| Azothath |
Prestige Class Grotesque (Hyde)
The Grotesque is a terrible psychic and physical transformation based on inner turmoil, rage, anguish, and a thirst for violent revenge. Only through careful retraining and atonement can a creature shed their levels in this prestige class(PrC) as the usual end is a quick and violent death inflicted by local constabularies or heroes.
Source: Azothath {see profile}
Requirements
Alignment: non-Lawful.
Ability or Skills: if not Initial(First Character) Level then Craft(Alchemy) 5 ranks or a Rage class feature (see barbarian, skald at 3rd).
Spells or Type: if not Initial(First Character) Level then subtype Shapechanger or the ability to cast or Spell-like Ability or Supernatural ability a polymorph school spell of Third Spell Level or higher.
Story Challenge: Produce a 2 page 500 word character background story including; Name and personality (using MBTI, Big 5(OCEAN), or HEXACO), Life Goals, Likes and Dislikes(fears): at least two each, Childhood and upbringing, Major Life Events, Personal Relationships, Obstacles and challenges: at least two successes and two failures, Turning points: Key decisions or events that changed the character's direction and how they became a Grotesque.
Class Features
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft(alchemy) (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering, local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival(tracking) (Wis), Swim (Str), Use Magic Device (Cha).
Skill Points at each Level: 4 + Int modifier.
Skill Unlocks: may obtain Signature Skill feat for Acrobatics, Intimidate, or Stealth using a feat.
Language: If Initial(First Character) Level then background common(taldan or chelish), regional (country of origin like varisian), racial languages (if any), may learn active human languages with high Int.
Hit Die: d10.
Level Advancement Table
> Level | BAB | Saves | Fort, Rflx, Will | Ntrl Atk (dmg) sz: Sml, Med, Lrg | Dflc & Ntrl Armr | Increased Speed | Special |<
> 1st | +1 | +1, +0, +0 & +1 vs [chrm, emo] | Sml (1d3), Med (1d4), Lrg (1d5) | +0, +1ᴳ | +0 | Claws, Dflc & Ntrl Armr, Enhanced senses (lowlight), Grotesque Transformation, Rageᴳ |<
> 2nd | +2 | +2, +1, +1 & +1 vs [chrm, emo] | (1d3), (1d4), (1d6) | +1, +1ᴳ | +5 | Enhanced senses (scent 10 ft), Increased Jump, Rage Power |<
> 3rd | +3 | +2, +1, +1 & +2 vs [chrm, emo] | (1d4), (1d6), (1d8) | +1, +2ᴳ | +5 | Gain shapeshifter subtype |<
> 4th | +4 | +3, +2, +1 & +2 vs [chrm, emo] | (1d5), (1d6), (1d8) & overcome DR/Magic | +2, +2ᴳ | +10 {+4 Jump} | Enhanced senses (darkvision 60 ft), Size: +/- 1 sz cat, Rage Power |<
> 5th | +5 | +3, +2, +2 & +2 vs [chrm, emo] | (1d6), (1d8), (1d10) & overcome DR/silver | +2, +3ᴳ | +10 | Enhanced senses (scent 30 ft) |<
Grotesque form only (ᴳ)
Weapon and Armor Proficiency: simple weapons (includes crossbows), sap, choose four martial lgt or 1hnd weapons that do slashing damage, light armor, buckler.
Claws (Su): grow natural weapon claws as a free action allowing two primary claw attacks as a full attack action at full BAB. Each natural attack deals Natl Atk damage from the Level Advancement table plus your Strength modifier. At 4th level the claws are considered magic weapons for the purpose of overcoming DR. At 5th level the claws are considered silver weapons for the purpose of overcoming DR. You can still grasp and hold items as usual or perform somatic gestures for spellcasting. Mixing natural attacks and melee weapon attacks forces your natural attacks to be secondary attacks. You can use your claws for (⌊(Grtsq Lvl +1)/2⌋ +Cha Bns) rnds on a round by round basis (with or without Grotesque Transformation). Baleful polymorph requires two failed saves to prohibit supernatural abilities. Size change determines natural attack damage die from the base listed in Level Advancement Ntrl Atk (dmg).
Dflc & Ntrl Armr (Su & Ex): you gain a deflection(Su) bonus to AC, and while in your Grotesque form you also gain a natural armor(Ex) bonus to AC.
Enhanced Senses (Ex): At 1st gain low-light vision. At 2nd gain scent to 10 ft. At 4th gain darkvision 60 ft. At 5th scent improves to 30ft. You may make a list of known scents to identify individuals, the list may contain up to INT number of names that you have spent at least 3 rounds interacting with within the last month.
See Scent(Ex) Universal Monster Abilities. Note that scent 10 ft only identifies the square(s) at 5ft distance while scent 30 ft can identify a square at 15ft and pinpoint the creature for direct targeting/attack that round at 5ft distance. In a stable environment if the target moves less than 5ft per round after scent identifies its square then scent can maintain the location at normal perception check penalties up to its range.
Certain creature types have a detectable odor and are learned with experience. Most corporeal undead have a strong offensive scent making their creature type detectable at quadruple the usual range and intelligent undead like vampires only at double. The scent of incorporeal or ethereal undead starts when they manifest and only lingers for (2*HD) rounds. Many outsiders have a strong elemental connection and that scent is detectable at the usual range, with fire/smoke or brimstone at quadruple the usual range. Many chromatic Dragon types are detectable at quadruple range with the others at double range.
Increased Speed (Ex): you gain the bonus to your base land speed. Because your transformation is a polymorph effect, your land speed does not decrease when small. At Grtsq Lvl 4 you gain +4 to jump from your increased movement rate, see Acrobatics.
Increased Jump (Ex): for acrobatics jump and falling you may add (2×Grtsq Lvl) to your check.
Grotesque Transformation (Sp): see Change Shape(Su), you may transform into a grotesque humanoid form of your size (or one size category larger or smaller at 4th) with a noticeably primitive and bestial appearance having a large jaw and prominent fangs, bulging eyes, scaled and clawed hands, hunched wide back, thickened skin and other dramatic markers you choose {no mechanical effect}(like pale mottled skin, red eyes, black feet, gruff voice, etc). You transform into/out of your grotesque form using a Full actn at 1st or a Std actn at 3rd or a Mov actn at 5th for (⌊(Grtsq Lvl +1)/2⌋ +Cha Bns) min/day in 1 min increments. Your grotesque form has two primary natural weapon claw attacks and one secondary bite attack doing damage at one level below your current level (see Level Advancement, Ntrl Atk (dmg) above), 1st minimum. Your transformation is a spell-like change shape effect of SplLvl (⌊(Grtsq Lvl +1)/2⌋ +2) at Cstr Lvl (2×Grtsq Lvl +Cha Bns +2) subject to Reveal True Shape:D2, Dispel Magic:A3, True Form:A4(with Will save), and preventing most other polymorph effects cast by others (your castings/item activations affect you as usual). Your grotesque form allows for (2×Grtsq Lvl +Cha Bns +2) lbs of clothes, armor, weapons, or wondrous item in the [body] slot which you exchange with current items at your time of transformation, it adds Disguise +10 crcm bonus not to be recognized in your normal humanoid form (much like a secret identity). Many grotesques take on a name for their bestial side and don a mundane disguise to prevent easy identification. When you go unconscious and fail a stabilization check you convert to your normal form wearing what you had on at the time, all other stored items are dropped in your square.
You may choose Prehensile Tail feat which only manifests in your grotesque form unless your PC race has a tail or takes the alternate race trait Prehensile Tail or Magical Tail feat.
Note that most polymorphs are not compatible, thus you must choose between a spell like Alter Self:T2, Fox Shape, XOR Grotesque Transformation. You can with a successful level check overcome Baleful polymorph where you only failed the first save and transform into a grotesque form of your current shape somewhat minimizing the baleful effect temporarily.
Rage (Ex): when transforming you can call upon your inner turmoil, rage, anguish, and a thirst for violent revenge to enhance your physical scores but you need not enter a Rage while transformed. You may start or end a Rage using a Free actn for a total of (3×(Grtsq Lvl + classes with Rage Lvls) +unmodified Con Bns) rnds/day in 3 round increments that renew after you rest at the start of the day. Your Rage ends when; you are out of rounds, you fail to stabilize while dying, (10 +Con Bns) rounds after you go unconscious or asleep. While in a rage you gain +4 morl to Str and Con, -2 comp AC, +2 HP/Lvl or HD as temporary HPs, +4 morl Will saves, cannot use any Cha, Dex, or Int based skills except Acro, Dsgs, Fly, Intmd,& Ride, and take a -10 to Concentration checks. When you cease Rage you spend twice the duration spent raging recovering with the fatigued condition. Rounds spent raging while fatigued are spent exhausted during the start of recovery. You cannot enter a Rage while exhausted. Rage duration from other classes uses the above formula rather than accumulating or stacking but you must be transformed to rage. Lesser Restoration:C2 is helpful for quick recovery.
Rage Powers (Ex): at 2nd and 4th level you gain a rage power available to barbarians. You only gain the benefits of rage powers while raging and some of these powers require you to take an action first. Unless otherwise noted an individual power can only be selected once. Your levels from classes with Rage powers along with half your level from other classes are used as your level using barbarian rage powers. by Azothath.
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it is a bit condensed as I didn't want to drag it out over 10 levels.