User:Spanambula/sandbox

Summary::werebear Length::6 Minimum Level::5 Base Attack Bonus Progression::moderate Fortitude Save Progression::good Reflex Save Progression::good Will Save Progression::poor Class Ability::Other Class Ability Progression::Other



Werebear Variant
A 6-level class that increases the werebear's HD and stats to the one listed in the MM pg 171.

Making a Werebear
This werebear variant differs from most racial class level progressions in that it must first have 1 level of a base class to apply the lycanthrope template to before gaining levels as a werebear. Applying the Lycanthrope(werebear) template gives the base creature a +3 Level Adjustment. This gives a lst level Werebear an ECL of 5, or more if it has additional LA from the base creature's race.

Unlike a normal lycanthrope, this variant werebear uses the base creature's ability scores when in bear or hybrid form. The bear and hybrid form gain increases to the physical scores as the werebear gains racial class levels. Additionally, in hybrid or bear form its size changes to large, gaining a +8 to Strength, -2 to Dex, +4 to Con, and +2 to its Natural Armor bonus, as well as a -1 Size penalty to attack rolls and AC. It's large forms also take a -4 penalty on Hide checks.

The Werebear gains a +2 to Wisdom and +2 to its natural armor in all forms. It also gains the Scent ability and low-light vision in all forms. The werebear gains the shapechanger subtype.

SPECIAL: The character this is being used for does not possess the Curse of Lycanthropy Special Attack. While technically a lycanthrope, her inherited lycanthropy is divine in origin, and cannot be spread as normal lycanthropy.

Races: Any humanoid or giant of medium, large, or huge size.

Alignment: any non-evil.

Class Features
All of the following are class features of the Werebear.

Weapon and Armor Proficiency: In hybrid or bear form, a werebear gains 2 claws as a primary attack and a bite as a secondary attack, with which he is proficient. In hybrid form he may use either natural attacks or manufactured weapons. He gains no other weapon or armor proficiencies.

 : As a normal lycanthrope, except for the ability scores, see above.

' :''' Communicates with bear and dire bears, and gains a +4 racial bonus on Charisma-based checks against bears or dire bears.

Ability Score Increase : In bear or hybrid form, the werebear gains increased ability scores. These increases are cumulative.

Natural Armor Bonus : In bear or hybrid form, the werebear's natural armor increases. These increases are cumulative.

Damage reduction: At 1st level the werebear gains DR 1/silver while in bear or hybrid form. This increases to DR 2/silver at second level and then increases by 2 at every level afterwards, to a maximum of DR 10/silver at 6th level.

Track : The werebear gains the Track feat as a bonus feat at 1st level.

Iron Will : The werebear gains Iron Will as a bonus feat at 4th level.

Werebear Restrictions
A werebear may not take any class levels while progressing through this class. Templates may be applied, as may bloodline levels. Once all 6 levels of werebear are complete, the werebear may continue taking levels as an animal, or take a class levels as normal.

Shadeling
Summary::Lesser children of shadow and darkness who excel at hiding in dark places, but suffer in full daylight.

Shadelings are an uncommon race with an affinity for the Plane of Shadow, though they are natives to the Material Plane. Some believe them to be related to Shadowsouls, but this is not the case.

Shadelings are often confused with other, more sinister creatures, as they are creatures of darkness. However, they are a relatively peaceful race who value personal liberty. By nature they are nocturnal, and prefer to stay out of direct sunlight if they must venture outside during the daylight hours.

Personality
Shadelings tend to be quiet and seldom attempt to draw attention to themselves in the company of other races.

Physical Description
Shadelings look as though the color has been leeched from their bodies. Their skin varies from a light gray to dark charcoal gray, as does their hair, which turns white as they age, much like humans. Shadelings vary in height just as much as humans, but all have slender frames and thinner than average limbs. Shadelings have longer fingers than humans, aiding them in delicate work and crafting. Their eyes are larger than those of a human and tend to be pale-colored. Even their blood appears black (though it is really just a dark red), lending credence to the rumors of their sinister nature.

Alignment
Most Shadelings tend towards the chaotic alignments as they tend to be viewed as suspicious in many lawful societies. However, Shadelings of all alignments can be found in the world.

Lands
Shadelings live in groups called settlements, semi-permanent towns of usually no more than 500. Often they live in areas where the sun does not reach, such as deep forests or in caverns.

To most outsiders it seems that Shadeling parents are cruel or uncaring, since teaching self-reliance can often appear to be abusive. However, what most outsiders do not know is that all Shadelings share an intense feeling of kinship with each other. Shadelings know that most races view them with suspicion and mistrust, so Shadelings take care to stick together and aid each other when necessary (making them seem clannish and exclusive to other races). Crime is almost unheard of in Shadeling settlements. Elders are venerated and respected

Religion
Many Shadelings worship Selen, demigoddess of outcasts, or Rao, god of peace, serenity and reason. Shadelings prize and admire individual accomplishment and self-reliance, and their beliefs tend towards doing what they feel is right regardless of circumstances. Those Shadelings who worship another deity or no deity at all are not looked down upon.

Language
Shadelings speak Shadar among themselves

Names
Male Shadeling names are two syllables long and soft-sounding, even sibilant. Examples: Hatha, Sirith, Thaeun, Farash. Female Shadeling names are three syllables long, with the same sound: Sharatha, Dirinah, Ferrethin, Hearanath

Vital Statistics
Summary::A specialist caster/fighter who uses Bio-Aether to fuel abilities Length::12 Minimum Level::5th Base Attack Bonus Progression::Moderate Fortitude Save Progression:: Reflex Save Progression:: Will Save Progression:: Class Ability::Bio-Aether Class Ability Progression::Other

Chrysalis Lord
""Here me, sub-creature… you have been called to grow in power and might for the salvation of the universe at the end of time…""

Chrysalis Lords are created from psychically gifted individuals from all races and societies, chosen by an ancient entity for reasons known only to it. As a chrysalis lord, though physically monstrous in appearance, gains a variety of powers and abilities fueled by her own life energy at the cost of a much slower advancement of her other powers.

Becoming a Chrysalis Lord
Chrysalis Lords are chosen from all races and classes. Most Chrysalis Lords possess a penchant for both physical and magical prowess, though focusing on their Bio-Aether abilities slows down the magical abilities from their previous class. Though Chrysalis Lords gain an impressive array of natural weapons, many still use manufactured weapons to deadly effect. While Chrysalis Lords can stand on the front lines, they are better served by staying mobile, using their formidable powers at range to soften up enemies or summoning vicious monsters before dashing in for a quick kill. Chrysalid Lords recover quickly from all but the most deadly wounds and effects, making them hard to keep down for long.

Chrysalid Lords are a diverse lot, bound only by the rule that they may not directly attack one another, and come from all alignments fairly equally. Some seek dominion over others, some desire only personal power, and some

Class Features
All of the following are class features of the <-class name->.

each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0&mdash;<-this spell->, <-that spell->, <-and the other spell->.

1st&mdash;<-this spell->, <-that spell->, <-and the other spell->.

2nd&mdash;<-this spell->, <-that spell->, <-and the other spell->.

3rd&mdash;<-this spell->, <-that spell->, <-and the other spell->.

4th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

5th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

6th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

7th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

8th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

9th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st&mdash;<-this power->, <-that power->, <-and the other power->.

2nd&mdash;<-this power->, <-that power->, <-and the other power->.

3rd&mdash;<-this power->, <-that power->, <-and the other power->.

4th&mdash;<-this power->, <-that power->, <-and the other power->.

5th&mdash;<-this power->, <-that power->, <-and the other power->.

6th&mdash;<-this power->, <-that power->, <-and the other power->.

7th&mdash;<-this power->, <-that power->, <-and the other power->.

8th&mdash;<-this power->, <-that power->, <-and the other power->.

9th&mdash;<-this power->, <-that power->, <-and the other power->.



To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

 : <-class feature game rule information, including any differences in the class feature at epic levels->

' PS undefined:''' <-class feature game rule information, including any differences in the class feature at epic levels->

' :''' <-class feature game rule information, including any differences in the class feature at epic levels->

 : <-class feature game rule information, including any differences in the class feature at epic levels->



 <-"", " ", " ", or "PS undefined" if applicable.->: <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->



The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->