At 01:51 AM 4/29/2004 +0200, irdeggman wrote:
> As I`ve pointed out several times (and I think you are starting to see
why as you delve deeper into creating awnshegh) - the first thing that
needs to be done is to determine a means of capturing the transformation
process. The deeper you get the harder it becomes to rationalize how the
build should work and then the balance between awnshegh becomes harder to
maintain. It could be a prestige class, it could be a variation of the UA
bloodlines, it could be something else entirely.
I`ve found it works pretty well using the character class method. At
least, nobody has said they thought any of the abilities were inappropriate
or imbalanced for any of them I`ve sent to the BR community. (There have
been some valid points made about the CR Ive assigned, but thats not
really related to the class itself.)
The class is pretty simple. It has d10 HD, fast BAB, fortitude and reflex
saves, and 2 skill points/level with the player/DM choosing 10 skills from
those available to be class skills for the character. The major feature of
the class is that it gets a BP every level (the bloodline point system I
use) to spend on an existing blood ability, a new one or a transformation
effect. Its the transformation and disadvantage “special ability” sections
of that class that are the longest, but they aren`t particular more
extensive than exist for most character class write ups. Even though I`ve
been adding and articulating them for months those sections are still under
a 1,500 words.
In fact, here`s the whole character class description. Hopefully the
formatting won`t be too difficult to read.
The Awnshegh class is used to reflect an awnshegh`s transformation into
the corrupted form that parallels the character`s nature and
personality. A scion of Azrai may always choose to take a level as an
awnshegh when he levels up, but he may be required to take a level in this
class if he fails a will save. See The Blood of Azrai on page 7. [Note:
This is another section in my BP document that nobody but my group has
seen, I`m afraid. -G]
Alignment: Any.
Hit Die: d10.
Class Skills: Pick ten skills appropriate to the form your character is
transforming into. All other skills are cross class skills for you as you
level up in the awnshegh prestige class.
Skill Points per Level: 2 + Int modifier
Table 7: Awnshegh/Ershegh
Fort Ref Will
Level BAB Save Save Save Special
1 +1 +2 +2 +0 Bonus BP, transformation
1
2 +2 +3 +3 +0 Bonus BP, disadvantage
1
3 +3 +3 +3 +1 Bonus BP, transformation
2
4 +4 +4 +4 +1 Bonus BP, disadvantage
2
5 +5 +4 +4 +1 Bonus BP, transformation
3
6 +6 +5 +5 +2 Bonus BP, disadvantage
3
7 +7 +5 +5 +2 Bonus BP, transformation
4
8 +8 +6 +6 +2 Bonus BP, disadvantage
4
9 +9 +6 +6 +3 Bonus BP, transformation
5
10 +10 +7 +7 +3 Bonus BP, disadvantage
5
11 +11 +7 +7 +3 Bonus BP, transformation
6
12 +12 +8 +8 +4 Bonus BP, disadvantage
6
13 +13 +8 +8 +4 Bonus BP, transformation
7
14 +14 +9 +9 +4 Bonus BP, disadvantage
7
15 +15 +9 +9 +5 Bonus BP, transformation
8
16 +16 +10 +10 +5 Bonus BP, disadvantage
8
17 +17 +10 +10 +5 Bonus BP, transformation
9
18 +18 +11 +11 +6 Bonus BP, disadvantage
9
19 +19 +11 +11 +6 Bonus BP, transformation
10
20 +20 +12 +12 +6 Bonus BP, disadvantage
10
CLASS FEATURES
Weapon and Armor Proficiency: None. An awnshegh/ershegh whose
transformation gives him an unarmed attack, however, automatically gets the
Unarmed Combat feat.
Gear: None.
Bonus BP: You gain an additional Bloodline Point. This BP may be spent
to improve a blood ability you already have or it may be spent on any other
blood ability available to your bloodline derivation.
The BP you earn from taking levels in the Blood Form prestige class may
be spent to gain more blood abilities or increase your blood abilities
higher than your Scion level would permit. You need not abide by the
normal limitation regarding the maximum number of blood abilities when
spending these BP of Table 3: Bloodline Score on page 6. That is, a scion
with a Az(10/36) bloodline has 5 BP that he may spend on no more than 2
blood abilities. The same character that gained BP by taking levels in the
Awnshegh/Ershegh prestige class can spend those BP on a third blood ability
or they can be used to increase the power of one of his existing blood
abilities.
You may exchange a bonus BP for an additional Transformation (below.)
Transformation: As an awnshegh you begin to transform into a distinctly
non-human form. This form coincides with your personality and
demeanor. You may transform into an animal, monster or some otherworldly
form. Your transformation into an awnsheghlien is a constant, degenerate
process, but you only gain abilities based upon your blood form every other
level you progress as an awnshegh. Blood Form abilities may be claws
granting an unarmed attack, scales that provide a natural armor bonus or
any other special ability generally reserved for animals or
monsters. Below is a list of typical transformations that you may choose
from or use as a guide for creating your own transformation effects:
Ability Drain 1: When you make a successful touch attack or melee attack
your opponent must make a Fortitude save (DC 10 + your character level) or
suffer ability score damage. You can choose any ability score except
constitution.
Ability Drain 2: A second transformation can be used to make the ability
score drained constitution. (You may skip this transformation and move on
to Ability Drain 3+ if you want to continue draining any of the other five
ability scores.)
Ability Drain 3+: Later transformations increase the amount of points
your opponent loses by 1 point. You can continue taking this
transformation, but you cannot take it in two consecutive levels.
Ability Score Bonus 1: A +2 bonus to any ability score.
Ability Score Bonus 2+: Later transformations can improve your ability
scores by +2.
Claws 1: You get two unarmed attacks that do 1d4 damage. Typically,
these attacks are assumed to be claws or talons on the character`s hands,
but it can be used to represent any attack with two limbs. The type of
damage done (piercing, slashing or bludgeoning) should be determined when
the transformation is taken.
Claws 2+: Later transformations can be used to improve the die for this
attack using the following progression: 1d6, 1d8, 1d10, 1d12, 2d8, 2d10, 2d12.
Damage Reduction 1: You have DR 1/.
Damage Reduction 2+: Later transformations can be used to improve your
damage reduction to 2/, 3/, etc.
Fangs 1: You get an unarmed attack that does 1d6 damage. This attack is
generally assumed to be a bite, but can be used to represent any single
attack. Like the Claws 1 transformation, the type of damage done
(piercing, slashing or bludgeoning) is determined when the transformation
is taken.
Fangs 2+: Later transformations can be used to improve the die for this
attack using the following progression: 1d10, 2d8, 2d10, 2d12, 3d10, 3d12,
4d10.
Immunity:
Move 1: Increase your movement rate by 10 feet, or add a new type of
movement at 10 feet. That is, a typical human could increase his movement
rate to 40 feet, or could gain a burrowing movement rate of 10 feet. Other
types of movement that could be added are a swim movement rate, or a climb
movement.
Move 2+: Later transformations can improve your movement rate by 10 feet.
Natural Armor 1: Scales, thick skin, a tough hide, etc. that provide a
+2 natural armor bonus.
Natural Armor 2+: Later transformations can be used to improve your
natural armor bonus by an additional +2.
Nightvision: per ??
Saving Throw Bonus 1: A +2 bonus to any saving throw.
Saving Throw Bonus 2+: Later transformations can improve saving throws
by an additional +2.
Scent: You gain the scent special ability.
Size Increase: By dedicating both your bonus BP and transformation bonus
you can increase your size category. Increasing size grants ability score
increases and decreases, natural armor, penalties to attacks, etc. per the
guidelines in the MM.
Spell-like Ability 1: A transformation can take the form of a spell-like
ability. Choose an appropriate 0th level spell.
Spell-like Ability 2+: Later transformations can improve the spell-like
ability to 1st+ level spells.
Subtype: You may add a subtype to your character description (fey,
outsider, etc.)
Tremorsense 1: You gain tremorsense (DMG 299) with a range of 30 feet.
Tremorsense 2+: Later transformations improve your tremorsense range
improve by 30 feet.
Water Breathing: You are able to breathe underwater per the ???
Wings 1: You can fly at 40 feet with poor maneuverability.
Wings 2+: Later transformations can improve your maneuverability
category or increase your flying speed by 20 feet.
Disadvantage: Taking levels in the awnshegh character class has negative
consequences as well. Starting at 2nd level and every other level
thereafter the changes to your body caused by your awnsheghlien form cause
you to suffer a disadvantage. Disadvantages are similar to transformations
in that they should in some way relate to the form you are changing
into. For instance, a character who gained a natural armor bonus from
scaly skin from transforming into a lizard-like creature might also become
cold-blooded and, therefore, more vulnerable to heat and cold based
attacks. Some typical disadvantages are:
Ability Penalty 1: You suffer a -4 penalty to charisma, or a -2 penalty
to any other ability score.
Ability Penalty 2+: You can continue to suffer ability score penalties
as long as the penalty will not reduce an ability score to 0.
Bad Reactions: You are slow to react, suffering a 4 penalty to
initiative checks.
Bad Saves 1: You suffer a 2 penalty to any saving throw.
Bad Saves 2: You suffer additional saving throw penalties. You may not
take a saving throw penalty on the same saving throw more than twice for a
cumulative penalty of 4.
Body Shape 1: Your body changes enough from the typical humanoid form so
that you are unable to wear standard armor and must have clothing and
similar equipment custom made at 200% of their standard cost.
Body Shape 2: Your body has changed to the point that you are not able
to wear armor or clothing at all.
Body Shape 3: Your body has changed to the point that you are not able
to wear rings or other jewelry, nor can you use any standard
equipment. You have difficulty using objects designed for humans like
doorknobs, chairs, etc.
Diminished Hands 1: Your hands are reduced and/or your thumb diminished
so that you are only able to grip in one hand weapons one size category
smaller than you.
Diminished Hands 2+: You may continue to take this disadvantage to
reflect that your hands and fingers have continued to be reduced so that
you can only wield weapons two size categories smaller than you, then three
sizes, etc. Eventually (below size Fine) you are unable to hold objects at
all.
Diminished Sight 1: You are nearsighted. You suffer a 2 penalty to all
ranged attacks and spot checks.
Diminished Sight 2: Your vision has deteriorated further. You suffer a
4 penalty on all ranged attacks and spot checks.
Diminished Sight 3: You are blind. See the PHB p151-2.
Diminished Voice 1: You can only speak in a whisper (requiring a DC 15
Listen check to hear) or you must make a DC20 Will save in order to utter
an articulate word or short sentence.
Diminished Voice 2: You can no longer speak audibly.
Energy Weakness: You become vulnerable to a particular form of energy
(heat, cold or electricity) suffering double damage from such attacks.
Hearing Loss 1: You are hard of hearing. You suffer a 4 penalty to
Listen checks.
Hearing Loss 2: You are deaf.
Light Sensitivity 1: Your are sensitive to light suffering a -2 penalty
to all attacks, skill checks and saving throws made while in daylight.
Light Sensitivity 2: You suffer ability score penalties (-2 to strength
and dexterity) in daylight.
Light Sensitivity 3: You suffer physical damage (2 hit points per round)
when directly exposed to daylight.
Light Sensitivity 4: You are blind in daylight. See the DMG p151-2.
Light Sensitivity 5+: You can double the effects of Light Sensitivity 1,
2 or 3. You may take this disadvantage more than once, but not to double
the effect of the same Light Sensitivity.
Slow 1: Your movement rate is decreased by 10 feet. You may not apply
this disadvantage to a type of movement you gained as part of an awnshegh
transformation or blood ability.
Slow 2+: You may take this disadvantage as long as you have 10 feet of
movement to lose until you are immobile with that type of movement.
Swallow Whole:
Turn Vulnerability: You can be turned as an undead creature by an
appropriately aligned priest.
Water Breather: You are no longer able to breathe air, suffocating when
taken out of the water per the rules on Suffocation in the DMG.
New Transformations and Disadvantages: When developing new transformations
or disadvantages not covered by those listed above try to use the existing
ones as a guideline.
Using that class to portray the transformations and disadvantages of an
awnshegh/ershegh character seems to create balanced and logically devised
characters. The only downside that I can see is that it requires giving
existing 2e characters another six or more character levels.
If one uses a character class for awnshegh (or ershegh) transformation the
only real question then becomes How many levels in that class does the
character have? When it comes to characters like Rhoubhe, the Spider, etc.
I`ve found the best way to answer that question is to just go ahead and
start writing up the character giving him the minimum number of levels
required to portray that character`s special abilities.
Gary