Bestial Curse (Apath)
Unofficial rules compendium | |
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Bestial
Publisher: Legendary Games.
You are not a full shapechanger, but in stressful situations and combat you undergo a minor change, where you grow more muscular and gain bestial traits such as fur, scales, fangs, and claws. When this change occurs any armor you wear gains the broken condition and drops to the ground. Any clothing you wear is tattered, but magical clothing continues to function and is restored (but disheveled) when your transformation ends. You stay in this form during the period of stress and for 1d10 minutes afterward. A creature who sees you in this form must make a Perception check (DC 20 + curse level) to recognize you, but gains modifiers based on familiarity (see Disguise). On a failure they are liable to treat you as a monster.
You gain a circumstance bonus to natural armor equal to the best of your Constitution or Charisma bonuses. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor or use a shield. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of a cross of way of life and way of the body martial arts.
At 5th level, your hands become primary natural weapon claws dealing 1d6 damage (1d4 if Small). They still function as hands. All natural weapons from this curse count as both magic and silver for the purpose of penetrating damage reduction. You gain DR 2/silver or magic.
At 10th level, you gain a primary natural bite attack dealing 1d6 damage (1d4 if Small) and DR 5/silver or magic.
At 15th level, your natural attacks all deal 1d8 damage (1d6 if Small) and you gain DR 10/silver.
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