A terrifying hybrid of osteomancy and beast magic, crocutamancy is the art of hyena magic, channeling the beasts' bone crushing jaws and terrifying laugh. Despite its fearsome reputation, crocutamancy seeks to understand and reflect all aspects of its worshiped animal, and it also bears a strong sense of community and a respect for motherhood; societies structured around crocutamancy are invariably matriarchal, and midwifery is considered an essential part of crocutamancy training.
To walk the path of the crocutamancer is to take on the burden of motherhood; all crocutamancers, despite their previous life, carry a feminine aspect and are socially treated as women by their culture.
Role: Crocutamancers are melee warriors at heart, but often supplement martial might with divine magic of some variety.
Alignment: Any
Hit Dice: d10
Prerequisites
BAB: +4
Proficiencies: Proficient with a Greatclub
Skills: Heal +5
Feats: Power Attack
Other: Hyena animal companion
Skills
A Crocutamancer gains 4+ her intelligence modifier skill points per level
A Crocutamancer’s class skills are Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)
Weapon and Armor Proficiencies
Crocutamancers gain no weapon or armor proficiencies.
Spells
Upon taking crocutamancer, a crocutamancer chooses one of the classes she has that grants divine spells. At the designated levels, she gains spells as though she had gained a level in that class. This only affects spells per day, spells known, and effective caster level. It does not affect other class abilities such as channel energy, domain abilities, or wild shape, although it does grant additional domain spell slots.
If a crocutamancer does not have a level in a class that grants divine spells, upon taking a level in a class that grants divine spells, she gains the benefit of this ability.
Crushing Blow (Ex)
When a crocutamancer makes a successful power attack with a bludgeoning weapon, she inflicts an additional crushing wound on the target that provides a penalty. These penalties do not stack with themselves or each other. She chooses one of the following;
A -2 penalty to saves
A -2 penalty to AC
A -2 penalty to CMD
Creatures that are immune to precision damage are immune to this effect. These penalties last for 1 minute or until the victim suffers another crushing blow.
Hyena Companion
Levels in crocutamancer stack with levels that grant a hyena companion for the purpose of determining that companion’s effective druid level.
Noble Terror (Ex)
A crocutamancer may use her wisdom modifier in place of her charisma modifier to Intimidate.
Splendid Growth (Ex)
At level 2, a crocutamancer’s hyena companion becomes Large. It gains a permanent +2 bonus to strength and constitution and its bite deals 1d8+strength mod damage.
Kneecap (Ex)
At level 2, a crocutamancer may treat a greatclub as though it had the trip weapon quality.
Wretched Laughter (Ex)
At level 3, a crocutamancer may spend a swift action to cackle and howl as a hyena, making an intimidate check to demoralize.
Frightening Beast (Ex)
At level 4, a crocutamancer may, as a standard action, make an intimidate check against a shaken creature, as thought to demoralize. If that check succeeds, the creature becomes frightened.
Precise Power (Ex)
At level 4, a crocutamancer reduces the accuracy penalty when making a power attack against a creature that is shaken, frightened, or cowering by 2, to a minimum of -1.
Pack Wounds (Ex)
At level 5, a crocutamancer and her hyena companion learn how to coordinate their attacks to maximize damage. Whenever the hyena companion makes a successful bite attack, if the crocutamancer has successfully damaged that creature since the hyena’s last round or since combat started if it is the first turn, the bite deals an additional 1d8 damage.
Matriarch’s Aim (Ex)
At level 5, a crocutamancer may use her wisdom modifier in place of her strength modifier for attack rolls made with a bludgeoning weapon.
guys I wanna write a valentine fic for valentine‘s day but I‘m clueless ;-; if you have any idea or any requests, please send them in!! I need the inspiration~~~
(If you know me this class is... not entirely surprising, but it sure is different! The idea of a class that temporarily steals abilities from monsters is a tricky one to balance, and I haven't got very far in my playtesting for this, so... handle with care!)
There are many reasons for adventuring; wealth, glory, or even just escaping your awful hometown. Among the oddest, though, is the motivation of the gourmand; the desire to taste. There are thousands of monsters out there, from carnivorous plants to magical animals to even the mighty dragon, and the gourmand’s desire is to taste them all- and gain a temporary modicum of their power!
Note that the gourmand has no restriction on the consumption of humanoids and other sentient creatures- but also note that such acts are almost universally frowned upon or even illegal in all but the most brutal and violent societies.
Delicacy
Rather than brew mutagens, a gourmand crafts perfectly made delicacies. These delicacies are specifically made for her palate, as well as for her unusual constitution gained by years of exotic meals; a creature other than the gourmand who eats it simply finds it a delicious meal and gains no additional effects.
Creating a delicacy requires an hour of time, as well as at least a half pound of organic materials. These materials can be as simple as plant matter harvested from the area or farm raised meat, but gaining access to rarer meats provides additional effects. This matter, however, must have been part of a living creature within the last week; beyond that, it has lost its freshness, despite any magical or mundane preservation effects it may have been treated with. Once created, a delicacy must be consumed within a day or its effects are lost. Note that some meats are poisonous, and that it sometimes may be impossible to remove the poison from the food; a gourmand must rely on the protection from poison granted by her alchemist abilities to overcome this. A gourmand can only be under the effect of one delicacy at a time. A delicacy is mutually exclusive with a mutagen or cognatogen; the taste of a delicacy is ruined by the presence of such elixirs in the gourmand’s body.
The effects of delicacy lasts 10 minutes per level in gourmand, and grats a +1 alchemical bonus to attack rolls, damage rolls, and fortitude saves, and 1 temporary hit point per HD. However, she gains a -1 penalty to reflex saves, as she is feeling a bit stuffed. Additionally, the gourmand may gain one of the following effects, based on any organic creature that is used as part of the recipe, henceforth referred to as ingredients;
Might- Access to one combat feat an ingredient had. The gourmand must match the prerequisites of that feat to use it, but treats her level in gourmand as levels in a full BAB class for this purpose.
Magic- Access to one spell or spell-like ability an ingredient had. The spell or spell-like ability must be of equal or lesser level to the highest alchemist extract the gourmand can cast. If the spell level is of the highest alchemist extract the gourmand can cast, she can cast it 1/day. Otherwise, she can cast it 3/day. This ability uses her intelligence modifier, rather than her charisma, to determine the DC.
Protection- Resistance 10 to one or fewer elements an ingredient is immune or resistant to.
Speed- A +10 bonus to her movement speed, provided an ingredient has a faster movement speed than her or a movement type she does not have.
This ability replaces Mutagen
Sneak Attack
A gourmand prefers to disassemble her victims, rather than blowing them to (overcooked) smithereens. She gains the sneak attack ability as a rogue of the same level. If she has sneak attack from another source, this ability stacks with it.
This ability replaces Bombs.
Scent
A gourmand’s nose is finely tuned to the variety of tastes and smells that surround her. She gains the scent ability, as the universal monster rule.
Bite
At level 2, a gourmand gains a bite attack as appropriate for a creature her size if she does not already have one. If she is wielding a weapon, this is a secondary natural attack. At level 6, the bite gains the grab ability, but the alchemist takes a -4 penalty to grapple checks made with this ability. If she already has a bite attack, she gains grab.
This ability replaces poison use and swift poisoning.
Discoveries
A gourmand gains access to the following discoveries in addition to those gained by normal alchemists.
Greater Delicacy
Prerequisites: Alchemist 12
A gourmand with this discovery gets a +2 alchemical bonus to attack rolls, damage rolls, and fortitude saves and 2 temporary hit points per level, rather than the 1 naturally granted. Additionally, she may pick two effects granted by her delicacy, rather than one, and takes a -2 penalty to reflex saves.
Grand Delicacy
Prerequisites: Alchemist 16, Greater Delicacy
A gourmand with this discovery gets a +3 alchemical bonus to attack rolls, damage rolls, and fortitude saves and 3 temporary hit points per level, rather than the 1 naturally generated. Additionally, she may pick three effects granted by her delicacy, rather than one, and takes a -3 penalty to reflex saves.
Taste for Combat
Prerequisites: Alchemist 8
When a gourmand with this discovery selects the Might effect for her delicacy, she gains access to up to two combat feats an ingredient had, rather than the one normally granted. These need not be from the same ingredients.
Taste for Magic
Prerequisites: Alchemist 8
When a gourmand with this discovery selects the Magic effect with her delicacy, she may gain access to up to two spells or spell-like abilities possessed by ingredients, rather than the one normally granted. These need not be from the same ingredients.
Used to the Spice
Prerequisites: Alchemist 10
When a gourmand with this discovery selects the Protection effect with her delicacy, she instead gains immunity to that element, even if the ingredient only had resistance.
Surf and Turf
Prerequisites: Alchemist 6
When a gourmand with this discovery selects the Movement effect with her delicacy, she additionally gains her choice of a fly speed (double her land speed, clumsy), swim speed (equal to her land speed), or climb speed (equal to her land speed), provided that an ingredient has that movement speed. If she gains a swim speed, she also gains the ability to breathe underwater.
Magically Delicious
When a gourmand with this discovery selects the Protection effect with her delicacy, she also gains SR equal to 7+her level in gourmand. The SR need not be from the same ingredient as the elemental resistance, if any.
Gastrolith
Prerequisites: Alchemist 8
When a gourmand with this discovery selects the Protection effect with her delicacy, she gains DR2 that is overcome the same way as the DR of an ingredient. This need not be the same ingredient as the elemental resistance, if any.
Lockjaw
Prerequisites: Alchemist 6
A gourmand with this discovery ignores the -4 penalty to grapple checks made with her bite’s grab ability and increases the damage dice for her bite as though she were a size larger.
Voracious
Prerequisites: Lockjaw, Alchemist 10
A gourmand with this ability gains the swallow whole universal monster ability. She may use this ability on any creature up to her size category. This ability deals 1d6 damage each round for every 3 levels of Gourmand, the damage being half acid and half bludgeoning. A creature eaten this way has not undergone the careful preparations required to turn it into a delicacy and as such the gourmand gains no other benefits from it.
Overstuffed
At level 16, a gourmand’s delicacy lasts 1 hour/level.
This ability replaces Persistent Mutagen.
Grand Discovery
A gourmand gains access to the following grand discoveries in addition to the ones normally available.
True Delicacy
Prerequisites: Grand Discovery, Grand Delicacy
A gourmand with this discovery gets a +4 alchemical bonus to attack rolls, damage rolls, and fortitude saves and 4 temporary hit points per level, rather than the 1 naturally granted. Additionally, she may pick any number of effects granted by her delicacy, rather than one, and takes a -4 penalty to reflex saves.
Incredibly Voracious
Prerequisites: Grand Discovery, Voracious
A gourmand with this discovery gains a permanent +4 bonus to grapple checks, the Fast Swallow ability as the universal monster rule, and their swallow whole ability deals 1d6 damage for every two levels in gourmand
(As may become apparent later, I love big cats and I love cat monsters, especially sphinxes and manticores. Chiosites, pronounced key-os-ites, are an attempt to make a playable race of such creatures. Obviously, they do not have the humanoid body plan of most species, but I think that's fine to play with, and gave them dexterous hands to cast spells and carry weapons with.
The term bi-quad, by the way, is stolen from Jay Eaton, aka @jayrockin)
Chiosites are a strange folk who have the head and chest of a humanoid, but the body of a large cat. They are posited to be related to lamia or sphinxes, maftets or manticores, though these more powerful beasts all deny relation to the chiosites, who they see as “lesser”. Traditionally, chiosites walk quadrupedally, but are capable of walking bipedally and using their hands to manipulate and hold items; chiosites who live among humanoids and use their armor and weaponry typically prefer to do so.
Chiosite culture is isolationist and scholarly, preferring to live in prides in the wilderness or in ruins, with a rich oral tradition. In particular, chiosites often live alongside a sphinx, who is revered and trusted. Sphinxes are typically fond of their pride, but keep them at an arm’s length. Other prides may similarly worship a manticore, or fall in line with lamia. Chiosites have a concept of the Wanderer, a member of their culture who chooses to leave their community to gather knowledge and refine the pride’s philosophy; most chiosite adventurers belong to this role.
Stats: Chiosites are knowledgeable and powerful, but their paws are clumsy. They get a +2 racial bonus to Strength and Intelligence, but a -2 racial penalty to Dexterity.
Medium: Chiosites are medium creatures that gain no size-based bonuses.
Type: Chiosites are magical beasts.
Languages: Chiosites begin play knowing Sphinx. Chiosites with high intelligence scores may select any language as a bonus language.
Speed: Chiosites have a move speed of 30. When standing quadrupedally and not holding any items in either forepaw, this speed becomes 40.
Senses: Chiosites have Darkvision 60ft, low-light vision, and scent.
Natural Attacks: Chiosites gain two claw attacks that deal 1d4 base damage. When not using a weapon, these claws count as primary natural attacks.
Knowledgeable: Chiosites grow up learning stories passed down for thousands of years, about all manner of things. They may make any knowledge check untrained, and treat all knowledge skills as class skills.
Bi-Quad: A chiosite may stand either bipedally or quadrupedally. While standing quadrupedally, a chiosite may be ridden by a small creature and gains a +4 bonus to CMD vs trip checks, but must always have at least one forepaw on the ground and thus count as only having one hand. (They cannot wield two weapons or a two-handed weapon, for example.) Shifting between these stances is a move action.
A voidslug is a living tear into the plane of negative energy, the coagulation of its entropic energy given wretched animation. While a dedicated adventuring party can take one out easily, it leaves a path of dead animals, withered plants, broken structures, and barren soil behind it as it wanders; a single voidslug can render a small area inhospitable if allowed to exist too long.
Mindless undead are naturally drawn to a voidslug, and the creatures seem to tolerate their presence, often worsening a zombie infestation. Particularly nihilistic or destructive intelligent undead may keep a voidslug around as a source of healing and strength, but those who desire the material or interpersonal usually recognize the voidslug’s potential for collateral damage.
Inside a voidslug is a solid, gemlike mass of crystalized negative energy. This gem can be used as 1,000gp worth of Onyx Gems for the purpose of Animate Dead, Create Undead, and similar spells, or towards creating any construct that has the aforementioned spell as a component.
This creature resembles a living wad of black phlegm, and it leaves behind a trail of thick fluid and dead plant life.
Misc- CR4 NE Medium Ooze HD6 Init:-1 Senses: Perception:+3, Blindsight 60ft Aura: Malevolence 60ft (DC15)
Stats- Str:16(+3) Dex:8(-1) Con:22(+6) Int:4(-3) Wis:17(+3) Cha:14(+2) BAB:+4 Space:5ft Reach:5ft
Defense- HP:57(5d8+35) AC:14(-1 Dex, +5 Natural) Fort:+7 Ref+3 Will:+7 CMD:16 (Can’t be tripped) Immunity: Cold, Acid, Lightning, critical hits, flanking, precision damage, paralysis, poison, polymorph, sleep, stun, and visual effects Special Defenses: DR3/-, Negative Energy Affinity, Sundering Tar
Offense- Slam +7(1d6+5 plus Energy Drain) CMB:+7 Speed:20ft Special Attacks: Energy Drain (1 level, DC15)
Feats- Lightning Reflexes, Power Attack (-2/+4), Toughness
Skills- Stealth +4
Special Qualities- Compression, No Breath
Ecology- Environment- Any Languages- Aklo (Can’t speak) Organization- Solitary, Lure (1 Voidslug, 2-4 Zombies) Treasure- None
Special Abilities- Aura of Malevolence (Ex)- A voidslug is constantly leaking negative energy into its surroundings; a living creature that starts its turn within a voidslug’s aura take 1d6+1 negative energy damage, DC15 will save for half. Undead creatures are instead healed 1d6+1 damage. This will save is HD-based. Additionally, undead within an aura of malevolence gain a +2 profane bonus to melee attack and damage rolls. Sundering Tar (Su)- A voidslug is made of a thick, corrosive tar that degrades all material it touches. Any weapon or other object that touches a voidslug must make a DC12 Fortitude save or be broken; broken weapons that fail this save are destroyed. This save is charisma-based.