastle shift for an extra dire aspect so you can have both powerful and massive the highest you can get is 8d6: Colossal ++ damage dice. With enlarged person on top of these it can get to 12d6, with a 'full' ten levels in monk, with enlarge person, this can get boosted to 6d8! Amazing! :D
Monk damage scales up the unarmed damage, but allows you to replace natural weapon damage with it: their monk levels and improved natural weapon and greater natural weaon do not stack(at least to my understanding)

honestly though, a single level dip into monk is also very strong for this class: claws attacks gain two damage sizes upfront. and + Wis mod to AC when not donning armor, that is worthless in animal form anyways, and they have good wisdom :/

Back on to task though, to get into these top end damage dice the character is a huge/gargantuan animal*, if you're ever caught in any kind structure you're either hard pressed to get around or have to give up your dire form entirely: anything smart enough to move past a 5' wide pathway with a ranged weapon will laugh as it pelts a massive animal with cheepy arrows for 1d1 a pop, for an hour XD

[*Huge if the character has the powerful dire aspect, or gargantuan with the massive one. This is assuming the character is not using a hybrid shift with a massive dire aspect, in which case natural weapon damage dice are on par with a great sword, if a lesser aspect and a feat is sunk into each natural attack]

Honestly, if the damage dice size is limited, then it should be done through size, and likely the removal of the powerful dire aspect
Just my thoughts though :3
 
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Zerith

First Post
btw, call me crazy but, has anyone thought of tossing filled water skins into it?
Acidic slimes(if not all slimes) are naturally waterproof, else normal, none-acidic, water would nutralize the the slime's acid while producing heat, and if the slime is acidic enough, this heat could be enough to cause the water in the slime to turn to steam and then simply blow it up.
More alkaline liquids would case a more violent reaction.

I should take a basic Chem class :3

Alternatively: make a fire*, or find one, and chuck the red hot charcoal on top of the slimes.
their burn the top of it, or burn inside of the thing, but if you chuck a torch, the thing might absorb it and smother the flames, greatly lessening the damage
[*By fire, I mean something as big or bigger then a camp fire, you want it to burn logs into fair sized coals, might be impracticable to make on the sot though, as it would either take several minuets to get coals or wast a fire spell (that could have dealt more damage with less effort)]
you would also want a shovel or sum such to use to pluck and chuck the coals, I would say tongs but they would lake the not move enough raw volume to deal with monster slimes
This is more of something city guards would do to deal with slimes, since conventional weapons are mostly usless.

Finally, an old tactic, Boiling Hot Water.
Slimes are mostly water, and would be great conductors of heat, I could see it burning the outer 'shell' of a slime and basicly poping it, melting it, or just killing an outer layer of the slime and thus reducing it's size
 

Neurotic

I plan on living forever. Or die trying.
Therefore we put fire to it and wait for it to evaporate.

I think you cannot count on oozes to be caustic, because acid is simplified type for game mechanic, it might just as well be the opposite. NaOH would burn human skin just as sulfuric acid would. And it would make a chemical burn indistinguishable from acid burn
 

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