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Adding teh batmen
:Passive Ability - Quadruped: You have four legs, and gain all the bonuses that come with them (increased carrying capacity and a +4 bonus against being tripped and the like).
:Utility Ability - Saddleborn: You are always considered mounted for all effects and purposes, when it would be beneficial for you and count as having the [[SRD:Mounted Combat (Feat)|mounted combat]] feat for the purposes of prerequisites.
==== Desmodu ====
:Combat Ability - Sonic Screech: Once per encounter as an immediate action you may screech at an enemy within 60'. The target must make a Fortitude save (DC 11 + your HD) or become deafened for 1d6 rounds.
:Passive Ability - Echolocation: At first level, while not deafened or in an area of magical silence, the desmodu may constantly let out a low screech, reverberating his voice around himself to identify threats and terrain. Starting or ending this ability is a swift action, which grants the desmodu blindsense out to 5'. While this ability is active, the desmodu takes a -4 penalty to Move Silently checks. At 4th level and every 4 levels afterwards (8, 12, 16), the range of this ability increases by 5' up to a maximum of 30' at level 20. At 8th level this ability becomes straonger, granting blindsight out to half the range of the blindsense (starting at 5' at level 8, becoming 10' at level 12, and reaching a maximum of 15' at level 20).
:Utility Ability - Wings of the Bat: You gains wings which you may use to glide, negating falling damage from a fall of any height and allowing 30 feet of forward travel for every 5 feet of descent at your base speed with average maneuverability. Should you fall unconscious or helpless in midair, your wings naturally unfurl and powerful ligaments stiffen the wings. You descends in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. Even if your maneuverability improves, you can not hover while gliding. When you reach 9 HD, you are able to fly at your base speed with average maneuverability for up to a number of rounds equal to your Constitution modifier, and can exert yourself for up to twice that time but are fatigued at the end of your flight, as well as after spending ten minutes per day of flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods (even if you can only use flight for 1 round at a time without becoming fatigued). When you reach 12 HD, you have no chance of becoming fatigued from flying.
==== Doppelganger ====
:Combat Ability - Heart of the Dragon: Once per encounter as a move action you may breath a 60' line or 30' cone of fire that deals 1d6 damage (Reflex save for half, DC 11 + HD). For every two levels beyond one that you possess, the damage increases by 1d6 (2d6 at 3 HD, 3d6 at 5 HD, and so on).
:Passive Ability - Mind of the Dragon: You gain low-light vision that lets you see four times as far as a human would in shadowy illumination, as well as 120' darkvision.
:Utility Ability - Wings of the Dragon: You gains wings which you may use to glide, negating falling damage from a fall of any height and allowing 30 feet of forward travel for every 5 feet of descent at your base speed with average maneuverability. Should you fall unconscious or helpless in midair, your wings naturally unfurl and powerful ligaments stiffen the wings. You descends in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. Even if your maneuverability improves, you can not hover while gliding. When you reach 9 HD, you are able to fly at your base speed with average maneuverability for up to a number of rounds equal to your Constitution modifier, and can exert yourself for up to twice that time but are fatigued at the end of your flight, as well as after spending ten minutes per day of flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods (even if you can only use flight for 1 round at a time without becoming fatigued). When you reach 11 12 HD, you have no chance of becoming fatigued from flying.
==== Lycanthrope ====