Chaos Lord

Prerequisite: 60 points of Alignment to the Furies
XP Cost: Free

Starting Ability

This ability lets a Chaos Lord change his physical shape by spending Wound Points to activate Transform Abilities. Your Wound Points begin at zero at the start of each day. As you take damage in battle, you add them to total whatever amount of damage you have taken that day. You only count damage taken in battle towards your Wound Points, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall. The act of transforming is a swift action that provokes attacks of opportunities. Transformations last until dawn. You have access to all Transform Abilities at all times.

If at any time your Alignment to the Furies drops below 60, you lose all abilities gained from this kit.

Transform Abilities

These abilities are purchased with the Chaos Lord’s Wound Points. Unless otherwise stated, you may purchase each ability once.

Bite Attack
Wound Point Cost: 3
Effect: You gain a bite attack that deals 1d4 piercing damage. You may take this ability twice more, each time raising the die size by one (to 1d6 then 1d8).

Breath Weapon
Wound Point Cost: 6
Effect: You gain a breath weapon. It's default type is a 15ft. cone of fire that deals 1d6 points of damage. A successful Reflex save (DC 10 + your HD + your Constitution modifier) halves the damage dealt. You may use this attack only once every 1d4+1 rounds. This ability may be taken multiple times, each time adding 1d6 damage.

Claw Attack
Wound Point Cost: 3
Effect: You grow claws deal 1d6 slashing damage. You may take this ability twice more, each time raising the die size by one (to 1d8 then 1d10).

Compound Eyes
Wound Point Cost: 3
Effect: You gain a +1 bonus to initiative and a +3 bonus to Perception skill checks. You may take this ability multiple times.

Digitigrade
Wound Point Cost: 3
Effect: You gain a +3 bonus to all Jump and Stealth skill checks. You may take this ability multiple times.

Durable Skin
Wound Points Cost: 3
Effect: You gain a +1 bonus to your Constitution ability score. You may take this ability up to 5 times.

Enlarge
Wound Point Cost: 6
Effect: You grow a size category larger than normal, gaining +2 Strength, +4 to grapple, -2 Dexterity, -4 to Stealth skill checks, a -1 to attack rolls, and -1 to your Defense. Your space and reach are now 10 feet. You may not use this ability while wearing any sort of armor.

Extra Arms
Wound Point Cost: 12
Effect: You gain two additional arms. You may take this ability twice. You may not use this ability while wearing any sort of armor.

Fast Healing
Wound Point Cost: 9
Effect: You gain fast healing 1. This may be taken multiple times, increasing the amount of your [[[fast healing by +1. . You may not use this ability while wearing any sort of armor.

Gills
Wound Point Cost: 3
Effect: You may breathe water as though it were air.

Glowing Eyes
Wound Point Cost: 3
Effect: You gain darkvision out to 30 feet.

Horns
Wound Point Cost: 3
Effect: You gain a gore attack which deals 1d8 piercing damage at a -5 attack penalty.

Huge
Wound Point Cost: 12
Effect: You grow two size categories, gaining +4 Strength, +8 to grapple, -4 Dexterity, , -8 to Stealth, -2 to attack rolls, and -2 to your Defense. Your space and reach are now 15 feet.

Improved Flight
Wound Point Cost: 3
Effect: If you have some sort of flight, this ability improves your maneuverability by one grade and increases your speed by 10 feet. This may be taken multiple times, but your maneuverability may not exceed perfect.

Limber
Wound Point Cost: 3
Effect: You gain a climb speed equal to your unmodified land speed.

Malleable Face
Wound Point Cost: 3
Effect: You gain a +3 bonus to all Bluff and Intimidation skill checks. You may take this ability multiple times.

Multiple Heads
Wound Point Cost: 12
Effect: You gain an extra head. This head gains its own standard action each turn, but is limited to whatever a head can do. Such actions include speech, Perception skill checks, casting spells with only verbal components, breath weapons, or gaze attacks. This ability may be taken once for medium creatures, twice for large, and three times for huge.

Muscle Enhancements
Wound Point Cost: 3
Effect:You gain a +3 bonus to all Athletics and Acrobatics skill checks. You may take this ability multiple times.

Oily Skin:
Wound Point Cost: 3
Effect: You gain a +3 bonus to all Acrobatics and contested checks to break from a grapple. You may take this ability multiple times.

Precise Movements
Wound Point Cost: 3
Effect: You gain a +1 bonus to your Dexterity ability score. You may take this ability up to 5 times.

Quickened Limbs
Wound Point Cost: 6
Effect: . You gain a +5 bonus to your land speed.

Scent
Wound Point Cost: 3
Effect: You gain the Scent ability.

Spider Climb
Wound Point Cost: 9
Effect: You can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. You must have your hands free to climb in this manner. You gain a climb speed of 20 feet and do not make Athletics skill checks to traverse a vertical or horizontal surface (even upside down). You retain your Dexterity bonus to your Defense while climbing, and opponents get no special bonus to their attacks against you. You may not use this ability while wearing any sort of armor. You cannot use the run action while using this ability.

Strong
Wound Point Cost: 3
Effect: You gain a +1 bonus to your Strength ability score. You may take this ability up to 5 times.

Tail
Wound Point Cost: 3
Effect: You gain a +3 bonus to all balance and handle animal checks. You may take this multiple times. You may not use this ability while wearing any sort of armor.

Thickened Skin
Wound Point Cost: 3
Effect: You gain a +1 bonus to your natural DR. You may take this ability multiple times. You may not use this ability while wearing any sort of armor.

Venom Immunity
Wound Point Cost: 9
Effect: You are immune to all poisons.

Vigorous
Wound Point Cost: 3
Effect: You gain 5 temporary hit points. These hit points last for a number of hours equal to your Hit Dice. This may be taken multiple times.

Webbed Limbs
Wound Point Cost: 3
Effect: You gain a swim speed equal to your unmodified land speed. You may not use this ability while wearing any sort of armor.

Wings
Wound Point Cost: 15
Effect: You gain wings, which grant you a flight speed equal to twice your base land speed and a flight maneuverability of good.

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