Author Topic: Marruspawn  (Read 1012 times)

Nanshork

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Marruspawn
« on: June 16, 2017, 11:09:56 PM »
The Marruspawn consist of the Marrulurk, Marrusault, Marrutact, Marruspawn Abomination, and Zymes (items).

Marrulurk




HD: d8

Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Marrulurk Body, Keen Ears, Sneak Attack +1d6
2 +1 +0 +3 +0 Desert Adaptation, Nauseating Howl, +1 Dex
3 +2 +1 +3 +1 Discriminating Hearing, Sneak Attack +2d6
4 +3 +1 +4 +1 Poison Use, Death Attack, +1 Dex

Skills Points at Each Level: (8 + Int Modifier)
Class Skills: The Marrulurk’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (wis), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Heal (wis), Hide (dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Move silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex), Use Magic Device (Cha)

Proficiencies: The Marrulurk gains proficiency with: all Simple Weapons and Light Armor.

Marrulurk Class Features:

Marrulurk Body (Ex): Marrulurks lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (Darkvision 60 feet), and they also gain the Marruspawn subtype.  In addition they gain Low-Light Vision.  They are Small sized with a base speed of 20 feet.

Ability Increase (Ex): Marrulurks gain +1 Dex at second and fourth level.

Keen Ears (Ex): Marrulurks gain a bonus to all Listen checks equal to half their HD.

Sneak attack (Ex): As the rogue ability, increases as shown in the table.

Desert Adaptation (Ex): At second level Marrulurks gain Fire Resistance equal to half their HD and Resistance to Dessication damage equal to their HD.  In addition, a Marrulurk also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming dehydrated, although it might still become fatigued if it fails a check.  If a Marrulurk ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition.  A Marrulurk also requires only half as much water in a day as is normally required for a creature of its size.

Nauseating Howl (Su): Once per encounter, a second level Marrulurk can let loose a nauseating howl in a 10-foot cone as a swift action.  This howl is subsonic and only audible to creatures with the Discriminating Hearing ability.  All creatures in the area without the Marruspawn subtype must succeed a Fortitude save (DC = 10 + 1/2 HD + Cha mod) or be Nauseated for one round or Sickened for one round on a successful save.  When the Marrulurk reaches 10 HD, even creatures normally immune to this effect must make a saving throw but they gain a +5 bonus on their save.

Discriminating Hearing (Ex): A third level Marrulurk's hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are withing 30 feet.  When a Marrulurk detects a noise, the exact location of the source is not revealed - only its presence somewhere within range.  A Marrulurk can take a move action to note the direction of the sound.  Whenever a Marrulurk comes within 5 feet of the source, it can pinpoint the sound's location.  Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move, they are detectable by the sound they make while moving through the air or shuffling along the ground.  Only incorporeal creatures are completely undetectable, unless they wish to be detected.

Poison Use (Ex): As the Assassin class ability.

Death Attack (Ex): As the Assassin class ability.  To calculate the save DC, Marrulurk's add their full Marrulurk HD + HD from all other classes that grant the Death Attack ability + 1/2 HD from all other sources.  If the Marrulurk uses its Death Attack on a target currently effected by its Nauseating Howl the DC increases by +2.  When the Marrulurk's Death Attack save DC is calculated using an effective 10 HD, even creatures normally immune to this effect must make a saving throw but they gain a +5 bonus on their save.

Nanshork

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Re: Marruspawn
« Reply #1 on: June 16, 2017, 11:14:13 PM »
Marrusault




HD: d10

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Marrusault Body, Ferocity, Keen Ears
2 +2 +3 +0 +0 Desert Adaptation, Howl of Defiance, +1 Str
3 +3 +3 +1 +1 Discriminating Hearing, Growth
4 +4 +4 +1 +1 Desert Toughness, Pounce, +1 Str
5 +5 +4 +1 +1 Victory Howl

Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Marrusault’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis)

Proficiencies: The Marrusault gains proficiency with: its natural weapons, all Simple and Martial Weapons and Light Armor, Medium Armor, Heavy Armor, and Shields (except Tower Shields).

Marrusault Class Features:

Marrusault Body (Ex): Marrusaults lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (Darkvision 60 feet), and they also gain the Marruspawn subtype.  In addition they gain Low-Light Vision.  They are Medium sized with a base speed of 30 feet, and a natural weapon bite attack dealing 1d6+1.5 Str modifier damage (1d6 + Str mod damage when used as a secondary attack).

Ability Increase (Ex): Marrusaults gain +1 Str at second and fourth level.

Ferocity (Ex): Marrusaults continue to fight without penalty even while disabled or dying.

Keen Ears (Ex): Marrusaults gain a bonus to all Listen checks equal to half their HD.

Desert Adaptation (Ex): At second level Marrusaults gain Fire Resistance equal to half their HD and Resistance to Dessication damage equal to their HD.  In addition, a Marrusault also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming dehydrated, although it might still become fatigued if it fails a check.  If a Marrusault ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition.  A Marrusault also requires only half as much water in a day as is normally required for a creature of its size.

Howl of Defiance (Su): Once per encounter, a second level Marrusault can loose a terrifying howl as a swift action.  All creatures without the Marruspawn subtype within 30 feet must succeed on a Will Save (DC = 10 + 1/2 HD + Cha mod) or become fatigued.  Those within 10 feet who fail their saves become exhausted.  When the Marrusault reaches 10 HD, even creatures normally immune to this effect must make a saving throw but they gain a +5 bonus on their save.

Discriminating Hearing (Ex): At third level a Marrusault's hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are withing 30 feet.  When a Marrusault detects a noise, the exact location of the source is not revealed - only its presence somewhere within range.  A Marrusault can take a move action to note the direction of the sound.  Whenever a Marrusault comes within 5 feet of the source, it can pinpoint the sound's location.  Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move, they are detectable by the sound they make while moving through the air or shuffling along the ground.  Only incorporeal creatures are completely undetectable, unless they wish to be detected.

Growth (Ex): At third level the Marrusault grows to Large size and their bite damage increases to 1d8 +1.5 Str (or 1d8 + Str when used as a secondary attack).

Desert Toughness (Ex): At fourth level the Marrusault gains a bonus to its natural armor equal to 1/2 its HD.  In addition, any time it makes a successful Fortitude saving throw gainst an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Fortitude partial), it instead completely negates the effect.

Pounce (Ex): At fourth level if a Marrusault charges it can make a full attack at the end of the charge, including their bite attack.

Victory Howl (Su): At fifth level, if a Marrusault uses its Howl of Defiance ability after making a full attack at the end of a charge, all non-Marruspawn within the Howl's normal range are treated as if they were ten feet away and take a -2 to their saving throw.
« Last Edit: June 16, 2017, 11:18:35 PM by Nanshork »

Nanshork

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Re: Marruspawn
« Reply #2 on: June 16, 2017, 11:18:07 PM »
Marrutact




HD: d6

Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Marrutact Body, Arcane Birthright, Keen Ears
2 +0 +0 +3 +0 Desert Adaptation, Howl of Healing, +1 Int
3 +1 +1 +3 +1 +Craft Zyme, Discriminating Hearing
4 +1 +1 +4 +1 Protective Howl, +1 Int
5 +1 +1 +4 +1 Marrucraft Zyme Infusion


Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Marrutact’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (any) (Int), Listen (Wis), Spot (Wis), Knowledge(any) (Int), Spellcraft (Int), Survival (Wis)

Proficiencies: The Marrutact gains proficiency with: all Simple Weapons.

Marrutact Class Features:

Marrutact Body (Ex): Marrutacts lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (Darkvision 60 feet, and they also gain the Marruspawn subtype).  In addition they gain Low-Light Vision.  They are Medium sized with a base speed of 30 feet

Ability Increase (Ex): Marrutacts gain +1 Int at second and fourth level.

Arcane Birthright:  A Marrutact can cast spells as a Wizard of his level.  His Marrutact levels stack with Wizard levels for the purposes of Casting only, and if the Marrutact takes a prestige class that advances Arcane casting he may choose to advance his Marrutact caster levels.  Marrutacts are never able to specialize in a specific school.

Instead of a Spellbook all Marrutact's store their spells in a special staff.  All Marrutacts start with a non-magical non-masterwork quarterstaff containing all 0-level wizard spells plus three 1st-level spells of their choice. For each point of Intelligence bonus the Marrutact has, the staff holds one additional 1st-level spell of their choice.  If the Marrutact wishes they can transfer their spells into a new staff, magical or otherwise.  This process takes one full day of meditation in which the Marrutact is unable to cast any spells, including spells gained from any other casting class.  In all other ways their staff is treated as a Spellbook and uses spellbook rules.

The Marrutact has to be holding his staff in at least one of his hands in order to be able to cast any of his spells.

Keen Ears (Ex): Marrutacts gain a bonus to all Listen checks equal to half their HD.

Desert Adaptation (Ex): At second level Marrutacts gain Fire Resistance equal to half their HD and Resistance to Dessication damage equal to their HD.  In addition, a Marrutact also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming dehydrated, although it might still become fatigued if it fails a check.  If a Marrutact ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition.  A Marrutact also requires only half as much water in a day as is normally required for a creature of its size.

Howl of Healing (Su): Once per encounter,a second level Marrutact can loose a regenerative howl as a swift action.  All allies with the Marruspawn subtype within 30 feet are healed for 1d8/2 HD + 1/HD.  If the target is within 10 feet the effect is Maximized.

Craft Zyme (Ex): At third level Marrutact's gain the Zyme Crafter feat for free.  If it already possesses this feat it gains another feat the it qualifies for.

Discriminating Hearing (Ex): At third level a Marrutact's hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are withing 30 feet.  When a Marrutact detects a noise, the exact location of the source is not revealed - only its presence somewhere within range.  A Marrutact can take a move action to note the direction of the sound.  Whenever a Marrutact comes within 5 feet of the source, it can pinpoint the sound's location.  Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move, they are detectable by the sound they make while moving through the air or shuffling along the ground.  Only incorporeal creatures are completely undetectable, unless they wish to be detected.

Protective Howl (Su): At fourth level the Marrutact becomes better able to protect their allies.  If they cast a purely beneficial spell upon an ally and then use their Howl of Healing ability during the same round, for all purposes the Howl of Healing is treated as if it originated from the target of the beneficial spell instead of from the Marrutact.

Marrucraft Zyme Infusion (Ex):  At fifth level the Marrutact gains the ability to infuse non Marruspawn with Marrucraft Zyme.  This causes the target to permanently gain the Marruspawn subtype.  This process takes one hour, requires the subject to be willing or unconscious throughout the procedure, and is non-reversible.

Nanshork

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Re: Marruspawn
« Reply #3 on: June 16, 2017, 11:32:13 PM »
Marruspawn Abomination (with help from Oslecamo)




Marruspawn Abomination Prerequisites
To become a Marruspawn Abomination the character must meet the following requirements:
  - Marrulurk 4, Marrusault 5, or Marrutact 5; Survival 9 ranks


HD: d8

Level BAB Fort Ref Will Special
1 +0 +0 +0 +0 Marruspawn Abomination Creation, Deific Genesis, Racial Heritage, + 1 Heritage
2 +1 +0 +0 +0 Heritage Ability, Deific Immunities I
3 +2 +1 +1 +1 Desert Resistances, Lesser Howl of Fossilization, +1 Con
4 +3 +1 +1 +1 Desert Hunter, Deific Immunities II, Summon Desert Scorpion
5 +3 +1 +1 +1 Deific Senses I, Salt Curse, +1 Heritage
6 +4 +2 +2 +2 Deific Immunities III,  Parching Claws
7 +5 +2 +2 +2 Deific Senses II, Sand Horror, +1 Con
8 +6 +2 +2 +2 Deific Immunities IV, Desert Hunter II
9 +6 +3 +3 +3 Deific Senses III, Savage Rage +1 Heritage
10 +7 +3 +3 +3 Deific Immunities V, Greater Salt Curse
11 +8 +3 +3 +3 Deific Senses IV, Thirst Madness, +1 Con
12 +9 +4 +4 +4 Howl of Fossilization
13 +9 +4 +4 +4 Deific Senses V, +1 Heritage
14 +10 +4 +4 +4 Abomination Ascendancy

Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Marruspawn Abomination’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis)

Proficiencies: The Marruspawn Abomination gains proficiency with: its own natural weapons

Marruspawn Abomination Class Features:

Abomination Creation(Ex): Marruspawn Abominations are created by infusing a Marruspawn with the blood of gods.  This can have been passed down from an ancestor who was an Abomination, or have happened at some point during the Marruspawn's life.  The Marruspawn Abomination's type changes to Outsider gaining all racial traits of that type, and it gains the Native subtype.  The Marruspawn Abomination retains the Marruspawn subtype.

At first level all Abominations gain a primary natural Claw attack that does 1d6 (1d4 if size small, 1d8 if size large) + Str damage (both hands are clawed, the Marruspawn Abomination can choose to make the attack with either hand) and a secondary natural Bite attack that does 1d8 (1d6 is sized small, 1d10 if sized large) + 1/2 Str damage.  They also gain the Scent special quality and a bonus to Natural Armor equal to Con mod.

Deific Genesis (Ex): Marruspawn Abominations were created using the blood of gods.  Whenever they gain a new Marruspawn Abomination level (and only a level in Marruspawn Abomination), if they roll less than half of their hit die rounded down (4), the hit points gained from that level get bumped up to four before bonuses from Con, etc.

Racial Heritage (Ex): Marruspawn Abominations gain abilities depending on what class they used to enter Marruspawn Abomination.  All abilities only affect HD gained through this specific prestige class
  -  Marrulurk Heritage gives the Marruspawn Abomination 6 + Int skill points per level and adds all skills in the Marrulurk skill list to the Marruspawn Abomination's list.  It also turns Reflex into a good save and grants Sneak Attack at every odd level.  Lastly, for the purposes of the Marrulurk's Death Attack ability (and only this ability) Marruspawn Abomination counts as a Death Attack granting class for the purposes of save DC.
  -  Marrusault Heritage gives the Marruspawn Abomination Full BAB.  It also turns Fortitude into a good save and turns the Marruspawn Abomination HD into d12s.  In addition the Marruspawn Abomination learns one stance and two maneuvers.  These can be chosen from the Desert Wind, Iron Heart, or Tiger Claw Disciplines.  At 1st level and then every third level thereafter (3, 6, etc) it learns one extra maneuver chosen from those schools. The Marruspawn Abomination cannot learn maneuvers of a level bigger than (Initiator level/2)+1.  Marruspawn Abomination levels count only count for 1/2 Initiator Level and it starts each encounter with all maneuvers readied but maneuvers learned through the Maruspawn Abomination prestige class have no recharge mechanism.
  -  Marrutact Heritage gives the Marruspawn Abomination adds all skills on the Marrutact skill list and grants Arcane Spellcasting advancement every 2/3 levels (every third level grants no advancement.  It also turns Will into a good save.

Ability Increase (Ex): Marruspawn Abominations gain a +1 to Con at levels 3, 7, and 11 and also gain a bonus at levels 1, 5, 9, and 13 depending on their Racial Heritage.

Marrulurk Heritage gives Dex bonuses, Marrusault Heritage gives Str bonuses, and Marrutact Heritage gives Int bonuses.

Deific Immunities (Su):  At the levels indicated in the table, the Marruspawn Abomination gains the following immunities:
  -   I: The Marruspawn Abomination gains Immunity to Death from Massive Damage.  It also gains DR/Magic equal to 1/2 HD which causes its natural weapons to be treated as Magic for the purposes of bypassing Damage Reduction, SR = 11 + HD, and Fast Healing = 1/2  HD.
  -  II: The Marruspawn Abomination gains Immunity to Petrification effects.
  - III: The Marruspawn Abomination gains Immunity to Energy Drain, Ability Drain, and Ability Damage.  Its DR also changes to DR/ Magic and Adamantine which causes its natural weapons to be treated as Magic and Adamantine for the purposes of bypassing Damage Reduction and Hardness.
  -  IV: The Marruspawn Abomination gains Immunity to Polymorph effects, and its fast healing doubles.
  -   V: The Marruspawn Abomination gains Immunity to Mind-Effecting effects.

Heritage Ability (Ex):  At second level the Marruspawn Abomination gains an ability depending on what class they used to enter Marruspawn Abomination.
  - Marrulurk: The Marruspawn Abomination gains the ability to use the Hide skill even while being observed while in any sort of natural terrain.
  - Marrusault: The Marruspawn Abomination gains the ability to make iterative attacks with its claws.  It can do this in place of making iterative attacks with any other weapon.
  - Marrutact: The Marruspawn Abomination gains a +1 bonus to its caster level at every third level of the prestige class.  This CL grants no additional spellcasting ability and is only used for calculations that use the Marruspawn Abomination's CL.

Desert Resistances (Ex): At third level the Marruspawn Abomination gains Fire-Immunity.  In addition it gains Cold Resistance = HD to keep warm on cold desert nights.

Lesser Howl of Fossilization (Su): At third level the Marruspawn Abomination can loose a fossilizing howl as a swift action once per encounter, this is in addition to any other howl ability they might possess.  This howl effects all creatures within a 30 foot radius.  All affected creatures must make a Fortitude Save (DC = 10 + 1/2 HD + Con mod) or become partially turned into stone, taking a penalty to their Dex scores equal to the Abomination's Con mod and having their movement speeds halved. Those penalties last for 1d4 rounds.

Desert Hunter (Ex): At fourth level the Marruspawn Abomination's speed increases to 60 feet and it treats all sand as normal terrain, it also never breaks sand crust by moving across it.  Furthermore it gains a Permanent Non-Detection effect with CL equal to HD and an Insight bonus to AC equal to 1/4 HD.

Additionally the Marruspawn Abominations natural weapons improve as follows:
  -  I: At fourth level the Marruspawn Abominations claw damage increases to 1d8 (1d6 if small, 1d10 if large).  In addition its bite damage increases to 1d10  (1d8 if small, 2d6 if large).
  - II: At eighth level the Marruspawn Abominations claw damage increases to 1d10 (1d8 if small, 2d6 if large).  In addition its bite damage increases to 2d6 (1d10 if small, 2d8 if large).

Summon Desert Scorpion (Su): At fourth level, 1/hour the Marruspawn Abomination may as a full-round action summon a Huge Monstrous Scorpion, or two Large Monstrous Scorpions, or four Medium Monstrous Scorpions that serve for 1 round/HD before crumbling into dust. They appear in any empty surfaces within 60 feet and can act immediately.

At 12 HD this instead can summon a Gargantuan Monstrous Scorpion, or twice the  previous amount of smaller sizes.

At 14 HD this instead can summon one Colossal Monstrous Scorpion, or twice the previous amount of smaller sizes.

At 16 HD and every 2 HD thereafter the Abomination can choose to summon Monstrous scorpions advanced 4 HD or twice the previous amount, stacking.

Deific Senses (Ex): As indicated on the table the Marruspawn Abomination's senses become even more keen.  Its Blindsight can only be negated by any effect that deafens or otherwise removes the hearing of the Marruspawn Abomination.
  -  I: The Marruspawn Abominations Darkvision increases to 90 feet and it gains Blindsight 30 feet.
  - II: The Marruspawn Abominations Darkvision increases to 120 feet and it gains Blindsight 60 feet.
  -III: The Marruspawn Abominations Blindsight increases to 90 feet and Telepathy 50 feet.
  - IV: The Marruspawn Abominations Blindsight increases to 120 feet and Telepathy 100 feet.
  -  V: The Marruspawn Abominations gains a permanent True Seeing effect on itself and Telepathy 200 feet.

Salt Curse( Su): At 6th level, 1/day per 4 HD the Abomination may replicate a Flesh to Stone spell effect on a target as a standard action except if they fail the save they turn into salt instead of stone.  DC is 10+1/2 HD+Con mod.  This salt is foul-looking and useless for consuming, and thus has no market value.

Parching Claws (Su): At 6th level, whenever the Abomination hits an opponent with its claw natural attack, it deals an extra 1d6 dessication damage and the target must make a Fort save (DC = 10+1/2 HD + Str mod) or take 1 point of Con damage.  Even enemies with immunity to ability damage can suffer from this, but they gain a +5 bonus on their save.  Plants and creatures with the Water subtype take 1d8 dessication damage instead and take a -5 penalty on the save.  The Abomination may also inflict just the dessication and Con damage as a melee touch attack, or instantly evaporate up to 10 cubic feet of inanimate water with a touch.

Sand Horror (Su): At 7th level, 1/day per 5 HD the Abomination may turn itself into sand as a move action.  Its movement speeds are halved and it becomes blinded as well (though it still retains Blindsight), but it becomes immune to critical hits, sleep, paralysis and stunning and can pass trough any obstacle without slowing down as long as there's openings at least a quarter of an inch in diameter.  Its melee reach is doubled as well.  This state lasts 1/minute per HD, but can be dismissed earlier as another move action.

If in an actual sand zone the abomination also gains a burrow speed equal to its land speed, a +10 circumstantial bonus on Hide checks and concealment while on it.

Savage Rage (Ex): Abortions of spirit, abominations live on, nurtured by their quasi-deific powers and the pure, undiluted hate of their forebears and all naturally formed creatures.  At 9th level, the Abomination can, 1/day per 6 HD, enter a Rage similar to a barbarian, except it gains +6 to Str, Con and Dex for the duration, and can still use its other abilities.  However it must always attack something to the best of its ability every round.  If it wants to voluntarily end the rage, there's a 50% chance it fails and continues fighting.  This doesn't stack with an actual Barbarian Rage.

Greater Salt Curse (Su): At 10th level, the Abomination can use Salt Curse as a swift action.

Thirst Madness (Su): At 11th level, as an immediate action the Abomination can inflict a tormenting thirst in any creature whitin 60 feet.  If they fail on a Will save (DC = 10+1/2 HD + Con mod) for 1 round/HD they must spend all their actions drinking anything that's at hand.  Potions, alcohol, a nearby pond of stagnated water, anything that is liquid and looks like it could be put down their throats.  If there's no liquids in sight or in their possession, the affected creature will throw themselves at the nearest creature with a backpack or similar in search of something to drink.  No matter how much they actually drink, the thirst isn't quenched. Thirst Madness lasts 1 round/HD, and creatures immune to mind affecting gain a +5 bonus on their saves.

By spending 500 GP of Mercury, Phosphorous and jewels, the Abomination may curse up to 5 cubic feet of stationary water (or a bunch of filled bottles or similar), so that anyone that comes within 60 feet must save or be affected by Thirst Madness.  If they save, they're immune for 1 minute.  Moving the liquids from their positions ends this curse, although ones already affected will continue to try to find anything to drink for the duration.

Howl of Fossilization (Su): At 12th level, once every 1d4 rounds, a Marruspawn Abomination can loose a fossilizing howl as a free action.  All creatures within 30 feet must succeed on a DC 10+1/2 HD+Con mod Fortitude save or become fossilized.  This effect functions as the flesh to stone spell (see page 232 of the Player’s Handbook).  Even a creature that makes its save can be subjected to the abomination’s howl of fossilization ability in later rounds.

Abomination Ascendancy (Ex):  At fourteenth level the godsblood that was used in the creation of the Marruspawn Abomination fully asserts itself.  The Marruspawn Abomination gains Divine Rank 0.

This has the following effects:
  -  The Marruspawn Abomination receives maximum HP per HD.  This is retroactive.
  -  The Marruspawn Abomination's natural attacks, as well as any weapons they wield, are considered aligned the same as the Marruspawn Abomination for the purposes of bypassing damage reduction.
  -  The Marruspawn Abomination's DR increases from DR/Magic and Adamantine to DR/Epic and Adamantine.  This causes the Marruspawn Abomination's natural attacks to be treated as epic and adamatine for the purposes of bypassing damage reduction and hardness.
  - The Marruspawn Abomination receives a Deflection bonus to AC equal to their Cha mod.
  -  The Marruspawn Abomination's SR increases to 20 + HD.
  -  The Marruspawn Abomination becomes naturally immortal and cannot die from natural causes. They do not age, and they do not need to eat, sleep, or breathe. The only way for a Marruspawn Abomination to die is through special circumstances, usually by being slain in magical or physical combat.
  -  The Marruspawn Abomination's Deific Immunities class ability becomes Extraordinary.

The Marruspawn Abomination's speed does NOT change due to the gaining of divine rank.

Savage Rampage (Ex): When entering Savage Rage the Marruspawn Abomination now gains +8 to Str, Con, and Dex for the duration.  In addition, once per rage the Marruspawn can shake off negative effects in order to better kill all who stand in his way.  The Marruspawn Abomination is capable of removing any one of the following conditions:
  -  Blinded, Confused, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Immobilized, Knocked Down, Nauseated, On Fire, Prone, Shaken, Sickened, Slowed, Staggered, Turned.
  -  Any spell/power, spell-like/psi-like ability or supernatural ability with a duration lasting longer than one round, provided it is either being targeted by the spell or are within the spell's radius.
  -  Any extraordinary ability currently affecting the Marruspawn Abomination (such as the "Bleeding Wounds" inflicted by certain creatures).  However the Marruspawn Abomination cannot use this ability to automatically end its Savage Rage.
  -  Any ability hindering the Marruspawn Abomination caused by an item (alchemical, mundane, magical, or otherwise), such as a caltrop wound.

Any effect not listed above is outside of this ability's range of influence. These conditions cannot be removed, even if their source is a spell's effect or similar ability (such as being dazed by a psionic power, or being affected by a bard's Fascinate ability).

Additionally, some effects can be reinstated at any point during the rest of the round, after you have initiated this ability (for example, if this ability is used to negate the On Fire effect and the Marruspawn Abomination later in its turn steps into a fire the Marruspawn Abomination will have a chance to be On Fire once again).

In case of this ability affecting a spell or other ability that affects an area (such as the web spell), the entire effect is ended for everyone involved when it resolves.
« Last Edit: June 17, 2017, 12:04:50 AM by Nanshork »

Nanshork

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Re: Marruspawn
« Reply #4 on: June 16, 2017, 11:34:08 PM »
Feats

Zyme Crafter [Marruspawn]
Prerequisite: Marruspawn Subtype, Craft [Spawncrafting] 4 ranks
Benefit: You gain the ability to craft zymes.  Crafting a Zyme takes one day and use up raw materials costing one half the base price.
Special: This feat can replace the Brew Potion feat for the purposes of prerequisites.



Zymes
Zymes can only be crafted by a Marruspawn who possesses the Zyme Crafter feat.  Crafting a Zyme does not require a craft check and does not follow the normal crafting rules.

A zyme is activated by drinking it (a standard action that provokes attacks of opportunity).  Though features of these items resemble alchemical or magic items, they are created through a biological process quite different from that used by alchemists or potion brewers.

All zyme effects have a duration of 1 minute and can only be used by creatures with the Marruspawn subtype (or creatures under the effects of a Marrucraft Zyme).  Any non-Marruspawn that drinks a zyme (except the Marrucraft Zyme) is sickened for the duration instead of gaining its normal effect

Rage Zyme: (Cost: 100gp)  A Marruspawn that drinks this zyme flies into a berserk rage in the following round, fighting madly until either it or its opponent is dead.  It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class.  The Marruspawn cannot end its rage voluntarily and the effects of this zyme do not stack with any other rage effect or ability.

Bite Zyme: (Cost: 200gp)  A Marruspawn that drinks this zyme gains a bite attack (if it doesn't already have one) that deals a base 1d6 points of damage (1d4 if the Marruspawn is sized small, 1d8 if large).  A Marruspawn armed with a weapon can use the bite as a secondary natural attack.
 
If a Marruspawn hits with a bite attack, it can use its empowered jaws to latch onto the opponent's body.  An attached Marruspawn is effectively grappling its foe.  The Marruspawn loses its Dexterity bonus to AC, but holds on with great tenacity.  Each round it remains attached, the Marruspawn automatically deals triple bite damage.

An attached Marruspawn can be struck with a weapon or grappled itself.  To remove an attached Marruspawn through grappling, the opponent must achieve a pin against the Marruspawn.

Speed Zyme: (Cost: 100gp)  The base land speed of a Marruspawn that drinks this zyme increases by 30 feet for the zyme's duration.

Supercharged Zyme: (Cost: 50gp)  A Marruspawn that drinks this zyme can make one whirlwind attack per round as a standard action, giving up its regular attacks and instead making one melee attack at its full base attack bonus against each opponent within reach.  The Marruspawn forfeits any extra attacks granted by other abilities or feats when it uses this ability.

Marrucraft Zyme: (Cost: 600gp) If a creature without the Marruspawn subtype drinks this zyme, a painful series of biological responses occurs over the course of 1 round, dealing 1d6 points of damage to the creature.  For the next minute, that creature can benefit from other Marruspawn zymes (for their full duration, even if the duration of the Marrucraft Zyme expires in the meantime).  However, after 1 minute, the creature takes 2d6 damage as the process reverses.  If drunk by a Marruspawn, this zyme heals 3d8+5 points of damage.