No edit summary |
(Condensed to a 5-level prestige class) |
||
Line 9: | Line 9: | ||
*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 |
+ | *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 17: | ||
Class Abilities |
Class Abilities |
||
− | *Improved Fluid Absorbtion: |
+ | *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 |
+ | *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 |
+ | *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 |
+ | *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 |
||
Line 38: | Line 36: | ||
| 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 |
||
|- |
|- |
||
− | | |
+ | | 4 || +4 || +4 || +1 || +1 || |
|- |
|- |
||
− | | |
+ | | 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 |