Nevervoid Slayer (3.5e Class)
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A Nevervoid Slayer has visited Nevervoid, and it has warped him. It's taint has given him extra strength, agility and powers beyond the reach of a normal being. His continual contact with Nevervoid mutates his body, imbuing him with extra abilities. These are his choice, he chooses how he mutates, giving him control over his eventaul form.
Making a Nevervoid Slayer
A Nevervoid Slayer is a combat class. He runs in, cuts some things down, drains the moral of others, and enjoys the lot of it. He is a flexible warrior, able to mutate how he wishes, but because of those mutations he has a hard time out of combat. People are usually scared or imtimidated but his appearance, and usually correctly assume that he is evil.
Abilities: Strength is important for causing the most damage, and Constitution is useful for health. Dexterity is important for accuracy with a bow, or a throwing weapon.
Races: All races can be contacted by Nevervoid, although it is more spontaneous in humans.
Alignment: Any evil.
Starting Gold: 2d10 (110gp).
|1st||+1||+2||+2||+0||Aesthetic Mutation, Bonus feat, Mutation 1st|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
The class features of the Nevervoid Slayer are all based on which mutations he takes. All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: A Nevervoid Slayer is proficient with all simple and martial weapons, and with light and medium armour and with shields (not including tower shields).
Aesthetic Mutation: A Nevervoid slayer can spend one full day, mutating his body. These mutations are purely Aesthetic, and of little practicle use. This such as Changing hair colour, skin colour, growing fur. You may go abstract like changing your hair to dead snakes, so long as the DM approves.
Bonus feat: At first level, and every third level (3rd, 6th, 9th, etc...), a Nevervoid hunter gains a bonus feat. He may choose from the fighter bonus feat list when choosing this feat.
Mutation (Ex): As a Nevervoid Slayer becomes more powerful, and more in tune with the depths of Nevervoid, he gains powerful mutations. He feels when this is going to happen, and spends a day allowing it to occur. By focusing on the mutation, he can choose how it will turn out, while it's growing. He gains a mutation 1st level, one at forth, then one every three levels thereafter (4th, 7th, 10th, etc...). He may choose from the following list:
Additional Arm: You gain an extra arm. You may choose where it is. It works as a third arm, giving all the benefit's you'd expect. You now require unique armour. You make take this mutation multiple times.
Additional Ears: You get a second set of ears. this gives you +4 to all checks that involve hearing, but makes you more susceptable to loud noises. If used in conjunction with Bat's ears, increase your blind sense to 40ft.
Additional Eyes: You get a second pair of eyes. You may choose where the go on your head. If they are facing front, you get a +1 to attack rolls. If they are to the sides, you get +2 to spot checks. If they are at the back, your opponents only gain a +1 bonus. In any case, you are more susceptable to gaze attacks. If used in conjunction with Eagle eyes, double the effect of this mutation.
Additional Leg: You gain an extra leg. You may choose where it is. Your base land speed increases by 5ft, and you gain a +4 on balance checks. You need unique pants.
Ape's Grip: Your arms become slightly stronger and your grip improves. You are treated as having the Monkey Grip feat. Your hands become slightly more rigid, causing a -1 penalty to skills that require hand movements, and spells with a somatic component.
Bat's Ears: You become very good at hearing. You gain blind-sense out to 20ft. If you are deafened, you lose this ability.
Bear's arms: You become strong as a bear, giving you +2 to damage rolls, and strength checks. Insert disadvantage here.
Bull's Legs: Your legs become like that of a bull. You gain +15ft to your base land speed, and +1 circumstance bonus to both attack and damage when charging. If used in conjunction with additional leg, you gain a natural kick attack, 1d6 x2. You are easily angered by the colour red. If you see red, make a DC 10 will save. If you succeed, you ignore it. If you fail, you charge at the red object. After that, you can choose to keep attacking the object, or roll a DC 5 will save to ignore it. This problem only occurs once every hour.
Chitinous Skin: You gain +2 natural armor, and DR 5/acid. You take a -1 penalty to Dex based skills.
Claws: Your fingernails grow long, hard and sharp. You gain claw attacks 1d6 x2. These are natural attacks. You take a -1 penalty on skills that require hand movements and spells with somatic components.
Dragon's Wings: Dragon wings grow out of your back, giving you a 20ft fly speed, good manuvurability. You require unique armor.
Eagle Eyes: Your eyes become a sharp as an eagles. You gain a +1 bonus to attack rolls using a bow, and +2 to spot. You see mice as food.
Frog's Lungs: Your lungs adapt to the water. You become amphibious. You become dehydrated more easily. You must drink water even if wearing a ring of sustainance, or other such spell.
Horns: Horn's grow out of your head. They have different abilities depending on shape. Pointed: 1d6 extra piercing damage on a successful charge. Rounded: 1d6 extra bludgeoning damage on a successful charge. Bladed: 1d6 extra slashing damage on a successful charge.
Poison: You grow a poison gland in your body, and can excrete it where you choose. You cannot be poisoned by it, and are adept at using it. You can also use it in conjunction with your natural attacks (if any). You are more susceptable to other poisons, doubling there effect.
Spider's Feet: Your limb's grow microscopic hairs that allow you to walk on walls or even the cieling, as if under continuous effect of a spider walk spell. your ability to walk on walls makes you uncomfortable on ground. If you are near a wall or similar surface, you must make a DC 15 will save or run to climb it.
Tail: You grow a tail. It can be as long and think as you want. You gain a +2 to balance checks, and a natural atack with your tail, 1d4 x3. You get -2 to bluff and diplomacy checks.
Teeth: Your teeth extend, and become razor sharp. You gain a natural bite attack, 1d6 x2. Talking becomes difficult, causing a -1 penalty to skill checks that require speech, and spells with a verbal component.
If a Nevervoid Slayer shifts from evil, the beings of nevervoid become very displeased with him. He takes Constitution damage equal to half of his level. He also loses his mutations, leaving horrible scars. If he then become evil once more, his mutations can be returned with 2 days of meditation, and painful re-growth that does 2d6 damage.
Epic Nevervoid Slayer's
4 + Int modifier skill points per level.
Bonus feat: A Nevervoid Slayer continues to gain a bonus feat every three levels.
Mutation: A Nevervoid Slayer continues to gain a Mutation every three levels.
Bonus Feats: The epic Nevervoid Slayer gains a bonus feat (selected from the list of epic Nevervoid Slayer bonus feats) every 4 levels after 20th.
Epic Nevervoid Slayer Bonus Feat List: Combat Archery, Dire Charge, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Speed, Epic Toughness, Epic weapon Focus, Great Constitution, Great Dexterity, Great Strength, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Multiweapon Rend, Overwhelming Critical, Devestating Critical, Perfect Multiweapon Fighting, Pefect Two-weapon Fighting, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-weapon Rend, Uncanny Accuracy.