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I was a teenaged Grell-kin
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<blockquote data-quote="Old_school_overlord" data-source="post: 4448483" data-attributes="member: 60631"><p>Recently been re-reading lords of madness, and really started to like the Aberrant feats. They seem to hit a sweet spot of Mechanics, flavour and character that I'd really like to try out.</p><p> </p><p>It also seems a good potential theme for a prestige class - this one is edged toward the Grell as the originator race. Afraid I don't really know how to format it in a post, so here is the Exec summary - feedback on Balance etc. would be great.</p><p> </p><p>pre-reqs:</p><p>BAB: 4</p><p>skills: Knowledge(dungeoneering) 5 ranks</p><p>Feats: Aberrant blood (flexible limbs), Inhuman Vision, Deepspawn</p><p> </p><p>Class Features</p><p>HD: D8</p><p>BAB: as Cleric</p><p>Saves: Good Will</p><p>Skills Points: 2+ Int</p><p>Class Skills: Spot, Listen, Hide, Move Silently, Survival, Knowledge(dungeoneering)</p><p> </p><p>Bonus Feats: at 1st, 3rd and 5th Gain a bonus feat either from the Aberrant list, or Grell Alchemy</p><p> </p><p>Grell Physiology: at 2nd level gain blind sight 10 ft and the ability to use Lightning Lances (and Greater Lightning Lances) as a grell</p><p> </p><p>Electricity Resisitance: At 2nd level gain electricity resistance 5, this increases to 10 at 4th level</p><p> </p><p>Improved Grapple: At 4th level, the Grell-Kin gains Improved Grapple as a bonus Feat, even if it does not meet the prerequisites.</p><p> </p><p>Constrict: At 5th level, the Grell-Kin gains the ability to deal d6+ str mod damage whenever it succeeds at a grapple check.</p><p> </p><p> </p><p>Design Notes:</p><p>Since the individual Hit dice are so lame, in terms of BAB, skill points etc, and the pre reqs are significant, I felt I could be quite generous on the specials.</p></blockquote><p></p>
[QUOTE="Old_school_overlord, post: 4448483, member: 60631"] Recently been re-reading lords of madness, and really started to like the Aberrant feats. They seem to hit a sweet spot of Mechanics, flavour and character that I'd really like to try out. It also seems a good potential theme for a prestige class - this one is edged toward the Grell as the originator race. Afraid I don't really know how to format it in a post, so here is the Exec summary - feedback on Balance etc. would be great. pre-reqs: BAB: 4 skills: Knowledge(dungeoneering) 5 ranks Feats: Aberrant blood (flexible limbs), Inhuman Vision, Deepspawn Class Features HD: D8 BAB: as Cleric Saves: Good Will Skills Points: 2+ Int Class Skills: Spot, Listen, Hide, Move Silently, Survival, Knowledge(dungeoneering) Bonus Feats: at 1st, 3rd and 5th Gain a bonus feat either from the Aberrant list, or Grell Alchemy Grell Physiology: at 2nd level gain blind sight 10 ft and the ability to use Lightning Lances (and Greater Lightning Lances) as a grell Electricity Resisitance: At 2nd level gain electricity resistance 5, this increases to 10 at 4th level Improved Grapple: At 4th level, the Grell-Kin gains Improved Grapple as a bonus Feat, even if it does not meet the prerequisites. Constrict: At 5th level, the Grell-Kin gains the ability to deal d6+ str mod damage whenever it succeeds at a grapple check. Design Notes: Since the individual Hit dice are so lame, in terms of BAB, skill points etc, and the pre reqs are significant, I felt I could be quite generous on the specials. [/QUOTE]
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I was a teenaged Grell-kin
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