Dungeons and Dragons
No edit summary
({{OGL Only}})
 
(4 intermediate revisions by one other user not shown)
Line 1: Line 1:
  +
{{OGL Only}}
 
The [[Leeches|leeches]] that study the ways of their ancestors unlock their latent power and become great leeches. Great leeches are mighty warriors, leading the leech tribes into battle. They crush the salt-throwers with their great bulks and drain the life out of those that get too close.
 
The [[Leeches|leeches]] that study the ways of their ancestors unlock their latent power and become great leeches. Great leeches are mighty warriors, leading the leech tribes into battle. They crush the salt-throwers with their great bulks and drain the life out of those that get too close.
   
Line 7: Line 8:
 
*Race: Leech
 
*Race: Leech
 
*BAB: +6
 
*BAB: +6
*Feats: Improved Unarmed Strike, Weapon Focus: Grapple, Skill Focus: Survival
+
*Feats: Improved Unarmed Strike, Weapon Focus (grapple), Skill Focus (survival)
 
*Skills: Move Silently 3 ranks, Survival 6 ranks, Heal 6 ranks.
 
*Skills: Move Silently 3 ranks, Survival 6 ranks, Heal 6 ranks.
*Special: Must have defeated an opponent without manufactured weapons and gained at least one temporary hit point via fluid absorbtion from that same opponent.
+
*Special: Must have defeated an opponent without manufactured weapons and gained at least two temporary hit point via fluid absorbtion from that same opponent.
   
 
The great leech's class skills (and key ability for each skill) are Climb (Str), Heal (Wis), Intimidate (Cha), Move Silently (Dex), Ride (Dex), Survival (Wis), and Swim (Str).
 
The great leech's class skills (and key ability for each skill) are Climb (Str), Heal (Wis), Intimidate (Cha), Move Silently (Dex), Ride (Dex), Survival (Wis), and Swim (Str).
Line 17: Line 18:
 
Class Abilities
 
Class Abilities
   
*Improved Fluid Absorbtion: At 1st level, the great leech's fluid absorbtion ability causes 1 point of Constitution drain. At 4th level, it causes 1d4 points of Constitution drain, and the great leech gains 5 temporary hit points.
+
*Improved Fluid Absorbtion: The great leech's fluid absorbtion ability causes (1+great leech class levels) points of Constitution drain.
   
*Leech Armor: At 1st level, the great leech gains +1 to its natural armor. This bonus increases to +2 at 5th level and +3 at 9th level.
+
*Leech Armor: At 1st level, the great leech gains +1 to its natural armor. This bonus increases to +2 at 3rd level and +3 at 5th level.
   
 
*Bite: At 2nd level, the great leech gains a bite natural attack which deals 1d6 piercing damage.
 
*Bite: At 2nd level, the great leech gains a bite natural attack which deals 1d6 piercing damage.
   
*Leech Healing: At 6th level, the greater leech may remove poisons in itself or other living creatures. To do this, it must attach it's mouth to the target. If the target is willing, no check is neccessary. If the target is unwilling, a pin must be achieved. At the beginning of each turn the pin is maintained, the great leech may make a Heal check against the poison's DC. If the check is successful, the poison is removed. After each Healing check, whether succesful or not, the target is dealt 1d6 damage from fluid loss.
+
*Leech Healing: At 3rd level, the greater leech may remove poisons in itself or other living creatures. To do this, it must attach it's mouth to the target. If the target is willing, no check is neccessary. If the target is unwilling, a pin must be achieved. At the beginning of each turn the pin is maintained, the great leech may make a Heal check against the poison's DC. If the check is successful, the poison is removed. After each Healing check, whether successful or not, the target is dealt 1d6 damage from fluid loss.
   
*Growth: At 7th level, the great leech can sacrifice a minimum of 40 temporary hit points to gain the effect of an enlarge person spell. The duration is equal to temporary hit point sacrificed divided by eight, rounded down. This ability can only be used once a day.
+
*Mighty Growth: Once a day, at 5th level, the great leech can sacrifice a minimum of 80 temporary hit points gained by fluid absorbtion to gain the effect of a righteous might spell, except where noted. The damage reduction gained is 10/magic. The great leech also gains the improved grab ability when it attacks with its bite for the duration of the effect. The duration is equal to the temporary hit points sacrificed divided by sixteen, rounded down. Activating this class feature is a standard action which does not provoke attacks of opportunity. As a free action, the great leech may sacrifice a minimum of 16 temporary hit points gained by fluid absorption to increase the duration by a number of rounds equal to the number of temporary hit points sacrificed divided by sixteen, rounded down.
 
*Mighty Growth: At 10th level, the great leech can sacrifice a minimum of 80 temporary hit points gained by fluid absorbtion to gain the effect of a righteous might spell. The duration is equal to the temporary hit points sacrificed divided by sixteen, rounded down. A use of this ability counts a use of Growth.
 
   
 
Table: Great Leech
 
Table: Great Leech
Line 38: Line 37:
 
| 2 || +2 || +3 || +0 || +0 || Bite
 
| 2 || +2 || +3 || +0 || +0 || Bite
 
|-
 
|-
| 3 || +3 || +3 || +1 || +1
+
| 3 || +3 || +3 || +1 || +1 || Leech Armor +2, Leech Healing
|-
 
| 4 || +4 || +4 || +1 || +1 || Improved Fluid Absorbtion
 
|-
 
| 5 || +5 || +4 || +1 || +1 || Leech Armor +2
 
|-
 
| 6 || +6 || +5 || +2 || +2 || Leech Healing
 
|-
 
| 7 || +7 || +5 || +2 || +2 || Growth
 
|-
 
| 8 || +8 || +6 || +2 || +2
 
 
|-
 
|-
| 9 || +9 || +6 || +3 || +3 || Leech Armor +3
+
| 4 || +4 || +4 || +1 || +1 ||
 
|-
 
|-
| 10 || +10 || +7 || +3 || +3 || Mighty Growth
+
| 5 || +5 || +4 || +1 || +1 || Leech Armor +3, Mighty Growth
 
|}
 
|}
 
[[Category:Leechkin]]
 
[[Category:Leechkin]]

Latest revision as of 23:08, 17 Neur'ti 2005

This page is made up entirely of OGL content. Please add new material at the bottom of the page, under the header of "Polaquin Specific"

The leeches that study the ways of their ancestors unlock their latent power and become great leeches. Great leeches are mighty warriors, leading the leech tribes into battle. They crush the salt-throwers with their great bulks and drain the life out of those that get too close.

Hit Die: d10

Requirements

  • Race: Leech
  • BAB: +6
  • Feats: Improved Unarmed Strike, Weapon Focus (grapple), Skill Focus (survival)
  • Skills: Move Silently 3 ranks, Survival 6 ranks, Heal 6 ranks.
  • Special: Must have defeated an opponent without manufactured weapons and gained at least two temporary hit point via fluid absorbtion from that same opponent.

The great leech's class skills (and key ability for each skill) are Climb (Str), Heal (Wis), Intimidate (Cha), Move Silently (Dex), Ride (Dex), Survival (Wis), and Swim (Str).

Skill points at each level: 2 + Int modifier.

Class Abilities

  • Improved Fluid Absorbtion: The great leech's fluid absorbtion ability causes (1+great leech class levels) points of Constitution drain.
  • Leech Armor: At 1st level, the great leech gains +1 to its natural armor. This bonus increases to +2 at 3rd level and +3 at 5th level.
  • Bite: At 2nd level, the great leech gains a bite natural attack which deals 1d6 piercing damage.
  • Leech Healing: At 3rd level, the greater leech may remove poisons in itself or other living creatures. To do this, it must attach it's mouth to the target. If the target is willing, no check is neccessary. If the target is unwilling, a pin must be achieved. At the beginning of each turn the pin is maintained, the great leech may make a Heal check against the poison's DC. If the check is successful, the poison is removed. After each Healing check, whether successful or not, the target is dealt 1d6 damage from fluid loss.
  • Mighty Growth: Once a day, at 5th level, the great leech can sacrifice a minimum of 80 temporary hit points gained by fluid absorbtion to gain the effect of a righteous might spell, except where noted. The damage reduction gained is 10/magic. The great leech also gains the improved grab ability when it attacks with its bite for the duration of the effect. The duration is equal to the temporary hit points sacrificed divided by sixteen, rounded down. Activating this class feature is a standard action which does not provoke attacks of opportunity. As a free action, the great leech may sacrifice a minimum of 16 temporary hit points gained by fluid absorption to increase the duration by a number of rounds equal to the number of temporary hit points sacrificed divided by sixteen, rounded down.

Table: Great Leech

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Improved Fluid Absorbtion, Leech Armor +1
2 +2 +3 +0 +0 Bite
3 +3 +3 +1 +1 Leech Armor +2, Leech Healing
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Leech Armor +3, Mighty Growth