Dungeons and Dragons
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(Condensed to a 5-level prestige class)
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*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).
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Class Abilities
 
Class Abilities
   
*Improved Fluid Absorbtion: At 1st level, the great leech's fluid absorbtion ability causes 2 points of Constitution drain. At 4th level, it causes 1d4+1 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 succesful 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 gained by fluid absorption 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: 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. The duration is equal to the 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
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| 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]]

Revision as of 07:18, 12 Ign'li 2005

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 succesful or not, the target is dealt 1d6 damage from fluid loss.
  • Mighty Growth: 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. The duration is equal to the 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