User:Ganteka Future/Sea Hag
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A sea-themed non-caster that gets curses, a minion and transformation abilities. Also, is kinda gross. 10 1 Moderate Good Poor Good Other Other
Sea Hag
Sea hags are empowered by the natural spirits of the unfathomable oceanic depths. They're durable and wear opponents down gradually with temporary ability penalty curses. These hags are empowered with the abilities of sea creatures and often bring more to bear than their opponents might expect. After all, a full-plate wearing, touch attack dealing, squid-shark-crab powered master of the open water doesn't exactly sound like what you might expect to be able to make out of this class at first glance.
Making a Sea Hag
Sea hags are support characters but can function on the front-lines thanks to their hardiness.
Abilities: Many sea hags choose to focus on their Hag Focus key ability score as their primary or secondary score, with a physical ability next (usually either Dexterity for maneuverability or Strength for damage output and higher attack success rate). Some choose to boost Constitution to become highly resistant and difficult to kill.
Starting Gold: 4d4 ×10 gp (100 gp).
Starting Age: Moderate.
Class Features
All of the following are class features of the sea hag.
Weapon and Armor Proficiency: A sea hag is proficient with simple weapons, light armor and shields (but not tower shields).
Special Aptitude: A 1st level sea hag must choose which special aptitude to focus on. Choose one of the following:
Armor Mastery: A sea hag gains Armor Proficiency (Medium), Armor Proficiency (Heavy) and proficiency with tower shields. An armor mastery sea hag only applies half of the penalty gained by her armor check penalty.
Finesse Mastery: A sea hag gains Weapon Finesse as a bonus feat. A finesse mastery sea hag may, as a non-action at any time, trade any remaining uses of her attacks of opportunity for the round to gain an extra immediate action for the round. She must have at least one attacks of opportunity usage available to do so.
Weapon Mastery: A sea hag gains Exotic Weapon Proficiency as a bonus feat for one weapon of her choice. A weapon mastery sea hag may deliver her Bad Touch through a melee weapon attack that successfully strikes the target.
Hag Focus: Sea hags are a diverse bunch and must choose which of their mental ability scores to focus on. Each focus grants a different feature and ties her sea hag class features to this hag focus key ability. A 1st level sea hag must choose one of the following:
Rational Hag (Intelligence): She understands her world and the creatures in it, even when craziness happens. A rational hag may instead use her Intelligence modifier in place of her Wisdom modifier for Will saves and instead of Charisma for Handle Animal skill checks.
Astute Hag (Wisdom): Aware and able, an astute hag knows how to help her allies and hinder her foes. She may use the Aid Another action as a swift action (providing a +2 bonus to an ally for either an attack roll, ability-usage DC or AC against the next attack) or performing a "hinder another" action as a touch attack (which does not provoke attacks of opportunity), providing an applicable target foe with a –2 penalty on its next attack, ability-usage DC or AC against the next attack aimed at it within the next round.
Confident Hag (Charisma): Even when beaten and bloodied, a confident hag trusts in her abilities. Whenever at less than half her HP total or under the effects of a morale penalty of at least –2, she gains a supernatural eagle's splendor until she no longer meets those conditions.
Affinity (Ex): At 1st level, a sea hag may make Handle Animal checks in place of Diplomacy to improve the attitudes of animals and vermin. Domestic creatures default to indifferent while wild creatures default to unfriendly. The sea hag and the target creature must be within close range (25 ft. + 5 ft. per 2 sea hag levels) and aware of each other. The check takes 1 minute and only works on creatures of Int 2 or less (though she may still use Diplomacy on smarter creatures).
At 4th level, her affinity grows to affect magical beasts and plant creatures. At 8th level, her affinity grows to affect elementals, fey and Aquatic orWater subtyped outsiders.
She can speak with and understand any creature she has a sea hag affinity with, similar to the speak with animals spell, though as an extraordinary ability. Mindless creatures generally only mutter about whatever they're currently doing.
Bad Touch (Su): A sea hag can curse creatures with a melee touch attack as an attack action that allows a Fortitude save for half effectiveness (DC is 10 + 1/2 her sea hag level + her hag focus key ability modifier). The penalty gained by Bad Touch lasts for 1 minute since the last Bad Touch was applied to the target. Bad Touch cannot reduce a score via this penalty below 1. These penalties stack with each other. A casting of remove curse removes any penalty gained by Bad Touch. Creatures that are immune to curses are immune to Bad Touch.
On a successful touch, a sea hag deals two 1d2 penalties to the same or different ability scores (Strength, Dexterity or Constitution, Intelligence, Wisdom or Charisma).
A Weapon Mastery sea hag may apply her Bad Touch through a successful melee attack.
Gross (Ex): A sea hag doesn't need to be gross all the time, just gross when she needs to, and when she needs to, she can really ramp up the grossness. At 1st level, she may target a living creature within close range (25 feet + 5 feet per 2 HD) with a special Intimidate check as she would to demoralize as a swift action. However, instead of demoralizing, the target is sickened for a number of rounds equal to her hag focus ability modifier (minimum of 1 round). The target must be able to see or otherwise detect her to be affected by this ability.
Really Gross (Ex): A sea hag can push her grossness even further, really laying it on to targets already affected. At 3rd level, if she targets a creature sickened by her Gross ability, she can force a Fortitude save (DC 10 + 1/2 her sea hag level + her hag focus key ability modifier) against that target or become nauseated for 1 round and then continues any remaining duration of being sickened.
Mass Really Gross (Ex): A sea hag can spread her focus of grossness out even further, grossing out even more targets. At 5th level, as part of her action, she may choose a number of targets up to 1/2 her sea hag level within range to be affected by her Gross or Really Gross abilities.
Minion: At 1st level, a sea hag gains a minion. Her sea hag levels are her master level for determining her minion's abilities. At 10th sea hag level she may add half her HD/ECL from other classes/LA as part of her master level.
Resistances (Ex): A sea hag is resistant to diseases (including magical and supernatural diseases), nauseation, poisons and sickness. At 1st level, a sea hag gains a +1 bonus against these effects and conditions, never automatically fails on a check result of a natural 1 and is immune to any such effect that has a DC less than 5 + 1/2 her sea hag level + her hag focus key ability modifier. Her bonus increases as she gains sea hag levels (+2 at 3rd, +3 at 5th, +4 at 7th and +5 at 9th and above).
Baleform Deathblow (Su): At 2nd level, upon reducing a living target to 0 or fewer hp (and within 100 feet + 10 feet per sea hag level), a sea hag has the option of instantaneously transforming the creature into an ordinary Tiny or smaller animal (at half total HP) instead of dealing it any additional damage from the blow. The target can attempt a Fortitude save (DC 10 + 1/2 her sea hag level + her sea hag focus key ability modifier) to instead take any remaining damage.
While dispel magic has no effect on restoring a baleformed creature, a remove curse or similar ability returns the creature to its previous form, though only with as many HP as its animal form had at the time. A sea hag may dismiss this curse with a touch as a full-round action.
Such a becursed creature cannot become a familiar, animal companion or minion.
A sea hag may, at her option, apply this fate to herself upon reaching 0 or lower hp, though now being an ordinary animal, she would be unable to dismiss this herself until reaching 10th level when she gains Total Transformation and her will remains in control of her form, and then return only when she's at full HP. When she returns to her sea hag form, she still only has as many HP as her animal form had at the time.
Despite being transformed instantaneously, such creatures do radiate faint Transmutation magic when examined with detect magic.
Low-Light Vision (Ex): At 2nd level, she gains low-light vision.
Darkvision (Su): At 3rd level, a sea hag gains darkvision out to 60 feet. If she already has darkvision from another source, it extends another 60 feet.
Hybrid Form (Su): At 3rd level, a sea hag has learned how to imbue herself with the powers of the animals of the sea, gaining animalistic features and abilities. She starts by knowing how to transform herself with a single creature's powers (and back again) as a standard action with no duration. This alteration changes any gear to fit the hybrid form. Employing a hybrid form may incur a –4 penalty on Disguise checks applied to the creature, depending on the circumstances.
At 5th level, a sea hag may grant a hybrid form to her minion (or dismiss a form) as a standard action.
At 6th level, she may assume two hybrid form powers at the same time. Racial bonuses overlap from these hybrids. Example: A shark lamprey sea hag only gains a +4 bonus on Swim skill checks.
At 7th level, as a standard action touch, she may transform a willing creature with a single hybrid form. She may have a number of hybrid allies equal to her sea hag level. These creatures may dismiss the form as a standard action on their own or as a free action at the start of their turn, leaving them fatigued until the end of their turn. If she goes over her limit of hybrid creatures, the oldest transformations vanish from their targets, leaving them fatigued for 1 round.
At 9th level, she may assume three hybrid form powers at the same time.
Anemone Powers: Anemone powers grant:
- Creatures touching an anemone power creature must make a Fortitude save (DC 10 + 1/2 HD + Constitution modifier) or take 1d6 + Constitution modifier in poison damage each round. Other anemone power creatures are immune to this effect. This ability is blocked if the anemone power creature is wearing medium or heavy armor.
- +4 racial bonus to resist bull rush, overrun and trip attempts.
Crab Powers: Crab powers grant:
- +2 natural armor bonus.
- +2 racial bonus on grapple checks.
- +4 racial bonus on Climb and Hide skill checks.
Lamprey Powers: Lamprey powers grant:
- +4 racial bonus on Swim skill checks.
- +2 racial bonus on grapple checks.
- Swim speed equal to half the creature's land speed and the added ability to breathe while underwater.
- A lamprey power creature may suck blood from a willing creature or from a pinned or helpless creature, dealing 1d4 points of damage (piercing, slashing and bludgeoning) and gives her the option of neutralizing any poison currently affecting the target as she draws it out. The lamprey power creature heals an amount of damage equal to the damage dealt from drawing blood.
Shark Powers: Shark powers grant:
- Swim speed equal to the creature's land speed and the added ability to breathe while underwater.
- +4 racial bonus on Swim skill checks.
- A shark power creature can detect the bio-electric pulses and fluctuations of living creatures within 30 feet. A shark power creature passively detects the number and size of living creatures (of at least Fine Size) within range. With a swift action, a shark power creature can also detect the direction and stress level of living creatures in range.
Squid Powers: Squid powers grant:
- +4 racial bonus on Escape Artist, Hide, Move Silently and Swim checks.
- Swim speed equal to half the creature's land speed.
- Squeeze through a space as if one size smaller.
Hag Boon: At 4th level and every even level afterwards, a sea hag gains a single hag boon from the following list.
Affinity Stance (Ex): A sea hag may enter a non-threatening affinity stance at the start of her turn as a free action and maintain this stance indefinitely. While in this stance, she doesn't threaten spaces within her reach. Creatures she has sea hag affinity with (which are either mindless or of 1–2 Intelligence) have an initial attitude one step higher (wild creatures default to indifferent and domestic creatures default to friendly) when met while she is under this stance.
Badder Touch (Su): Her Bad Touch deals two 1d2+1 penalties.
Drain Appearance (Su): A sea hag can drain a creature's appearance with a touch attack. The target is allowed a Fortitude save (DC 10 + 1/2 the sea hag's level + the sea hag's hag focus ability modifier). A creature that saves is unaffected. A creature that fails has their appearance drained away, warping and distorting its features. The sea hag them makes a Disguise check, with the result being applied to the target and the sea hag with a +8 bonus. The sea hag's disguise goes toward her changing to look like a member of her target's race, while her target's disguise goes toward not being recognized as itself. The effects last 2 hours per sea hag level (though the sea hag may dismiss both disguises simultaneously).
Hybrid Cone Snail Power (Su): The power of the cone snail is added to her Hybrid Form list. A cone snail hybrid gains:
- +8 racial bonus on Swim skill checks.
- Swim speed equal to the creature's land speed.
- Maximizes all magical healing received on it. May regrow lost body parts by spending 1 minute of full-round actions at the cost of 2 points of constitution burn, which only heals naturally.
Hybrid Whale Power (Su): The power of the mighty sea whale is added to her Hybrid Form list. A whale hybrid gains:
- +8 racial bonus on Swim skill checks.
- Swim speed equal to the creature's land speed.
- +4 natural armor bonus.
- +4 bonus on saves against cold and pressure effects.
- May hold breath four times as long.
Improved Hybrid Shark Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved shark power grants:
- Swim speed equal to the creature's land speed and the added ability to breathe while underwater.
- +8 racial bonus on Swim skill checks.
- A shark power creature can detect the bio-electric pulses and fluctuations of living creatures within 30 feet. A shark power creature passively detects the number and size of living creatures (of at least Fine Size) within range. With a swift action, a shark power creature can also detect the direction and stress level of living creatures in range.
- A feral strike bite.
Shark Power Bite
Light Melee
Cost: | — gp |
---|---|
Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | 19–20/×2 |
Weight2: | — lbs |
Type3: | Piercing and Slashing |
HP4: | 10 |
Hardness: | 5 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Improved Hybrid Lamprey Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved lamprey power grants:
- +8 total racial bonus on Swim skill checks.
- +4 total racial bonus on grapple checks.
- Swim speed equal to the creature's land speed and the ability to breathe while underwater.
- A lamprey power creature may suck blood from a willing creature or from a pinned or helpless creature, dealing 1d6 points of damage (piercing, slashing and bludgeoning) and gives her the option of neutralizing any poison currently affecting the target as she draws it out. The lamprey power creature heals an amount of damage equal to the damage dealt from drawing blood.
Improved Hybrid Anemone Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved plant power grants:
- Creatures touching an anemone power creature must make a Fortitude save (DC 10 + 1/2 HD + Constitution modifier) or take 1d8 + Constitution modifier in poison damage each round. Other anemone power creatures are immune to this effect. This ability is blocked if the anemone power creature is wearing medium or heavy armor.
- +4 racial bonus to resist bull rush, overrun and trip attempts.
- May double-roll on saves against poisons.
Improved Hybrid Crab Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved crab power grants:
- +4 total natural armor bonus.
- +4 total racial bonus on grapple checks.
- +4 total racial bonus on Climb, Hide and Swim skill checks.
- Swim speed and climb speed equal to half the creature's land speed.
Improved Hybrid Squid Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved squid power grants:
- +8 total racial bonus on Escape Artist, Hide, Move Silently and Swim checks.
- Swim speed equal to the creature's land speed.
- Squeeze through a space as if two sizes smaller.
Master Level Minion (Ex): A sea hag uses her total ECL as her master level for the purposes of her minion. She only suffers a weakened state for 1/2 the normal time when her minion is killed or dismissed.
Naturally Armored (Su): A sea hag gains an enhancement bonus to her natural armor equal to 1/2 her sea hag level. For every point of natural armor she has (not including enhancement), she gains an equal amount of armor bonus.
Redirect (Su): If a sea hag takes no effect on a successful save against a magical or supernatural ability, she may redirect the ability to another target within range (if possible) as a non-action. She may only redirect abilities from creatures equal to or lower than her own ECL/CR.
Sea Life Power (Su): A sea hag gains a number of healing dice equal to her HD total usable per day. Each die restores 1d4+1 hp to the target creature with a touch. She may choose to use any number of her available dice as a standard action touch attack.
Slimy Skin (Su): A sea hag has slime-covered skin that protects her. She gains energy hindrance 50% against acid, fire and electricity. A sea hag suffering from dehydration loses the benefit of this ability.
Spell Immunity (Su): A sea hag gains a supernatural spell immunity (as unbeatable spell resistance) against 1 spell per 3 sea hag levels (to a maximum of 3 at 9th level). These spells may be of no higher level than 1/2 her sea hag level (to the limit of 4th level spells). She may change her immunities with 1 hour of meditation. She gains no protection from spells which do not offer spell resistance.
Touch-Back (Su): A sea hag can deliver a touch attack against a target she is engaged with in melee combat as an immediate action when struck (channeling the touch's effect through any wielded weapon her opponent may have used against her). Her touch attack is resolved after her opponent's attack is resolved.
Sea Lure Song (Su): A non-hostile creature within 60 feet, you make an opposed XXX skill check against is compelled (as a mind-affecting effect) to follow you.
Angler's Lamp (Su):
Sea Combat (Ex): A sea hag takes no penalties from attacking while underwater.
Warty Touch (Su): With an attack action touch attack, a sea hag can imbue a creature with warts that instantly pop up on its skin unless it succeeds on a Fortitude save (DC 10 + 1/2 her sea hag level + her sea hag focus key ability modifier). These warts weaken the target's resistance to disease and poison, granting as much penalty as she gains from her Resistance ability. The warts can be removed with a Heal skill check equal to the same DC, a remove disease spell or any amount of cold damage.
Total Transformation (Su): At 10th level, when at full HP, a sea hag may, as a standard action fully transform into any non-mindless creature she has sea hag affinity with. Her gear melds into her new form (unless her new form has proficiency with anything worn, in which case her gear changes shape to suit the new form) and she loses all features and abilities of her normal form (save for the ability to turn back as a standard action when at full HP). She gains the features and abilities of her new form, though she retains her own motivation, alignment and will. She may only choose forms equal or less than her own ECL/CR –4 or her own ECL/CR –2 for creatures native to oceans, lakes and rivers. Any other statuses or conditions carry over between forms (unless the new form is immune).
Example: A 10th level sea hag transforms into a giant octopus when at full HP. The sea hag's player sets aside her character sheet and uses the monster's stat block. When the player is ready to change her character back (and at full HP), she uses a standard action and starts using her character's sheet again.
Sea Hag Lore
Characters with ranks in Knowledge (geography or nature) can research sea hags to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Sea hags place temporary curses with a touch. They often command minions. |
10 | Sea hags imbue themselves and their allies with powers from oceanic creatures, gaining resistances, supernatural abilities and are able to ally themselves with wild monsters. |
15 | Sea hags are durable and varied. They're able to gross out almost anyone and the most powerful of their kind transform into wild beasts. |
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