whit10 wrote:Heh... 10th level version.
Half-Orc Shifter 10th level
Str: 21 +5
Dex: 14 +2
Con: 22 +6
Int: 10
Wis: 13 +1
Cha: 6 -2
Physical Traits: +2 to Str. and Con., -2 to Cha.
Darkvision:
Dual Heritage: For all effects related to race, you are considered
both an orc and a human.
Endurance: Apply a +5 bonus on Endurance checks. Also,
you enjoy a +5 bonus to resist abilities that cause fatigue or exhaustion.
Iron Body: Apply a +2 bonus on saves to resist disease, poison,
and nausea.
Orc Skills: Like orcs, half-orcs may awe foes by displaying their
brawn and fierce demeanor. Apply a +2 bonus on Athletics and Intimidate
checks.
Race Abilities:
Rare Attribute: increase one attribute by +1 (Con)
Toughness: Boost Max Wounds by +3
Feral Child: You enjoy a +2 bonus on Athletics, Endurance,
Handle Animal, Perception, and Survival checks.
Iron Will: +2 to Will saves
Blood for Blood: Once daily, when you deal wound
damage to a foe, you do an additional +2 wound damage and also
recover 2 vitality.
Class Abilities:
Core:
Night Senses: You gain low-light vision
Outdoor Athlete: Boost Athletics and Survival checks by +5.
Wereform: As a swift action, for 5 minutes you transform
into a tough, snarling animalistic hybrid form. While transformed,
you enjoy a +1 bonus to attack rolls and +2 DR. Also, you gain a
bite that delivers 1d8 damage and claws that deliver 1d6 damage to
an adjacent foe when you beat its Reflex. You may use either attack
as a standard action. Add your Strength modifier to the damage dealt.
The transformation cannot occur in metal armor. Costs 1 vitality.
Basic Tier:
-Bear’s Endurance: Apply a +5 bonus on Endurance checks.
+5 bonus on saves to resist abilities that cause fatigue or exhaustion.
- Cat Fall: As an immediate action, subtract 30 ft from the
distance fallen when computing falling damage.
- Fast Climber: Boost Athletics checks by +5. Also, when
climbing, you move at your normal speed (rather than ½ speed) and
are not defenseless.
-Ravage: Claw and Bite in were form as standard attack, -2 to both attacks
- Jump: You leap outward, downward or upward up to 30 ft as a
standard action without a running start or Athletics check or fear of
harm on impact. Costs 1 vitality.
-Keen Feet: Boost Acrobatics and Perception checks by +5.
-Longstrider: Boost your speed by +10 ft for 1 hour. Costs 1 vitality.
- Lycan Lore: Apply a +5 bonus on Bluff, History, Insight,
Nature, and Perception checks when dealing with lycanthropes or
recalling lore about lycanthropes. Also, you speak Sylvan.
-Offensive Maneuver Training: Trip. +5 to your attack roll. Also add +5 to your save
when someone else targets you with the ability.
-Spiny Darts: You project a volley of spikes. Creatures along
a 60-ft line suffer 1d10 damage + 1 per level if you beat their Reflex.
Requires Wereform. Costs 1 vitality.
-Trip: An adjacent foe must resist using Reflex or be knocked to
the ground, suffer 1d6 damage, and be made prone.
- Wilder: You enjoy a +2 bonus on Handle Animal, Heal, Intimidate,
Nature, and Stealth checks.
Intermediate Tier:
- Beasthide: This improves Wereform to grant a total of +4 DR.
- Far Jump: This improves Jump to safely take you out to 90
ft. Costs 2 vitality.
- Horrid Wereform: This improves Wereform to offer a
+2 attack bonus, 2d8 bite damage, and 2d6 claws damage.
- Large Wereform: When using Wereform, you can grow
1 size category. A larger size doubles height, applies a -2 penalty
on Reflex, a +2 bonus on damage rolls, a +5 bonus on Athletics
checks, +5 wound points, +10 ft speed, a +5 bonus to resist Bull
Rush, Grapple, and Trip attacks, a -5 penalty on Stealth checks, and
a 8x weight increase. Activating this ability destroys any nonmagical
clothing or armor you wear except pants.
-Rapid Trip: This improves Trip to be usable as a move action.
- Roar: All living foes within 30 ft and hearing range are shaken
for 5 minutes, or 1 round if they resist using Will. Costs 2 vitality.
-Shifter Ace: You suffer no attack penalty while using Ravage.
-Shifter Blood: Once daily, you heal all wound damage.
- Tail Swipe: You grow a tail. The tail is a melee
attack with a 10-ft reach. If you hit, your foe suffers 1d6
damage and is knocked prone if you beat its Reflex. Add
your Strength modifier to the damage dealt.
Advanced Tier:
- Rapacious Wereform: This improves Horrid Wereform
to offer a +3 attack bonus, 4d6 bite damage, and 4d6 claws damage.
Theme: Specialist
Minor:
-Bonus Class Ability: Select 1 basic ability listed under
your class. You learn and can use that ability.
- Prime Attribute Boost: Constitution
-Vitality Boost: Boost your maximum vitality by +3 points.
-Reserve Power: Select 1 ability you know that has a vitality
cost. Once daily, you may use the ability at no cost. (Spiny Darts)
Major:
-Revitalizing Genius: Once daily after 1 minute of
intense thought and resolute focus, you recover 4d6 vitality. Requires
Reserve Power.
-Resist Your Own: You enjoy a +5 bonus on saves to resist
abilities of your own class that target you.
Skills:
Acro: +7
Athletics: +19, +5 if large
Endurance: +13
Handle Animal: +5
Heal: +3
Intimidate: +8
Nature: +2
Perception: +8
Survival: +8
Stealth: +4, -5 if large
Combat:
Vitality: 59
Wound Points: 13 (+5 if large)
DR: +4
Attacks:
Bite +14 to hit, 4d6+5 damage or +7 damage if large
Claws: +14 to hit, 4d6+5 damage or +7 damage if large
Trip Attack: + 18, move action
Tail Attack: 10’ reach, +11 to hit, 1d6 +5 damage and knocked prone
Movement: 30’, +10’ w/ longstrider, +10’ w/ Large Form
Saves:
Fort: +12
Reflex: +9 (+7 if large)
Will: +8
+5 vs. Trip attempts