Author Topic: Rukanyr  (Read 4763 times)

Offline oslecamo

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Rukanyr
« on: December 23, 2011, 01:31:13 AM »
Rukanyr

Hit dice: d8
Level   BAB   Fort   Ref   Will   Feature

1   +0   +0   +0   +2   Body of Madness, Stunning Slam, Freakish Stability, +1 Str, +1 Con
2   +1   +0   +0   +3   Lesser paralyzing poison, Fast Healing, +1 Str, +1 Con
3   +2   +1   +1   +3   Lesser Deafening Roar, Third Mouth, +1 Str, +1 Con
4   +3   +1   +1   +4   Forest of Claws +2, True Poison, +1 Str, +1 Con
5   +3   +1   +1   +4   Growth, Insane Speed, +1 Str, +1 Con
6   +4   +2   +2   +5   Deafening Roar, Forest of Claws +4,+1 Str, +1 Con
7   +5   +2   +2   +5   Reflexive Sunder, +1 Str, +1 Con
8   +6   +2   +2   +6   Forest of Claws +6, Sonic Immunity, +1 Str, +1 Con
9   +6   +3   +3   +6   Sundering Roar, +1 Str, +1 Con


Skills: 2+Int modifier, quadruple at first level.  Class skills are Climb, Listen, Search, and Spot

Weapon and Armor Proficiencies:
Natural Weapons, no armor

Body of Madness: A rukanyr loses all racial bonuses and becomes a Medium aberration (darkvision 60 feet).  It has a base land speed of 30 feet and a climb speed of 10 feet.  It has a primary tail slam that deals 2d6+Str damage and two secondary bites that deal 1d6+(1/2 Str) damage.  It also gains a bonus to natural armor equal to 2 plus its Constitution modifier.

A rukanyr can manipulate small objects and levers with its many small claws, but cannot wield weapons, except for mouthpick weapons (LoM).

A rukanyr cannot use items that occupy the ring and hand slots.  All other item slots are as normal for a humanoid creature.

Ability score increases: the rukanyr's Strength and Constitution increase by 1 at every level.

Stunning Slam (Ex): 1/day per 2 HD, the rukanyr can attempt to stun a creature it hits with its tail slam.  The rukanyr must declare it is using this ability before the attack is made.  If it misses, the attempt is wasted.
A creature hit by a stunning slam must make a Fortitude save (DC 10 + 1/2 HD + Con mod) or be stunned for 1d4 rounds.

At 9 HD, the rukanyr can make a stun attempt at will.

Freakish Stability (Ex): A rukanyr constantly grows new legs that help it find purchase.  It gets a +2 stability bonus per HD to Strength checks to avoid being bullrushed.

Lesser Paralyzing Poison (Ex): The rukanyr begins to develop a venom that slows down its target.  Each successful bite attack delivers the poison.  Fort DC 10 + 1/2 HD + Con mod.  Initial and secondary damage 1d6 Dex.

Fast Healing (Ex): A rukanyr heals from injuries quickly.  It gains fast healing equal to 1/2 its HD.

Lesser Deafening Roar (Su): The rukanyr's central mouth has developed, letting it make a weak, yet earsplitting, roar.  Once every 1d4 rounds, the rukanyr can roar as a standard action.  All creatures besides itself within 30 feet must make Fortitude saves (DC: 10 + 1/2 HD + Con mod) or be deafened for 1d6 rounds.

Third Mouth (Ex): The rukanyr gains a third bite attack at the same bonuses as the first two.

Forest of Claws (Ex): Some of the rukanyr's extraneous claws become strong enough to use in battle.  Each claw is a secondary attack that deals 1d4+(1/2 Str) damage.  It gains two claws at 4th level, which increases to four at 6th level, and 6 claws at 8th level.  For every two hit dice beyond 8, the rukanyr gains one extra claw attack.

True Poison (Ex): The rukanyr's venom has reached full potency.  Initial and secondary damage is 2d6 Dex.

Growth (Ex):
The rukanyr grows one size category.  Apply all necessary modifiers to the rukanyr's AC, attacks, skills, grapple, natural weapons, ect, but the rukanyr doesn't get any ability score/natural armor bonus or penalties.  In addition, its natural armor increases by one.

Insane Speed (Ex): The rukanyr's land and climb speeds both increase by 10 feet.  This stacks with any other ability that increases movement, such as a barbarian's Fast Movement.

Deafening Roar (Ex):
The rukanyr has developed its roar to be louder and more potent.  Range increases to 60 feet and creatures are deafened for 2d6 rounds.

Reflexive Sunder (Ex): The rukanyr's armor is composed of hard, shifting plates.  These plates are now tough enough to grab and crush weapons that strike it.  Anybody that strikes the rukanyr with a melee weapon must make a Reflex save (DC 10 + 1/2 HD + Dex mod) or have the armor plates take hold of it.  The weapon takes (2d6/3HD)+Str mod damage and falls to the attacker's feet if unbroken. Creatures striking the rukanyr with  a natural melee weapon must also make the reflex save or take the same amount of damage.

This ability cannot be used if the rukanyr is wearing physical armor or barding of any kind.

Sonic Immunity: The rukanyr becomes fully immune to sonic damage.

Sundering Roar (Su): Now fully grown, the rukanyr is able to use its deadliest attack, a sonic lance that vibrates whatever it hits to pieces.  While making a deafening roar, the rukanyr can target any object or creature within the radius of effect (60 feet).  The target takes 1d6/HD sonic damage (Reflex save half, DC Con based).  This damage also applies to the weapons and armor held and worn by any creature hit by this attack.

Sundering Roar can only be used while also making a deafening roar, but the rukanyr can make a deafening roar and not also use sundering roar.

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Done by Makiru from GITP
« Last Edit: March 22, 2013, 01:44:24 PM by oslecamo »

Offline Drammor

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Re: Rukanyr
« Reply #1 on: March 21, 2013, 03:19:57 PM »
Shouldn't this class provide an immunity to sonic damage, per the actual creature?
[20:32] <DonQuixote> A POX UPON YOU ALL!
[20:32] <DonQuixote> YOU, J, FOR STEALING THE PURITY OF NORNS.
[20:32] <DonQuixote> YOU, DRAMMOR, FOR ENSNARING ME IN THIS FIENDISH PRISON.

Offline oslecamo

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Re: Rukanyr
« Reply #2 on: March 22, 2013, 01:44:51 PM »
Missed it, added at 8th level.