- Class Skills
- Class Features
Racial Paragon Class
In most campaigns, the ideas of class and race are separate concepts. But, with racial paragon classes, the line between the two becomes blurred.
Racial paragons are, as the name suggests, nearly ideal examples of the strengths and abilities of the character’s race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers and capabilities that supersede those of normal members of their race.
Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race’s beliefs or typical attitudes (although many do). Obviously, a character can only take levels in the racial paragon class associated with his race. Like the fighter, wizard, and other standard character classes, racial paragon classes have no prerequisites (other than being a member of the appropriate race). Levels in racial paragon classes are considered to be advancing in a favored class.
The mushakemono is a racial paragon class for hengeyokai characters.
The ideal hengeyokai warrior is one which combines fierce determination with a quick wit and ready humor. Success, it is believed, is achieved by being able to maintain control of a situation, and by creating a desirable chain of events through a combination of adaptability, forethought and innate luck. The mushakemono, or beast warrior, is a racial paragon class available to hengeyokai. The class allows a henge to reconnect with his spiritual roots, manifesting spell-like abilities, additional shapechanging powers, and an increased ability to take advantage of natural surroundings. In combat, the mushakemono prefers hit-and-run tactics and, similar to a rogue, is at its best when the opponent is off-balance.
Role: Mushakemono are capable skirmishers, able to move about unseen, catching foes unawares and off-guard. A mushakemono prefers to avoid melee engagements until she has created an ideal situation for success and a wide selection of skills and versatile magical tricks allow each mushakemono to do just that. A mushakemono is quite capable of operating either alone or in a group, adapting to each situation as necessary.
Hit Die: d8.
The mushakemono’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (religion), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis).
Skill Ranks per Level: 6 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+2||+0||Henge trick, shapechanging +1|
|2nd||+1||+0||+3||+0||Fast climber, sneak attack +1d6|
|4th||+3||+1||+4||+1||Bonus feat, henge trick|
|6th||+4||+2||+5||+2||Favored terrain +2|
|8th||+6/+1||+2||+6||+2||Sneak attack +2d6|
|9th||+6/+1||+3||+6||+3||Bonus feat, evasion|
|10th||+7/+2||+3||+7||+3||Advanced tricks, henge trick, shapechanging +3|
|11th||+8/+3||+3||+7||+3||Favored terrain +4|
|14th||+10/+5||+4||+9||+4||Bonus feat, sneak attack +3d6|
|15th||+11/+6/+1||+5||+9||+5||Shapechanging +4, timeless body|
|16th||+12/+7/+2||+5||+10||+5||Henge trick, improved evasion|
|17th||+12/+7+/2||+5||+10||+5||Hide in plain sight|
|18th||+13/+8/+3||+6||+11||+6||Favored terrain +6|
|19th||+14/+9/+4||+6||+11||+6||Bonus feat, henge trick|
|20th||+15/+10/+5||+6||+12||+6||Henge trick, master shapechanger, sneak attack +4d6|
The following are class features of the mushakemono.
Weapon and Armor Proficiency
The mushakemono is proficient with all simple and martial weapons. She is proficient with light and medium armor.
As the mushakemono gains experience, her connection to her spiritual roots grow stronger, manifesting in an increase in magical abilities. Beginning at 1st level, then every three levels after, and at 20th level, the mushakemono learns a new trick. A mushakemono cannot select an individual trick more than once. The DC of any save to resist one of the tricks is equal to 10 + 1/2 the mushakemono’s level + the mushakemono’s Charisma modifier. The tricks are as follows.
Bestial Warrior (Su): By utilizing one use of her racial shapechanger ability, the mushakemono can increase her fighting prowess while in her natural form. She gains a +4 bonus to her Strength and Dexterity and a bite attack which does 1d6 points of damage. She enjoys this bonus for a number of minutes equal to 1 + 1/2 her character level + her Constitution bonus.
Drowsy Slumber (Su): As a standard action, a mushakemono can enspell an animal or humanoid creature within 30 feet causing that creature to become either drowsy or asleep for a number of rounds equal to twice the mushakemono’s Charisma modifier. A drowsy character suffers -4 on all d20 rolls, including attacks, initiative, saving throws and skill checks. A sleeping target is in a magically induced slumber but awakens upon taking any damage and suffers no further penalties upon awakening. A target may only be affected by this effect once in a 24 hour period. A Will save negates both forms of this effect.
Duplicate Self (Su): As a standard action, the mushakemono can create a duplicate image of herself. By concentrating, as a move action, the henge can make this image move and talk. The image has a range of 100 feet and is considered an illusion and can be disbelieved with a successful Will save. The image has an AC of 10 + Charisma modifier + size modifier and if the image takes damage, it disappears.
Elemental Child (Su): As a standard action the mushakemono can cast resist energy and fireball. She can cast both spells a number of times per day equal to 1/2 her class level. A mushakemono must be at least 4th level to gain this ability.
Fortune’s Son (Su): The mushakemono gains a +2 bonus to all saving throws.
Hidden Object (Su): As a standard action, a mushakemono can make a small or tiny object invisible. This invisibility lasts for as long as the object is on the mushakemono’s person or for a number of minutes equal to the mushakemono’s class level. Invisible weapons benefit from concealment against sunder attempts (50% miss chance) and opponents defending against an invisible weapon have a 50% chance per round of being denied their Dexterity bonus to AC.
Plant Friend (Su): As a standard action, a mushakemono can cast barkskin and plant growth. She can cast both spells a number of times per day equal to 1/2 class level. A mushakemono must be at least 4th level to gain this ability.
Shadow Walker (Su): The mushakemono gains a +5 class bonus on all Stealth checks. In areas of dim light or less, this bonus increases to +10.
Stolen Face (Su): When a mushakemono uses her racial shapechanger ability to adopt a human form, she may attempt to mimic the face and shape of an individual human she has seen. Using this ability adds a +10 bonus to Disguise attempts made to impersonate the individual in question. A mushakemono must be at least 4th level to gain this ability.
At 2nd level the mushakemono adds +10 feet to her climb speed.
Starting at 3rd level, a mushakemono may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motions still affect her.
Beginning at 2nd level, the mushakemono gains a sneak attack. This ability functions identically to the rogue’s sneak attack. The mushakemono’s sneak attack ability improves every 6 levels past the 2nd.
At 4th, 9th, 14th and 19th level the mushakemono gains a bonus feat chosen from the following list: Acrobatic, Alertness, Deceitful, Dodge, Extra Hengeyokai Shapechanging, Fleet, Improved Initiative, Improved Unarmed Strike, Practiced Climber, Weapon Finesse, and Weapon Focus (bite).
At 6th level the mushakemono may choose a single type of terrain.
The hengeyokai gains a +3 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when she is in this terrain. When traveling through her favored terrain, the mushakemono leaves no trail and cannot be tracked unless she chooses to do so. This bonus increases by an additional +2 every 5 levels after the 6th.
At 9th level the mushakemono gains the ability to avoid even magical and unusual attacks with great agility. Any time she makes a successful Reflex save which would normally result in half damage, the mushakemono instead takes no damage.
Class Specific Feats
At 10th level, in addition to the henge tricks already available, the mushakemono may also choose from the following tricks when learning a new trick.
Dire Beast (Su): When using her racial shapechanger ability, the mushakemono can now adopt a large form of her animal shape gaining a bite attack (1d8 damage), a +6 bonus to Strength, +6 natural AC and a 10-foot reach. She also suffers a -4 penalty to Dexterity in this shape. She can maintain this shape for a number of minutes equal to 1 + 1/2 her character level + her Constitution bonus.
Elemental Form (Su): The mushakemono can employ one of her uses of her racial shapechanger ability to take on the form of a small elemental, as if casting elemental body I on herself. If damaged with a cold-iron weapon, the hengeyokai reverts to her natural form.
Invisibility (Su): The mushakemono can cast greater invisibility upon herself a number of times per day equal to 1/2 her class level + her Wisdom modifier. If damaged with a cold-iron weapon while invisible, the spell ends.
Object Shape (Su): When using her racial shapechanger ability, the mushakemono can adopt the outward shape of a Small or Medium inanimate object. The object cannot have moving parts more complex than that of an umbrella. While in this shape, the hengeyokai is still a living creature and can see and hear as normal. The hengeyokai gains no hit points, hardness, or natural AC from the transformation. If scrutinized, the hengeyokai must succeed at a DC 10 Disguise check to successfully imitate the object. If damaged with a cold-iron weapon, the hengeyokai reverts to her natural form.
Plant Shape (Su): When using her racial shapechanger ability, the mushakemono can take the shape of a plant as if casting plant shape I or tree shape. If damaged with a cold-iron weapon, the hengeyokai reverts to her natural form.
At 12th level the mushakemono adds another +10 feet to her climb speed. She is considered to have a natural climbing ability and can take 10 on any Climb checks.
After attaining 15th level, a mushakemono no longer suffers ability score penalties for aging and cannot be magically aged.
Any penalties she might have accrued already remain in place. Bonuses from aging still accrue and the mushakemono still dies of old age when her time is at hand.
At 16th level the mushakemono’s evasion improves. While she continues to take no damage on a successful Reflex save, she now also takes only half damage on a failed save. The same conditions affecting evasion likewise affect improved evasion.
Beginning at 17th level, the mushakemono can use the Stealth skill in her favored terrain, even when being observed.
In the Company of Henge copyright 2011, Steve D. Russell and Michael Tumey. All rights reserved; Author: Jonathan McAnulty.