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Roc

Supposedly long ago, a mad scientist created a bizarre chimera—a combination of an enormous, fat chicken and a snake—and somehow the beast escape the lab and, with its scientifically enhanced rate of reproduction, quickly grew a population to rival that of any other species. Naturally, this has lead to a common demon pastime of hunting the beasts to keep their population in check. Despite its hideous appearance, they are quite proud of their looks.

The Roc fight in several ways: one, by kicking up whirlwind-like storms of wind and dust; two, by biting, headbutting, clawing, or pecking the target; three, using the various toxins produced by the snake portion of the chimera, which can cause everything from poisoning to amnesia. It is said these creatures have the ability to cause bad luck and are generally consider bad omens; their presence does seem to cause the abilities of others to worsen, but whether this is some sort of magic or the paranoia causing the bad luck is unknown.

Hit die: d8

Type: Magical Beast (Monster, Demon)

Skills: A Roc gains Skill points equal to 4+ int mod. The Rocs class skills (and the key ability for each skill) are Acrobatics (Dex), Fly (Dex), Martial knowledge (Physical Monster Weapon)(Int), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis)

Starting Wealth: 3d6 × 10 hl (average 105hl.) In addition, each character begins play with an outfit worth 10 hl or less.

Table: Roc

Level Base Attack Bonus Fort Save Ref Save Will Save Special Techniques Readied
1st +0 +2 +0 +0 Race, Evilty, Magichange, Glide, Poison and Petrification Immunity, Miasma 1d6 1
2nd +1 +3 +0 +0 Ability Boost (+2 Con), +1 Nat AC, Gachapon Egg, Virulent Miasma 2
3rd +2 +3 +1 +1 Monster Technique, Miasma 2d6 3
4th +3 +4 +1 +1 Ability Boost (+2 Str), Poison Bite, Gachapon Egg, Virulent Miasma 3
5th +3 +4 +1 +1 DR 2/ Adamantine, DoodleDoo, Miasma 3d6 4
6th +4 +5 +2 +2 Monster Technique, Ability Boost (+4 Con), +2 Nat AC, Gachapon Egg, Virulent Miasma 5
7th +5 +5 +2 +2 Energy Resistance 5, Miasma 4d6 6
8th +6/+1 +6 +2 +2 Ability Boost (+4 Str), +3 Nat AC, Virulent Miasma, Gachapon Egg 6
9th +6/+1 +6 +3 +3 Monster Technique, Miasma 5d6 7
10th +7/+2 +7 +3 +3 Ability Boost, (+6 Con), DR 5/ Adamantine, Virulent Miasma, Gachapon Egg 8
11th +8/+3 +7 +3 +3 +4 Nat AC, Miasma 6d6 9
12th +9/+4 +8 +4 +4 Monster Technique, Ability Boost (+6 Str), Gachapon Egg, Virulent Miasma 9
13th +9/+4 +8 +4 +4 +5 Nat AC, Miasma 7d6 10
14th +10/+5 +9 +4 +4 Ability Boost(+8 Con), Energy Resistance 10, Gachapon Egg, Virulent Miasma 11
15th +11/+6/+1 +9 +5 +5 Monster Technique, DR 10/ Adamantine, Miasma 8d6 12
16th +12/+7/+2 +10 +5 +5 Gachapon Egg, Virulent Miasma 12
17th +12/+7/+2 +10 +5 +5 +6 Nat AC, Miasma 9d6 13
18th +13/+8/+3 +11 +6 +6 Monster Technique, Virulent Miasma, Gachapon Egg 14
19th +14/+9/+4 +11 +6 +6 Miasma 10d6 15
20th +15/+10/+5 +12 +6 +6 Monster Technique, Virulent Miasma, Abraxas 15

Alignment: Rocs tend to lean more towards chaos than law and neutrality or evil more so than good.

Religion: Rocs have little to no religion, however some of the more suicidal ones have begun to worship fried chicken restaurants.

Other Classes:  Rocs don’t get along with most other races or classes due to their loud and obnoxious to far.

Role:

• +2 Constitution, +2 Strength, -2 intelligence, -4 wisdom

• Large sized Magical Beast -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

• Darkvision out to 60 feet

• Speed: 30

• +4 to Intimidate

• Automatic Languages: English or Japanese and Cockatrice

Bonus Languages: Any

Class Features

EVILITY: Miasma of Silence

Adjacent creatures cannot use special techniques nor can they cast spells of any kind unless they make a fortitude saving throw DC: 10+1/2 your level+Constitution modifier.


Monster Weapon Proficiency (Ex)

Rocs are proficient and can only wield physical monster weapons, unless they have reincarnated from a previous body that had the ability to wield other weapons. Rocs monster weapons come in the form of a piercing beak that they use to smash people open. This beak deals 1d12 piercing damage and has a x3 critical hit modifier, or the damage listed under the monster weapon, whichever is higher.

Monster Technique (Su)

Just like all monster classes, Rocs gain special Monster Techniques they can utilize to get an edge over their opponents. The Roc gains 1 new technique from their list at every level. A Roc Learns a monster technique at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level. These Techniques can be chosen from the Roc's list of techniques and are listed with a (**). The Roc must be able to perform techniques of the technique's level to learn it. If a Roc does not have enough monster techniques to learn, they can instead choose another technique to learn from the list. A Roc's relevant modifier is it's Constitution score.

Magichange (Ex)

As a free action, a Roc can change into a Powerful Greataxe or a deadly spear. The Magichange lasts as many rounds as your Constitution Mod, and when it ends, the creature returns to it's former self but is exhausted. The wielder must be unarmed and able to hold the weapon when the Roc transforms.


Roc Greataxe

Greataxe

Damage: 1d12 or the Roc’s weapon damage, whichever is higher.

Critical: 20 X3

Damage Type: Slashing

Roc Spear

Glaive-guisarme

Damage: 1d10 or the Roc’s weapon damage, whichever is higher.

Critical: 20 X3

Damage Type: Slashing


Ability Boost (Ex)

A Roc gains ability boosts at 2nd, 4th, 6th, 8th, 10th, 13th, 14th, and 18th levels. Rocs are Strong and healthy, as such they gain bonuses to Strength and Constitution at the indicated levels on the above table. These bonuses do not stack but rather the larger number overlaps.

Glide (Ex)

At 1st level, the Roc falls at a rate of 20 feet per round, and for every 5 feet fallen in this way, can move horizontally 20 feet, up to a maximum of 80 feet per round. Regardless of the circumstances, the target can never gain elevation with this effect. At 8th level, the Roc gains a fly speed of 20 feet with poor maneuverability.

Poison and Petrification Immunity (Ex)

At 1st level a Roc reaches maturity and it's hyperactive fortitude kicks in. This allows it to be immune to all poisons and to be immune to turning to stone. While the Roc is in an effect similar to a poison cloud or similar effect such as it’s miasma, it gains a +2 bonus to attack and damage rolls.

Miasma (Su)

At 1st level the Roc can release a horrid miasma from it’s body as a standard action. This destructive and violent mist damages all living things, and plant life around the Roc. All creatures adjacent to the Roc whenever it releases it’s Miasma must make a Fortitude saving throw DC 10+ ½ level+ Constitution modifier or take 1d6 miasma damage. A successful saving throw halves the damage. Miasma damage deals damage as acid damage, however only if a creature is immune to poison, petrification, and acid damage can it become immune to this effect. At 3rd level and every opposite level the Miasma increases in damage by +1d6. The Miasma can be used a number of times per day equal to 3+the Roc’s constitution modifier.

Virulent Miasma

At 2nd level the Roc learns to empower it’s Miasma in various ways. At 4th level and every opposite level afterward, the Roc gains a new Virulent Miasma that applies to their Miasma ability. If the ability asks for a saving throw, the save DC is the same as that of the Miasma’s save DC. The Roc is immune to all of it’s miasma abilities.

Killer Miasma: The Roc’s Miasma deals d8’s instead of d6’s whenever it’s utilized.

Alchemical Miasma: The Roc gains a single Alchemist discovery using it’s Roc level as it’s Alchemist level to determine what it qualifies for. It must select a discovery that can apply to a bomb.

Murderous Miasma: The Roc’s Miasma deals d10’s instead of d8’s whenever it’s utilized. The Roc must possess Killer Miasma to select this one.

Cursed Miasma: The Roc’s Miasma is treated as a curse when it effects the creature. The creature must make an additional will saving throw or be effected by a bestow curse spell. This makes the miasma a curse effect, and so it adds curse to the list of things you must be immune to, to be immune to the Miasma damage.

Greater Cursed Miasma: The Roc’s Miasma curse is more powerful. The damage dealt by the Miasma effect cannot be healed until the curse is lifted. The Roc must possess Cursed Miasma to select this.

Strength Sapping Miasma: The Roc’s Miasma deals 1d4 strength damage to the creature if it fails it’s saving throw.

Dexterity Sapping Miasma: The Roc’s Miasma deals 1d4 dexterity damage to the creature if it fails it’s saving throw.

Life Sapping Miasma: The Roc’s Miasma deals 1d4 constitution damage to the creature if it fails it’s saving throw.

Mind Sapping Miasma: The Roc’s Miasma deals 1d4 intelligence damage to the creature if it fails it’s saving throw.

Dedication Sapping Miasma: The Roc’s Miasma deals 1d4 wisdom damage to the creature if it fails it’s saving throw.

Personality Sapping Miasma: The Roc’s Miasma deals 1d4 charisma damage to the creature if it fails it’s saving throw.

Greater Strength Sapping Miasma: The Roc’s Miasma now deals 1d6 strength damage instead.

Greater Dexterity Sapping Miasma: The Roc’s Miasma now deals 1d6 dexterity damage instead.

Greater Life Sapping Miasma: The Roc’s Miasma now deals 1d6 constitution damage instead.

Greater Mind Sapping Miasma: The Roc’s Miasma now deals 1d6 intelligence damage instead.

Greater Dedication Sapping Miasma: The Roc’s Miasma now deals 1d6 wisdom damage instead.

Greater Personality Sapping Miasma: The Roc’s Miasma now deals 1d6 charisma damage instead.

Lingering Miasma: The Miasma lingers for 3 rounds in the area it was used. The Miasma deals it’s damage on the first round. Creatures that remain in the area take damage equal to ¼ of the Miasma’s damage every round afterward that they remain in the miasma. They must make a fortitude saving throw to resist the damage and it’s effects every round. If the Roc uses it’s deadly flapping ability while this is active, the Miasma will spread to cover the entire 30 foot area of the attack. If the Roc also has Miasma burst it becomes a 40 foot area in that situation.

Greater Lingering Miasma: The Miasma lingers for an additional number of rounds equal to the Roc’s Constitution modifier. You must possess Lingering Miasma to select this ability.

Persistent Miasma: The miasma works as a poison. The ability damage continues effecting a creature every round for 1 round per point in the Roc’s constitution modifier, until the creature makes two subsequent successful saves. This can only be selected if the Roc has a miasma power that deals ability damage.

Weakening Miasma: Creatures that fail their saving throw against the miasma are fatigued. Creatures that critically fail this saving throw are exhausted instead. Fatigued creatures that fail this saving throw are Exhausted. Exhausted creatures that fail this saving throw are unconscious. This lasts for a number of rounds equal to the Roc’s constitution modifier. This adds Fatigue and exhaustion to the list of abilities you must be immune to, if you want to avoid the damage of the Miasma.

Sleepy Miasma: Creatures that fail their saving throw fall asleep for 1d6 rounds. This adds magical sleep to the list of abilities you must be immune to, if you want to avoid the damage of the Miasma.

Sickening Miasma: Creatures that fail their saving throw against the miasma are sickened. Creatures that critically fail this saving throw are nauseated instead for 1 round and then sickened for the remainder of the rounds. sickened creatures that fail this saving throw are Nauseated for 1 round. This lasts for a number of rounds equal to the Roc’s constitution modifier. This adds sickened and nauseated to the list of abilities you must be immune to, if you want to avoid the damage of the Miasma.

Confusing Miasma: Creatures that fail their saving throw against the miasma are confused. This lasts for a number of rounds equal to the Roc’s constitution modifier. This adds confused to the list of abilities you must be immune to, if you want to avoid the damage of the Miasma. The Roc must be at least 8th level before selecting this.

Dazing Miasma: Creatures that fail their saving throw against the miasma are dazzled. Creatures that critically fail this saving throw are dazed instead. dazzled creatures that fail this saving throw are dazed for 1 round before the dazzle effect takes the remainder of the time. This lasts for a number of rounds equal to the Roc’s constitution modifier. This adds Fatigue and exhaustion to the list of abilities you must be immune to, if you want to avoid the damage of the Miasma.

Evil Miasma: Whenever the Roc activates his Miasma, it applies a single Roc evility that the roc has equipped to it as an additional effect. The Evilities the Roc can select with this are Miasma of Silence, Miasma of Laze, and Miasma of Darkness. If the enemy already made a save against this effect, they must make the save again.

Miasma Breath: The Roc releases the Miasma as a 15 foot cone from it’s mouth instead of around it’s body.

Miasma Burst: The range of the miasma is out to 10 feet instead of 5 feet now. Creatures with Miasma breath now have a breath weapon with a 30 foot cone.

Petrification Burst: The Roc can effect all creatures within the miasma with his Petrification Breath with this. It simply applies all of the effects of the Petrifying Breath to the miasma. Any dexterity damage dealt by other effects in the miasma count toward Petrifying breath’s abilities. The Roc must be at least 8th level before selecting this.

Forceful Miasma: The Roc adds it’s base weapon damage to the damage dealt by it’s miasma.

Tripping Miasma: Creatures who fail their saving throw against the Roc’s miasma are knocked prone.

Solid Miasma: The Miasma becomes difficult terrain. Creatures move at half speed if they spend any time in the miasma during a round. If a creature moves into the miasma, and half of it’s speed is more than it has left, it stops moving immediately. The Roc must be at least 8th level before selecting this.

Concealing Miasma: Creatures attempting to shot into or out of  a miasma cloud are treated as having Half concealment.

Reanimating Miasma: Creatures slain by or in the Miasma are re-animated as JuJu Zombies of their hit dice. They are under the control of the Roc. They remain for a number of rounds equal to the Roc’s constitution modifier before crumbling away.

Double Down Misama: Creatures struck by the miasma take ½ of it’s damage again the following round. And then ½ of the second round’s damage on the third round. They must make the fortitude saving throw again every round or take the damage. The Miasma does not apply any other effects on these turns.

Slog Miasma: Creatures that fail their saving throw vs. the Miasma lose 5 feet of their movement for every dice the miasma deals.

Gachapon Egg (Ex)

At 2nd level, the Roc gains the ability to lay a colorful decorated egg that hatches into a creature. Doing so is a standard action and works as the spell Summon Monster I. The monster summoned is rolled at random on the list and is under the roc’s control. The Egg does not need to hatch immediately, and the egg can sit for up to 1 hour per level until the Roc decides to hatch it as a standard action. A number of Roc eggs equal to their constitution modifier can be hatched as a single standard action.

At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, the summon monster spell increases by 1 level to a maximum of Summon Monster 9 at 18th level. In addition, each time it increases, all creatures that are summoned through this gain a +1 bonus to attack, damage, saving throws, armor class, and skill checks. At 8th level whenever this is used, you can roll twice and select which creature is summoned. You can choose from a lower list to summon multiple creatures. The creature summoned is always right for the terrain and any that do not fit are re-rolled.

The creature, once hatched, lasts for 1 round per level. A Roc can use this ability once per day at 2nd level and an additional time per day for every 2 levels it has beyond 2nd.

Poison Bite (Ex)

At 4th level, Rocs can inject a deadly poison into their enemies with a bite from their evil snake tail. This bite is made as a swift action, and deals 1d4 damage and can only be used in a poison bite attack. This damage increases if a monster weapon is equipped. The person bitten must make a DC 10 +1/2 hit die +con modifier fortitude save or take 1d2 con damage, followed by 1d4 con damage the following round. A Roc can do this once a day for every 3 levels it possesses.

Doodle Doo (Ex)

At 5th level, a Roc can emit a piercing screech as a standard action. All creatures except for Rocs within a 30-foot radius must succeed on a DC 10+1/2 hit die + con modifier Fortitude save or be stunned for 1 round. A Roc can do this once per day for every 3 hit dice it possesses. Any Gachapon Egg creatures within the area instead heal 3d10+Roc’s constitution modifier in hitpoints and gain a +2 bonus to attack rolls and armor class for the round.  

Petrifying Breath (Sp)

At 8th level, a Roc can turn an enemy to stone with it’s breath. This is a standard action to activate, and is a 15 foot cone. Creatures in the area must make a DC 10 +1/2 hit die +con modifier fortitude saving throw or take 1d6 dexterity damage. The creature then proceeds to take 1d4 dexterity damage every subsequent round. The creature must make two fortitude saving throws in succession to end this effect. This becomes three fortitude saving throws at 13th level and four at 18th level. If this would ever bring the creature’s dexterity to 0, the creature is turned to stone as a flesh to stone spell. This can be used once per day at 8th level, and an additional time per day at 12th, 16th, and 20th levels.

Deadly Flapping (Ex)

At 12th level the Roc can flap it’s wings like mad as a standard action and kick up a gust. All creatures except for Rocs within a 30-foot radius must succeed on a DC 10+1/2 hit die + con modifier reflex save or be knocked prone and pushed to the edge of the 30 foot radius. A Roc can do this once per day for every 3 hit dice it possesses.

Damage Reduction (Ex)

A Roc has a tough hide that only the strongest metals can pierce, it's DR increases at the levels indicated above.

Energy Resistance (Ex)

A Roc's body adapts to harsh environments, it gains resistance to two energy types of your choice (except for force) at 7th level. This increases again at 14th level.

Natural Armor (Ex)

A Roc gains natural armor that increases at the levels specified on the table above.

Abraxas (Su)

At 20th level the Roc obtains the highest title one of it's kind can receive and becomes an Abraxas. Marching along the Netherworld whispering dark secrets and horrible squawking it is a force to be reckoned with. As a standard action, Your size increases by one category, your height doubles, and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of hellish invincibility. Upon transforming, you release a burst of energy out to 60 feet that deals damage and the effects of your Miasma in the area. The Roc gains a +6 bonus to Strength and a +8 bonus to Constitution, a +3 natural armor bonus. In addition as a standard action The Roc can whisper terrible secrets to an adjacent target. The target can resist with a Will save (DC = 10 + 1/2 your HD + your Constitution modifier). If the target fails its save, it is stunned for 1 round, then confused for 1d4 rounds, and then nauseated for 2d6 rounds. This is a mind-affecting effect. Once per round, you can also affect a single creature within 60 feet with a targeted greater dispel magic as a swift action. Each spell or effect dispelled inflicts fire damage to the target equal to the result of your caster level check made to dispel that effect. This form lasts 1 round per level.

Roc Techniques[]

1st-Level Roc Techniques—Summon Monster I, Virtue, Detect poison, Resistance, Corrosive Touch, Ear piercing scream, Alter Winds, **Chicken Cyclone

2nd-Level Roc Techniques—Summon Monster II, Aid, False Life, Delay Poison, Pernicious Poison, Accelerate Poison, Shatter, Stone Call, Gust of Wind, **Chicken Breath, **Special Egg Crack (MC)

3rd-Level Roc Techniques—Summon Monster III, Communal Delay Poison, Meld into Stone, Stone Shape, Dispel Magic, Nap Stack,  Blindness/Deafness, Heroism, Cloak of Winds, **Stone Breath, **Boomerang Band

4th-Level Roc Techniques—Summon Monster IV, Greater false life, Neutralize Poison, Poison, Shout, Stoneskin, Stoneshape, River of Wind, **Super Egg, **Break Shot (MC)

5th-Level Roc Techniques—Summon Monster V, Sonic Thrust, Fickle winds, Curse of Magic Negation, Spell Immunity, Spell resistance, Wall of Sound, Echolocation, Communal Stoneskin, Wall of Stone, Control Winds, **Sand Storm

6th-Level Roc Techniques— Summon Monster VI, Heroes Feast, Greater Dispel Magic, Greater Heroism, Flesh to stone, stone to flesh, Sirocco, **City Dragger

7th-Level Roc Techniques— Summon Monster VII, Control Weather, Expend, Spell Turning, Statue, Regenerate, Ki Shout, Control Weather, **Cyclone breath

8th-Level Roc Techniques—Summon Monster VII, Mind Blank, Power Word Stun, Anti-magic Field, Greater Shout, Whirlwind, **Cock-A-Drill, **Reverse Egg (MC)

9th-Level Roc Techniques— Summon Monster IX, Communal Mind Blank, Imprisonment, Clashing Rocks, Mage's Disjunction, Winds of Vengeance, **Descending Phoenix, **Season's Hesitance (MC)

Reincarnation[]

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Roc Reincarnation

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