TEXT: horradin base class
  THE
  THE
  HORRADIN
  HORRADIN
  THE
  THE
  HORRADIN
  HORRADIN
  A BASE CLASS FOR THE PATHFINDER ROLEPLAYING GAME
  
  2
  LITTLE RED GOBLIN GAMES
  A New 
  A New 
  BAse ClAss:
  BAse ClAss: 
  HORRADIN
  HORRADIN
  A New 
  A New 
  BAse ClAss:
  BAse ClAss: 
  HORRADIN
  HORRADIN
  Credits
  Producer
  Scott GladStein
  Designers
  Scott GladStein, ian SiSSon
  Editors
  ian SiSSon, Brynn Petano, chriStoS Gurd
  Art
  MaSajiB
  Graphic Design/Layout
  Scott GladStein, KirK Felton
  Special Thanks
  dayton johnSon
  
  3
  horradin base class
  HORRADIN BASE CLASS
  dear reader,
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  Scott Gladstein
  Producer, Little Red Goblin Games LLC
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
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  A Product of Little Red Goblin Games, LLC
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  4
  horradin base class
  LITTLE RED GOBLIN GAMES
  Class Overview
  B
  y mastering horradinship, an exotic art 
  of temporary forced evolution, you’ve 
  become an extremely adaptable adventurer. 
  First discovered by watching molting insects, the 
  art developed slowly and independently in various 
  societies. They use an exotic supernatural art, called 
  “horradinship”, to force their bodies to undergo 
  spontaneous evolution to adapt to situations.
  inSPirationS
  Cell (Dragon Ball), Saiyans (Dragon Ball), Digimon 
  (Digimon), Kipo (Kipo and the Age of Wonderbeasts), 
  Darwin (X-Men)
  kCLASS OVERVIEW
  Hit Dice: D12.
  Starting WealtH: 3d6 × 10 gp (average 105gp.) 
  In addition, each character begins play with an outfit 
  worth 10 gp or less.
  kCLASS SKILLS
  The horradin’s class skills are Acrobatics (Dex), Climb 
  (Str), Craft (Int), Handle Animal (Cha), Intimidate 
  (Cha), Knowledge (arcana) (Int), Knowledge (nature) 
  (Int), Perception (Wis), Ride (Dex), Survival (Wis), 
  and Swim (Str).
  Skill rankS per level: 4 + Int modifier.
  kCLASS SPECIFICS
  role
  Horradin spontaneously transform 
  their bodies over the course of a 
  battle, gaining greater powers 
  as they do so. A horradin will 
  generally take one action during 
  their turn to further evolve, 
  adapting to the circumstances 
  around them as the battle unfolds. 
  the horradin
  
  5
  horradin base class
  HORRADIN BASE CLASS
  As martial characters horradins require a good 
  Constitution and either Strength or Dexterity. Most 
  prioritize Constitution because their class features 
  rely on it.
  aliGnMent:
  Any
  relationShiP With other claSSeS
  Horradin as a whole are unlike any other class but 
  are most similar to other martial classes. They oddly 
  have the most common ground with monks as they 
  both have a focus on the perfection of their body 
  and supernatural abilities, but that’s where their 
  similarities end. Alchemists, particularly those 
  who focus on mutagens, understand the basics of 
  horradinship and may even swap notes with horradin 
  they encounter, but the two are about as close as 
  wizards and clerics. Most characters find them odd 
  and off-putting due to their bizarre mutations but 
  quickly see their benefits when they rip into foes in 
  combat.
  What’S in a naMe: “horradin”
  The term “horradin” is an original term based on 
  various wordparts. The “horr” part refers to “horror” 
  or “horrific” in the same sense that “dinosaur” means 
  “terrible lizard”; they are “horrific” in their skill or 
  “horrifying” to face. It may also be a reference to the 
  way they modify their body, which can sometimes 
  be quite gruesome. The “-adin” is a modification of 
  the word “paladin”, which literally means “warrior” 
  (though its Latin root means “palace official” or 
  “of the palace”). In total the word “horradin” (with 
  the archaic spelling of “horadin”) generally means 
  “horrifying warrior” but might be more simply 
  understood to mean “powerful warrior”.
  racial BonuSeS
  A racial bonus comes from the culture a particular 
  creature was brought up in or because of innate 
  characteristics of that type of creature. A horradin 
  is modifying the innate characteristics of their body 
  via magic so these characteristics often grant a racial 
  bonus. While the core rules do not specify if racial 
  bonuses stack, this class assumes that they do.
  Horradin Races
  • The drow are famous for their horradinship, 
  though they treat it as one of the disciplines of 
  fleshwarping. Drow horradin transform themselves 
  into nightmare creatures via their fel art and 
  because of this many people associate horradinship 
  with fleshwarping and thus ban it.
  • Humans have proved naturally adaptable and 
  thus many have embraced the art.
  • Because of the association with drow fleshwarping, 
  elves do not embrace horradinship and have 
  outlawed it.
  • The ouphes, a race that evolves over the course 
  of its life, are natural horradins. Likewise, races 
  with natural molting, like those with the traits 
  of insects, commonly foster horradinship among 
  their warriors to provide for adaptable guards and 
  explorers.
  Class Features
  The following are the class features of the horradin.
  Weapon and Armor Proficiency
  The horradin is proficient with all simple and martial 
  weapons and with both light and medium armor.
  Forced Evolution (Su)
  At 1st level, the horradin can force their body to 
  evolve while under stress. As a move action during 
  combat they can advance what “form” they are in by 
  1 stage (base form > 1st form > 2nd form> final form). 
  This has no effect on the horradin if they are already 
  in their final form. The horradin returns to their 
  base form when combat ends or if the horradin falls 
  unconscious.
  
  6
  horradin base class
  LITTLE RED GOBLIN GAMES
  Horradin Evolution & How it 
  Works
  A horradin can “evolve” into various forms, as 
  defined by their evolutionary branch class. The 
  base, unevolved horradin is in their “base form”. By 
  spending a move action they can “evolve” to a higher 
  stage. Evolutions have a “triggered” version that 
  allows the horradin to trigger the evolution as a free 
  action.A horradin can only evolve under stressful 
  situations (during combat or during situations 
  where there is a real threat of bodily harm). They 
  automatically revert to their base form when combat 
  ends or if the horradin falls unconscious.
  • 
  When a horradin evolves their physical 
  appearance changes (unless otherwise stated). 
  The DC to identify them increases by 2 for each 
  stage beyond their base form (+2 at 1st form, +4 at 
  2nd form, and +6 in their final form).
  • 
  A horradin in any form other than their base 
  form gains the shapechanger subtype.
  • 
  Any worn armor and equipment is adapted or 
  incorporated into a horradin’s form as they evolve. 
  This means that unlike a polymorph effect, an 
  evolved horradin retains their armor bonus and 
  can use magic items that require activation.
  Table 1-1: The Horradin
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +2
  +2
  +0
  Evolutionary branch (1st form), force 
  evolution
  2nd
  +2
  +3
  +3
  +0
  Shapechanger lore (+2)
  3rd
  +3
  +3
  +3
  +1
  Development
  4th
  +4
  +4
  +4
  +1
  Adaptation
  5th
  +5
  +4
  +4
  +1
  Response to stimuli (1/day)
  6th
  +6/+1
  +5
  +5
  +2
  Evolutionary branch (2nd form)
  7th
  +7/+2
  +5
  +5
  +2
  Development, shapechanger lore (+4)
  8th
  +8/+3
  +6
  +6
  +2
  Genetic leap
  9th
  +9/+4
  +6
  +6
  +3
  Adaptation
  10th
  +10/+5
  +7
  +7
  +3
  Response to stimuli (3/day)
  11th
  +11/+6/+1
  +7
  +7
  +3
  Development
  12th
  +12/+7/+2
  +8
  +8
  +4
  Shapechanger lore (+6)
  13th
  +13/+8/+3
  +8
  +8
  +4
  Evolutionary branch (final form)
  14th
  +14/+9/+4
  +9
  +9
  +4
  Adaptation
  15th
  +15/+10/+5
  +9
  +9
  +5
  Development, response to stimuli (5/day)
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Genetic leap
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Shapechanger lore (+8)
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Shapechanger slayer
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Adaptation, development
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Form that surpasses god, response to stimuli 
  (10/day)
  
  7
  horradin base class
  HORRADIN BASE CLASS
  Evolutionary Branch
  Because of how many cultures independently 
  developed horradinship, at 1st level they must choose 
  what method of forced evolution they’ve studied. The 
  results are drastically different, even if the core of the 
  art they practice is the same. At 1st level a horradin 
  gets Skill Focus as a bonus feat in a particular skill 
  based on their branch and that branch’s 1st form. At 
  6th level they unlock their branch’s 2nd form, and at 
  13th level they get access to their branch’s final form.
  For a complete list of evolutionary branches, see the 
  section on it later in this class’s entry.
  Shapechanger Lore
  As horradins are natural shapeshifters they recognize 
  others much easier. Their study into shapechangers 
  grants them a +2 bonus on Knowledge checks to 
  identify creatures with the shapechanger subtype 
  or recall knowledge on them, on Perception checks 
  made to see through disguises, and on Will saves 
  against illusions.
  At 7th level and every 5 levels thereafter this bonus 
  improves by +2 (to a maximum of +8 at 17th level).
  Developments
  At 3rd level and every 4 levels thereafter, the horradin 
  develops an ability which allows them to apply their 
  skills as a horradin in new ways, reflecting more a 
  change in tactics than a modification to an evolution. 
  A list of developments is available later in this class’s 
  entry.
  Adaptations
  At 4th level and every 5 levels thereafter, the 
  horradin learns how to better modify their genetic 
  modifications. A list of adaptations is available later in 
  this class’s entry.
  Response to Stimuli (Su)
  Starting at 5th level, a horradin becomes resistant 
  to damage dealt to them. Whenever a horradin 
  takes damage or fails a save from an enemy or 
  environmental effect, as a free action they may cause 
  their body to rapidly respond and mutate to protect 
  them from such things in the future.
  This takes one of the following forms:
  • elemental Damage: If the horradin takes 
  elemental damage they take half damage from that 
  energy type for 1 minute.
  • pHySical Damage: If the horradin takes 
  slashing, piercing, and/or bludgeoning damage 
  they are immune to precision damage and critical 
  hits from weapons that deal that kind for 1 minute.
  • Spell: If the horradin fails a save against a spell 
  (including spell-like abilities) that does not cause 
  damage, they gain an enhancement bonus on 
  saves against spells equal to 1/4th their level for 1 
  minute.
  At 5th level a horradin can do this once per day. At 
  10th level they can do it 3 times per day, at 15th level 
  5 times per day, and at 20th level they can do it 10 
  times per day. If a horradin is benefiting from one of 
  these bonuses and tries to activate it again, the new 
  benefit replaces the old.
  Genetic Leap
  At 8th level, when a horradin takes a move action 
  to use their forced evolution class feature they can 
  advance what form they are in by up to 2 stages (for 
  example; from base form to 2nd form, or 1st form to 
  final form). At 16th level it can advance by up to 3 
  stages as a move action.
  Shapechanger Slayer
  At 18th level, the horradin gains an insight bonus 
  on attack rolls against shapechangers that they have 
  identified (with a relevant Knowledge check) equal to 
  the bonus of their shapechanger lore class feature.
  
  8
  horradin base class
  LITTLE RED GOBLIN GAMES
  Form that Surpasses 
  God
  At 20th level, the horradin always 
  counts as being in their third form 
  for the purpose of adaptations, 
  regardless of what form they are in. 
  In addition, they gain the following 
  benefit based on their choice of 
  evolutionary branch:
  • FleSHWarping: The horradin 
  automatically confirms critical threats with 
  their natural weapons.
  • gelatinouS: Once per day as a free action, the 
  horradin can rapidly shift their body mass, causing 
  a single attack made against them to miss. This can 
  be used after an attack has struck the horradin, but 
  before damage has been rolled. The horradin must 
  be aware of the attack to use this ability.
  • inSectoiD: The horradin and their allies share 
  a subconscious telepathic bond that forms into 
  a hivemind network, enhancing their collective 
  perception. As long as the horradin is within 30 
  ft. of at least one ally, it gains a +4 racial bonus 
  on initiative checks and Perception checks. If 
  the horradin or one of their allies disbelieves 
  an illusion, all of them within 30 ft. are also 
  considered to have disbelieved that illusion. 
  If the horradin or their allies are aware of 
  combatants, all of them within 30 ft. are also aware 
  of those combatants.
  • poWer up: The horradin recovers up to their 
  maximum mastery points at the start of their turn.
  • toaDiSH: The horradin grows one size category. 
  Do not recalculate their ability scores other than 
  to give them a +2 bonus to their Constitution and 
  increase both their reach and area.
  • WerebeaSt: The horradin gains DR /silver equal 
  to their level. This doesn’t stack with the DR of 
  their 2nd form; that DR instead becomes DR 5/-.
  
  9
  horradin base class
  HORRADIN BASE CLASS
  Horradin only gain the benefits of the form they are 
  in, and not the benefit of any previous forms. The DC 
  for all abilities linked to an evolutionary branch is DC 
  10 +1/2 horradin level + Constitution modifier.
  kFLESHWARPING
  The horradin can twist and torture their own flesh, 
  giving them a horrific visage and monstrous traits. 
  Fleshwarping is as much science as it is magic and 
  it is a practice more common among evil societies 
  where magic and torture are widely accepted. 
  Skill FocuS: Knowledge (Arcana)
  Monstrous Form (1st Form) 
  When the frenzy of battle or the scent of blood 
  comes over them a fleshwarped horradin gets subtle 
  monstrous traits and grows animalistic claws, fangs, 
  or even inhuman tentacles (as described on Table 1-2: 
  Monstrous Form). 
  beneFit: The horradin gains a natural attack with 
  the following traits (chosen each time the horradin 
  enters this form) and a +2 racial bonus on Intimidate 
  checks. 
  evolution trigger: A horradin can enter this 
  evolution from their base form as a free action at the 
  end of their turn if they cause damage to an enemy 
  during that turn.
  Nightmare Form (2nd Form) 
  Feeding on the fear of those before them, the 
  horradin’s flesh twists and melds into a horrific 
  visage that looks like nothing so much as a demon or 
  science experiment gone horribly wrong. 
  beneFit: The horradin gains a 10-foot fear aura. The 
  DC to resist the fear aura is DC 10 +1/2 horradin level 
  + Constitution modifier. Additionally, the horradin 
  gains a +2 morale bonus on attack and damage rolls 
  against creatures suffering from a fear effect.
  evolution trigger: A horradin can enter this 
  form from their 1st form as a free action at the end of 
  their turn if they have successfully demoralized an 
  opponent or afflicted them with a fear effect.
  Feral Flesh-Freak (Final Form) 
  The horradin becomes an unearthly, grotesque battle 
  beast whose humanity is unquestionably lost. 
  beneFit: They may count as an aberration or their 
  base creature type, whatever is better, when targeted 
  with an effect based on creature type. They gain 2 
  natural attacks from the list available to their 1st 
  form. Additionally, they gain the Improved Natural 
  Attack monster feat with all their natural weapons. 
  evolution trigger: None.
  kGELATINOUS
  Oozes are an odd and often misunderstood form 
  of life. By studying their fluid and odd biological 
  dispositions, magical researchers were able to tailor a 
  form of horradinship to their unique biology. 
  Skill FocuS: Craft (Alchemy)
  horradin
  evolutionary BranChes
  Attack
  Damage (S)
  Damage (M)
  Damage Type
  Attack Type
  Special Qualities
  Bite
  1d3
  1d6 
  B, P, and S
  Primary
  -
  Claw (x2)
  1d3
  1d4
  B and S
  Primary
  -
  Tentacle (x2)
  1d3
  1d4
  B
  Secondary
  Grapple
  Table 1-2: Monstrous Form
  
  10
  10
  horradin base class
  LITTLE RED GOBLIN GAMES
  Viscous (1st Form) 
  The horradin’s bones are replaced with muscular jelly-
  mass, allowing them to bend their limbs in unusual 
  ways while still retaining their strength. 
  beneFit: The horradin gains a +1/4th level bonus 
  on Escape Artist checks, attempts to grapple an 
  opponent, and to control or escape a grapple. 
  evolution trigger: A horradin can enter this 
  form from their base form as a free action if they gain 
  the grappled condition.
  Puddle (2nd Form) 
  The horradin sinks into the ground, dissolving 
  themselves into a living puddle of ooze. 
  beneFit: The horradin becomes a puddle. While 
  they do not change size categories they have an area 
  of 10 feet, a height of just an inch, and a reach of 
  0. While in this form, the only attack the horradin 
  can make is a slam attack, made as a primary natural 
  attack and dealing damage appropriate to their 
  size. As they are a puddle of ooze they become 
  unrecognizable (gaining a +20 on Disguise checks 
  to appear as a puddle), and precision damage dealt 
  against them has a 50% chance of being negated. 
  Finally, the horradin gains DR 5 / bludgeoning while 
  in this form. 
  evolution trigger: A horradin can enter this 
  form from their 1st form as a free action at the start of 
  their turn if they took damage since their last turn.
  Grey Goop (Final Form) 
  The horradin becomes a vaguely person-shaped blob, 
  able to ooze over an enemy and slowly dissolve them 
  within their mass. 
  beneFit: While in this form the horradin’s 
  blobby body negates all precision damage and its 
  oozy, rubbery consistency grants them DR 10 / 
  bludgeoning. 
  Additionally, as a standard action the horradin 
  can engulf a creature of their size or smaller by 
  entering its space. The target can make an attack of 
  opportunity against the horradin, although if they 
  do so they cannot make a Reflex save against the 
  effect. The target can make a Reflex save to avoid 
  being engulfed; if the target makes their save they 
  are moved back or to the side (their choice) as the 
  horradin enters their space. An engulfed creature 
  takes 1d6 acid and bludgeoning damage per 2 
  horradin levels each round, is pinned, and is in 
  danger of suffocation. 
  evolution trigger: A horradin can enter this 
  form from their 2nd form as a free action if they start 
  their turn in a space occupied by an enemy.
  kINSECTOID
  Insects are famous for the various forms and molts 
  they take on over their lifetimes. Many cultures have 
  developed horradinship practices after studying 
  them and as a result a fair number of horradin have 
  insectoid forms. 
  Skill FocuS: Knowledge (Nature)
  Warrior Form (1st Form) 
  The horradin becomes a slightly insectoid hybrid. 
  They become driven to protect their “hive” (read: 
  allies) and drive off “the invaders” (read: enemies) and 
  like to swarm around foes. 
  beneFit: The horradin can share spaces with allies 
  without the normal penalty. If the horradin and 
  anyone they share a square with attack the same foe, 
  they are considered to be flanking that foe as if they 
  were in two opposite squares. 
  evolution trigger: A horradin can enter this 
  form from their base form as a free action if they 
  successfully hit an enemy while flanking.
  Cocoon Form (2nd Form) 
  The horradin gains a hard, immobile exoskeleton 
  that renders them unable to do anything but defend 
  themselves or evolve. This armor can be tossed up 
  quickly to avoid life-threatening damage. 
  beneFit: The horradin gains +1/4 horradin level as 
  a natural armor bonus to their AC, 5 DR / - + 1/3rd 
  their level, and energy resistance 5 + 1/2 level against 
  
  11
  11
  horradin base class
  HORRADIN BASE CLASS
  acid, cold, electricity, and fire damage. While in this 
  form the horradin cannot move or take non-mental 
  actions other than a total defense action or the move 
  action required to evolve into a different form. 
  evolution trigger: A horradin can enter 
  this evolution from their 1st or final form as an 
  immediate action if they take damage. If their 
  increased AC would have caused the attack to miss, 
  it does so (if it does miss as a result of shifting forms, 
  the horradin still enters cocoon form). Apply the 
  DR and resistances granted by this form against the 
  triggering effect.
  Monarch Form (Final Form) 
  The horradin emerges from their cocoon as a 
  beautiful butterfly. Their form grants them special 
  insight that ant and bee queens have in controlling 
  their drones, allowing them to coordinate their allies 
  effortlessly. 
  beneFit: The horradin gains a fly speed equal 
  to their land speed with perfect maneuverability. 
  Additionally, they gain a teamwork feat of their 
  choice that they qualify for (selected each time they 
  enter the form), and grant that feat to all allies within 
  30 feet. 
  evolution trigger: None.
  kPOWER UP
  Horradin who follow this evolutionary branch power 
  up the energy that lies within themselves. Often 
  accompanied by much yelling and internal focus they 
  can fire impressive blasts of energy and even fly. They 
  spend their power only to rebuild it. 
  Unlike most other forms of horradinship, this 
  evolutionary branch retains the benefits of its earlier 
  forms in all of its later forms. 
  Skill FocuS: Knowledge (Arcana)
  Student Form (1st Form) 
  The horradin’s physical form powers up and their 
  aura intensifies. Their muscles bulge, their hair stands 
  on end, and their glares sharpen. 
  beneFit: The horradin gains a +1/4th bonus on 
  attack rolls (minimum +1). 
  The horradin may have this benefit apply to their 
  damage rolls as well but if they do so they regress 1 
  form at the end of their turn. 
  Additionally, the horradin gains Improved Unarmed 
  Strike as a bonus feat, and gains the unarmed strike 
  damage of a monk of the same level. 
  evolution trigger: None.
  Master Form (2nd Form) 
  The horradin’s aura becomes tangible and manifests 
  itself as a powerful field of visible energy. 
  beneFit: The horradin gains all the benefits from 
  student form, and can shoot a blast of energy as a 
  standard action. It deals 1d6 points of damage per 
  horradin level in a 30-foot cone. A successful Reflex 
  save halves the damage. This attack deals either fire or 
  electricity damage (a choice made at 6th level when 
  the horradin accesses this form). 
  When firing a blast, the horradin may add their level 
  to this damage but if they do so they regress 1 form 
  after firing the blast. 
  evolution trigger: None.
  Grandmaster Form (Final Form) 
  The horradin gains a vivid aura that pulses and 
  crackles. Looking upon them is like looking into the 
  cold face of a trained killer, beholding the relaxed-
  but-deadly stance of a master martial artist, or gazing 
  upon a distant storm. 
  beneFit: The horradin gains all the benefits from 
  student and master forms. While in the grandmaster 
  form they gain a pool of “mastery” points equal to 
  their Constitution modifier. These points can be 
  spent to avoid having to regress forms. A horradin in 
  this form can take a move action to replenish their 
  mastery points to their full value. 
  evolution trigger: None.
  
  12
  12
  horradin base class
  LITTLE RED GOBLIN GAMES
  kTOADISH
  Toads and frogs go through many phases in their 
  life cycle, starting as odd aquatic “frogspawn” before 
  developing into tadpoles and eventually developing 
  into an amphibious or even fully terrestrial frog 
  or toad. Toadish horradinship is taught by various 
  ancient orders of frog hermits who live on secluded 
  mountains or in misty marshes far from human 
  civilization.Unlike most other forms of horradinship, 
  this evolutionary branch retains the benefits of its 
  earlier forms in all of its later forms. 
  Skill FocuS: Acrobatics. 
  Pollywog (1st Form) 
  A tadpole or “pollywog’’ is a relatively harmless and 
  weak aquatic precursor to a frog or toad and as such, 
  when a horradin enters this form they gain squishy, 
  aquatic traits that are only particularly useful while 
  underwater. 
  beneFit: The horradin can breathe underwater, 
  though they can still breathe air too. Additionally, 
  the horradin gains a swim speed equal to their land 
  speed. Finally, they take no penalty on attack rolls 
  with weapons due to being underwater. 
  evolution trigger: A horradin can enter this 
  form from their base form as a free action if they are 
  submerged in water.
  Frog (2nd Form) 
  The toadish style of horradinship has a weak (or at 
  best, an only situationally useful) first form, but the 
  second form is much more robust and gains some 
  unique abilities. 
  beneFit: The horradin gains all the benefits from 
  pollywog form and the benefit of a permanent jump 
  spell while in this form (using their class level as 
  their caster level). In addition they gain a long sticky 
  tongue that they can use to make melee attacks. 
  This is a secondary attack. A creature hit by this 
  attack cannot move more than 10 feet away from 
  the attacker and takes a -2 penalty to AC as long as 
  the tongue is attached (this penalty does not stack if 
  multiple tongues are attached). The tongue can be 
  removed by the target or an adjacent ally by making 
  an opposed Strength check against the attacking 
  creature as a standard action or by dealing 2 points 
  of damage to the tongue (AC 11, damage does not 
  reduce the sticky-tongued creature’s hit points). The 
  horradin cannot move more than 10 feet away from 
  a creature stuck to its tongue, but it can release its 
  tongue from the target as a free action. The horradin 
  can only have one creature attached to its tongue 
  at a time. As a swift action the horradin can pull a 
  creature attached to their tongue 5 feet toward them 
  as a swift action; an opposed Strength check where 
  the horradin has a +4 bonus negates this movement 
  but costs the resisting creature a swift action on their 
  next turn. 
  evolution trigger: A horradin can enter this 
  form from their 1st form as a free action at the start of 
  their turn if they were in their pollywog form last round.
  Just How Far Can A Toadish 
  Horradin Jump?!
  The short answer is “absurdly far”, 
  but the more detailed answer is “a 
  maximum of about 80-85 feet at 20th 
  level”. Assuming they have a +5 
  Dexterity modifier they will have a 
  +20 for their ranks in Acrobatics, 
  a +3 from it being a class skill, a 
  +6 for Skill focus, and +30 from the 
  persistent jump spell their 2nd form 
  grants them. That grants them a +64 
  bonus and if they roll a natural 20 
  they can get up to a result of 84 
  feet, which is generally about how 
  many feet they can long jump (though 
  it’s done in increments of 5 feet). 
  This is intentional and while it 
  sounds rather insane, it’s far easier 
  to gain the ability to fly. This does, 
  however, potentially allow them to 
  move faster than their land speed if 
  they jump far enough.
  
  13
  13
  horradin base class
  HORRADIN BASE CLASS
  Toadlord (Final Form) 
  The horradin becomes a bulky, heavy, armored, 
  voracious toad-like being covered in warts and a thick 
  hide.
  beneFit: The horradin gains all the benefits 
  from pollywog and frog form. In addition, the 
  horradin gains a racial bonus on Perception checks 
  to spot creatures equal to 1/4th their level, a +1/4th 
  circumstance bonus on attack and damage rolls if 
  they have already jumped at least 10 feet this round 
  (this lasts until the end of their turn), and may make 
  a full attack as a standard action after a successful 
  action made to jump. 
  The horradin also always count as if they had a 
  running start when attempting jumps with the 
  Acrobatics skill. Finally, the horradin can jump any 
  distance, regardless of their land speed. 
  evolution trigger: None.
  WWEREBEAST
  Taming lycanthropy and putting its considerable 
  power to good use has long been a dream of the 
  magical community and those afflicted with the 
  condition. By studying it the horradin practice of 
  “pseudo-lycanthropy” has developed. 
  Skill FocuS: Survival 
  Special: When selecting this evolutionary branch 
  the horradin must select an animal they turn into. 
  The most common choices are wolf, boar, rat, or tiger, 
  but more exotic werebeast horradin exist.
  Anthropomorphic Form (1st Form)
  In this form the horradin is mostly humanoid but has 
  some subtle animal traits. They might have cat-like 
  eyes if they are a weretiger, a rat-like nose and more 
  pronounced incisors if they are a wererat, or enlarged 
  canines if they are a werewolf but they remain 
  decidedly humanoid in appearance. 
  beneFit: The horradin gains the animal empathy 
  druid class feature, using their horradin level as their 
  druid level but this only applies to creatures similar 
  to their chosen animal. Additionally, they gain low-
  light vision and scent if they didn’t have it already.
  evolution trigger: A horradin can enter this 
  form from their base form at the end of their turn as a 
  free action if they are in full sight of the moon.
  Hybrid Form (2nd Form) 
  This form resembles the “iconic” werebeast - a 
  hulking half-humanoid, half-animal creature that 
  snarls as it stalks prey. 
  beneFit: The horradin gains all the benefits of their 
  anthropomorphic form. In addition, the horradin 
  gains either a bite attack or 2 claw attacks appropriate 
  to their size (see Table: Natural Attacks by Size in the 
  Pathfinder Bestiary 1). Finally, they gain DR 5/silver. 
  evolution trigger: A horradin can enter this 
  form from their 1st form at the end of their turn as a 
  free action if they are in full sight of the moon.
  Great Beast Form (Final Form) 
  Upon tasting blood the horradin becomes a huge, 
  hulking, feral beast that is as terrifying as it is large. 
  Its mind becomes almost animalistic and urges it to 
  hunt and kill. 
  beneFit: When they enter this form the horradin 
  wild shapes as if they were a druid of equal level, 
  gaining the benefits of a beast shape III spell. They 
  must select the animal their werebeast is based on. 
  As with a druid a horradin in this form loses their 
  ability to speak because they are limited to the sounds 
  that a normal, untrained animal can make, but can 
  communicate normally with other animals of the 
  same general grouping as their new form. If the 
  creature they transformed into is smaller than huge it 
  becomes huge. 
  evolution trigger: A horradin is forced to 
  enter this form as a free action if they are in their 
  2nd form and kill an enemy creature who presents a 
  reasonable challenge (GM discretion). A horradin can 
  attempt a Will save to resist transforming into this 
  form.
  
  14
  14
  horradin base class
  LITTLE RED GOBLIN GAMES
  An adaptation grows as the horradin accesses a higher 
  form. A horradin gains all the benefits associated 
  with their previous forms (so a horradin in their final 
  form still gains the benefits granted to them by an 
  adaptation’s 1st and 2nd form benefits, for example.)
  If a horradin has more than 1 adaptation they can 
  only apply 1 at a time. They may switch which 
  adaptations they are benefiting from via a ritual 
  that takes 1 minute to perform. An adaptation is 
  automatically applied (there is no option to not apply 
  it) but a horradin can perform the same 1-minute 
  ritual to cause themselves not to benefit from 
  any adaptation. Unless otherwise stated, a given 
  adaptation cannot be selected more than once.
  Aquatic
  The horradin becomes adapted for aquatic/
  amphibious combat. 
  1St Form: The horradin can breathe underwater, 
  though they can still breathe air too. 
  2nD Form: The horradin gains a swim speed 
  equal to their land speed. Additionally, they take no 
  penalty on attack rolls with weapons due to being 
  underwater. 
  Final Form: If the horradin is underwater 
  they can spend a swift action to grant themselves 
  regeneration equal to their Constitution modifier 
  for 1 minute. They can do this once per day per 
  Constitution modifier. Additionally, they are immune 
  to damage dealt by deep water pressure.
  Blood Thirsty 
  As the horradin becomes more vicious but at the cost 
  of regressing to a more animalistic style. 
  1St Form: As a move action, the horradin can fly 
  into a frenzy for 1 minute; gaining a +2 racial bonus 
  to Constitution and Strength but a -2 penalty to AC.
  2nD Form: The bonuses of their frenzy improve to 
  +4 but they also become confused (as per a confusion 
  spell) for the duration of the frenzy.
  Final Form: The horradin rolls for confusion 
  twice and takes the result they prefer.
  Color Changing 
  The horradin can change the colors on their skin and 
  the surface of their equipment. 
  1St Form: The horradin glows with 
  bioluminescence, shedding light as per a torch at 
  will in a color of their choice. They can suppress 
  or activate this at will. Activating this counts as 
  movement for the purpose of their 2nd form’s 
  camouflage ability. 
  2nD Form:  The horradin can adjust their 
  coloration to create a form of camouflage, granting 
  them a +10 bonus to Stealth checks to avoid being 
  visually spotted if they do not move. 
  Final Form: The horradin can rapidly flash the 
  patterns on their skin in disorienting patterns like 
  a cuttlefish does to overwhelm their foes. They can 
  do so as an immediate action in response to being 
  attacked by a creature within 15 feet of them. The 
  attacker must make a Will save or be dazzled (-1 on 
  attack rolls and to perception checks) for 1 minute. 
  This penalty applies to the attack being made. If the 
  creature fails the save by 5 or more they are instead 
  blinded for 3 rounds in addition to being dazzled for 
  1 minute. Activating this counts as movement for the 
  purpose of their 2nd form’s camouflage ability.
  Extra Limbs 
  The horradin grows 2 extra useful appendages. 
  1St Form: The horradin gains no additional benefit 
  while in their 1st form. 
  2nD Form:  The horradin gains two small arms 
  that they can use to carry objects. They cannot wield 
  horradin
  adaptations
  
  15
  15
  horradin base class
  HORRADIN BASE CLASS
  weapons with these arms, but they allow them to 
  retrieve a small, stowed object carried on their person 
  as a swift action or do things like reload weapons. 
  Final Form: The horradin’s 2 additional arms 
  become full-fledged arms capable of wielding 
  weapons. This does not affect the number of attacks 
  the horradin can make in a round, only the number 
  of items/weapons they can hold.
  Giant 
  As the horradin grows in power they grow in size. 
  1St Form: The horradin gains no additional benefit 
  while in their 1st form. 
  2nD Form: The horradin increases in size by 1 size 
  category. Do not recalculate ability scores except 
  where size modifiers, space, and reach apply. 
  Final Form: The horradin increases in size 
  by 2 size categories. Do not recalculate ability 
  scores except where size modifiers, space, and 
  reach apply. 
  Special: This effect doesn’t stack with 
  the great beast form of the werebeast. The 
  horradin remains a huge-sized animal.
  Mobility 
  The horradin’s body becomes 
  more aerodynamic and develops 
  appendages designed to grant 
  them access to greater forms of 
  travel. 
  1St Form: The horradin gains a 
  +10 ft. racial bonus to movement 
  speed. 
  2nD Form: The horradin gains a 
  climb or swim speed equal to their 
  land speed. 
  Special: If the horradin is the 
  insectoid evolutionary branch’s cocoon 
  form this gives them a 10-foot movement 
  speed instead of the normal 2nd level 
  benefit as they are able to roll around.
  Final Form: The horradin gains either a fly speed 
  equal to half their land speed in place of their climb/
  swim speed or they improve the racial bonus they 
  have to their movement speed (found in their 1st 
  form) to a +30 ft. bonus.
  Morphic
  The horradin’s body becomes more malleable and 
  pliable to their will, allowing them to move in 
  unexpected ways. 
  
  16
  16
  horradin base class
  LITTLE RED GOBLIN GAMES
  1St Form: The horradin can move through an area 
  as small as one-quarter its space without squeezing or 
  one-eighth its space when squeezing.
  2nD Form:  The horradin gains a bonus on 
  Acrobatics checks made to tumble equal to 1/4th 
  their class level.
  Final Form: The horradin improves their natural 
  reach by +5 feet.
  Protection
  The horradin grows extra leathery plates and natural 
  protections.
  1St Form: The horradin gains a +2 natural armor 
  bonus to their AC.
  2nD Form: The horradin gains the benefits of the 
  light fortification magic armor enhancement (there is 
  a 25% chance critical hits or precision damage will be 
  reduced to normal hits).
  Final Form: The horradin adds 1/4th their level to 
  all saves as a racial bonus.
  Senses
  The horradin’s senses become sharper as they evolve.
  1St Form: The horradin gains a +2 racial bonus on 
  Perception checks.
  2nD Form: The horradin gains darkvision 60 feet or 
  or increase the range of their darkvision by +60 feet if 
  they already have darkvision from another source.
  Final Form: The horradin gains blindsense 20 
  feet.
  Venomous
  The horradin generates toxic chemicals within 
  themselves for both offensive and defensive uses.
  1St Form: The horradin cannot accidentally poison 
  themselves when applying poison to a weapon.
  2nD Form: If the horradin is hit by a natural attack 
  or grappled the creature is poisoned by horradin 
  toxin and must make a Fortitude save to resist the 
  effect.
  Final Form: A horradin can take a swift action 
  to poison a held manufactured weapon or natural 
  attack with the horradin toxin produced in its body. 
  A horradin’s body only manufactures enough toxin 
  to poison a weapon once per round, and any unused 
  poison on a weapon becomes inert after 1 round.
  Horradin Toxin
  Injury; save Fort DC 10 + 1/2 class 
  level + Constitution modifier;
  Frequency 1/round for 3 rounds; effect 
  1d2 Con; cure 1 save.
  Race Name
  Benefit
  Source
  Gnomes
  +1/3rd bonus against polymorph effects.
  CRB
  Human
  +1/6th a new development.
  CRB
  Changeling
  +1/4th to shape changer lore bonus.
  ARG
  Drow
  +1/2 bonus on Heal and Craft (alchemy) checks made to perform fleshwarping 
  (Horror Adventures) and on Fortitude saves to survive fleshwarping.
  ARG
  Goblins
  +1/2 to Escape Artist and Survival checks
  ARG
  Congrid
  +1/2 to CMD against grapple and trip attempts
  RG4
  Ouphes
  +1/6th an ouphes enhancement slot.
  RG4
  Mimicmen
  +1 on Disguise checks to imitate objects and +1/3rd DR/magic while mimicking an object.
  RG5
  Warped
  +1/6th a new evolution point.
  ToTT
  Table 1-3: Horradin Alternate Favored Class Bonuses
  
  17
  17
  horradin base class
  HORRADIN BASE CLASS
  
  18
  18
  horradin base class
  LITTLE RED GOBLIN GAMES
  The following are horradin developments. A given 
  development can only be selected once, unless 
  otherwise stated.
  Bonus Feats
  The horradin can choose to gain a bonus feat from 
  the following list in place of a development:
  Acrobatic, Acrobatic Steps, Agile Maneuvers, 
  Alertness, Animal Affinity, Athletic, Blind-Fight, 
  Combat Expertise, Combat Reflexes, Deceitful, Deft 
  Hands, Diehard, Endurance, Fleet, Great Fortitude, 
  Heavy Armor Proficiency, Lightning Reflexes, 
  Persuasive, Quick Draw, Run, Skill Focus (any class 
  skill), Stealthy, Toughness.
  This development may be selected multiple times. 
  Each time it grants a new bonus feat.
  Disaster Response
  As a move action, the horradin can expend a use of 
  response to stimulus to gain temporary hit points 
  equal to their class level + the Constitution modifier. 
  These temporary hit points last 1 minute. This counts 
  as the horradin’s active response to stimuli. The 
  horradin must have the response to stimulus class 
  feature to take this development.
  Evolved Response
  After failing a save against a disease or poison, as a 
  free action the horradin can expend a use of response 
  to stimulus to re-roll their save with a +1/4th level 
  bonus. They must take the new result. The horradin 
  must have the response to stimulus class feature to 
  take this development.
  Evolutionary Pressure
  The horradin can maintain 2 responses to stimuli at 
  the same time. The horradin must have the response 
  to stimulus class feature to take this development.
  Fluctuating Heritage
  The horradin can count as both their creature type 
  and another humanoid race of their choice for 
  any effects related to race. They make this choice 
  whenever they change forms. The horradin must be a 
  humanoid race to take this development.
  Omni-Heritage
  While in their final form, the horradin may count 
  as any creature type they wish. Changing which 
  creature type they count as is a swift action. The 
  horradin must have the fluctuating heritage 
  development and bet at least 11th level to take this 
  development.
  Rapid Mutation
  As a full-round action, the horradin can change 
  their active adaptation. The horradin must have the 
  adaptation class feature to take this development.
  Reflexive Mutation
  When the horradin enters a new form, they may 
  change their active adaptation as part of the same 
  action. The horradin must have the rapid mutation 
  development to take this development.
  Self-Preservation
  While in their weakest forms a horradin learns to 
  protect themselves until they can unleash their full 
  power. While in their base or 1st form a horradin 
  gains a +1 bonus on all saves.
  horradin
  developments
  
  19
  19
  horradin base class
  HORRADIN BASE CLASS
  Stable Form
  The horradin adds half their shapechanger lore bonus 
  to saves against transmutation effects (minimum +1). 
  The horradin must have the shapechanger lore class 
  feature to take this development.
  Survival Instincts
  The horradin gains a bonus on saves against death 
  effects and checks made to stabilize equal to 1/4th 
  their ranks in Survival or 1/8th their class level 
  (whichever is higher, minimum of +1).
  oPen GaMe licenSe
  VerSion 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
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  20
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  horradin base class
  LITTLE RED GOBLIN GAMES
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  • 
  Open Game License v 1.0a, © 2000, Wizards of the Coast, 
  Inc..
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  System Reference Document, © 2000, Wizards of the Coast, 
  Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
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  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
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  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
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  Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo 
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  Pathfinder Roleplaying Game Horror Adventures © 2016, 
  Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim 
  Groves, Steven Helt, Thurston Hillman, Eric Hindley, Bran-
  don Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Ste-
  phen Radney-MacFarland, Alistair Rigg, Alex Riggs, David 
  N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, 
  and Linda Zayas-Palmer.
  • 
  Tome of Twisted Things © 2014, Little Red Goblin Games, 
  LLC; Author: Ian Sisson, Caleb Aylsworth, Scott Gladstein, 
  and Christos Gurd.
  • 
  Little Red Goblin Games Racial Guide 5: Nontraditional 
  Races © 2015, Little Red Goblin Games LLC; Author; Scott 
  Gladstein, Eidam, Wojciech Gruchała, Kayley Flanegin, Ian 
  Sisson, Christos Gurd, Dayton Johnson, and Caleb Ayls-
  worth.
  • 
  Little Red Goblin Games Racial Guide 5: Traditional Races © 
  2016, Little Red Goblin Games LLC; Author; Scott Gladstein, 
  Dayton Johnson, Ian Sisson
  • 
  Horradin Base Class © 2020, Little Red Goblin Games LLC; 
  Author;  Scott Gladstein and Ian Sisson.
  PRODUCT IDENTITY
  Little Red Goblin Games LLC company names and logo; back-
  grounds as well as all trade dress and graphic design elements 
  are all reserved as product identity. The illustration are owned 
  by Little Red Goblin Games LLC.
  OPEN CONTENT
  All content not reserved above as product identity (including 
  mechanics and proper names) book are Open Game Content.
  Paizo.com
  Paizo.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Little Red Goblin/LRGG - Horradin Base Class.pdf