Becomer (3.5e Prestige Class)

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Becomer
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[edit] Becomer

Though i may have given much, i have gained more. i have become what i desire to be, and that is all i want. no matter what hardships i will endure, this is me. this will always be me.
—Immer, Wolf Becomer, speaking in tounges.
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This class is made up of those who want to be close to nature,or feel they would be better as somthing else entirely.perhaps you crave the rush of a hunt, or want to feel the blood of your enemys trikle through your teeth. perhaps you would become more like your diety. perhaps you desire to detach yourself from socitey entirely. whatever the reason, though sheer willpower, and the fact that the planes are laden with latent magic, you shift into somthing more primal. in a time, you will become an animal, a gaurdian of your spices, a bridge beteween pepole and animals. most pepole never get past the apothisis, not realsing that if the focus even more on the nature of the animal they are they will become much more. however, the farther you delve, the more cautious you must be to avoid losing your humanity entirely.

[edit] Becoming a Becomer

people who join this class come from many walks of life, all desireing to be somthing that they aren't. some want to get closer to nature.others want to become somthing powerful. still others become somthing to be close to thier dieity. whatever the reson, becomers have no training, and often dont even see this coming. several becomers became an animal without diretly trying, but all of them secretly wanted it, and enjoyed it afterwords.

Entry Requirements
Alignment: if the creature you are becoming has a int score of above 2, you must be within one step of it's alingment.
Skills: knowlage (relevant check to whatever you are becoming)
Feats: iron will
Special: must have been changed into what you desire to be for at least 24 hours. if you are becoming a becomer to please your dieity, several dieitys will help you in this by polymorphing you for a while.

Table: The <-class name->

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 1 2 2 2 Subtle shifts, beastial trait.
2nd 2 3 3 3 beastial apothisis
3rd 3 3 3 3 Beastial magic
4th 4 4 4 4 mental degrasion, speak with beasts constant
5th 5 4 4 4 Beastial casting
6th 6 5 5 5 unchangeable
7th 7 6 6 6 loss of speech, feral rage
8th 8 6 6 6 Improved beastial casting
9th 9 7 7 7 Thick hide/dodge
10th 10 7 7 7 true becomer

Class Skills (8 + Int modifier per level)
Spot, Listen, Survival, Knowlage (nature), Knowlage (local), Knowlage (geogrophy), jump, climb, balance, tumble.


[edit] Class Features

All of the following are class features of the Becomer.

Bestial trait- choose any of the following animal youare trying to become, or, if you want, try and make your own. Fox- gain a +1 to int based checks (Int) Wolf- gain a +5 to base land speed (Con) Bear- gain a +1 to str based checks (Str) Owl- gain a +4 to spot in dim light or lower. (Wis) Raven- Gain a +6 to spot checks to notice anything valuble. (Dex) Rabbit- Gain a +2 to jump checks. (Dex) Lizard- Gain a +4 to climb checks. (Dex) Hawk- Gain a +4 to spot checks in normal light or higher. (Dex) Big cat- gain a +2 to jump. (Str) Cat- Gain a +2 to all dex based checks. (Dex) Bat- gain a +2 to all steath checks. (Wis) Rat- gain a +4 to all steath checks. (Dex) Snake, viper- Gain a +3 to bluff checks. (Cha) Snake, constrictor- gain a +1 to your CMB for grapple. (Con)


Subtle shifts- at this point, not much seems diffrent to others, but you feel more anamalistic, and in general like the animal you want to be. +1 to handle animal, but more a roleplay point then anything.

Beastial apothisis- you become the animal you selected for beastial trait. this changes your con,dex, and str to the animals + 1/2yours. you can still speak normally, and don't yet know how to communicate with your own kind. your type changes to animal. this change is permanent and irrverseable. you gain evasion as the rouge ability. you count as having improved unarmed strike for quailfying for improved trip, grapple, ect...

Beastial Magic (SP)- to compinsate for your new forms lack of certian abilitys, you hone your mind to be able to do some things you could before you were a beast. you gain the following spell like abilitys at will- quickened mage hand mage hand, exept capeable of picking up 50 pounds of matirial at most. must maintain consentration to use this version of mage hand. open/close you also gain the following 1/day- unseen servent in addintion, you can make a illision of your old self over yourself for 1 hour total a day.

mental degrasion- you become even more beastial, costing you your social skills, but giving you keen awareness. take a -2 to all cha based checks made on humanoids, execept intimidate. intimidate, spot, listen, and survival all gain a +2. these bounuses and penaltys go up by 1 every other level. speak with beasts constant (EX)- as of now, you understand and are capeable of speaking to all members of your spices, and those similar to your spieces.

Beastial Casting(SP)- gain access to spells. see spells below.

Unchangeable (SU)- your love of this form has rendered you immune to any polymorph effect. this immunity cannot be lowered. also, your words begin to slur,as a predition for what happens next.

Feral rage(EX)- once a day, you can enter a bloodthirsty rage for a #of rounds= to your class level.during this rage, you gain a +5 to damage, and a +1 to hit, but a -3 to ac. Loss of speech(EX)- you have finally hit the point where you can no longer speak. you still understand all langages you know, but may not speak them.

Improved beastial casting(SP)- you are now no longer fatiuged after you cast a spell,but still take a -1 to hit on the turn after you cast a spell.

Thick hide/Dodge- if you are a small or larger size catagory, gain a +5 natural armor. If you are tiny or smaller, Gain a +3 dodge bounus to hit.

true becomer- at this point you have become a defender of your kind, and have abilitys from your spirit. You stop ageing normally. aging bounuses still accrue, and any penaltys for age remain. you choose a trait below that suits your creature type.

Burning aura- commenly chosen by foxes, this gives your bite 2D4 fire damage, and sets your fur aflame. anyone striking you with a natural weapon of unarmed strike takes 2d4 fire damage. anyone striking you with a light melee weapon takes 1d4 fire damage. you can extinguish your fur at will. you also gain fire resistance 10. you can also take a negative energy varent, replacing this with black fire, and dealing negative energy damage whenever fire was appropriate. this version cannot heal undead more then once a day. if a fox takes this, it may elect to grow 8 more tails. (player dicsion, not made by the PC. pure show.)

Utter ferocity- +10 damage to your bite or scartch damage if used as a primary attack, a +2 to hit with all natural attacks,+10 to move speed, and dr 8/magic and piercing. typically taken by bears or wolves.

Messenger- +40 to base move speed, and you gain the run feat if you did not have it. if you move 255 ft or more in a round without magic, you begin leaving afterimages, giving you a miss chance of 20%, a +10 to ac against ranged attacks, and a +5 to ac against attacks of oppertuinity. this is rarely taken, and when it is, wolves usually take it. some even take to being a mount for a halfling or gnome, but be careful not to disrespct them.

Totem animal- gain 5 of the following spell like abilitys (your choice), andy can be taken more then once to raise the amunt of times per day/week avalible. CL is equal to your HD- 1/day - cure light wounds 1/day- tounges 3/day - charm animal 1/day - charm monster 1/day - suggustion (the suggustion is geven through telepathy, and has no clue what caused his desire.) 1/week - commune 2/day - +4 to one ability score as Fox's cunning mass, but altered to fit the beast type. (noted in the beasts desripion int perentheses) you always recive this, and cannor gain more uses per day. this path is usally taken by small animals that favor wisdom and diplomacy.

Shifter- as of now, you can wild shape as a druid of 1/2 your HD into any animal a druid could,. this gets around your unchangeable ability. also, you regain your ability to speak normally. this path is chosen by those who favor change, or miss thier humanity somewhat.




Spells: To cast a particular spell, you must have an Constitution score of at least 10 + the spell's level. Your bonus spells are based on your Con. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your con bonus (if any).

You cast spells as a scorcerer does, starting at 5th level. all spells cast are treated as having silent casting and still casting. you gain eshew matirials as a bounus feat. no cantrips(0th lv spells) are learned. Table: <scorcerer> Spells Known, below, details how many spells you can learn at each level. the act of casting a spell is not normal though, as you tap your new essence for it. whenever you cast a spell, you are staggered for one turn after, and you take a -1 to hit. your spellcasting, however, does not provoke attacks of oppertunity. you receve no advances in spells for epic levels. you know 3+ (your Int modifyer) spells of each level from the following list:


1st— magic fang, burning breath (burning hands, eminating from your mouth.), shield, mage armor, true strike, shocking bite/claw (shocking grasp, delivered through next melee attack.)expidous retreat.

2nd—cure light wounds (self only),blur,see invisiblity,false life, scare, enlarge self (dispite type)

3rd— tounges, shout, heroisim, cure moderate wounds (self only), haste, greater magic fang.

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