d20M PROVING GROUNDS
"The general objective of the d20M Proving Grounds is to develop homebrew material for those interested in actually using a fairly busted, but amusing system that works and converts rather simply into 3.0/3.5 Dungeons and Dragons. Most of this material is just for myself and to catalog it here for open review and player availability, as I intend to use it for my group. There's some major imbalances and issues with this material versus the basic, but hopefully I can expand on those some and make it a bit less crazy."
- Argent Fatalis
VARIANT RULE: HUMANITY ABILITY SCOREVariant Rule Information:The Humanity (Hum) ability score is a representation of a character's actual, tangible humanity; it is, in some ways, both a physical and immaterial thing that influences how other characters react to and perceive a character. Those with low Humanity scores are viewed as monstrous or evil, either because of their deeds or their actual outward appearance, while those with high Humanity scores are often perceived as paragons or icons of humanity, with even higher scores being "perfect" human beings. In some cases the Humanity score is effectively reduced by perception rather than fact; a human with psychic abilities is no less human than any other person, but the perception of this abnormality is often met with fear or resentment by regular persons. Contrarily, a demonic force is decidedly inhuman and has diabolical, evil motives which humans can only begin to fathom.
Humanity, unlike other ability scores, is a fluid value and can fluctuate over the course of a game - much more so than any other ability score.
Using this variant, all human characters begin play with a default Humanity (Hum) ability score of 10.
Humanity (Hum) Score
| Modifier
| Means
| Examples
| Possible Actions/Reactions
|
14 or greater | +2 or greater | Paragon Humanity | Revered Humans | Awe, exalt, honor |
12-13 | +1 | Iconic Humanity | Heroic Humans, Famous Humans | Praise, advocate |
10-11 | +0 | Normal Humanity | Normal Humans | Socialize, advise, inform |
8-9 | -1 | Declining Humanity | Infamous Humans, Psionic or Magical Humans | Avoid, distrust, insult |
6-7 | -2 | Inhuman | Zoanthropes, Animals | Attack, alarm, flee |
4-5 | -3 | Monstrous Inhumanity | Undead Creatures, Traditional Monsters Fear, loathe | |
2-3 | -4 | Diabolical Inhumanity | Demonic Creatures | Dread, conspire |
1 or less | -5 or less | Alien Inhumanity | Extraterrestrial Creatures, Aberrant Creatures | Panic, evade |
Each possible category isn't limited to the Possible Actions/Reactions column; some individuals might behave contrary to the norm, conspiring with diabolical or truly evil forces, but retaining only a Declining Humanity for doing so. Others are merely victims of circumstance; a zoanthrope could be entirely human in mind, just not in body, but be the subject of immense fear and made the target of attacks. Additionally, categories might include previous categories depending on the nature of the situation, such as a creature that has Alien Inhumanity being conspired with. Ultimately, Humanity as an ability score is in many ways a perception of something's humanity, and not always a reflection of the actual situation at hand.
Changes to the Humanity ability score should be subtle and over a long arc; one less than ideal act shouldn't immediately detract from a character's Humanity score unless the action is inherently evil or contrary to what is viewed as best in human beings. Below, a chart represents some reasonable examples of large changes that would be sudden or drastic.
Possible Scenario
| Humanity (Hum) Change | Explanation | Example
|
Impossible Heroics | +2 | A scenario in which, if failed, would spell widespread doom for man is countered by an individual facing truly impossible odds. | Thwarting a potential nuclear war. |
Critical Discovery | +1 | A positive discovery for the betterment of all mankind, which is then utilized with benevolent ideals. | Distributing a cure for a formerly incurable disease. |
Inspirational Ideas | +1 | A peaceful, positive effort and idea that benefits humanity as a whole or a large amount of persons. | Developing a national mantra for peaceful self betterment. |
Selfless Rescue | +1 | An act of extreme selflessness that puts the rescuer in undoubtedly mortal danger and is witness or recalled by others. | Diving into a rough sea to save an overboard person who can't swim. |
Malicious Intent/Action | -1 | A person engaging in debauchery that inflicts harm on others, the act of murder (or committed intent), or selfishness that greatly injures a person (or persons). | Theft that also results in murder or assault. |
Dabbling in Dark Forces | -1 | Knowingly or unknowingly utilizing dark forces or powers to one's own advantage, and thus causing notable harm to self or others through this selfishness. | Utilizing a voodoo doll to gravely injure or kill a person. |
Acts of Terror | -1 | Engaging in any act of terror wherein individuals are caused extreme fear for reasons such as political or religious motivations; the dedicated mass targeting and injury or death of civilians. | Deploying a chemical weapon against non-combatants. |
Attempted/Successful Mass Devastation | -2 | Through any means attempting to cause a (or succeeding in) a scenario where a great number of people, or the world, is gravely affected by the (in)action to the point of mass chaos or causalty. | Knowingly allowing an alien threat against the world to succeed in domination. |
The above table is just a set of examples that would cause immediate changes. Most characters will typically not go above a Humanity ability score of Iconic Humanity, or much further below than Declining Humanity. A Game Master however, may make an appropriate adjustment when he or she sees fit, but should only make such changes after a long period of time unless the event (like those above) is significant enough to warrant an immediate change.
The effect of a Humanity score on both characters and creatures varies based upon the modifier and not always is immediate in a result, though it might be. In essence, the Humanity score should factor in on any ability or skill check related to communications or interaction with normal people as an effective circumstance modifier. Furthermore, it should also reflect as appropriate to the situation at hand.
In effect, a Humanity ability score can work for or against a creature dealing with normal people depending on the interaction.
Sometimes the circumstance modifier's application is simply just a sense of uncanniness (when a penalty) or a subtle motivator (when a bonus) - that of which the individuals might not immediately recognize.
A demon making a Bluff (Cha) check toward a human would take, at minimum, a -4 circumstance penalty (from his 2 Humanity (Hum) ability score) to his check against the human's Sense Motive (Wis) because the average human being knows that demons are classically untrustworthy and inherently evil creatures - they are far removed from any semblance of humanity. If the demon was say, disguised as a human with no recognizable demonic attributes displayed, he would not suffer this penalty to his Bluff (Cha) check.
A zoanthrope in alternate form making an Intimidate (Cha) check toward a human would gain, at minimum, a +2 circumstance bonus (from his 6 Humanity (Hum) ability score) to his check against the human's modified level check because his outward appearance and current demeanor is less human and significantly more ferocious. He would not however, receive this bonus if he was knowingly (or unknowingly) making his Intimidate (Cha) check against another zoanthrope because his target is not purely human.
A human (with an Iconic Humanity rating) making a Diplomacy (Cha) check toward another human would gain a +1 circumstance bonus (from his 12 Humanity (Hum) ability score) to his check, as he is recognized as a heroic individual - making his input have more sway. He would not however, receive this bonus if he was using his Disguise (Cha) skill to pretending to be another individual.
Variant Rule Feats:In a game that utilizes the Humanity (Hum) ability score variant rules, the following feats are also made available.
ConsciousIn a split second your conscious can warn you of potential consequences of your actions.
Prerequisite: Wisdom 13
Benefit: When you take an action (or inaction) that would negatively impact your Humanity ability score, you may immediately make a Will saving throw to have a moment's pause to think. The difficulty class for this check is equal to 10 + one half of your character level.
If you succeed on this check you do not need to immediately continue with that (in)action (thus interrupting it), though you may also elect to continue with it anyway after utilizing this ability. Should you fail, you proceed with the action as if you had not given it second thought. In effect, this check as well as the result takes no action at all.
You do not gain extra insight as to why this action or inaction would negatively impact you, just that an innate feeling tells you that it would have greater repercussions than you originally may have thought.
You may only make this check once per matter that would reduce your Humanity score unless the circumstances change.
SubtletyDespite your less than human qualities or demeanor, you are careful to disguise them or make yourself more sympathetic to normal people.
Prerequisite: Humanity 9
Benefit: The circumstance penalty applied to checks you make because of your low Humanity score are lessened by 1 for each bracket lower you have fallen from Normal Humanity, to a maximum of reducing the penalty by 3. You may still apply the circumstance bonus you receive from a low Humanity score where appropriate.
SuspiciousBe it nerves or watchfulness, you greatly scrutinize anyone who you interact with.
Prerequisite: Wisdom 13
Benefit: A creature may not add any circumstance bonuses derived from Humanity to its Bluff, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Intimidate, Perform, or Sense Motive skill checks made against you.
ParanoiaYour paranoia can grant you tremendous insight into the nature of an individual.
Prerequisite: Wisdom 15, Suspicious
Benefit: A creature that attempts any of the skill checks that are affected by your Suspicious feat immediately informs you of their base Humanity score - even if somehow concealed - as well as one of their allegiances (good or evil, or law or chaos, chosen randomly).
THE VAMPIREThe vampire utilizes their effective immortality and undeath to succeed where they might otherwise fail; relying not on any particular ability score, but able to use most to their advantage. Taking a level in this class represents a massive sacrifice of humanity, be it a willing fall to the shadow or one forced upon them. Each vampire reacts differently to their living death, with some perceiving the countless added years as a boon and others instead seeing it as a perversion of their former self. Normalcy however, is far removed, and any component of their life before is undoubtedly changed by their descent into the world of the unliving.
A vampire might be the most charming of seducers, able to twist wills and minds with mere gaze just for amusement, or a bloodthirsty monster ready to devour the unwitting and the unprepared. Others yet might prove to be former heroes, locked in a struggle in which their convictions are at dire odds with their current state as a "monster".
Vampires lack any semblance of typical lives - unable to so much as walk in the daylight - and their condition as the living dead puts them in a peculiar place in the world.
Game Rule Information:Vampires have the following game statistics.
Ability:Charisma is the ability most associated with this class. The vampire also often places good scores in their physical ability scores and ignores his Constitution score - which he receives no bonus from.
Hit Dice:Vampires gain d12 hit points per level. Unlike normal, the character's Constitution modifier does not apply. A 1st level vampire receives 12 hit points.
Should a living creature gain a level in vampire, it loses its Constitution score and recalculates its previous hit points using d12s in the place of their previous hit dice, whatever they may have been because it has become an undead creature.
Action Points:Vampires gain a number of action points equal to 5 + one half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The vampire's class skills, and the key ability for each skill, are as follows (see Chapter Two for skill descriptions).
Bluff (Cha), Concentration (Con), Craft (Visual Art, Writing) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane Lore, Art, History, Streetwise, Theology and Philosophy) (Int), Move Silently (Dex), Perform (Any) (Cha), Profession (Wis), Read/Write Language (None), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (None)Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: 7 + Int modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Class Features | Defense Bonus | Reputation Bonus |
1st | +0 | +0 | +0 | +1 | Vampiric Traits, Blood Drain | +3 | +2 |
2nd | +1 | +0 | +0 | +2 | Bonus Feat | +4 | +2 |
3rd | +1 | +1 | +1 | +2 | Charm | +4 | +2 |
4th | +2 | +1 | +1 | +2 | Bonus Feat | +5 | +3 |
5th | +2 | +1 | +1 | +3 | Gaseous Form | +5 | +3 |
6th | +3 | +2 | +2 | +3 | Bonus Feat | +6 | +3 |
7th | +3 | +2 | +2 | +4 | Spider Climb | +6 | +4 |
8th | +4 | +2 | +2 | +4 | Bonus Feat | +7 | +4 |
9th | +4 | +3 | +3 | +4 | Children of the Night | +7 | +4 |
10th | +5 | +3 | +3 | +5 | Bonus Feat | +8 | +5 |
Starting Feats:In addition to the two feats all characters get at 1st level (see Table 1-2), a vampire begins play with the Simple Weapons Proficiency feat.
Class Features:The following are class features of the vampire.
Vampiric Traits (Ex): BenefitsA 1st level vampire's type changes to undead, granting them all the associated boons associated with the unliving. As such, a vampire has no Constitution score and uses his or her Charisma modifier for Concentration (Con) checks, and is immune to the following effects; poison, sleep, paralysis, stunning, disease, and necromantic effects. A vampire is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or any effect requiring a Fortitude save unless the effect also works on objects, is harmless, or is made against massive damage. A vampire cannot naturally heal damage, or from medical means, and must heal only through negative energy (such as
Inflict spells) or through Blood Drain, and a vampire reduced to 0 or less hit points is instantly destroyed (and it cannot be raised from the dead).
Vampires also gain a slam attack, which deals 1d6 damage for Medium sized vampires (1d4 damage for Small vampires, and 1d8 damage for Large vampires).
In addition to these standard undead traits, a vampire also gains a +6 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom and +4 Charisma to their ability scores. A vampire additionally gains Damage Reduction 10/Magic, Cold and Electricity Resistance 10, Darkvision (60ft), and turn resistance +4.
The massive damage threshold for a vampire is equal to 15 + 1 for every two Hit Dice they have.
WeaknessesA vampire who is exposed to direct sunlight for one minute suffers 5 damage and continues to suffer that same damage for each additional minute beyond the first for the duration they remain exposed. While in direct sunlight, a vampire also temporarily loses their bonuses to ability scores, damage reduction, and resistances gained through this class and can take only a single move or attack action per round. A vampire who is completely submerged beneath running water suffers the same ill effects as if they were in direct sunlight at the start of each of their turns, but also loses a number of hit points equal to one third their total maximum. These forms of damage bypass a vampire's regular damage reduction and other defenses.
Vampires have an extreme aversion to garlic and holy symbols and must succeed in a Will saving throw (DC 15) or otherwise be unable to enter a square containing it. In addition, they also suffer a -2 penalty to melee attack rolls made while attacking into that square or against the creature bearing the object.
Staking a vampire is a difficult process, requiring a successful attack roll with a purely wooden weapon, while the vampire is pinned or unable to resist. A successful stake to the vampire's chest in this fashion leaves them as though they were paralyzed and helpless. If a vampire is critically struck (a natural 20) by a purely wooden weapon in this fashion, then their heart is immediately pierced instead; instantaneously destroying them as if they were reduced to 0 or less hit points even though vampires are regularly immune to critical hits.
A vampire to outside observation is clearly not alive, lacking a pulse, the need to breathe, or even the beating of their heart; no less, their skin is pallid, cool to the touch and they do not need to blink, eat or drink. A vampire however, may imitate being alive, regulating their body's ability to perform these functions regularly associated with living creatures.
Blood Drain (Ex):A 1st level vampire may drain the blood of a living humanoid victim with its fangs by making a successful pin during a grapple. If a vampire succeeds in pinning a foe, it may deal 1 point of piercing damage and 1d4 points of temporary Constitution damage each round the pin is maintained. Each time the vampire inflicts Constitution damage in this manner, it regains 5 hit points. These restored hit points may not exceed the vampire's regular hit point maximum. For the purpose of overcoming damage reduction, a vampire's bite and thus their Blood Drain, is considered magic.
A living humanoid slain by a vampire's Blood Drain can be raised as a vampire at the time of its death, provided the draining vampire wills it and the victim fails a Will saving throw (DC 10). Should it wish to rise, or fail its saving throw, the victim immediately loses one level but instead gains a level of the vampire base class in its place; if the victim would have only one level, it cannot be raised as a vampire and instead is slain. It otherwise rises from death after 1d4 rounds at 1 hit point, hungering for the opportunity to drain blood so as to restore its hit points to full. A newly raised vampire lusts and obsesses to feed sufficiently and will act on this impulse, regardless of its allegiances, until it restores itself to its new maximum hit points. As normal, supernatural creatures cannot be raised as undead, even as vampires.
A newly created vampire otherwise retains its previous allegiances, but must also gain an allegiance to either chaos, evil or master (the vampire who raised it) as well. If another allegiance is chosen and opposes one that already exists, such as a previous good allegiance and a newly gained evil allegiance, neither allegiance is retained and the raised vampire now has neither instead.
Charm (Su):At 3rd level, as a standard action, a vampire can beguile a humanoid creature just by gazing into its eyes. The vampire can attempt to charm only one target it can see at a time, and the target must be within 30 feet and able to see the vampire. Should the target, one humanoid creature, fail a Will save (DC 10 + 1/2 the vampire’s class level + the vampire’s Charisma modifier) it becomes charmed for a number of hours equal to the vampire's class level. While charmed, the humanoid creature regards the vampire as its trusted friend and ally (treat the target’s attitude as friendly).
This charm does not enable the vampire to control the charmed person as if it were an automaton, but it perceives the vampire's words and actions in the most favorable way. The vampire can try to give the subject orders, but it must win an opposed Charisma check to convince the charmed creature to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the vampire or its apparent allies that threatens the charmed person breaks the effect. The vampire must speak the person’s language to communicate its commands, or else be good at pantomiming.
If the creature is currently being threatened or attacked by the vampire or its allies however, it receives a +5 bonus on its saving throw against this effect. If the vampire is in view of a mirror, it may not attempt to charm a creature.
Charm is a mind-affecting effect that otherwise mimics the
Charm Person spell.
Gaseous Form (Su):At 5th level, as a standard action, the vampire (and all its gear) becomes insubstantial, misty, and translucent like a thin but visible fog. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Defense, Dexterity and size) still apply. The vampire cannot attack, cast spells or use supernatural abilities while in gaseous form.
A vampire in this form can remain gaseous for a number of minutes equal to twice its class levels and has a fly speed of 10 feet with perfect maneuverability, but cannot run. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid.
Gaseous Form is an effect that otherwise mimics the
Gaseous Form spell.
Spider Climb (Ex):a 7th level vampire can, as a standard action, climb and travel on vertical surfaces or even traverse ceilings as well as a spider does for 10 minutes per class level. The vampire needn't have its hands free to climb in this manner. While using this ability, a vampire gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). While spider climbing, a vampire retains its Dexterity bonus to Armor Class (if any), and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Spider Climb is an effect that otherwise mimics the
Spider Climb spell.
Children of the Night (Su):A 9th level vampire commands the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Following the duration of the vampire's summons, the creatures mill about briefly before departing - no longer being influenced by the vampire and returning to their normal behavior.
Bonus Feats:At 2nd, 4th, 6th, 8th, and 10th level, the vampire gains a bonus feat. This feat must be selected from the following list, and the vampire must meet any prerequisites.
Acrobatic, Alertness, Athletic, Attentive, Combat Reflexes, Confident, Deceptive, Dodge, Educated, Frightful Presence, Improved Damage Threshold, Improved Initiative, Iron Will, Lightning Reflexes, Renown, Run, Stealthy, Toughness
THE ZOANTHROPEThe zoanthrope uses his or her unnatural blood to the best advantage and not any particular ability score. Taking a level in this class represents a sacrifice of humanity, be it willing or unwilling. It is defined best by the individual's reaction to their nature as a supernaturally cursed (or blessed) person; they might fight against this new found element in their life and be desperate for a cure or solution, or use its unusual qualities to benevolent (or malevolent) ends. Regular interactions might be damaged for a zoanthrope, whereas combat instances might be much more successful than previously; the casualness of life might be stripped away.
A zoanthrope might strike others as a person with secrets to hide, or a certain magnetism and force of unusual personality which isn't easily defined. He or she might be timid or ferocious in demeanor - in the end, their original personality simply contends and adapts to the direness of the circumstance they've found themselves in.
Most natural - or zoanthropes who are born into their class instead of afflicted with it - live relatively ordinary lives; their minds and bodies having had years to adapt and come to terms with the nature of their being. Afflicted zoanthropes - those who were infected with zoanthropy and failed their Fortitude save against it - often vary greatly, with some heroes turning to the darkness they might feel drawn toward and others instead aspiring to new heroic ends with this increased power.
Game Rule Information:Zoanthropes have the following game statistics.
Ability:Strength or Dexterity is the ability associated with this class. The zoanthrope often places good scores in the other physical ability score he did not choose, his Constitution score, and then his Wisdom score.
Hit Dice:Zoanthropes gain d8 hit points per level. The character's Constitution modifier applies. A 1st level zoanthrope receives hit points equal to 8 + his or her Constitution modifier.
Action Points:Zoanthropes gain a number of action points equal to 5 + one half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The zoanthrope's class skills, and the key ability for each skill, are as follows (see Chapter Two for skill descriptions).
Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Read/Write Language (None), Listen (Wis), Move Silently (Dex), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str)Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Class Features | Defense Bonus | Reputation Bonus |
1st | +0 | +1 | +1 | +0 | Zoanthropy, Alternate Form | +1 | +1 |
2nd | +1 | +2 | +2 | +0 | Bonus Feat | +2 | +1 |
3rd | +2 | +2 | +2 | +1 | - | +2 | +1 |
4th | +3 | +2 | +2 | +1 | Bonus Feat | +3 | +2 |
5th | +3 | +3 | +3 | +1 | - | +3 | +2 |
6th | +4 | +3 | +3 | +2 | Bonus Feat | +3 | +2 |
7th | +5 | +4 | +4 | +2 | - | +4 | +3 |
8th | +6/+1 | +4 | +4 | +2 | Bonus Feat | +4 | +3 |
9th | +6/+1 | +4 | +4 | +3 | - | +5 | +3 |
10th | +7/+2 | +5 | +5 | +3 | Bonus Feat | +5 | +4 |
Starting Feats:In addition to the two feats all characters get at 1st level (see Table 1-2), a zoanthrope begins play with the Simple Weapons Proficiency feat.
Class Features:The following are class features of the zoanthrope.
Zoanthropy (Ex):At 1st level a zoanthrope manifests his or her particular animal lineage, which is one of several possible animals listed below. Regardless of the specific animal line they are from, all zoanthropes gain certain qualities in their humanoid form such as an increase to Constitution and Wisdom scores as well as an accelerated rate of healing.
All zoanthropes, regardless of their current form, naturally heal a number of hit points and ability damage (or burn) per day equal to the standard healing rate + their Constitution bonus. A zoanthrope heals even if they do not rest and this healing replaces their normal, natural healing. Lastly, a zoanthrope heals a number of hit points every minute equal to 1 + their Constitution bonus.
Even while not in alternate form, a zoanthrope has incredible resilience to poison and disease, granting them a +8 racial bonus to saving throws made against disease and poison. There is one exception to this improved resistance, in that a zoanthrope does not apply this bonus against poisoning caused by wolfsbane (belladonna).
Once a character begin taking levels in this class he or she may not take levels in other basic character classes, advanced classes, or prestige classes until they successfully gain a number of zoanthrope levels equal to their animal lineage's specific value. However, they may continue to take additional zoanthrope class levels after gaining the numbers of levels specified in each specific lineage.
A 1st level natural zoanthrope - a character who took their first character level in this class with no prior class levels - may select from any one of the following animal lineages. This selection is permanent and bestows the listed ability score adjustments in all forms as well as their bonus feat(s) received. Additionally, it determines their alternate form as well as the amount of character levels they must invest in the zoanthrope class before they may take a level in another class.
Afflicted zoanthropes instead acquire the animal lineage of the same type as the zoanthrope that bestowed the curse upon them and are not able to make a specific selection. In addition, an afflicted zoanthrope's allegiance (and subsequently their behavior) is temporarily shifted to the category listed in the animal column so long as they remain in their alternate form. A supernatural creature cannot be afflicted with zoanthropy.
Animal Lineage
| Ability Score Adjustments
| Minimum Levels Required
| Bonus Feats | Allegiance (Afflicted Only) |
Werebear | +8 Con, +2 Wis | 5 | Iron Will | Law and Good |
Wereboar | +6 Con, +2 Wis | 3 | Iron Will | Neutral |
Wererat | +2 Con, +2 Wis | 2 | Iron Will, Weapon Finesse | Law and Evil |
Weretiger | +6 Con, +2 Wis | 5 | Iron Will | Neutral |
Werewolf | +4 Con, +2 Wis | 3 | Iron Will, Weapon Finesse | Chaos and Evil |
Alternate Form (Su):A 1st level zoanthrope may assume an alternate form - that which is an amalgamation of their normal self and that of their animal lineage's combined, carrying over traits of each. This alternate form is a biped form of the zoanthrope's line, but retaining humanoid qualities such as functional hands and thumbs. Depending on the animal the zoanthrope's alternate form is generated from, their body adjusts accordingly; wererats are only marginally smaller than their human selves, but werebears are pronouncedly massive, being large creatures. Some human qualities might be retained or merged with the new form, such as eye or hair color, or even personality, but other aspects of their being might not translate such as tattoos.
A zoanthrope must spend a full-round action to assume their alternate form, and upon assuming their alternate form a zoanthrope regains hit points as if they had rested for a day. Any equipment worn that would not readily adjust to (or survive) a sudden change of physique is destroyed in the process. A slain zoanthrope reverts to their humanoid form, although they remain dead.
All zoanthropes, regardless if they are natural or afflicted, automatically assume their alternate forms under a full moon's light and remain in their alternate form until dawn.
Each particular line of zoanthrope gains different ability score adjustments and special qualities while in alternate form. Some zoanthropes also change size categories - these size adjustments' changes to ability scores are already factored in the ability score columns, and their new size category (assuming a Medium creature) are listed in a separate category. All zoanthropes retain any racial or class features, even in their alternate form.
Animal Lineage
| Ability Score Adjustments
| Special Qualities
| Natural Weapons
| Speed
| Size Category
|
Werebear | +16 Str, +2 Dex | Darkvision (60ft), Low-Light Vision, Scent, Bear Empathy, Improved Grab, Damage Reduction 10/Silver | Bite (2d6), Claws (1d8) | 40ft | Large |
Wereboar | +4 Str | Darkvision (60ft), Low-Light Vision, Scent, Boar Empathy, Ferocity, Damage Reduction 10/Silver | Gore (1d8) | 40ft | Unchanged |
Wererat | +6 Dex | Darkvision (60ft), Low-Light Vision Scent, Rat Empathy, Damage Reduction 10/Silver | Bite (1d4) | 40ft | Unchanged |
Weretiger | +12 Str, +4 Dex | Darkvision (60ft), Low-Light Vision Scent, Tiger Empathy, Pounce, Improved Grab, Damage Reduction 10/Silver | Bite (2d6), Claws (1d8) | 40ft | Large |
Werewolf | +2 Str, +4 Dex | Darkvision (60ft), Low-Light Vision Scent, Wolf Empathy, Trip, Damage Reduction 10/Silver | Bite (1d6) | 50ft | Unchanged |
A zoanthrope's natural weapons are treated as though they were silver for the purpose of overcoming damage reduction.
Humanity - Variant-4 HumanityIf you are utilizing the Humanity variant rules, all zoanthropes in their alternate form take a -4 penalty to their Humanity ability score until they return to their humanoid form.
Curse of Zoanthropy - VariantGeneralIf you are utilizing the Curse of Zoanthropy variant rules, all zoanthropes gain a supernatural (Su) disease that is inflicted upon a victim of a successful bite attack. This magical disease,
Curse of Zoanthropy, is a Fortitude save (DC 15) that causes a victim on a failed save to contract afflicted zoanthropy, instantly causing them to gain one level in the zoanthrope base class. This sudden level gain resets their experience to the base minimum for that level.
The curse itself does not manifest until the next full moon, in which the afflicted zoanthrope character involuntarily assumes their alternate form. While in their alternate form on that night, they behave as appropriate for their animal's allegiance and their normal personality and identity are otherwise suspended. The character remains in alternate form until dawn, and remembers nothing of the event aside from disturbing and or violently bloody dreams; the first transformation into the alternate form itself is often agonizing and accompanied by an unmatched hunger.
An afflicted zoanthrope may not utilize their alternate form until they've already suffered from their involuntarily change, but otherwise receive all other regular benefits of gaining a class level in the zoanthrope class. As normal, a supernatural creature may never be afflicted with zoanthropy.
Curing ZoanthropyAn afflicted character who eats a sprig of belladonna (also called wolfsbane) within an hour of failing their Fortitude save against a zoanthrope's Curse of Zoanthropy can attempt a Fortitude save (DC 20) to shake off the affliction. If someone with ranks in the Treat Injury skill administers the herb, use the character's saving throw or the healer's Treat Injury check, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
Fresh or not, belladonna is toxic. A character consuming the herb must succeed on a Fortitude save (DC 13) or take initial damage of 1d6 points of temporary Strength. One minute later, the character must succeed on a second save (same DC) or take an additional 2d6 points of temporary Strength damage.
The only other way to remove the Curse of Zoanthropy is to cast
Remove Curse or
Break Enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a Will save (DC 20) to break the curse (the caster knows whether the spell works). Otherwise, the process must be repeated. Only afflicted zoanthropes can be cured of zoanthropy; natural zoanthropes cannot be cured.
An afflicted character who is successfully cured of their zoanthropy immediately loses all of their zoanthrope class levels, and their base experience is set to the minimum of the last non-zoanthrope class level they had. This level loss caused by curing zoanthropy cannot be avoided or reduced.
Delirium - VariantGeneralIf you are utilizing the Delirium variant rules, all zoanthropes gain a supernatural (Su) aura of terror in their alternate form that strikes those who witness them. This fearsome presence,
Delirium, is a Will save (DC 15) that causes a victim within 60ft who can see the zoanthrope's alternate form to be overcome with unnatural dread. Consult the table below for specific effects of delirium upon those exposed to it.
Saving Throw Result | Effect |
Success (>15) | The creature suffers no points of Sanity damage and is shaken. |
Failure (<15) | The creature suffers 1 point of Sanity damage and is frightened. |
Fumble (1) | The creature suffers 1d6 points of Sanity damage and is panicked. |
A creature stricken with fright or panic by delirium might not necessarily remember the encounter at all, seeing it all only as a blur of terror. Later on they may attempt to rationalize it, if forced to remember, but otherwise do not understand or recollect the facts correctly, and are unable to cite what it was they witnessed with any reliable accuracy. A creature who succeeds in resisting the aura, only being shaken by it, might abstract out the truth of what they saw, but rationalize it as something else other than a zoanthrope's alternate form unless they would have explicit reason to suspect shapeshifting or monsters.
A creature that has been subjected to delirium several times over may build a tolerance for it, requiring three successful Will saving throws against the effect. These saving throws need not be in succession or even made against the same aura of delirium. Should a creature succeed in their tolerance for it, they are no longer subject to delirium and may be within the aura and look upon an alternate form without fear or subjection to Sanity damage. Likewise, a zoanthrope can also ease an onlooker into witnessing their alternate form intentionally, providing a +4 circumstance bonus to the creature's saving throw.
A zoanthrope is immune to delirium, even if it is not their own, and creatures immune to fear are still subject to Sanity damage from this effect.
Bonus Feats:At 2nd, 4th, 6th, 8th, and 10th level, the zoanthrope gains a bonus feat. This feat must be selected from the following list, and the zoanthrope must meet any prerequisites.
Alertness, Animal Affinity, Athletic, Blind-Fight, Dodge, Endurance, Frightful Presence, Great Fortitude, Improved Damage Threshold, Lightning Reflexes, Mobility, Nimble, Run, Stealthy, Toughness, Track