Author Topic: Racial Substitution Levels (Magipunk)  (Read 7772 times)

Offline sirpercival

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Racial Substitution Levels (Magipunk)
« on: January 04, 2012, 08:59:12 AM »
Racial Substitution Levels
In general, base classes are written assuming the character is a human. Racial substitution levels are optional rules which allow you to flavor your class levels based on your character's race for races other than human.

A substitution level is a level of a given class that you take instead of the level described for the standard class. Essentially, a substitution level grants you an alternative class feature in place of the standard class feature normally gained at that level. Some substitution levels only modify the standard class feature instead of replacing it completely. The only prerequisite for taking a substitution level is to be of the proper race and class level.

When a substitution level modifies Hit Dice size, this modification applies only to that level, not all levels of the class. Conversely, when a substitution level modifies the list of class skills, this change applies to all levels of the class.

The following racial substitution levels are available:
« Last Edit: July 01, 2017, 12:33:04 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #1 on: January 04, 2012, 09:03:26 AM »
Axani Crystal Mage

HD: d6

Class Skills: Add Negotiation (Cha), Perception (Wis)

Axani Crystal Mage

Base
Attack

Fort

Reflex

Will

 

Geodes

 
LevelBonusSaveSaveSaveSpecialRetrievedSpells per Day
1+0+0+0+2Heartcrystal, Geodes, pulse3As standard crystal mage
5+3+1+1+4Lattice memory4As standard crystal mage
18+13/+8/+3+6+6+11Lattice immunity7As standard crystal mage

Pulse (Ex): This ability replaces the standard crystal mage's Shard ability. An Axani crystal mage can cause her heartcrystal to vibrate in specific patterns, allowing her to release a pulse of focused sound at an enemy. This extraordinary ability is a standard action ray attack, resolved as a ranged touch attack which deals 1d4 sonic damage + the mage's Intelligence modifier at 1st level. Damage dealt by this ability ignores hardness.  The damage dealt by the pulse increases by 1d4 for every additional spell level that the mage gains the ability to cast, and the mage can release an additional pulse as part of the same action at 6th, 11th, and 16th level, which can be aimed at the same or different targets.  For example, a 13th-level Axani crystal mage can release 3 pulses, each of which deals 8d4 damage + her Intelligence modifier.

Lattice memory (Ex): This ability replaces the standard crystal mage's Share Crystal ability. At 5th level, an Axani crystal mage learns to alter the crystalline structure of her heartcrystal, making her more versatile than other crystal mages. Once per day, the mage can exchange one of her retrieved Geodes for another Geode that her heartcrystal bears.

Lattice immunity (Ex): This ability replaces the standard crystal mage's Absorb Crystal ability. When an Axani crystal mage achieves 18th level, she learns to deflect dangerous spell energy with her heartcrystal's lattice. She gains Spell Resistance equal to 10 + her Crystal Mage level, which she can raise or lower as a swift action.



Elf Crystal Mage

HD: d6

Class Skills: Same as standard Crystal Mage

Elf Crystal Mage

Base
Attack

Fort

Reflex

Will

 

Geodes

 
LevelBonusSaveSaveSaveSpecialRetrievedSpells per day
4+3+1+1+4Crystalline swordplay4As standard crystal mage
10+7/+2+3+3+7Improved crystalline swordplay5As standard crystal mage
17+12/+7/+2+5+5+10Greater crystalline swordplay7As standard crystal mage

Crystalline Swordplay (Ex): This ability replaces the standard crystal mage's Geode Focus ability at 4th level (those gained at higher levels are unchanged). Upon reaching 4th level, an elf crystal mage becomes incredibly skilled with her crystalline blade. Whenever she makes a full attack action with her crystalline weapon, she can make an extra attack at her highest base attack bonus; however, all attacks she makes in the round (including this extra attack, as well as any attacks of opportunity she makes before the beginning of her next turn) suffer a -2 penalty.

Improved Crystalline Swordplay (Ex): This ability replaces the standard crystal mage's Storm of Shards ability. Beginning at 10th level, an elf crystal mage can make a second extra attack at her highest base attack bonus whenever she uses her Crystalline Swordplay ability. In addition, the penalty to her attacks decreases to -1.

Improved Crystalline Swordplay (Ex): This ability replaces the standard crystal mage's Greater Storm of Shards ability. Beginning at 17th level, an elf crystal mage can make a third extra attack at her highest base attack bonus whenever she uses her Crystalline Swordplay ability. In addition, she no longer suffers a penalty to her attack rolls due to this ability.



Spellscale Crystal Mage

HD: d6

Class Skills: Same as standard Crystal Mage

Spellscale Crystal Mage

Base
Attack

Fort

Reflex

Will

 

Geodes

 
LevelBonusSaveSaveSaveSpecialRetrievedSpells per day
1+0+0+0+2Arcane presence, heartcrystal, Geodes, shard d63As standard crystal mage
3+2+1+1+3Crystalline radiance4As standard crystal mage
6+4+2+2+5Radiant presence, shard d84As standard crystal mage

Arcane Presence (Ex): A spellscale crystal mage can use her Charisma modifier in place of her Intelligence modifier for spellcasting, as well as for all of her crystal mage abilities that depend on Intelligence.

Crystalline Radiance (Ex): A spellscale crystal mage of 3rd level or higher gains a bonus equal to her Charisma bonus (if any) on all saving throws. This ability replaces the standard crystal mage's Crystalline Constitution gained at 3rd level; instead, she gains Crystalline Constitution at 9th level, Improved Crystalline Constitution at 15th level, and Greater Crystalline Constitution at 20th level.

Radiant Presence (Ex): This ability replaces the standard crystal mage's Crystalline Shield and Improved Crystalline Shield abilities. Starting at 6th level, whenever a spellscale crystal mage has a 3rd-level spell or higher available to cast, she gains a deflection bonus to AC equal to her Charisma modifier. At 14th level, she gains the deflection bonus at all times, whether or not she has a 3rd-level spell or higher available to cast.
« Last Edit: July 01, 2017, 12:26:59 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #2 on: January 04, 2012, 09:03:56 AM »
Cansin DivHead

HD: d6

Class Skills: add Persuasion.

Cansin DivHead

Base
Attack

Fort

Reflex

Will

 

 
LevelBonusSaveSaveSaveSpecialSpells per day
1+0+0+2+2Bouncing uplink, hack (tactics)As standard DivHead
3+1+1+3+3Broadcast overlayAs standard DivHead
9+4+3+6+6Entropic sensor, informational warfare (trace)As standard DivHead

Bouncing Uplink (Ex): This replaces the standard DivHead's Permanent Uplink ability. A Cansin becomes a DivHead by implanting a device in his brain - not the standard permanent uplink, but instead, an uplink called a bouncer, which "borrows" Oracle connections from nearby access points. The Cansin DivHead gains the Permanent Uplink feat as a bonus feat, but with the following modifications:
  • He gains a +10 bonus to any Hack check to prevent his uplink from being traced, suppressed, or destroyed, and to protect himself from divinations via the Oracle.
  • He is immune to the effects of the following Oracle Spiders (see chapter 7 for details): alert (creature), death, impede (targeted), monitor (creature).
  • Accessing the Oracle takes him slightly longer than usual, as the signal is routed through nearby access points; this is only noticeable in stressful, time-sensitive situations. Using the Hack ability requires a standard action instead of a move action.

Broadcast Overlay (Su): This replaces the standard DivHead's Share Overlay ability. Beginning at 3rd level, a Cansin DivHead can broadcast a signal which makes his virtual overlay available to nearby allies; however, he doesn't have perfect control. Whenever he activates his virtual overlay, the Cansin DivHead can share the benefit with 1d4 allies within 30 feet, as per the standard Share Overlay ability. However, if any of the allies with whom he is sharing his overlay is more than 30 feet away at the beginning of his turn in each round, there is a 10% chance that his connection to that ally will drop, separating them from the overlay. The number of allies to which the Cansin DivHead can broadcast increases to 1d6 at level 7, 1d8 at level 11, 1d10 at level 15, and 1d12 at level 19.

Entropic Sensor (Su): This replaces the standard DivHead's Seize Sensor ability. A Cansin DivHead of 9th level or higher can cause his personal sensors to disrupt the normal flow of causality near them. Any creature within 5 feet of an entropic sensor suffers a penalty on attacks, skill and ability checks, and Hack, caster level, or manifester level checks equal to his Intelligence bonus (minimum 1). The Cansin DivHead can make all of his personal sensors entropic with a standard action, and the effect lasts until he ends it with a swift action, to a maximum of 1 round per DivHead level.



Illumian DivHead

HD: d6

Class Skills: as standard DivHead.

Illumian DivHead

Base
Attack

Fort

Reflex

Will

 

 
LevelBonusSaveSaveSaveSpecialSpells per day
2+1+0+3+3Personal sensor (1), virtual overlay, vocable overlayAs standard DivHead
7+3+2+5+5Glyphic overlayAs standard DivHead
10+5+3+7+7Lexemic overlayAs standard DivHead

Vocable Overlay (Su): An illumian DivHead instinctively processes linguistic input. Whenever he activates his virtual overlay, he can cast comprehend languages into the overlay as part of the same action, without using a spell slot.

Glyphic Overlay (Su): This replaces the standard DivHead's Fast Overlay ability. Any creature sharing the virtual overlay of an illumian DivHead of 7th level or higher gains the benefit of his power sigils.

Lexemic Overlay (Su): This replaces the additional personal sensor gained by a standard DivHead at level 10. Any creature sharing the virtual overlay of an illumian DivHead of 10th level or higher gains the benefit of his Illumian Word.



Mongrelfolk DivHead

HD: d6

Class Skills: lose Natural Lore, add Negotiation, Stealth, and Thievery.

Mongrelfolk DivHead

Base
Attack

Fort

Reflex

Will

 

 
LevelBonusSaveSaveSaveSpecialSpells per day
1+0+0+2+2Deep net, hack (tactics), permanent uplinkAs standard DivHead
4+2+1+4+4Baffle sensor, black market contactsAs standard DivHead
12+6/+1+4+8+8Instinctive hackAs standard DivHead

Deep net (Ex): A mongrelfolk DivHead navigates the underground, hidden places in the Oracle, just like in the real world; he moves by instinct instead of intellect. He uses Wisdom as his primary spellcasting stat instead of Intelligence, and gains the Intuitive Hacker feat as a bonus feat.

Black Market Contacts (Ex): This replaces the standard DivHead's HackSpider ability. A mongrelfolk DivHead of 4th level or higher has used the Oracle to establish a network of shady informants, dubious allies, and mutual acquaintances via the Oracle. He gains one contact per every 4 class levels, plus an additional number of contacts equal to his Charisma bonus, if any (minimum 0). See Cityscape pg. 51 for details and suggestions for contacts and the types of favors they might provide; however, none of the mongrelfolk DivHead's contacts can be Lawful Good, Neutral Good, or Lawful Neutral in alignment.

Instinctive Hack (Ex): This replaces the standard DivHead's Hacksight ability. Beginning at 12th level, a mongrelfolk DivHead is so good at reading people and situations that he can infer details about them without even trying. The mongrelfolk can use his Hack ability as a free action (though no more often than once per round) by accepting a -4 penalty to the Hack check.
« Last Edit: July 01, 2017, 12:28:08 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #3 on: January 04, 2012, 09:04:07 AM »
Cansin Dodger

HD: d6

Class Skills: as standard Dodger.

Cansin Dodger

Base
Attack

Fort

Reflex

Will

 
LevelBonusSaveSaveSaveSpecial
2+1+0+3+0Chaotic dodge
11+8/+3+3+7+3Greater moment's notice, improved chaotic dodge
18+13/+8/+3+6+11+6Chaotic strike

Chaotic Dodge (Ex): This ability replaces the standard Dodger's Evasion class feature. Beginning at 2nd level, a Cansin Dodger moves erratically in combat, imposing a 20% miss chance on any ranged attacks against her which require an attack roll. This miss chance increases by 5% for every 3 Dodger levels above 2nd, to a maximum of 50% at 20th level.

Improved chaotic dodge (Ex): This ability replaces the standard Dodger's Improved Evasion class feature. At 11th level, a Cansin Dodger's Chaotic Dodge ability applies to targeted ranged attacks which do not require an attack roll (such as a magic missile).

Chaotic strike (Su): This ability replaces the standard Dodger's Timestrike ability. At 18th level, a Cansin Dodger can throw an opponent into disarray with a single strike. As a full-round action, she can make a melee touch attack against an opponent who is flat-footed or otherwise denied their Dexterity bonus to AC.  If the attack succeeds, she deals no damage but instead forces the subject to make a Will save, DC 10 + her Dexterity modifier + 1/2 her class level, or be permanently confused, as per the insanity spell. The Cansin Dodger can affect creatures who are normally immune to confusion with this ability; however, such creatures receive a +5 bonus to their Will save. This ability is the equivalent of a 9th level spell, with a caster level equal to the Cansin Dodger's class level.



Halfling Dodger

HD: d6

Class Skills: as standard Dodger.

Halfling Dodger

Base
Attack

Fort

Reflex

Will

 
LevelBonusSaveSaveSaveSpecial
1+0+0+2+0Sneak attack +1d6, trapfinding, versatile luck
8+6/+1+2+6+2Improved uncanny dodge, lucky break
15+11/+6/+1+5+9+5Greater 3D combat, time-slip 3/day, unluck

Versatile Luck (Ex): This ability replaces the standard Dodger's Versatility class feature. A halfling Dodger gains a +1 luck bonus to saving throws, which increases by +1 for every 4 Dodger levels she has.

Lucky break (Ex): This ability replaces the standard Dodger's Baffling Opponent class feature. Starting at 8th level, a halfling Dodger can spend an immediate action to reroll a single d20 she just rolled, before she knows the result of the roll. She can use this ability a number of times per day equal to her Charisma bonus (minimum 1). If she has any Luck feats (see Complete Scoundrel for details), uses of this ability count as luck rerolls.

Unluck (Sp): This ability replaces the standard Dodger's Slippery Mind ability. A halfling Dodger of 15th level or higher can use unluck as a spell-like ability at will, with a caster level equal to her class level; the save DC is 10 + 1/2 her Dodger level + her Charisma modifier.



Raptoran Dodger

HD: d6

Class Skills: as standard Dodger.

Raptoran Dodger

Base
Attack

Fort

Reflex

Will

 
LevelBonusSaveSaveSaveSpecial
3+2+1+3+13D combat, unusual limbs
12+9/+4+4+8+4Greater unusual limbs
13+9/+4+4+8+4Uncanny flight, sneak attack +5d6

3D Combat (Ex): A raptoran Dodger's 3D Combat ability is identical to that of a standard Dodger, except that it triggers whenever the raptoran Dodger attacks an opponent while gliding or flying.

Unusual Limbs (Ex): This ability replaces the standard Dodger's Personal Gravity class feature. A raptoran Dodger of 3rd level or higher uses her feet even more than a normal raptoran, and can use her feet interchangeably with her hands when using tools, making skill checks, or wielding weapons. Essentially, whenever she is airborne, the raptoran Dodger has four hands. This ability allows her to qualify for feats such as Multiweapon Fighting.

Greater Unusual Limbs (Ex): This ability replaces the standard Dodger's Greater Personal Gravity class feature. Upon reaching 12th level, a raptoran Dodger may treat her legs and feet as if they were another set of arms and hands for the purposes of magic item slots, if she wishes. She may at any time use one additional set of Hands and Arms slots (she does not gain an additional Shoulders slot or more Rings slots) in place of her Feet slot.

Uncanny Flight (Ex): This ability replaces the standard Dodger's Force-slip ability. Beginning at 13th level, a raptoran Dodger can fly even in circumstances when flying would not be possible, such as in a severe windstorm or when entangled, by making a DC 25 Acrobatics check.
« Last Edit: July 01, 2017, 12:29:15 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #4 on: January 04, 2012, 09:04:35 AM »
Changeling Domeskipper

HD: d8

Class Skills: gain Persuasion.

Changeling Domeskipper

Base
Attack

Fort

Reflex

Will

 

Maneuvers

Maneuvers

Stances
LevelBonusSaveSaveSaveSpecialKnownReadiedKnown
1+1+2+2+0Adaptability, animal companion, Track33 (2)1
7+7/+2+5+5+2Morphic companion74 (2)2
13+13/+8/+3+8+8+4 105 (3)3

Adaptability (Ex): This ability replaces the standard Domeskipper's Wild Empathy class feature. A changeling Domeskipper is adaptable to every situation. By spending 1 minute in concentration, he chooses one skill in which he has ranks. The changeling Domeskipper can always take 10 on that skill, even if stress or distraction would normally prevent him from doing so. He can choose a different a skill to which to apply this ability by spending another minute in concentration.

Morphic Companion (Su): This ability replaces the standard Domeskipper's Swift Tracker class feature. At 7th level, a changeling Domeskipper's animal companion gains the ability to alter its form on command. The changeling Domeskipper chooses another animal companion form from the list of possible animal companion, and as a full round action his animal companion can change between its original form and the alternate. The character can choose an additional alternate form for his animal companion at 11th, 15th, and 19th level.

Morphic Combat (Ex): This ability replaces the standard Domeskipper's Camouflage class feature. A changeling Domeskipper of 13th level or higher can exchange one readied and granted maneuver for another that he knows. He may use this ability once per encounter, by spending a swift action.



Half-Orc Domeskipper

HD: d10

Class Skills: gain Persuasion.

Half-Orc Domeskipper

Base
Attack

Fort

Reflex

Will

 

Maneuvers

Maneuvers

Stances
LevelBonusSaveSaveSaveSpecialKnownReadiedKnown
2+2+3+3+0Rage43 (2)1
11+11/+6/+1+7+7+3Greater rage95 (3)3
17+17/+12/+7/+2+10+10+5Tireless rage126 (3)4

Rage (Ex): This ability replaces the Favored Enemy class feature that a standard Domeskipper receives at 2nd level; a half-orc Domeskipper receives his first favored enemy at 5th level instead. A half-orc Domeskipper of 2nd level or higher can enter a rage a number of times per day equal to his Constitution bonus (minimum 1), but no more often than once per encounter; the bonus to Constitution granted by the rage does not affect the number of uses per day of this ability. In a rage, the character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the half-orc Domeskipper's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a half-orc Domeskipper cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Persuasion, and Animal Affinity), the Meditation skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. The rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A half-orc Domeskipper may prematurely end his rage as a free action. At the end of the rage, the half-orc Domeskipper loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Entering a rage requires no action, but can only be performed on the character's turn.

Greater Rage (Ex): This ability replaces the Favored Enemy gained by a standard Domeskipper at 11th level; a half-orc Domeskipper receives his third favored enemy at 14th level instead. Beginning at 11th level, a half-orc Domeskipper's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Tireless Rage (Ex): This ability replaces the Favored Enemy gained by a standard Domeskipper at 17th level; a half-orc Domeskipper receives his fourth favored enemy at 20th level instead. At 17th level and higher, a half-orc Domeskipper no longer becomes fatigued at the end of his rage.



Raptoran Domeskipper

HD: d8

Class Skills: as standard Domeskipper.

Raptoran Domeskipper

Base
Attack

Fort

Reflex

Will

 

Maneuvers

Maneuvers

Stances
LevelBonusSaveSaveSaveSpecialKnownReadiedKnown
3+3+3+3+1Flight training33 (2)1
4+4+4+4+1Flight training54 (2)2
6+6/+1+5+5+2Flight training64 (2)2

Flight Training: This ability replaces the standard Domeskipper's Endurance, Woodland Stride, and Surefooted class features, at 3rd, 4th, and 6th level, respectively. Each time a raptoran Domeskipper gains this ability, he receives a bonus feat for which he meets the prerequisites, chosen from the following list: Aerial Reflexes, Aerial Superiority, Born Flyer, Diving Charge, Flyby Attack, Hover, Improved Flight, Improved Flyby Attack, Plunging Shot, Winged Warrior, Wingover.
« Last Edit: July 01, 2017, 12:30:46 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #5 on: January 04, 2012, 09:07:54 AM »
Chloromorph Grunt

HD: d12

Class Skills: as standard Grunt.

Chloromorph Grunt

Base
Attack

Fort

Reflex

Will

 

Maneuvers

Maneuvers

Stances
LevelBonusSaveSaveSaveSpecialKnownReadiedKnown
1+1+2+0+0Fibrous flesh, iron recovery 1d4321
9+9/+4+6+3+3Improved swat, wooden skull842
18+18/+13/+8/+3+11+6+6Greater crunch, sprouted soul1264

Fibrous Flesh (Ex): This ability replaces the standard Grunt's Musclebound class feature. The protection granted by a chloromorph Grunt's racial Light Fortification ability doubles, granting him a 50% chance to negate critical hits and precision damage.

Wooden Skull (Ex): This ability replaces the standard Grunt's Thick Skull class feature. Beginning at 9th level, a chloromorph Grunt becomes immune to polymorph effects, and no longer needs to sleep, breathe, or eat.

Sprouted Soul (Ex): This ability replaces the standard Grunt's Thicker Skull class feature. Upon reaching 18th level, a chloromorph Grunt becomes immune to critical hits, precision damage, and mind-affecting spells and effects.



Goliath Grunt

HD: d12

Class Skills: as standard Grunt.

Goliath Grunt

Base
Attack

Fort

Reflex

Will

 

Maneuvers

Maneuvers

Stances
LevelBonusSaveSaveSaveSpecialKnownReadiedKnown
2+2+3+0+0Hearty whack, stone bulwark421
6+6/+1+5+2+2Mineral rampart632
15+15/+10/+5+9+5+5Diamond aegis1153

Stone Bulwark (Ex): This ability replaces the standard Grunt's Clobber class feature. While wielding a shield larger than a buckler, a goliath Grunt of 2nd level or higher grants his shield bonus to AC to a single adjacent ally of his choice; this does not stack with any shield bonus that ally already benefits from. Once per round on hist turn, the goliath Grunt may choose a new adjacent ally as a free action.

Mineral Rampart (Ex): This ability replaces the standard Grunt's Improved Clobber class feature. At 6th level, a goliath Grunt's Stone Bulwark ability benefits all adjacent allies instead of one.

Diamond Aegis (Ex): This ability replaces the standard Grunt's Pound class feature. Upon reaching 15th level, whenever a goliath Grunt successfully damages an opponent with a shield bash attack, the damaged opponent automatically provokes an attack of opportunity from all allies adjacent to the goliath Grunt.



Half-Orc Grunt

HD: d12

Class Skills: as standard Grunt.

Half-Orc Grunt

Base
Attack

Fort

Reflex

Will

 

Maneuvers

Maneuvers

Stances
LevelBonusSaveSaveSaveSpecialKnownReadiedKnown
4+4+4+1+1No escape532
11+11/+6/+1+7+3+3Every opportunity943
18+18/+13/+8/+3+11+6+6Thicker skull, valar morghulis1264

No Escape (Ex): This ability replaces the standard Grunt's Crunch class feature. Beginning at 4th level, creatures within a half-orc Grunt's melee reach cannot use the Withdraw action, and any creature within 30 feet of him that attempt to move farther away from him than its starting position finds the squares it is moving into to be difficult terrain.

Every Opportunity (Ex): This ability replaces the standard Grunt's Improved Crunch class feature. Whenever a creature threatened by a half-orc Grunt of 11th level or higher forgoes an attack of opportunity for any reason (including having no more attacks of opportunity left in a round), that creature provokes an attack of opportunity from the half-orc Grunt. A given creature may not provoke more than one attack of opportunity in a given round from him with this ability.
 
Valar Morghulis (Ex): This ability replaces the standard Grunt's Greater Crunch class feature. Upon reaching 18th level, a half-orc Grunt can expend a readied (and unexpended) maneuver to project an aura of inevitability as a standard action, which lasts for a number of rounds equal to the level of the expended maneuver. All creatures within 60 feet must make a Reflex save (DC 10 + 1/2 class level + Charisma modifier) or be bound into a death spiral centered on the half-orc Grunt. Bound creatures are drawn inexorably toward him by 5 feet each round at the beginning of his turn, and may not make any movement which would move them further away from them than their starting position. This effect lasts for a number of rounds equal to the half-orc Grunt's Charisma bonus (minimum 1 round).

A half-orc Grunt with the Tickets to the Gun Show feat uses his Strength modifier in place of his Charisma modifier to determine the DC and duration of this ability.
« Last Edit: July 01, 2017, 12:32:24 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #6 on: January 04, 2012, 09:08:07 AM »
Half-Elf Planeswalker Racial Substitution Levels

 -- Level 1 (lose 1 known node; gain Ethereal node)
 -- Level 5 (lose 1 known node; gain Astral node)
 -- Level 9 (lose 1 known node; gain Shadow node)

« Last Edit: January 28, 2012, 08:48:52 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #7 on: January 04, 2012, 09:10:47 AM »
Half-Orc Domeskipper Racial Substitution Levels

 -- Level 2 (lose favored enemy [gain 1st at 5]; gain rage Con mod/day)
 -- Level 11 (lose favored enemy; gain mighty rage)
 -- Level 17 (lose favored enemy; gain tireless rage)
« Last Edit: January 20, 2012, 02:33:48 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #8 on: January 04, 2012, 09:11:12 AM »
Halfling Dodger Racial Substitution Levels

 -- Level 1 (lose versatility; gain luck [level/3 luck bonus applies to saves, stacks with racial])
 -- Level 8 (lose baffling opponent; gain luck reroll cha/day)
 -- Level 15 (lose slippery mind; gain unluck as a spell-like ability at will, save DC 10 + 1/2 level + cha mod)
« Last Edit: January 20, 2012, 02:32:35 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #9 on: January 04, 2012, 09:11:33 AM »
Lifetorn Medic Racial Substitution Levels

 -- Level 1 (lose healing hands; gain ability to heal naturally
 -- Level 4 (lose advanced learning; gain charnel touch as DN but useable up to 30 ft with remote healing)
 -- Level 13 (lose armored evasion; gain fast healing 2)
« Last Edit: January 20, 2012, 02:30:35 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #10 on: January 04, 2012, 09:11:56 AM »
Tiefling Mentalist Racial Substitution Levels

 -- Level 1 (similarization bonus vs evil-aligned, penalty vs good-aligned)
 -- Level 3 (replace some psychoportation powers with stygian powers on class list)
 -- Level 5 (resonance boosts ML instead of save penalty)
« Last Edit: January 20, 2012, 02:36:24 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #11 on: January 04, 2012, 09:12:09 AM »
Warforged Mechanosynth Racial Substitution Levels

Warforged Mechanosynth
HD: d8


Level
1
2
8
Base
Attack
Bonus
+0
+1
+6/+1

Fort
Save
+2
+3
+6

Ref
Save
+2
+3
+6

Will
Save
+0
+0
+2


Special
Artificial selection, evolution 0 (basic), bonus warforged feat
Evolution I, bonus warforged feat
Evolution II, bonus warforged feat

 -- Level 1 (mechanosynth only, swap out evolution 0 for bonus warforged feat and apply bonus attacks/damage increases to warforged slam)
 -- Level 2 (swap out next stage for bonus warforged feat)
 -- Level 8 (swap out next stage for bonus warforged feat)
« Last Edit: January 20, 2012, 02:29:12 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #12 on: January 14, 2012, 03:30:06 PM »
Illumian DivHead Racial Substitution Levels

 -- Level 2 (virtual overlay has continuous comprehend languages)
 -- Level 7 (lose fast overlay; any creature sharing overlay gains benefit of power sigils)
 -- Level 10 (lose one personal sensor; any creature sharing overlay gains benefit of illumian word)
« Last Edit: January 20, 2012, 02:34:25 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #13 on: January 14, 2012, 03:59:35 PM »
Mongrelfolk Biosynth Racial Substitution Levels

 -- Level 2 (lose next stage; gain synergy I [bonus hp = # of evolves x2])
 -- Level 8 (lose next stage; gain synergy II [DR #/-- of evolves])
 -- Level 14 (lose next stage; gain synergy III [save bonus +# of evolves])
« Last Edit: January 20, 2012, 02:36:58 PM by sirpercival »
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Re: Racial Substitution Levels (Magipunk)
« Reply #14 on: February 12, 2012, 11:31:49 AM »
Shifter Zen Fundamentalist Racial Substitution Levels

 -- Level 1 (lose Ability Boost, gain Shifter Boost [+2 increase to shifter ability bonus])
 -- Level 6 (lose Uncanny Dodge; apply Shifter Boost to 2 abilities)
 -- Level 12 (lose Improved Uncanny Dodge; apply Shifter Boost to 3 abilities)
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Re: Racial Substitution Levels (Magipunk)
« Reply #15 on: February 12, 2012, 11:48:44 AM »
Warforged Morphling Racial Substitution Levels "Transformer"/"Warphling"

 -- Level 7 (lose morphic reserves, use Transformation to transform into Constructs)
 -- Level 11 (lose improved morphic reserves; get Specialized Form)
 -- Level 20 (lose morphic apotheosis; get Customized Form)

Specialized Form: At level 11, the Warforged Morphling must select one creature whose form he can assume with Transformation. This form does not have to be an animated car, but it is recommended. He must also chose morph abilities with a total cost equal to his con modifier, which he has the required level to assume. Whenever he uses Transformation to assume the selected form, he also gets the benefits of the selected morph abilities without paying the morph cost, for as long as he stays in that form. Every second level from level 11 on, he may choose a different form and another set of Morph abilities if he so desires.

Customized Form: At level 20, the Warforged Morphling can choose another form and another set of morph abilities for his specialized form. However, this time, he may choose morph abilities with a total cost equal to twice his con modifier.
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