Things from my setting

Obly99

Hero
Glad you liked it.
Is this modified from the athas.org writeup?
No, this is a modified version of the base class Athasian Dragon, from the athas.org I take only the description of the evolution based on level
1st: Physically, the newly formed dragon changes very little, save normally doubling its mass. You may retain its original height and simply gain bulk, may also in height, or may simply grow denser. Physical changes are uncontrollable and unpredictable. Though you retain humanoid characteristics, your face elongates slightly and your nostrils lengthen. Your spine becomes more pronounced, and rudimentary scales appear on the shoulders and back. Example: A human mass may increase up to 350 pounds.

2nd: At this point, your physical form changes still further increasing in both height and weight. Your face elongates further and the first hints of scales appear on your lengthened snout. Your spine becomes even more pronounced, and the stub of a tail appears. Your wicked claws can now be used as weapons. Example: A human’s weight may increase up to 450 pounds, and their height can be as tall as 10 foot.

3rd: You continue to grow in weight and height. All limbs lengthen drastically, including fingers and toes. Your neck also lengthens, lifting your now reptilian head and face far above its shoulders; all hair vanishes at this time. Example: A human’s weight may increase up to 650 pounds, and they may gain another foot in height.

4th: Your humanoid origins can now hardly be recognized, as your weight and height continue to increase. Scales now cover every part of your body but the underbelly and the underside of your limbs, strengthening your natural armor. The legs become strikingly inhuman, developing huge thighs and a hard-angled, bony calf and taloned foot. At this point, you may also hunch severely at shoulder and waist, and can move either upright or on all four limbs. Tour dragon’s jaws protrude remarkably giving you a devastating bite. Example: A human’s weight may increase up to 900 pounds, and they may be as long as 12 foot.

5th: Now fully the double your original height in length from snout to growing tail, your weight and length continue to increase, mostly due to your full-grown tail. Example: A human would be now fully 12 feet long and weigh around 1,600 pounds.

6th: By this time, your form is completely hunched but you can still stand erect at your full height at times. Both your scales and hind legs have strengthened significantly. Example: A human at this point would be a full 16 feet tall, as well as weighing 2,000 pounds.

7th: You continue to gain in weight and length. Example: A human at this point would be over 20 feet long, as well as weighing 4,000 pounds.

8th: You continue to increase in length and weight and wings sprout from your back. Example: A human at this point would be around 25 feet long, as well as weighing 10,000 pounds.

9th: Your weight and length continue to increase. Example: A human at this point would be around 30 feet long, as well as weighing 20,000 pounds.

10th: At this, your final stage of the metamorphosis, you leave your original form completely behind in favor of that of a pure dragon. Example: A human/dragon at this point would be around 40 feet long, as well as weighing 50,000 pounds
 

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Obly99

Hero
Ah, I'd never seen that. The only 3.x version I'd seen was the one in the athas.org Legends of Athas pdf.
I had considered starting from the one from Legends of Athas for my version since it was well done but it was too based on the rules of the Dark Sun defilers to be able to be used in a normal setting without doing a very heavy rework and I didn't like the fact that at every level you need to cast an epic spell with extremely stringent components in order to advance to the next level. I understand the lore and all but I have to make a PrC that the players can also take without going crazy.
 

Makes sense. The original design from 2e was before the idea of Prestige Classes, and whIle it's listed as 21st-level through 30th-level dragon (or avangion) it's not really set up like ordinary class-level advancement: one level of dragon is way more powerful than one level of a regular class but requires way more hoops (10th-level spell with extreme preparation/component requirements and risk of death each time).
 



Obly99

Hero

A wolf-like humanoid with silver fur dressed as an aristocrat looks at you with hostility.

LE Large fey

Init +24 (Always First); Senses darkvision 180 ft., divine senses (x3), low-light vision, scent, true seeing, x-ray; Perception +55

Aura divine (DC 27, 105 ft.), transhuman's pressure (DC 43, 120 ft.)

DEFENSE

AC 93, touch 58, flat-footed 31 (+13 deflection, +16 Dex, +4 divine, +16 dodge, +35 natural, –1 size)

hp 1,792 (32d20+1,152); force field 200 (80 hp/round regenerate), regeneration 15 (cold iron and epic)

Fort +70, Ref +71, Will +67

Defensive Abilities ferocity, lungs of the planet, improved evasion, intercept attack, sixth sense, unstoppable; DR 30/–; Immune ability damage and drain, death effects, disease, energy drain, mind-affecting, poison, death from massive damage; Resist acid 30, cold 30, electricity 30, fire 30, Terrestrial Hazards; PR/SR 46

OFFENSE

Speed 450 ft., relentless stride

Melee bite +92 (4d10+17), 2 claws +92 (6d10+17 plus bleed and grab)

against quarry bite +92 (4d10+17), 2 claws +92 (6d10+17/17-20x5 plus bleed and grab)

or torrent (charge only) claws +92/+92/+92/+87/+87/+82/+82/+77 (6d10+17/17-20x5 plus bleed and grab)

Ranged energy ray +91 touch (16d6+13) or energy sphere +91 touch (32d4/10d4)

Space 10 ft.; Reach 10 ft.

Special Attacks apex predator, bleed (2d8), energy ray, energy sphere, master hunter, mythic power (4/day, surge +1d8), pounce, quarry, silver mane, smite 9/day (+14 to attack, +64 to damage), sneak attack +8d6, the fang's lineage, torrent

Spell-Like Abilities (CL 36th; concentration +53)

Constantfreedom of movement, true seeing

At-willanimal growth, air walk, animal messenger, call animal, commune, control weather (as a druid), dream, etherealness, find the path, foresight, geas/quest, greater dispel magic, greater magic fang, greater teleport, legendary proportion, magic jar (DC 32), sending, tongues

4/daywish

STATISTICS

Str 44, Dex 42, Con 41, Int 41, Wis 35, Cha 36

Base Atk +32; CMB +79 (+83 grapple); CMD 109

Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Power Attack, Spring AttackB, Toughness, Run

Epic Feats Epic Skill Focus (bluff), Epic Toughness, Great Smite, Improved Combat Reflexes, Improved Dodge, Improved Power Attack, Legendary Tracker, Sixth Sense, Superior Initiative

Skills Acrobatics +55, Appraise +51, Bluff +62, Climb +56, Craft +54, Diplomacy +52, Disable Device +55, Disguise +52, Escape Artist +55, Fly +53, Handle Animal +52, Heal +48, Knowledge (arcana, dungeoneering, engineering, history, nobility, planes, psionic, religion) +51, Knowledge (geography, local, nature) +54, Linguistics +51, Perception +55, Perform +52, Profession +51, Ride +55, Sense Motive +55, Sleight of Hand +55, Spellcraft +51, Stealth +51, Survival +48 (+64 follow tracks), Swim +56, Use Magic Device +52

Languages Aklo, Common, Draconic, Giant, Sylvan, Treant

SQ fae knight, maven, swift tracker, track, virtual size category +1,

Artifacts

Claws of the Great Hunt (already calculated in the sheet)

This amulet of the mighty fists +14 ghost touch, phase locking, speed allow the user unarmed strike and natural weapons to count as being made of 1/32,768th of orichalcum (x2 damage). It has also a unique power: once per day as a standard action, when worn, the user can select a single creature that he can identify in some way (like “the one who left these traces” or “the one who burned this village”). Against that creature, for the 24 hours following, he gains the benefit of the Telelocation Divine Ability. Because of its power higher than a standard artifact, Claws of the Great Hunt consume 2 artifact slot of Woodwose.

Woodwose renounce 2 artifacts and integrate class features for quadruple his Divine Slots

Divine Abilities

• Adjuration (Su): Summon up to 64 hit die of creatures per day (no single creature can have CR higher than 20)

• Agile Soul (Ex): Dex as circumstance to saving throw

• Carapace (Ex): Natural Armor bonus equal to your hit die

• Celerity (Ex): All movements speed tripled

• Force Field (Su)B x4: You can generate a powerful shield to protect you from harm

• Divine Toughness (Ex): You use d20’s for HD

• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die

• Invincibility (Ex): Fortitude save for negate damage

• Self Mastery (Ex): You can separate your individual appendages

• Seventh Sense (Ex): Reply a round

• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die

• Strong Mind (Ex): Str as insight to attack rolls

• Strong Soul (Ex): Str as insight to saving throw

• Superior Power Attack (Ex): –1/+4

• Perfect Initiative (Ex): Always First

• Uncanny Dodge (Ex): Dex bonus as dodge to AC

• X-Ray Vision (Su): See through solid objects

Double Hunt Portfolio Traits (Quasi-Deity)

Domain Power: Woodwose gains the smite ability of the Houndsman class instead of an animal companion, using his HD as his Houndsman level.

Pig’s Splendor (Ex): Competence penalty to charisma equal to double your divine rank.

Hunter’s Death (Ex): Competence penalty to on all rolls equal to double your divine rank for one month if you ever retreat from a hunt.

• Hunt Ready (Ex): You can use armor or shields without penalty.

• Hunt Lord (Ex): You gain the Swift Tracker ability of the Ranger but you reduce the listed penalty by a value equal to your divine rank.

• Greater Scion of Hunt (Ex): +8 competence bonus on attack rolls.

• Sons of Hunts (Ex): Those summoned gain an attack bonus equal to double your divine rank.

SPECIAL ABILITIES

Apex Predator (Ex)
Woodwose has reaches the top of the food chain. Whenever he attacks his quarry and misses with a roll that is not a natural 1, he hits his quarry, but the damage is halved.

Divine Traits (Quasi-Deity) (Ex)
As a quasi-deity, Woodwose gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Woodwose’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A quasi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Energy Ray (Su)
Woodwose can launch an energy ray as a standard action against a creature or object within 120 ft. This ray deal 1d6 untyped damage per 2 HD of Woodwose plus his Charisma modifier. This ray deal full damage to objects and incorporeal creatures, is not subject to DR and ignore a value of hardness equal to Woodwose HD.

Energy Sphere (Su)
Woodwose can launch a small sphere made of energy as a standard action against a creature or object within 120 ft. The sphere is a splash weapon with no range increment that deal 1d4 untyped damage per HD of Woodwose on direct hit and 1d4 untyped damage per 3 HD of Woodwose on splash damage. Those caught in the splash damage can attempt a Reflex save DC 43 for half damage. This sphere deal full damage to objects and incorporeal creatures, is not subject to DR and ignore a value of hardness equal to Woodwose HD. The save DC is Charisma-based.

Fae Knight (Ex)
Woodwose gains all good saving throws and full BaB progression for his racial fey HD.

Lungs of the Planet (Ex)
Woodwose has a partial authority over the waste heat of the planet, giving him an incredible resistance. Woodwose increase his DR from 10/epic to 30/– and gains the Force Field Divine Ability as a bonus ability four times. Unlike the normal version, Woodwose force field regenerate a value equal ½ his HD + his Divine Rank every round multiplied for the number of times the ability is taken. Woodwose Force Field manifest as a heat mirage, as if hot air distorted the light around him.

Intercept Attacks (Ex)
Consuming an attack of opportunity, Woodwose can attempt a claw attack to prevent a hit by a melee or ranged attack. If the attack result exceeds the result from the attack against him, Woodwose is unaffected by the attack (as if the attack had missed).

Master Hunter (Ex)
Woodwose can, as a standard action, make a single attack against his quarry at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save DC 39 or die. Woodwose can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. Woodwose can use this ability at will, but not against the same creature more than once in a 24-hour period. The save DC is Wisdom-based.

Mythic (Ex)
Woodwose has Mythic Power (4/day, surge +1d8) and counts as a 4th-rank Mythic creature. Woodwose can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Might (Ex)
Woodwose deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Quarry (Ex)
Woodwose can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, Woodwose can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he gains the benefit of the Superior Critical and Superior Critical Multiplier Divine Abilities with his claws attacks made against his quarry, and all critical threats are automatically confirmed. Woodwose can have no more than 3 quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If Woodwose sees proof that his quarry is dead, he can select a new quarry after waiting 1 round.

Relentless Stride (Ex)
Woodwose can move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. Woodwose may also move his full speed when he succeeds on a Swim check, and he may move through any sort of terrain at his normal speed (even if magical manipulated to impede motion) and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise.

Finally, Woodwose has an incredible lightness to his step. Provided he starts his turn on normal ground, he can move on any surface as if it were the ground, like walls and ceilings. Woodwose falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way. He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.

Silver Mane (Su)
As a standard action, Woodwose can force a creature who is capable of seeing him to make a Will save DC 43 or be charmed as for a charm monster spell (CL equal to the HD of Woodwose plus his Divine Rank) by him. Being successful fill Woodwose with pride, giving him a +5 moral bonus to AC and Damage Reduction as long an opponent that has at least ½ his HD (16) is charmed by this effect.

Swift Tracker (Ex)
Woodwose can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. Woodwose takes only a –5 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

The Fang's Lineage (Ex)
As a full-round action, Woodwose can make an Intimidate check to demoralize all foes who can see him. Creatures made shaken by this effect also suffer a –6 penalty to AC as long they are shaken. As long an opponent that has at least ½ his HD (16) is shaken by this effect, Woodwose increase the critical threat off all his natural weapons by +1 (this is applied after keen, Improved Critical, Superior Critical and similar abilities.

Torrent (Ex)
As a full-round action, Woodwose can make a special charge against his quarry. Unlike a normal charge, instead of making the normal full-attack with bite and 2 claws, Woodwose can make a flurry of blows as a monk of 20th, using only his claws in place of unarmed strike (remember that Claws of the Great Hunt has the speed enhancement), all the attacks must be made against his quarry, they cannot be done on other characters. While using torren, Woodwose can forgo his first claw attack to make a Bluff check to feint the opponent. If he successfully feint, that opponent is denied his Dexterity bonus to AC until the end of Woodwose turn.

Transhuman's Pressure (Ex)
This work as frightful presence, except that creatures with less HD than Woodwose that fail their save are frightened instead of shaken (they are still panicked if they have 4 or less HD). For every opponent that has at least ½ his HD (16) that is frightened by this ability, Woodwose gains a cumulative +2 damage rolls with his natural weapons.

Unstoppable (Ex)
Whenever Woodwose fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding and temporal stasis but not including imprisonment), he can attempt a new saving throw at the end of his turn to remove the effect. Doing so takes no action. Woodwose can attempt a new save to end t he effect as often as he wishes, but can attempt to remove only one such effect per round.



As a Deity

Woodwose


Archduke of Exhaust Heat, Lord of Oxford, Sword of the Fairy Kingdom, Sword of the Fairy Queen

Alignment LE

Areas of Concern Hunt, Loyalty, Protection

Domains Animal, Evil, Law, Nobility (up to 7th level spells)

Subdomains Aristocracy, Fur, Hubris, Judgment, Loyalty, Leadership, Legislation, Tyranny

Favored Weapon Claws (unarmed strike for creatures without claws)

Symbol Wolf/Wolfhound with a silver fur

Sacred Animal(s) Wolf/Wolfhound with a silver fur

Sacred Color(s) Silver

Unique Summon Rules
  • Summon Monster I: Wolfhound with a silver fur (same statistics as a Common Dog)
  • Summon Monster II: Wolf with a silver fur
  • Summon Monster III: Worg with a silver fur
  • Summon Monster IV: Dire Wolf or Hell Hound with a silver fur
  • Summon Monster V: Winter Wolf (LE) with a silver fur
  • Summon Monster VII: Nessian Hell Hound with a silver fur
 

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