Author Topic: Base Class - Mamono  (Read 3133 times)

Offline Hanako Tachibana

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Base Class - Mamono
« on: September 12, 2012, 12:17:16 PM »
MAMONO
   
"Spit him out?  But I just finished eating him!"
-Ozoi, world eater mamono

 A mamono is a technician who uses the tama flowing through their veins to change their physical body.  High-leveled mamono have altered their bodies so much that they're more akin to oozes or aberrations than whatever they once were.  Like a meister, a mamono can combine their techniques with physical attacks for assaults that strike both mind and body.

MAKING A MAMONO
 A mamono makes an unusual front-line fighter, relying on her natural (or unnatural) weapons over the manufactured weapons used by fighters and meisters.  While a mamono isn't particularly handy with armor, her ability to harden her skin and shift her organs around means she is every bit as capable at taking damage as she is at dealing it.
 Abilities: Wisdom, Strength, and Constitution are a mamono's three most important stats.  A high Wisdom score not only strengthens her techniques, but the better the mamono can hold onto her mind, the more freely she can mutate her body.  A high Strength score is vital, as mamono tend to fight with a flurry of comparatively light techniques, and every little bit of extra damage helps.  Not only does a high Constitution score prevent a mamono from running out of tama as quickly, but the extra hit points can make up for the mamono's slightly lower Armor Class.  Dexterity is also nice; ever little bit of AC helps.  Mamono have no particular need for Intelligence or Charisma.
 Akashic Ability: Mamono use Wisdom as their Akashic Ability score.
 Races: Within the Akashic Records, henkei make up the majority of mamono; their ever shifting natures make the mutations of the mamono a comfortable fit.  Few mamono exist in the outer worlds, as the aberrant and alien are typically frowned upon.
 Alignment: A mamono can be of any alignment, though to those who know little about mamono, the actions of a good or evil mamono can appear quite similar.  A good mamono might use her horrific appearance to scare small children away from a cliff or dangerous cavern, and an evil mamono might use her horrific appearance to scare small children towards a cliff or dangerous cavern, but to an outside observer, the mamono is using her horrific appearance to scare small children.
 Starting Gold: 5d4x10(125 gp)
 Starting Age: As barbarian.

Class Skills
Astrology*, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Knowledge (akasha)*, Knowledge (dungeoneering), Knowledge (the planes), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Survival, Swim.
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d10


Level     BAB     Fort     Ref     Will     Special     
Tama
     
Tech. Known
     
Fund. Known
1st     +1     +2     +0     +2     Distortion, mutations (apprentice), natural weapons     
4
     
2
     
2
2nd     +2     +3     +0     +3     ---     
6
     
3
     
2
3rd     +3     +3     +1     +3     Devil in the details     
8
     
4
     
3
4th     +4     +4     +1     +4     ---     
10
     
5
     
3
5th     +5     +4     +1     +4     Strange anatomy 25%     
12
     
6
     
4
6th     +6/+1     +5     +2     +5     ---     
14
     
7
     
4
7th     +7/+2     +5     +2     +5     Mutations (initiate)     
16
     
8
     
5
8th     +8/+3     +6     +2     +6     ---     
18
     
9
     
5
9th     +9/+4     +6     +3     +6     Shifting shape     
20
     
10
     
6
10th     +10/+5     +7     +3     +7     Strange anatomy 50%     
22
     
11
     
6
11th     +11/+6/+1     +7     +3     +7     ---     
24
     
12
     
7
12th     +12/+7/+2     +8     +4     +8     ---     
26
     
13
     
7
13th     +13/+8/+3     +8     +4     +8     Mutations (master)     
28
     
14
     
8
14th     +14/+9/+4     +9     +4     +9     ---     
30
     
15
     
8
15th     +15/+10/+5     +9     +5     +9     Strange anatomy 75%     
32
     
16
     
9
16th     +16/+11/+6/+1     +10     +5     +10     ---     
34
     
17
     
9
17th     +17/+12/+7/+2     +10     +5     +10     Frightful presence     
36
     
18
     
10
18th     +18/+13/+8/+3     +11     +6     +11     ---     
38
     
19
     
10
19th     +19/+14/+9/+4     +11     +6     +11     ---     
40
     
20
     
11
20th     +20/+15/+10/+5     +12     +6     +12     Ferocity, strange anatomy 100%     
42
     
21
     
11

 Weapon and Armor Proficiency: A mamono is proficient with all simple weapons and her natural weapons.  She is proficient with light armor, but not shields.
 Tama: A mamono's ability to use techniques is limited by the tama she has available.  Her base tama count is given on the table above.  In addition, the mamono receives bonus tama equal to her Constitution modifier.  A mamono with a negative Constitution modifier instead loses tama.  Her race may also provide bonus tama, as may certain feats and items.
 Techniques: Mamono have the ability to use akashic techniques.  All mamono know 2 techniques at 1st level and learn one additional techniques every class level.  The highest level technique a mamono may learn is determined by her technician level, and is given in Akashic Magic.
 In order to use a technique, a mamono must have a Wisdom score of at least 10 + the technique's converted level.  The save DCs for a mamono's techniques equals 10 + the technique's converted level + her Wisdom modifier.  Like the meister, and unlike the majo or miko, mamono channel their techniques, and cannot cast them.  Mamono can only channel techniques through natural weapons.
 Fundamentals: Mamono have the ability to use akashic fundamentals.  All mamono know 2 fundamentals at 1st level and learn an additional fundamental every 3 levels thereafter (3 at 4th, 4 at 7th, 5 at 10th, etc.).  The highest level fundamental a mamono may learn is determined by her technician level, and is given in Akashic Magic.
 Unlike other techniques, a mamono does not have to pay tama to use a fundamental.  Instead, the mamono can only use a given fundamental a certain number of times per day.  The number of times a mamono can use a fundamental per day is given in Akashic Magic.
 The save DCs for a mamono's fundamentals equals 10 + the fundamental's converted level + her Wisdom modifier.
 Distortion: At 1st level, a mamono gains an amount of distortion equal to her Wisdom modifier + 1/2 her level (minimum 1).
 Mutations: Starting at 1st level, a mamono can spend her distortion to gain mutations.  Up to 6th level, a mamono can only gain apprentice mutations.  At 7th level, she gains access to initiate mutations, and at 13th level she gains access to master mutations.  A mamono can gain the same mutation multiple times.  Its effects stack.  A mamono cannot spend more than half of her total distortion on a single mutation.  For example, a mamono with 10 distortion could gain the natural armor mutation 5 times (for a total of 5 distortion), but could not gain it again until her distortion reached 12.
 A mamono can redistribute her distortion at any time by resting for 10 minutes.  During this time she can lose mutations she has gained, gain mutations she doesn't have, and readjust mutations she already has.
 Natural Weapons: Natural weapons are weapons that are physically a part of a creature.  A mamono making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity.  Likewise, she threatens any space she can reach.  A mamono does not receive additional attacks from a high base attack bonus when using natural weapons.  Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20.
 When a mamono has more than one natural weapon, one of them is the primary weapon.  All the mamono's remaining natural weapons are secondary.  The mamono may chose which of her natural weapons is her primary weapon whenever she reassigns her distortion.  A mamono's primary natural weapon is her most effective natural attack.  An attack with a primary natural weapon uses the mamono's full attack bonus.  Attacks with secondary natural weapons are less effective and are made with a –5 penalty on the attack roll, no matter how many there are.  This penalty applies even when the mamono makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
 No matter how much distortion a mamono may possess, she may never have more natural weapons than half her level.  If the mamono is at her maximum, she cannot take mutations that give her additional natural weapons.  This only applies to natural weapons given to the mamono by her mutations.  Natural weapons from other sources are not affected.
 Devil in the Details (Ex): At 3rd level, a mamono gains the ability to subtly shift her form, making herself look different.  She can make herself 1 foot shorter or taller, thin, fat, or in between.  The mamono cannot otherwise change her body type.  With that exception, the extent of the change is up to her.  She can add or obscure a minor feature or make herself look like an entirely different person.  The mamono can alter the tactile and audible properties of her new form.  The mamono does not gain the abilities or mannerisms of the chosen form.
 If a mamono uses this class feature to create a disguise, she gets a +10 bonus on her Disguise check.
 Strange Anatomy (Ex): Starting at 5th level, a mamono gains 25% resistance to critical hits.  This is the equivalent of the light fortification armor special ability described on page 219 of the Dungeon Master's Guide.  At 10th level this fortification increases to 50%, at 15th level this fortification increases to 75%, and at 20th level this fortification increases to 100%.
 Shifting Shape (Ex): At 9th level, a mamono gains the ability to alter her body to such an extent that she can pass through holes or narrow openings as small as 2 inches in diameter.  This ability does not affect the equipment the mamono might be wearing.  A mamono who passes through a opening too small for her equipment cannot take her equipment with her.
 Frightful Presence (Ex): At 17th level, once per encounter, a momono may make manifest the distorted powers that flow through her body.  All opponents who can see or otherwise sense the mamono must succeed on a Will save (DC 10 + 1/2 the mamono's level + the mamono's Wisdom modifier) or be affected by the mamono's frightful presence for 3d6 rounds.  Opponents with fewer Hit Dice than the mamono's level are frightened, opponents with fewer Hit Dice than twice the mamono's level are shaken, and opponents with more Hit Dice are unaffected.
 An opponent that succeeds on the saving throw is immune to the mamono's frightful presence for 24 hours.  This ability is a mind-affecting fear effect.
 Ferocity (Ex): At 20th level, a mamono's type changes to aberration.  In addition, when channeling a technique, she can make a full attack instead of a regular attack.  The first attack that hits carries the effect of the channeled technique.  Using a technique with a full attack takes a full-round action.
 
PLAYING A MAMONO
 As a mamono, your desires are as mutable as your body.  You might be the sort who's happy staying in one place, you might be the sort who can never stand still, and, while difficult, you might be the sort who stays in one place without also standing still.  If anyone could manage such a thing, it would be a mamono.  If you are of the adventuring sort, you may be trying to find the source of your strange powers.  Or perhaps you are trying to find a place where you will accepted.  Or perhaps you are running at full tilt away from a place where you weren't.
 Religion: Few mamono in the outer worlds follow any religion, not even that of the kami.  Most outer world mamono, if they don't view their powers as a curse, certainly don't view it is a blessing, and only the most twisted would worship the sort of entity that could produce a being such as themselves.  Things are, of course, quite different within the Records.  Many mamono within the Records worship the kami, or at the very least work for them.
 Other Classes: Mamono get along best with the other technician classes, as members of those classes rarely view a mamono as monstrous.  Mamono also feel kinship with druids; to a mamono transforming into an animal isn't too different that what she herself does.  Mamono don't get along well with wizards, who often want to study them, or paladins, who tend to smite first and detect evil later.
 Combat: A mamono's home is right next to her opponents.  Most of her mutations either directly add to her natural weapon arsenal or allow her to use that arsenal more effectively.  The ideal position for a mamono to be in is one where she can open with a boost and follow up with a full attack using all her tentacles, claws, and horns.  As a mamono, you should think about whether you should use a burst or make a full attack, as an individual attack from one of your natural weapons doesn't do as much as a similar attack from a meister or warblade.  You should make sure to pick bursts that can accomplish things your myriad limbs cannot.
 Advancement: Mamono tend to either be born with their powers or have their powers forced upon them by unnatural circumstance.  Outside of the Records, at least, very few people choose to become mamono.  Most mamono develop their powers on their own, either to control the strangeness that has taken over their bodies or to make do with the cards fate has dealt.  Mamono are uncommon enough that few mamono are trained by more experienced mamono.
 As you become more powerful, your most important decisions will be what techniques to select.  You need to make sure not only that your techniques work well together, but also that they work well with your preferred combat style and mutations.

MAMONO IN THE WORLD
"It took an hour to convince her to spit him out.  We had to resort to bribes.  At least he came out all right."
-Tom Swifty, friend of Garland

 There is no easy well to tell who is a mamono and who isn't.  Unlike the majo, meister, or miko, mamono don't tend towards any actions in particular.  Many mamono hide their abilities and live normal lives, only relying on their powers in moments of need.  Other mamono travel the world, fighting the forces of evil out of the public eye.  A mamono in the party might not be very useful in social situations or a bar fight, as the usage of their powers may attract more attention than necessary, but they are powerful combatants, and their unorthodox fighting style has saved many a hide.
 Daily Life: The daily life of a mamono depends on just what sort of mamono they are.  A more adventurous mamono probably spends much of their time training, flexing their mutations, and otherwise improving themselves.  A more akashically minded mamono probably spends much of their time as a majo would, studying techniques and examining their bodies, looking for clues into their true nature.
 Notables: There are few mamono notables, in the outer worlds.  This is likely due to the secrecy in which most mamono live their lives.  However, in areas with a stronger akashic presences, legends of mamono do arise.  One such legend speaks of a mamono named Ozoi, who is rumored to lurk in forests and eat children who walk off the path.  The oddest this about that particular legend is that there is some evidence that Ozoi actually exists...
 Organizations: Outside of the Akashic Records, there are no mamono organizations.  Mamono in the outer worlds are simply too sparse and secretive for any sort of organization to form.  Things are only slightly different in the Akashic Records.  There are still no mamono-only organizations, but many groups include mamono in their ground forces.

NPC Reaction
 To say that mamono are disliked is an understatement.  Not only are their powers among the least comprehensible of the technicians, but their usage leaves the mamono strongly resembling an aberration, and few enjoy the presence of an aberration, and for good reason.  This isn't to say that everyone dislikes mamono.  Once you've gotten to know one, it isn't hard to realize that they can't be all bad.  But there aren't many people who take the time to get to know someone with as many arms and mouths as a mamono.

Mamono Lore
 Characters with ranks in Knowledge (akasha) or Knowledge (dungeoneering) can research mamono to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
 DC 10: A mamono is a warrior with the powers of an aberration and an appearance to match.
 DC 15: Mamono are technicians---users of a strange magical power that comes from a plane known as the Akashic Records.  Mamono specialize in using this power to alter their physical bodies, often granting themselves natural weapons and defenses.
 DC 20: Mamono lean towards no particular alignment or goal, as there are no aspirations to which all mamono aspire.  Mamono are best dealt with as individuals, rather than members of a class.  That being said, nearly all mamono wish that they could simply be themselves comfortably, without fear or reprisal from others.  If you can offer such a thing, most mamono will stop and listen.

MAMONO IN THE GAME
 An aberration hunt is an easy way to introduce mamono to an existing campaign.  The mamono might be a harmless victim, wrongly accused by misunderstanding villagers.  The villagers might have been wrong about the attacker being a aberration, but there still could be a malicious mamono harassing the townsfolk.  Or the character's quest for an aberration might uncover a mamono, who then helps the PCs find the real culprit.
 A mamono character may have been born with her powers, cursed with them by a kami, or developed them on her own for reasons only she can understand.  When creating a mamono, its important to decide just what their motivations are.  If you want to be a force of good, for example, it might pay to learn some illusion fundamentals to disguise your more unsettling features.
 Adaptation: The source of a mamono's mutations doesn't have to be the Records: illithids, the Abyss, the Far Realm, and many other places and forces in the Dungeons and Dragons cosmology could produce a mamono-like entity.  You could even have multiple types of mamono, each originating from the touch of a different power.  Alternatively, a mamono could be a force of nature, something like a druid who isn't satisfied with the abilities of just one animal.
« Last Edit: December 16, 2012, 01:42:25 AM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Base Class - Mamono
« Reply #1 on: September 12, 2012, 12:23:03 PM »
MAMONO APPRENTICE MUTATIONS
 Bite (Ex): The mamono's mouth fills with razor-sharp teeth or she grows a new mouth filled with razor-sharp teeth somewhere on her body.  She gains a bite attack dealing 1d6 points of damage.  This mutation costs 1 distortion.
 Claw (Ex): One of the mamono's hands grows vicious claws or she grows a limb tipped with vicious claws somewhere on her body.  She gains a claw attack dealing 1d4 points of damage.  This mutation costs 1 distortion.
 Climb (Ex): The mamono gains a climb speed equal to her base land speed.  This mutation can only be gained once and costs 1 distortion.
 Darkvision (Ex): The mamono gains darkvision out to 30 feet.  This mutation can only be gained once and costs 1 distortion.
 Gore (Ex): The mamono grows a number of horns somewhere on her body, giving her a gore attack.  The gore attack deals 1d6 points of damage.  This mutation can only be gained once and costs 1 distortion.
 Magic Attacks (Su): The mamono may treat all her natural weapons as of they were magic weapons for the purpose of overcoming damage reduction.  This only applies to natural weapons given to the mamono by her mutations.  This mutation can only be gained once and costs 1 distortion.
 Natural Armor (Ex): The mamono gains a +1 natural armor bonus to her AC.  This mutation costs 1 distortion.
 Pull (Ex): The mamono gains the ability to pull a creature closer with a successful attack.  She must choose one type of natural weapon other than gore.  Whenever the mamono makes a successful attack with a natural weapon of the chosen type, she may attempt a grapple check.  If successful, the target of the attack is pulled 5 feet closer to the mamono.  This ability only works on creatures of a size equal to or smaller than the mamono.  Creatures pulled in this way do not provoke attacks of opportunity.  The mamono must have a reach of 10 feet or more to select this mutation.  A mamono can never apply this mutation to the same type of natural weapon twice.  This mutation costs 1 distortion.
 Push (Ex): The mamono gains the ability to push a creature farther away with a successful attack.  She must choose one type of natural weapon other than gore.  Whenever the mamono makes a successful attack with a natural weapon of the chosen type, she may attempt a grapple check.  If successful, the target of the attack is pushed 5 feet farther away from the mamono.  This ability only works on creatures of a size equal to or smaller than the mamono.  Creatures pushed in this way do not provoke attacks of opportunity.  The mamono must have a reach of 10 feet or more to select this mutation.  A mamono can never apply this mutation to the same type of natural weapon twice.  This mutation costs 1 distortion.
 Reach (Ex): One of the mamono's natural weapons has its reach increased by 5 feet.  This mutation costs 1 distortion.
 Slam (Ex): The mamono gains the ability to make a powerful slam attack, dealing 1d8 points of damage.  This mutation can only be gained once and costs 1 distortion.
 Sting (Ex): The mamono gains a tail tipped by a barbed stinger or grows a barbed stinger on an already existing tail.  She gains a sting attack dealing 1d4 points of damage.  This mutation costs 1 distortion.
 Swim (Ex): The mamono gains a swim speed equal to her base land speed.  In addition, the mamono gains the ability to breath underwater as well as on land.  This mutation can only be gained once and costs 1 distortion.
 Tentacle (Ex): The mamono grows a long tentacle, allowing her to make a tentacle attack.  The tentacle attack deals 1d4 points of damage and has 10 foot reach.  This mutation costs 1 distortion.
 Trip (Ex): Whenever the mamono makes a successful bite attack, she may attempt a grapple check.  If successful, the target of the attack is tripped, falling prone.  If the mamono fails on her grapple check, she is not tripped in return.  This mutation costs 2 distortion.

MAMONO INITIATE MUTATIONS
 Aligned Attacks (Su): The mamono may treat all her natural weapons as if they had the same alignment as the mamono for the purpose of overcoming damage reduction.  This only applies to natural weapons given to the mamono by her mutations.  This mutation can only be gained once and costs 1 distortion.
 Blindsense (Ex): The mamono gains blindsense out to 30 feet.  The mamono usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of this ability, provided that it has line of effect to that creature.  Any opponent the creature cannot see still has total concealment against the mamono, and she still has the normal miss chance when attacking foes that have concealment.  Visibility still affects the mamono's movement.  She is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.  This mutation can only be gained once and costs 3 distortion.
 Burrow (Ex): The mamono gains a burrow speed equal to her base land speed.  She can use this speed to move through dirt, clay, sand, and earth.  The mamono does not leave a hole behind, nor is her passage marked on the surface.  This mutation can only be gained once and costs 2 distortion.
 Fast Healing (Su): The mamono gains fast healing 1, allowing her to heal 1 hit point every round.  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the mamono to regrow lost body parts.  This mutation costs 3 distortion.
 Flight (Ex): The mamono gains a flight speed equal to her base land speed with good maneuverability.  This mutation can only be gained once and costs 2 distortion.
 Grab (Ex): The mamono must choose one type of natural weapon other than gore.  Whenever the mamono makes a successful attack with a natural weapon of the chosen type, she may attempt a grapple check.  If successful, the target of the attack is grappled.  This ability only works on creatures of a size equal to or smaller than the mamono.  A mamono can never apply this mutation to the same type of natural weapon twice.  This mutation costs 2 distortion.
 Pounce (Ex): The mamono gains the pounce special attack, allowing her to make a full attack after a charge.  This mutation can only be gained once and costs 2 distortion.
 See in Darkness (Su): The mamono can see perfectly in any kind of darkness, even magical darkness, out to 30 feet.  This mutation can only be gained once and costs 1 distortion.

MAMONO MASTER MUTATIONS
 Blindsight (Ex): The mamono gains blindsight out to 30 feet.  Invisibility, darkness, and most kinds of concealment are irrelevant, though the mamono must have line of effect to a creature or object to discern that creature or object.  The mamono usually does not need to make Spot or Listen checks to notice creatures within range of this ability.  This mutation can only be gained once and costs 3 distortion.
 Perfect Flight (Su): The mamono's flight maneuverability increases to perfect.  This mutation can only be gained if the mamono possesses the flight mutation.  This mutation can only be gained once and costs 2 distortion.
« Last Edit: November 11, 2012, 04:49:16 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Base Class - Mamono
« Reply #2 on: September 12, 2012, 12:25:12 PM »
WORLD EATER ARCHETYPE
Some mamono just want to devour the world.  Perhaps not literally, but they certainly put more effort into their mouths and stomachs than most mamono do.

 Apprentice Mutations: World eaters may gain the following apprentice mutations in addition to the standard apprentice mutations.
 Gaping Maw (Ex): One of the world eater's mouths can stretch open wider than it previously could.  She must choose one of her bite attacks.  She makes attacks with that natural weapon as if she was one size category larger, including for the purposes of her improved grab and swallow whole class features.  This mutation costs 1 distortion.
 Improved Grapple: At 2nd level, a world eater gains Improved Grapple as a bonus feat, even if she does not meet the prerequisites.
 A world eater with this ability may not count her 2nd level for purposes of calculating distortion.
 Devour (Ex): Starting at 4th level, a world eater may tear at the flesh of a pinned opponent, dealing damage and healing herself.  A world eater can make bite attacks against opponents that she has pinned without taking the usual -4 penalty for attacking in a grapple.  Whenever she deals damage to a pinned opponent with one of these attacks, the world eater may heal a number of points of damage equal to half the damage her attack dealt.
 A world eater with this ability may not count her 4th level for purposes of calculating distortion.
 Improved Grab (Ex): Starting at 6th level, when a world eater hits with a bite attack, she may deal normal damage and attempt to start a grapple as a free action that does not provoke attacks of opportunity.  She may only use this ability to start a grapple against creatures of her size category or smaller.  The world eater may conduct the grapple normally, or simply use the bite attack she used in the improved grab to hold the opponent.  If the world eater chooses to do the latter, she takes a –20 penalty on grapple checks, but is not considered grappled herself; she does not lose its Dexterity bonus to AC, still threatens an area, and can use her remaining attacks against other opponents.
 Each successful grapple check the world eater makes during successive rounds automatically deals the damage indicated for the attack that established the hold.  When the world eater establishes a hold with an improved grab attack.  This act does not provoke attacks of opportunity.
 A world eater with this ability may not count her 6th level for purposes of calculating distortion.
 Swallow Whole (Ex): Starting at 8th level, if a world eater begins her turn with an opponent held in her mouth (see improved grab), she can attempt a new grapple check (as though attempting to pin the opponent).  If she succeeds, she swallows her prey, and the opponent takes bite damage.  She may only use this ability to swallow creatures of her size category or smaller.
 A swallowed creature is treated as being grappled and takes 4d6 points of acid damage each round from digestion.  At 10th level, and every 2 world eater levels thereafter, the acid damage increases by 1d6 (5d6 at 10th, 6d6 at 12th, 7d6 at 14th, etc.).  Each round, the creature can attempt to escape by making a successful grapple or Escape Artist check against the world eater's grapple check.  A successful check allows the creature to escape the world eater's stomach, but it remains grappled by the world eater's mouth, meaning that it may be bitten or swallowed again unless it escapes that grapple as well.
 A swallowed creature can also attempt to cut its way out of the world eater's stomach with any light slashing or piercing weapon, though it takes the usual -4 penalty for attacking in a grapple.  The world eater's stomach has an AC of 10 + the world eater's natural armor bonus.  In order to successfully cut its way free, a creature must deal a number of points of damage equal to the world eater's level + the world eater's Constitution score to the world eater's stomach.  Such holes seal in 1d4 rounds if no further damage is done.  A world eater takes 1 point of damage for every 10 points of damage dealt to her stomach.
 A world eater is not considered to be grappled by a creature that she has swallowed.
 A world eater with this ability may not count her 8th level for purposes of calculating distortion.
« Last Edit: December 27, 2012, 03:20:26 AM by Hanako Tachibana »
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