As many RPG blogs have explained, the table-top rpg experience is a dynamic one. With different people in a group, how a game is being played out would be different as well. With it comes the inevitable play style. Some players like to be lone wolf and do their thing in the darkness. I like to rush into situations without any thought and sometimes just wanna bash something.
Therefore, one man's meat is another's poison. As I ran games for different groups, I find that the needs of the group differ as well. My Star Wars group tend towards combat and would gravitate towards fighting than negotiating. This leaves interesting situation where the hostage need to be alive
My original group is more like what a blogger described. When we play a game, we analyse and analyse. We used detective skills and every situation is like a CSI crime scene. We build assumptions and correct illogical behavior. Essentially, as one of the DM put it, we are a paranoid bunch. Every move is a calculated one and we would talk through a situation endlessly to reach a conclusion.
In this situation, DMing for the two groups would be a differenr experience. Because of the player's needs, the most important part of the game would vary. For the Star Wars group, I tend to play more epic-like combat. Of course, it is not combat after combat. How the combat starts and the interesting features in the combat would be my obsession in the game. Maybe the environment would not be the smooth battleground and enemies could use the landscape to their advantage.
For my other group, NPCs play an important factor. Their personality is the key to the game, not their stats. To add in red herring here and there is equally important as well. I could not begin to describe the joy when my players obsesss about the fact that a wyvern has been sighted when it was just a random wyvern.
It is essentially a simple logic of answering the needs of the player. Any game ultimately needs to answer needs of both teh DM and the players. Obviously, it is not an indication of the DM needing to be a pushover. But player's needs is a priority for the DM
So, the next time you pick up the DM hat, think about your player's quirks and needs. Then, craft the game to suit them.
Friday, July 27, 2012
Wednesday, July 18, 2012
D20 Elite opponent: Cassandra Carver, vestige bound
Sometimes beings could be trapped between worlds. Never truly existing, these beings are eager to experience life again in exchange for a taste of the being's power. Ages ago, a few people learned how to strike a bargain with these beings known as vestiges. By melding one's soul with the vestige, the person gains power.
In some cases, the vestige is able to choose invest part of themselves into a newborn baby. Once chosen, the chosen mortal would be constantly bound to the vestige. It is not unusual that parents are frightened by how their child seems to have an "invisible friend" that could do "magic tricks".
As the child grows up, they would master the gifts of the vestige as they mature. Depending on the personality of the chosen, they might choose to fight with the alien presence within or they may choose to align their goals with the vestige.
Dressed in the latest fashion, no one would connect Cassandra to be a former evangelist from America's "Bible Belt". Cassandra had always felt a presence known as "Astaroth" all her life. She knew nothing about of this being. She only knew that she had an uncanny prediction of the future and a way with people. Cassandra's charismatic ways made her popular among the churches she preached in.
However, an embezzlement scandal disgraced Cassandra and she was chased out of the faith. Within months, Cassandra opened the club with her partner and paramour, Rachel Strange. It ostensibly serves as just another wicked night spot in a city known for its iniquity. Night after night, Cassandra revels in the make merry crowd and secretly recruits potentials into an Inner Circle among the crowd. the Inner Circle's activity is still a hidden secret and time would only tell what Cassandra plans for them.
In some cases, the vestige is able to choose invest part of themselves into a newborn baby. Once chosen, the chosen mortal would be constantly bound to the vestige. It is not unusual that parents are frightened by how their child seems to have an "invisible friend" that could do "magic tricks".
As the child grows up, they would master the gifts of the vestige as they mature. Depending on the personality of the chosen, they might choose to fight with the alien presence within or they may choose to align their goals with the vestige.
Dressed in the latest fashion, no one would connect Cassandra to be a former evangelist from America's "Bible Belt". Cassandra had always felt a presence known as "Astaroth" all her life. She knew nothing about of this being. She only knew that she had an uncanny prediction of the future and a way with people. Cassandra's charismatic ways made her popular among the churches she preached in.
However, an embezzlement scandal disgraced Cassandra and she was chased out of the faith. Within months, Cassandra opened the club with her partner and paramour, Rachel Strange. It ostensibly serves as just another wicked night spot in a city known for its iniquity. Night after night, Cassandra revels in the make merry crowd and secretly recruits potentials into an Inner Circle among the crowd. the Inner Circle's activity is still a hidden secret and time would only tell what Cassandra plans for them.
Use Cassandra either as an enemy or a foe. Players could obtain information from Cassandra at a cost. Cassandra could act as a forewarning of any major events that may happen to the players. Alternatively, Cassandra could be planning a power play in the city and her goals come into direct conflict with the players. If used this way, Cassandra would probably act as a mastermind of sorts.
Cassandra(Dedicated Hero 3/Charismatic Hero 3): hp 21; Mas 10; Init +1; Spd 30 ft.; Defense 14, touch 14, flatfooted 13 (+1 Dex, +3 class); BAB +3; Grap +2; Atk +2 melee (1d3–1 nonlethal, unarmed strike); Full Atk +2 melee (1d3–1 nonlethal, unarmed strike) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +4, Will +5; AP 0; Rep +3; Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 18.
Occupation : Religious (bonus class skills: Knowledge [theology and philosophy], Sense Motive).
Skills: Bluff +13, Diplomacy +17, Gather Information +9, Knowledge (business) +4, Knowledge (theology and philosophy) +4, Listen +5, Profession +4, Read/Write English, Read/Write Latin, Perform +13, Sense Motive +11, Speak English, Speak Language (any one), Speak Latin, Spot +5.
Feats:Deceptive, Frightful Presence,Renown, Personal Firearms Proficiency, Simple
Weapons Proficiency, Trustworthy, Windfall.
Weapons Proficiency, Trustworthy, Windfall.
Talents (Dedicated Hero): Empathy, intuition.
Talents (Charismatic Hero): Charm (males), favor.
Special Quality of Chosen of the Vestige:
Favored from Beyond (Su): Cassandra gains a +2 bonus to saving throws against all mind-affecting spells and abilities.
Influence from Beyond: Once per day, Cassandra needs to make a DC check of 22 to avoid letting the vestige's personality dominate her personality.Cassnadra needs to roll a d20+her character's level+her Charisma modifier. If she fails, she become exceptionally enchanted with her voice. She would take the stage and make a speech whenever the opportunities presents itself.
Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of Cassandra's mind, allowing you to draw on his own nigh-infinite knowledge. This functions as the bardic knowledge ability (PH 28), based on Cassandra's HD.
Astaroth's Breath: Once every 5 rounds, Cassandra can
exhale a 60-foot cone of foul-smelling gas. Creatures within the cone
must make a Fortitude save or be nauseated for 1 round and sickened for
an additional 1d4 rounds. Those who make the save are merely sickened
for 1 round. Creatures immune to poison or disease are immune to this
effect.
Honeyed Tongue: Cassandra gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.
Divination: Once per day, Cassandra could cast Divination as a spell-like ability using her HD as the caster level
Monday, July 16, 2012
Kaorti Part I
Tales has been told of knowledge seekers that have gone too far into the unknown. Some went insane from the alien nature of their discovery. Some was transformed indefinitely into monsters. An unfortunate few suffered both consequences.
One such tale was the creation tale of Kaorti. Explorers of the Far Realm, they were unprepared for the onslaught of chaos and madness. Going mad with the alien things they see, they immediately went insane. That was not the end of the mad realm's gift to them. Person by person, the explorers become monstrous in their form. As the newly formed Kaorti was born, they had no memory of what they were before. They had only one desire and that was to spread the gift of madness to other people.
Kaorti is one of my favorite creatures in d20. Strangely alien and infectious in their touch, they make incredile foes for mortal foes. Too bad that they were designed in d20 where all sort of madness are just laughed at by characters. I have also redesigned them to be more Call of Cthulhu and less monsters.
I hope to describe more about the ecology of them ( although I think Dragon 358 covered it too briefly for my taste )
Skills and Feats: Autohypnosis: +7, Concentration +5, Craft (any) +7, Craft (any) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9, Spot +6, Survival +5; Exotic Weapon Proficiency (ribbon shortsword),Weapon Finesse.
One such tale was the creation tale of Kaorti. Explorers of the Far Realm, they were unprepared for the onslaught of chaos and madness. Going mad with the alien things they see, they immediately went insane. That was not the end of the mad realm's gift to them. Person by person, the explorers become monstrous in their form. As the newly formed Kaorti was born, they had no memory of what they were before. They had only one desire and that was to spread the gift of madness to other people.
Kaorti is one of my favorite creatures in d20. Strangely alien and infectious in their touch, they make incredile foes for mortal foes. Too bad that they were designed in d20 where all sort of madness are just laughed at by characters. I have also redesigned them to be more Call of Cthulhu and less monsters.
I hope to describe more about the ecology of them ( although I think Dragon 358 covered it too briefly for my taste )
Kaorti:
Medium outsider (extraplanar,
evil);
HD 2d8; hp 9; Init +2; Spd 30 ft.; AC 18,
touch 12, flat-footed 16; Base Atk +22; Grp +0; Atk +4 melee (1d6 Strength, draining touch) or +1 melee (1d6-1, bite) or +4 melee (1d6-1, ribbon shortsword); Full Atk +4 melee (1d6 Strength, draining touch) or +1 melee (1d6-1, bite) or +4 melee (1d6-1, ribbon shortsword);
SA Despair, Draining Touch, vile transformation; SQ darkvision 60 ft.,
immunities (poison), material vulnerability, outsider traits; AL NE; SV
Fort +3, Ref +5, Will +3; Str 8, Dex 14, Con 11, Int 14, Wis 11, Cha
16.
Skills and Feats: Autohypnosis: +7, Concentration +5, Craft (any) +7, Craft (any) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9, Spot +6, Survival +5; Exotic Weapon Proficiency (ribbon shortsword),Weapon Finesse.
Despair (Su): At the mere sight of a Kaorti, the viewer must succeed on a Will save(DC 10 + 1/2 Kaorti’s HD + Kaorti’s Cha modifier) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Kaorti’s despair ability for 24 hours. The save DC is Charisma-based.
Draining Touch (Su) : A Kaorti that hits a living target with its draining touch attack drains 1d4 points from Strength. On each such successful attack, the Kaorti heals 5 points of damage to itself.
Vile Transformation (Su):
A guardian can infuse any living creature with otherworldly essence
from the Far Realm, permanently transforming the target into a mockery
of its previous form. This process takes 8 hours, during which time the
guardian's jaws must be locked onto the victim, who must be either
willing or helpless for the duration. After 8 hours, the victim must
make a Fortitude save (DC 13). Failure indicates that the victim
transforms into a kaorti (if the victim was humanoid), or into a kaorti
thrall. If the victim succeeds at the save, the guardian can attempt the
transformation again; each additional attempt to transform a victim
increases the save DC by +1. (See the Fiend Folio for more on transformed creatures.)
Material Vulnerability (Ex):
A guardian must make a Fortitude save each hour (DC 15, +1 per previous
check) or take 1d6 points of nonlethal damage and become fatigued. The
fatigued condition persists until the kaorti recovers all the nonlethal
damage it took from its exposure to the Material Plane. If rendered
unconscious through the accumulation of nonlethal damage (from this
ability or from any other source), the Material Plane environs begin to
deal normal damage at the same rate (Fort save negates; save DC
continues to increase per check as stated above). If the guardian wears
his resin suit or is inside his cyst, he is protected from the effects
of the Material Plane.
Outsider Traits: A guardian has darkvision 60 ft. and cannot be raised or resurrected (though a wish or miracle spell can restore life).
Wednesday, July 11, 2012
[Demonomicon] Aspect of Abraxas
Large Outsider (chaotic, evil, extraplanar, tana'ri)
Hit Dice: 9d8 +9 (49)
Initiative: +2
AC:18, touch 11, flat-footed 17
Speed: 60ft, fly 60 ft (perfect)
Base Attack/ Grapple: +9/+17
Attack: Flail +13 ( 1d10+4+ 1d4 Wisdom Drain) or tail slap +13 (3d6+4)
Full attack: Flail +13/+8 ( 1d10+4+ 1d4 Wisdom Drain) and tail slap +13 (3d6+4)
Special Attack: Spell-like abilities,Wisdom Drain
Special Qualities: Dark Vision 60 ft, low-light vision, Bardic Knowledge ( +12) , Dr 10/ Cold iron or good, Resistance to acid 10, cold 10, and fire 10, Immunity to electricity and poison, telepathy 100 ft
Space/Reach: 10 ft / 5 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 18, Dex 15, Con 12, Int 15, Wis 13, Cha 12
Skills: Bluff +14, Concentration +10, Diplomacy +3, Knowledge(Arcana) +11, Intimidate +3, Spot +11
Feats: Dodge, Iron Will, Mobility, Spring Attack
Hit Dice: 9d8 +9 (49)
Initiative: +2
AC:18, touch 11, flat-footed 17
Speed: 60ft, fly 60 ft (perfect)
Base Attack/ Grapple: +9/+17
Attack: Flail +13 ( 1d10+4+ 1d4 Wisdom Drain) or tail slap +13 (3d6+4)
Full attack: Flail +13/+8 ( 1d10+4+ 1d4 Wisdom Drain) and tail slap +13 (3d6+4)
Special Attack: Spell-like abilities,Wisdom Drain
Special Qualities: Dark Vision 60 ft, low-light vision, Bardic Knowledge ( +12) , Dr 10/ Cold iron or good, Resistance to acid 10, cold 10, and fire 10, Immunity to electricity and poison, telepathy 100 ft
Space/Reach: 10 ft / 5 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 18, Dex 15, Con 12, Int 15, Wis 13, Cha 12
Skills: Bluff +14, Concentration +10, Diplomacy +3, Knowledge(Arcana) +11, Intimidate +3, Spot +11
Feats: Dodge, Iron Will, Mobility, Spring Attack
Wisdom Drain : Abraxas drains 1d4 points of Wisdom each time it hits with its flail.
This version is a mid-level manifestation of Abraxas. Typically, this aspect could be found in sacrificial rituals in which followers offer sacrifice to their unholy god. In return, this aspect would reveal horrendous techniques to their cultist to further spread misery in the world.
Tuesday, July 10, 2012
[Demonomicon] Abraxas, Supreme Unknown
It is a truth within the multiverse that knowledge is power. One of the most powerful secrets in the universe is that of arcane knowledge.And Abraxas is one of the few beings that can be said to possess all of these secrets.
Equally, Abraxas' follower are seekers of the most forbidden knowledge and through their search, become privy to some of the most dangerous knowledge that exist in the world. Yet herein lies Abraxas' insidious plans. Without the proper wisdom, these knowledge are akin to nuclear bombs and Abraxas' followers are not the sanest bunch. Often than not, these secrets would be improperly used and the consequence become dire to the world. And with each such incident, Abraxas smiles.
Appearing as a rooster-headed man, Abraxas carries a whip and a shield. His legs are replaced by two hideous serpents that is said to hiss constantly. Yet the most powerful weapon of Abraxas is his mind. Possessing a powerful technique known as the "Final Incantation", Abraxas is able to unamke the most epic spells woven by immortals and mortals alike.
As said, followers of Abraxas come in all forms. Yet, they all have one thing in common which is an unusual thirst for knowledge.Most seek knowledge for power. Many received the unholy whispers of Abraxas' minions in their dream.
In recent times, many have come to seek knowledge for instant gratification. Wanting a quick fix, most bargain away their most prized possession for a glimpse of the knowledge that could bring them the solution to their life. Most do not care about the consequence of other people around them. These are Abraxas' favourites. By being indifferent to other people, they spread chaos and evil through their newly acquired knowledge.
Abraxas lives in a layer known as Plemora. A mock paradise created through complex illusion and magic, followers of Abraxas indulge in pleasures both known and unknown to man. In reality, the realm acts as a container of spiritual energy. With each pleasure, the spiritual energy of the devotee is siphoned and stored in the realm. Abraxas plans to acquire even energy and ascend to godhood. Recently, he discovered the Greyzone. Eying the large amount of energy, Abraxas is researching on how to acquire the energy allowing him to cut short his plans to ascension.
Equally, Abraxas' follower are seekers of the most forbidden knowledge and through their search, become privy to some of the most dangerous knowledge that exist in the world. Yet herein lies Abraxas' insidious plans. Without the proper wisdom, these knowledge are akin to nuclear bombs and Abraxas' followers are not the sanest bunch. Often than not, these secrets would be improperly used and the consequence become dire to the world. And with each such incident, Abraxas smiles.
Appearing as a rooster-headed man, Abraxas carries a whip and a shield. His legs are replaced by two hideous serpents that is said to hiss constantly. Yet the most powerful weapon of Abraxas is his mind. Possessing a powerful technique known as the "Final Incantation", Abraxas is able to unamke the most epic spells woven by immortals and mortals alike.
As said, followers of Abraxas come in all forms. Yet, they all have one thing in common which is an unusual thirst for knowledge.Most seek knowledge for power. Many received the unholy whispers of Abraxas' minions in their dream.
In recent times, many have come to seek knowledge for instant gratification. Wanting a quick fix, most bargain away their most prized possession for a glimpse of the knowledge that could bring them the solution to their life. Most do not care about the consequence of other people around them. These are Abraxas' favourites. By being indifferent to other people, they spread chaos and evil through their newly acquired knowledge.
Abraxas lives in a layer known as Plemora. A mock paradise created through complex illusion and magic, followers of Abraxas indulge in pleasures both known and unknown to man. In reality, the realm acts as a container of spiritual energy. With each pleasure, the spiritual energy of the devotee is siphoned and stored in the realm. Abraxas plans to acquire even energy and ascend to godhood. Recently, he discovered the Greyzone. Eying the large amount of energy, Abraxas is researching on how to acquire the energy allowing him to cut short his plans to ascension.
Sunday, July 8, 2012
[Nightwatch Campaign Setting] Vampires
As William was cursed with the form of the wolf, Marcus' curse was far worse. William had become a predator in appearance only. William still had his senses, however marred it is with the feral nature. Marcus was changed to become predatory in every sense.
With the curse , Marcus slowly lose both his humanity and conscience. He too was transformed in appearance as well. His teeth grew longer and he thirst for something no food nor drink could fulfill. In the dark of night, during an encounter with a careless maiden, Marcus' found that blood alone could satiate him.
Unlike William, Marcus relished in his monstrous power and he continued preying on people.Tales tell of unfortunate travelers who fell prey to Marcus. Eventually, the villagers found out but it was too late. Marcus had simply disappeared into the night, never to be seen again.
Many speculated the true story behind the Corvinus Brother. Some say the Corvinus brothers was turned into monsters when they offended the most powerful Witch in the world then. No one could say who is right or wrong.
Yet the Legend of the Corvinus Brother still lives on in both the shifter and vampire world. Unlike in the traditional Dracula novels, the vampiric race does not fear the sun. True, they were sensitive to the sunlight but they would never burn. They are not the unfeeling undead. Vampires breed true and dalliance with humans always result in vampires being born.
The vampires are divided into two groups. Those who never tested living blood in their live are known as Virgins. Those are the lucky ones.When a vampire first taste blood, they would have to live with a thirst all their lives. Tales have been told of unwilling vampires being forcefully given their first taste of blood and become the slave to other person.
Vampire:
- +2 Charisma, –2 Constitution: Vampires are fast and seductive, but closer to death than most mortals.
- Senses: Low-light vision and darkvision 60 feet.
- Undead Resistance: Vampiress gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
- Light Sensitivity: Vampires are dazzled in areas of bright sunlight or within the radius of a daylight spell.
- Negative Energy Affinity: Vampires are alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it.
- Blood Drain : A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) for each round you make a successful attack. You can choose to not gain this power. If you do, you also do not gain the blood dependency trait described below. Anytime , you can choose to manifest this power. If you do, you gain the blood dependency trait
- Blood Dependency: If a vampire does not use its blood drain ability against a living creature once per day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until itfails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by1 each week thereafter) that it does not use its blood drain or become exhausted.The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue
- Gift of the Dark: The Vampire could choose of the following gift:
Fortitude(Ex):
The Vampire gains a +2 to his natural armor
Undead Resistance(Su) : Choose either
electricity or cold. You gain a 10 to the chosen energy type
Charm Gaze (Su): Some vampires can charm
humanoid or monstrous humanoid opponents just by looking into their eyes. This
is similar to a gaze attack, except that the vampire must use a standard
action, and those merely looking at the half-vampire are not affected. Anyone
the half-vampire targets must make a successful Will save or fall under the
half-vampire’s influence as though affected by a charm monster spell
(caster level equal to the character level). Any creature that successfully
saves against a vampire’s charm gaze cannot be affected by that half-vampire’s
charm gaze for 24 hours. The ability has a range of 30 feet.
The vampire can use this ability once per day.
For every five character level he possess, he gains one more use of the
ability.
Saturday, July 7, 2012
[Nightwatch Campaign] Shifter Race
Legend has it that the first shifter and vampire
was created together. Once, there was a powerful Other family under the
name of Corvinus. It was said that Corvinus had a set of twins. Named
Marcus and William, Marcus was bitten by a bat while William was bitten
by a wolf. From that moment on, the first werewolf and vampire was born.
Losing
restraint on his bestial urges, William disappeared into a grove and
never to be seen again. When he appeared again, William's once bestial
features had all but disappeared. He claimed that he met an angel in the
grove who transformed his curse into a blessing. He was now blessed by
the forest to become its champion.
William is said to become the greatest leader the villages have seen in history and would lead the Corvinus family to glory.
William is said to become the greatest leader the villages have seen in history and would lead the Corvinus family to glory.
All
shifters claim descent from William. Or at least the elder shifters
would tell the young shifters who would promptly dismiss these tales as
ridiculous. This was only one example of how the shifters have changed
in the modern days.
When
elder shifters tells of tales of how shifters was revered as preservers
of nature and champions of the downtrodden, they are more often than
not ignored. The fast paced society have led the shifter race to be more
"civilised" as one of the elder human Others put it. With large vasts
of land disappearing by the minute, many shifters have grew up in urban
areas without seeing a forest in their lifetime. Nature, to these
shifters, was a foreign concept.
Rumors
has it that there is a movement between elder shifters who are trying
to maintain the old ways. But with so many distractions, the shifter
race seems to be losing their tradition more and more.
Shifter Racial Trait
* This is adapted from the Eberron Camapign Setting.
Ability Score : Wisdom
• +2 Dexterity,, –2 Charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from both their social interaction.
• Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size.
• Shifter base land speed is 30 feet.
•
Low-Light Vision: Shifters can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and detail
under these conditions.
• +2 racial bonus on Balance, Climb, and Jump checks: A shifter’s animalistic heritage enhances many of his physical skills.
• Shifting (Su): A shifter can tap into his bestial to gain short bursts of physical power. Once per encounter, a shifter can enter a state known as shifting. Each shifter has one of ten shifter traits—characteristics that manifest themselves when a character is shifting. Shifter traits are described below.Each shifter trait typically provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well.
Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Constitution modifier. (If a shifter trait or other effect increases the character’s Constitution modifier, use the newly improved modifier.) A shifter can take feats to improve this ability.
Every shifter feat a character takes increases the duration of his shifting by 1 round. For every two shifter feats a character takes, the number of times per encounter he can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier.
Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Constitution modifier. (If a shifter trait or other effect increases the character’s Constitution modifier, use the newly improved modifier.) A shifter can take feats to improve this ability.
Every shifter feat a character takes increases the duration of his shifting by 1 round. For every two shifter feats a character takes, the number of times per encounter he can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier.
Shifting Traits:
Beasthide (Su):While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Cliffwalk (Su):While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.
Dreamsight (Su): The dreamsight trait is the rarest of all shifter traits, and many dreamsight shifters become druids within shifter communities. Unlike other shifter traits, which increase a shifter’s physical abilities, the dreamsight trait sharpens a shifter’s instincts and awareness. While shifting, a dreamsight shifter temporarily gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a speak with animals spell.
In addition, the shifter gains a +2 bonus on Handle Animal and wild empathy checks, even while not shifting.
In addition, the shifter gains a +2 bonus on Handle Animal and wild empathy checks, even while not shifting.
Gorebrute (Su): While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and manifests powerful horns that can be used as a natural weapon, but only during a charge attack. (The horns are too awkward to use as a natural weapon in any circumstance other than a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 points of damage (plus an extra 1 point for every four character levels he has). A gorebrute shifter can’t combine a charge attack with his horns with any other attack, even if he has the ability to make more than one attack as part of a charge (such as from the pounce ability).
Longstride (Su):While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed.
Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an extra 1 point for every four character levels he has) with a successful bite attack. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a –5 penalty on his attack roll) while wielding a weapon.
Razorclaw (Su):While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an extra 1 point for every four character levels he has) with each successful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round take a –2 penalty.
Swiftwing (Su): While shifting, a swiftwing shifter temporarily gains a +2 bonus to Dexterity. His arms grow leathery flaps of skin (similar to a bat’s wings), which grant him a fly speed of 20 feet (average maneuverability).While airborne, the shifter can’t use his hands for anything other than flying, though he can still hold or carry objects. A shifter can’t fly while carrying a medium or heavy load or while wearing medium or heavy armor.
Truedive (Su):
While
shifting, a truedive shifter temporarily gains a +2 bonus to Dexterity and a swim speed of 30 feet.
Gaining a swim speed grants him a +8 racial bonus on Swim checks.
In addition, the shifter can hold his breath for a number of rounds equal to 5 × his Constitution score before he risks drowning. A truedive shifter gains this benefit even when he isn’t shifting.
In addition, the shifter can hold his breath for a number of rounds equal to 5 × his Constitution score before he risks drowning. A truedive shifter gains this benefit even when he isn’t shifting.
Wildhunt (Su):While shifting, a wild hunt shifter temporarily gains a +2 bonus to Constitution and the scent ability.
When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects
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