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Broken One
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===Base Rules=== ::Ability Score Rolls: 2d10 for Physical stats, 2d6 for Mental stats. ::Ability Score Range: Strength 2-20, Dexterity 2-20, Constitution 2-20, Intelligence 2-12, Wisdom 2-12, Charisma 2-12. ::Optional Rule: A broken one has an ability to pass itself off as human, equal to 10% chance per point of Charisma. ::Base Movement Rate: 9 ::Hit Dice: As Class ::Class & Level Restrictions: [[Fighter]] (12), [[Avenger]] (12), [[Rogue|Thief]] (12) ::Natural Armament: A broken one has a natural attack ability that does 1d6 damage. This is treated as its own form of weapon proficiency slot, so the broken one suffers a penalty if it places no points in this. 3 points of specialization increases the damage to 18, whilst 5 points increases the damage to 1d10. ::Regeneration: 1 hit point per round, can't regenerate acid or fire damage, will not continue to regenerate if killed. ::Salient Ability: A broken one has '''one''' salient ability from the following list. ##Armored Hide: Base AC is 7. ##Beastspeak: You can communicate with the animal species you were made from. ##Berserk Frenzy: You can continue to fight until reduced to -7 hit points. ##Charging Attack: If you can move at a run straight at your opponent for at least 40 feet, you can make a charging attack with your natural attack form. ##Gills: You can breathe water and air. ##Glide: You can move forward 2 feet for every 1ft you drop. ##Gnawing Teeth: You can chew through solid wood, at a rate of 1 inch every 2 rounds. ##Heat Sensing Pits: You have Infravision 60 feet. ##Keen Hearing: +2 bonus to checks against being surprised. ##Keen Smell: You have the Tracking non-weapon proficiency, but when tracking, you only suffer the modifiers stemming from time and water. ##Keen Vision: Your vision ranges are doubled. ##Mighty Leap: You can jump 10ft straight up or 20ft straight forward from a standstill. ##Natural Camouflage: If you remain motionless in a natural setting, others must succeed on an Intelligence check to be able to see you. ##Night Vision: Reduce any penalties caused by low-light by 2 points. ##Pack Animal: Treat your Strength as +2 for determining your encumbrance. ##Padfoot: Others suffer a -3 penalty to their surprise checks against you. ##Powerful Lungs: You can hold your breath for rounds equal to your Constitution score. ##Quills: Any creature that hits you with a natural weapon takes 1d2 damage itself. This doesn't decrease the damage you take. ##Special Movement Form: You can move through one special terrain condition at your normal movement rate. ##Venom: Your natural attack forces the victim to pass a Save vs. Poison or take +1d6 damage due to your poison. ::Double the cost of armor and the cost of clothing. ::Roleplaying Penalty: A broken one's horrifying appearance will make them stick out in a crowd, and not in a good way. They may even provoke Fear and/or Horror checks in NPCs. ::Roleplaying Penalty: Fear of Creation - broken ones should be subjected to a Horror check whenever presented with a reminder of whatever created them, most commonly either surgical procedures or magic.
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