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- | Content-Type: text/x-zim-wiki | ||
- | Wiki-Format: zim 0.4 | ||
- | Creation-Date: 2013-07-25T20:00:56-04:00 | ||
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- | ====== Geneshifter ====== | ||
- | Created Thursday 25 July 2013 | ||
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- | CLASS SKILLS | ||
- | A Geneshifter's class skills include: | ||
- | Balance (Dex) , Bluff (Cha) , Climb (Str), Computer Use (Int), Concentration (Con), Craft (biological, chemical, pharmaceutical) (Int) , Disguise (Cha) , Jump (Str) , Knowledge (behavioral sciences, earth and life sciences, physical sciences, technology) (Int), Listen (Wis), Read/Write Language (any) (N/A), Re-search (Int), Speak Language (any) (N/A), Spot (Wis), Survival (Wis), Swim (Str), and Treat Injury (Wis). | ||
- | Skill Points at Each Level: 4 + Int modifier | ||
- | CLASS FEATURES | ||
- | The following class features pertain to the Geneshifter advanced class. | ||
- | Cosmetic Alteration | ||
- | A Geneshifter gains the ability to alter his physical characteristics and take on an other-wise alien appearance. This allows him to adopt any cosmetic mutations (see Chapter 1: Character Creation, “Random Mutation”) as he sees fit. Under some circumstances, this ability may provide a +4 bonus to Disguise checks, but it cannot duplicate an exact indi-vidual, only a general impression of horns, fangs, fur, scales, etc. The cosmetic alterations require 1 d4 minutes to acquire and last for 1 d3 hours + 1 hour for every 2 levels in the Geneshifter advanced class. | ||
- | Genetic Templates | ||
- | A Geneshifter learns to consciously produce gene therapy treatments within his own body as a result of continuous experimenta-tion and alteration of his biochemistry. This allows him to acquire short-term genetic tem-plates such as Aquan, Morphean, Nocturnal, etc. (see Chapter 1: Character Creation, Ge-netic Engineering). Just like regular short-term treatments, these self-induced changes automatically take effect in 1d4 minutes and last for 1d3 hours. At the end of that time, theSubjecting themselves to scientific experimen-tation, Geneshifters tinker with their own DNA to develop a variety of on-demand abili-ties. However, unlike other engineered mu-tants or genetically enhanced super-humans, the physical changes invoked by a Geneshift-er only have a limited duration. Their perfect genome eventually overrides the temporary alterations created by their biochemistry. This allows Geneshifters to tailor their bodies to different environments or tasks, and then re-vert back as necessary. Such skills make them particularly effective spies, explorers, and war-riors, crossing between cultures and land-scapes as easily as others change their clothes. | ||
- | Select this advanced class if you want your character to have the ability to tempo-rarily alter his DNA to access special abilities and genetic templates. | ||
- | The fastest path into this advanced class is a combination of the Smart and Tough hero basic classes, though other paths also exist. | ||
- | REQUIREMENTS | ||
- | To qualify to become a Geneshifter, a charac-ter must meet the following criteria. | ||
- | Skills: Concentration 4 ranks, Craft (biological) 6 ranks, Knowledge (earth and life sciences) 6 ranks, Research 6 ranks. Surviv-al 4 ranks. | ||
- | Feats: Great Fortitude, Perfect Ge-nome. | ||
- | HIT DIE | ||
- | The Geneshifter gains 1d8 hit points per level. The character's Constitution modifier applies. | ||
- | ACTION POINTS | ||
- | With each new level in this advanced class, a Geneshifter gains a number of action points equal to 6 + one-half his character level, rounded down. | ||
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- | the same time period, the resulting Constitu-tion damage upon reverting to normal is cu-mulative and the DC for both Fortitude sav-ing throws to reduce such damage increases to 20. | ||
- | Bonus Feats | ||
- | At 3rd, 6th, and 9th level, the Geneshifter gets a bonus feat. The bonus feat must be se-lected from the following list, and the Gene-shifter must meet all the prerequisites of the feat to select it. | ||
- | Acrobatic, Action Boost, Advanced Ac-tion Boost, Alertness, Animal Affinity, Athletic, Attentive, Brachiation, Craft Mutation, Educat-ed, Endurance, Evolved Organ, Extra Action Boost, Fleet of Foot, Focused, Gene Therapist, Genome Interchange, Improved Damage Threshold, Improved Initiative, Improved Nat-ural Healing, Improved Swimming, Improved Speed, Lightning Reflexes, Nimble, Planetary Adaptation, Rapid Metabolism, Run, Rushed Growth, Stealthy, Studious, Surgery, Thick Hide, Toughness, Ultra Immune System, Xen-omedic. | ||
- | Improved Healing | ||
- | At 5th level, a Geneshifter learns to take ad-vantage of each transformation between ge-netic templates to heal himself. At the end of reverting back to normal, he recovers hit | ||
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- | character returns to his normal state, is fa-tigued, and suffers 4 points of Constitution damage. However, a successful Fortitude sav-ing throw (DC 15) can reduce this to only 2 points of Constitution damage. | ||
- | Beginning at 1st level, the Geneshifter learns only a single template which he can manifest. Every three levels thereafter (i.e., 4th, 7th, 10th), he learns an additional tem-plate. Each selected template must receive Gamemaster approval. | ||
- | Boost Ability | ||
- | At 2nd level, a Geneshifter increases his bodi-ly control, learning how to temporarily boost his physical attributes. Only one physical abil-ity score (i.e., Strength, Dexterity, or Constitu-tion) may be enhanced at a time, and en-hancing a new ability replaces any previous enhancement. The amount of the increase is equal to one-half the Geneshifter's class level. The changes require 1 d4 minutes to take ef-fect and last for 1 d3 hours. At the end of that time, the character returns to his normal state, is fatigued, and suffers 2 points of Con-stitution damage (from his normal Constitu-tion score). A successful Fortitude saving throw (DC 15) can reduce this to only 1 point of Constitution damage. | ||
- | If a Geneshifter chooses to boost an ability and invoke a genetic template during | ||
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- | The GENESHIFTER | ||
- | Class Base Attack Fort Ref Will Class Defense Reputation | ||
- | Level Bonus Save Save Save Features Bonus Bonus | ||
- | 1st +0 +2 +1 +0 Cosmetic Alteration, 1st +1 +0 | ||
- | Genetic Template | ||
- | 2nd +1 +3 +2 +0 Boost Ability +1 +0 | ||
- | 3rd +2 +3 +2 +1 Bonus Feat +2 +1 | ||
- | 4th +3 +4 +2 +1 2nd Genetic Template +2 +1 | ||
- | 5th +3 +4 +3 +1 Improved Healing +3 +1 | ||
- | 6th +4 +5 +3 +2 Bonus Feat +3 +2 | ||
- | 7th +5 +5 +4 +2 3rd Genetic Template +4 +2 | ||
- | 8th +6 +6 +4 +2 Jack of All Trades +4 +2 | ||
- | 9th +6 +6 +4 +3 Bonus Feat +5 +3 | ||
- | 10th +7 +7 +5 +3 4th Genetic Template +5 +3points equal to his Constitution modifier plus his Geneshifter class level. | ||
- | Jack of All Trades | ||
- | Upon attaining 8th level, a Geneshifter accu-mulates enough experience while changing between genetic templates to pick up a varie-ty of skills, granting him the Jack of All Trades feat, even if he does not meet the prerequi-site. | ||