SimDungeon

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My new tattoo. Because I wanted to show you.
Sunday game treasure list: https://docs.google.com/document/d/10vGU1bphL5AzxQjsED0W_AzZ 0jze_YxQ8mQRqaY2n8o/edit?usp=sharing
*In particular, i'm looking for anyone to play Lara Croft. Warning: Prepare to have the WORST done to you. *

Current game: (Sunday, noon chat time)

The game is this: There is a land, Far from the coast of Golarion. A hundred years ago, There was a rebellion in an ancient land: Teikuku.The rebellion was between the current ruling party: Shinrai, and The Teki. The Shinrai ruled with the use of an emperor, and worked with dozens of other nations in an attempt to better its people. Some of these contracts were fair, others not. The more powerful families that were not profititing enough soon began to plot, taking advantage of anger, rage, misunderstanding, even outright lies, and started a revolution against the Shinrai. The war itself lasted just over a year, with the Teki winning out. The capital city of Daitoshi was soon turned into a massive prison for politcal dissidents. The party has been tossed into this Arkham City-style prison, and must find their way free, even batting the elite troops of the Teki for their freedom, their lives, and possibly even the future of a country

Teikuku: Country name
Shinrai: Old ruling party
Teki: New militaristic rule
Daitoshi: Capital city/prison
Shizen: (nature) Celtic party
Shoto: Dwarf
Shai-Halud: Worms
imperiarugado: Imperial guard
Aka Gado: Elite security forces
Zhum: Satyr

Everywhere through the world there lies a forgotten tomb, hidden treasure, or lost tome of knowledge deep within the earth. No matter the terrain, weather, or remote location, someone will eventually try to get the treasures within. OF course, there are risks, but the rewards are worth it... supposedly.

There are many beasts withing a dungeon's depths, not to mention dangers, both magical and physical. There is not only vore here, but impalement, inflation to the point of popping, pregnancy, slavery, enlargement of the breasts/butt, bimboism, complete loss of mind/body, have your consciousness and soul put into a inanimate object, turning into stone, transformation into livestock, transformation into furniture, crushing, becoming an undead, ect. So, are you still willing to try?

Creatures within:

Abeoleth: A powerful underwater fish-like creature with immensely slimy skin, and powered mental capabilities. They are often found in underwater caverns, while they wait for Mysterious reasons, quite relating to finding new slaves to take back to their huge underwater cities. They do have immensely powerful magic to help their Air-breathing slaves survive the trip below the waves.

Animated Objects: Objects that have been magically altered to become alive. They may serve as guardians or have a will of their own.

Medusa: Snake headed woman able to turn people into stone.

Goblin: Cannibals and violent green humanoids

Succubi/Incubi: demonic hoards after souls, slaves and bodies.

Adventurers: another party after gold, knowledge, artifacts and more. Some are good, and some are bad.

Wizards: Magic user and wildcard. Anything can come from them, anything.

Minotaur: The traditional jungle creature, half man, half bull, armed with a axe.

Rats: Just normal, everyday rats. May be diseased, may appear in swarms.

Dragon: Both humanoid and quadruped, some are capable of fighting entire armies on their own.

Harpies: Half bird, half woman creature who is capable of using her voice to sing a hypnotic tune.

Vampire: Creatures of the night

Lich: Undead creatures who sought immortality through dark magics. Very, very evil.

Mind Flayers: Octopus headed slave masters, highly psychic.

Drider: half spider women, looking like harsh women, with a black widow half.

Giant Spiders

Kobolds:



Traps:

Pit: A large pit dug into the floor, and hidden by a weak surface. Sometimes has a large number of sticks at the bottom

Fire trap: Shoots flame at an unsuspecting victim

Dart Trap: Trap that shoots a dart covered with poison at a unsuspecting victim. Some have been built by the dezins of the dungeon, some were simply put there by the creator.

Swarm Trap: A door, teleportation device or pottery that is capable of transporting millions upon millions of tiny creatures, both poisonous and normal creatures upon a hapless victim

Quicksand trap: Just like it says.

MInd altering gases: Gases designed to overwrite someone's mind, for a time...hopefully.

web trap: Trap that casts a nasty spell

Hallucination: a trap designed to fool the senses. Is that orc real, or not?

Darkness: Magic that magically destroy all light, putting an entire area or room, in a magical darkness.

Crossbow: shoots a crossbow at the unfortunate person who steps on the trigger

Blade trap: Trap that uses blades slicing from the cieling, floor, or walls, used to slice intruders to pieces.


Possible Rooms:
Library
Alchemists lab
WOrkshop
ARmoury
Underground Fishing spot
Animal/human farm
Butchery
Food storage
Theatre
temple
Mining Headquarters
bank,
gaurd post
barracks
Noble Bedroom
Common bedroom
Civilian barracks
Educational center
Slavery processing center
auction site.
Crypt
Theatre
Museum
Prison
Nursery
graveyard
trophy room
antechamber
audience chamber
choke point for goods/invading forces
common room
elevator
gallery
garbage pit
great hall
greenhouse
infirmary
jail
kennel
kitchen
map room
observatory
pantry
pool
privy
shrine
slave pit
spring
stable
target range
throne room
torture chamber
training hall
trophy room
vault
well
work room
Throne room
HIdden forest grove
farm
Food processing area
Repair Area- For tools and vehicles.


POssible Races that players can Play:
Aasimar: A race of human that has a strong influence of celestial or other good outside blood.

Dungeon Types:
Caves- Structure worn out from the Earth's surface, most likely due to seismic activity, or water erosion taking away the weakest rock. Can be underwater, or on the surface. They tend to be inhabited by undead if they were used for burial caves. Monster nests, bandits, and beasts from the deep can also be found here.

Mine/quarry: Since most of the most valuable minerals are found within the earth itself, It would make sense that humans, dwarves, elves, and other races have dug into the earth itself to chase after minerals, rock, and gems. The deeper mines go, the higher chance of finding a forgotten horror, forgotten crypt, underground dezins, and even a portal to demonic realms.

Crypt: A building, cave, or other structure used at a burial area for an area's inhabitants. They tend to be strong with undead energy, which is destructive to all natural life.





Sunday's game

Sundays's game runs from 2 pm to roughly whenever in the game room. Just ignore the other group that is there. . Vore rules work by first making a grapple check, and then a swallow whole check. Same size creatures face penalties, along with creatures wearing armor suffer penalties during this second check.

We are currently running through a homebrew campaign: "Escape from Teikuku"

Synopsis: The country of Teikuku is a unique country. 148 years ago, a great civil war tore the country apart. The new civil government has developed a militaristic rule. There is technology that is not known in golarion, magic that is hardly understood. There are platforms that fly without magic. Guns that shoot powerful light. Invisible walls that do not allow passage, even to ghosts. Dissidents are shoved into a large superprison, a giant, sealed and walled area known as Daitoshi. It was once the former capital, but now, the giant area now contains tens of thousands of prisoners, who all fight for entertainment. Their exploits seem to be a sort of strange reality show. There are no true heroes, or villains. People take bets on who wins, there are people who are popular, people who are hidden, people who are destroyed. Vore is quite common, in both the country, and in particular, the prison. Bets are made, results are magically put on pages for people to watch.
THe party currently has a hideout, an abandoned church of Pharasma
The church itself seems to be in a semi-major state of disrepair. The church grim managed to keep the place running, but a large hole in the steepled roof lead directly into a large meeting room on the third floor. Rain and dust seems to have stained the once-purple rug. Ther eare several chairs here, warped and stain by rain and muck. The rest of the third floor is made up a hallway, with a store room on the oppisite side, (filled with 20 5ft x 5 foot wood panels, 10 square feet of stone, 4 10 foot long wood beams. There are also several pots here, filled with a strange plant.) At the end of the hallway on the third floor is a alchemists lab, fully stocked, with a lyre sitting on one of the tables. The second level is set up in a similar fashion, with a hallway and several rooms off to the left and right. One of the rooms has the remenants of a wedding, an archway having dried flowers (alchemy, or knowledge nature) the last room would be set up as a bunk, with dirty, moldy matresses on rusty frames. The first floor would set be set up, with a prep area for bodies, as well as an area of central worship, funerals, and a closet. The basement of the church would be filled with coal, able to heat the building, but could still be used to work metal. There are several pounds of coal here, enough for several days of continual burning. There are several boarded up coal chutes here, all boarded up.
Additional rules:

Skill checks that roll a nat 20, add 10 to the total roll. Skill checks that make a nat 1 subtract 10.

Hero points:

Hero Points

Hero points are meant to be used as a last ditch effort to remain alive. However, They are only able to be used in situations that are inherently survivable. For example, the group is fighting a vampire, and you are given a lethal injury. If the group defeats the vampire, you are able to spend 2 Hero Points to bring your heath to 1 HP above your "Death." However, if the group should leave you locked in a room and flee, then using any hero points would be rather useless, since the vampire could kill you anyway.

"> Combat manuvers

They may not be that powerful, but the right combat maneuver at the time could change the turn, if not the battle. The type of maneuver you are attempting is, as always, subject to my approval. (You can't throw dirt into someone's eye if there is no dirt, for example)



Additional Links:
http://www.d20pfsrd.com/feats/feat-tree Feats.
VSRD: https://aryion.com/forum/viewtopic.php?f=19&t=34245&start=2060#p2331621
Current World

The world name is "Golarion." Its paizo's default campaign world. It is currently made out of two continents, divided into north, (Which is heavily explored) and the southern) (which is heavily unexplored.) You are currently the northern Continent, (Whose name escapes me for the moment) in a country called Varisia. Currently the party is in the country of Mendev, a small country that is next to a region called the worldwound.



Class breakdown


AlchemistThe alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

Barbarians: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.


BardBards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

CavalierCavaliers tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge. The cavalier is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations.

Cleric More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)


Druid While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

Fighter Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Gunslinger Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapon

Inquisitor Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.

MagusMagi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Monk Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Oracle Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.

Paladin Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

RangerRanger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Rogue Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

SorcorerSorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

Summoner Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.

WitchWhile many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

WizardWhile universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

Hybrid Classes:

Hybrid classes are a special kind of class that combines features of two different classes.

Arcanist: A melding of sorcerer and wizard, the arcanist is an arcane tinkerer and spell-twister, reshaping magic to her whims. Players who like options and variety in their spellcasting should consider this class.

Bloodrager: Blending the wrath of the barbarian with the innate magic of the sorcerer, the bloodrager taps into his rage to create brutal magical effects. Players who enjoy eldritch savagery and want their magic to support them in combat should consider this class.

Brawler: Unifying two of the game's greatest pugilists, the fighter and the monk, the brawler forgoes mysticism and spiritual training to focus on raw physical mastery. Players who want to take on their opponents in fierce hand-to-hand combat should consider this class.

Hunter: Combining the natural skills and animal mastery of the druid and the ranger, the hunter teams up with a devoted animal ally to confront the enemies of the wilds. Players who want an animal companion to be their character's focus should consider this class.

Investigator: Mixing the alchemist's arcane insight with the shrewdness of a rogue, the investigator uses his knowledge and a wide range of talents to overcome any conundrum. Players who enjoy clever characters who are always prepared should consider this class.

Shaman: The occult mysteries of the oracle and witch combine in the shaman, an enigmatic spirit-speaker who calls upon powers from beyond. Players who seek new routes to eerie divine powers should consider this class.

Skald: The skald blends the passion and relentlessness of the barbarian with the voice of the bard, inspiring his fellows from the front lines. Players who want to both join their allies in battle and bolster their might should consider this class.

Slayer: Deft stalkers of the most dangerous prey, slayers merge the ranger's combat training with the rogue's crippling attacks. Players who seek to deal death from the shadows should consider this class.

Swashbuckler: Bringing together the martial mastery of the fighter and the style of the gunslinger, the swashbuckler uses fast weapons and bewildering melee skills to lay her opponents low. Players who enjoy quick, daring combatants should consider this class.

Warpriest: Adding a fighter's physical might to the force of a cleric's convictions, the warpriest strikes against enemies of his faith. Players who want to play a battle-hardened divine champion should consider this class.

VORE SYSTEM REFERENCE DOCUMENT v1.3
Open game content for use with the Pathfinder roleplaying game

v1.1 by Irthos
v1.2 by Ambrose
v1.3 by Ambrose, added feats from Kitts’ game

CHANGES
-Swallowing is now a two-stage process rather than a three-stage process

SHOUT-OUTS
- Thanks to Praexon, the original predatory DM, for writing the 3.5 VSRD that inspired this work.
- Thanks to Allie, Kitts, Lerkur, and Praexon again for additional feedback on the new rules.
- Special thanks to Akiada and Sillyness for allowing me to use their character names in the spells section.
- And thanks to all my fellow DMs and players who use these rules to turn their gaming tables back into dinner tables. Everything here was written for you, so eat up and enjoy!

PREDATOR RULES: SWALLOWING AND DIGESTION
The act of swallowing and digesting another creature uses a special set of grappling actions, collectively called vore. A vore check is any check that forces another creature to enter, or stay in, either your mouth or stomach.

SWALLOWING A CREATURE
In order to swallow a creature, you have to grapple them first. You can then attempt to swallow your prey as part of maintaining the grapple, using the swallow action described below.

Swallow: You swallow the defending grappler. The opponent gains the swallowed condition and moves to your stomach (grappled/mouth –> swallowed/stomach). You lose the grappled condition, but you gain the stuffed condition if the swallowed creature is the same size as you or larger.

STOMACH ACTIONS
Once you've successfully swallowed your opponent twice, they're in your stomach. Maintaining the grapple against a creature in your stomach is a free action every round, and you don't have to make a check to move your victim. However, your grapple options are limited to digest, pin or spit out. If there are multiple creatures in your stomach, you make one vore check and apply the result to all of them, performing the same action on each creature if the check is successful.

Digest: Once an opponent is in your stomach, you can attempt to digest them. Digesting a works just like damaging an opponent during a grapple, treating your stomach as a natural weapon. If your vore check is successful, you deal 1d6 points of bludgeoning damage plus your Strength modifier, plus an additional 1d6 points of acid damage. Larger and smaller creatures deal different amounts of digestion damage, as noted below.

Table: Digestion Damage by Size
Creature Size
Base Digestion Damage
Digestion Damage with Improved Natural Attack
Fine
1/1
1d2/1d2
Diminutive
1d2/1d2
1d3/1d3
Tiny
1d3/1d3
1d4/1d4
Small
1d4/1d4
1d6/1d6
Medium
1d6/1d6
1d8/1d8
Large
1d8/1d8
2d6/2d6
Huge
2d6/2d6
3d6/3d6
Gargantuan
3d6/3d6
4d6/4d6
Colossal
4d6/4d6
6d6/6d6
Monk
Special*
Special*
* A monk or other character with the unarmed strike ability deals physical damage equal to his unarmed strike damage plus his Strength modifier, plus acid damage appropriate for his size.

Pin: This functions identically to the grapple option of the same name. You can't digest and pin a creature in the same round.

Spit Out: Force all creatures out of your body. All swallowed creatures are released in the nearest adjacent square, and are no longer grappled or swallowed by you. You lose the stuffed condition if sufficient creatures are released. Most predators don't spit out their prey unless they need to remove the stuffed penalty, or if their prey is particularly good at upsetting their stomach.


FINISHING DIGESTION
Once your prey expires, you begin to digest its remains completely. At this point, digestion is no longer a matter of damage, and effects such as damage reduction and acid resistance or immunity no longer apply. Instead, the time to digest is based on the prey's size and Hit Dice, as shown on the table below. If you're digesting multiple creatures, the digestion times overlap.

Table: Digestion Time
Prey Size*
Digestion Time (Minutes)
Fine
Instant
Diminutive
1/10 x prey's HD
Tiny
¼ x prey's HD
Small
½ x prey's HD
Medium
1 x prey's HD
Large
2 x prey's HD
Huge
4 x prey's HD
Gargantuan
8 x prey's HD
Colossal
16 x prey's HD
* Values given are for a Medium sized predator. For larger or smaller preds, treat the predator as Medium and adjust the prey's size accoridngly..

Once you completely digest a creature, you regain hit points equal to your own Hit Dice or the digested creature's whichever is less. Creatures with fractional Hit Dice don't provide this benefit. You may also gain some of the creature's nutrions, if it has any.

PREY RULES: ESCAPING STOMACHS
If you've been swallowed, your options are limited, but you can still fight back against your attacker. You can attempt the following actions against your opponent while swallowed.

Attack: You can attack your opponent's stomach with a light or natural weapon. The AC of a creature's interior is equal to 10 + any deflection, luck, morale, natural armor, profane, sacred or size bonuses to AC. All penalties to AC also apply. Aamage is divided evenly between the opponent and their stomach (odd damage applies to theopponent). If your opponent has any damage reduction or other special defenses, they also apply. Once you've dealt damage equal to one-third of the swallower's maximum hit points, the swallower becomes nauseated and must attempt to spit you out on its next turn.

Cast a Spell: You can attempt to cast spells from inside your opponent's stomach, following the restrictions described under the swallowed condition. Any spell that targets the creature who swallowed you, or any spell from teleportation subschool, has an additional chance to fail when cast in a stomach. When casting any of these spells, you have to overcome spell resistance equal to 10 plus your opponent's Hit Dice. Failure means you lose the spell, and your opponent regains 1 hit point per level of the spell lost.

Escape: You can attempt to escape from a mouth or stomach as a standard action by making either a combat maneuver check or an escape artist check. If your check is successful, you move one step further out of your opponent's body (stomach –> mouth –> grappled).

Struggle: When all else fails, you can thrash around as violently as possible to upset your opponent's stomach or throw them off balance. This is considered a dirty trick in addition to a grapple action, so any modifier that applies to either maneuver applies to your check. If your check is successful, you can choose to either sicken your opponent or double your size when determining stuffed penalties. Both effects last for 1 round.



NEW CONDITIONS

Digested: A digested creature is not only dead, its body has been broken down and absorbed by a predator. Raise dead doesn't work on a digested creature, because there is no body to raise. A digested creature's nutrion is considered sufficient remains for a resurrection spell; however, the predator who currently possesses the nutrion must willingly give up the nutrion, which is destroyed as part of the resurrection process. Restoring a digested creature to life by other means (including a resurrection spell cast on some other form of remains) doesn't affect nutrions in any way.

Nauseated: Being nauseated functions as described in the SRD, except as noted here. While nauseated, maintaining a grappled against swallowed creatures is a move action. Creatures attempting to escape on their turn must beat your CMD normally.

Stuffed: You've swallowed another creature of its size or larger. While stuffed, you can't charge or run and take a –10 ft. penalty to all forms of movement. You also take a –4 penalty to Dexterity and a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.
You can become stuffed multiple times, and the effects stack. For each creature of the same size category swallowed, you gain the stuffed condition again. A larger creature counts two creatures one size category smaller, and vice versa. For example, two Small creatures count as a Medium creature, and a Large creature counts as two Medium creatures.

Swallowed (partial): You're inside another creature's mouth (or a similar orifice). You're still considered grappled, and you can't break or reverse the grapple until you leave the mouth. You're considered flat-footed against bite attacks. A successful combat maneuver check or Escape Artist check eliminates the swallowed condition.
The controlling grappler must maintain the grapple against you normally. If the controlling grappler fails to maintain the grapple, you break free and are no longer swallowed or grappled.

Swallowed (full): You're inside another creature's stomach (or a similar digestive organ). You're still considered grappled, and you can't break or reverse the grapple until you leave the stomach. Your opponent can move you without making a grapple check. Swallowed characters can only attack or be attacked by each other, or the stomach itself. Invisibility grants no benefit against the creature who swallowed you. A successful combat maneuver check or Escape Artist check changes your condition to swallowed (partial).
The controlling grappler can maintain the grapple against you as a free action. If the controlling grappler fails to maintain the grapple, your condition changes to swallowed (partial).



To alleviate the "feat tax" of the VSRD, all characters will gain Bonus Vore Feats (BVF for short) at levels 1, 3, 5, 7, and 9. These can be ANY feat from the VSRD, either pred or prey, but BVF slots CANNOT be used to gain standard Pathfinder feats EXCEPT for 'Improved Grapple', 'Improved Unarmed Strike' and 'Improved Natural Weapon'. Bonus Vore Feats are in addition to any other bonus feats you may get from race or class. You can still spend your regularly-gained feats on vore feats." Understood it that way that I can take any kind of feat as those bonus feats, as long as it is labled [Vore]. ))


NEW FEATS

AMBUSH CHOMP [Vore]
Your prey are caught off guard and sent down the hatch before they even know what’s happening.
Prerequisites: Predatory Instinct, Improved Chomp
Benefit: When making a bite attack or grapple attempt versus a target denied their dexterity bonus to AC, you gain a +4 bonus on swallow attempts versus a target denied their dexterity bonus to AC.

APEX PREDATOR [COMBAT, VORE]
You eat everything... and nothing eats you.
Prerequisites: Close Quarters Fighting, Greater Chomp, Never Give Up, base attack +15
Benefit: If you hit an opponent with a bite attack while using Close Quarters Fighting, you can attempt to grapple or swallow the opponent. You receive a bonus on your combat maneuver check equal to your Determined Prey bonus or your Predatory Instinct bonus, whichever is greater. If your combat maneuver check is successful, you may choose whether the opponent is now grappled or in your mouth.
In addition, you always enter a grapple as the controlling grappler, regardless of who initiated the grapple. You don't gain this benefit if you enter the grapple by being swallowed, or if your opponent also has the Apex Predator feat.
Normal: You can't use grab or similar abilities in conjunction with Close Quarters Fighting. If your opponent initiates a grapple, you begin as the defending grappler.
Note: Close Quarters Fighting can be found in the Non-SRD Material file.

BACKBITER [Vore]
When you spot a vulnerability in your opponent, you take full advantage of it - unsuspecting prey makes quick meals, after all!
Prerequisites: Sneak attack 2d6 (Or equivalent), Predatory Instincts
Benefit: Whenever you deal sneak attack damage with a melee or natural weapon, you may choose to devour your foe instead of inflicting sneak attack damage.. If you choose to do so, you may add your dex bonus to vore and grapple against the target. You may immediently make a grapple check- if this succeeds, you get a free vore check to send them instantly into your stomach.

IMPROVED BACKBITER [Vore]
When your opponent lets down their guard for even an instant, you do not give them a chance to recover! A few quick gulps, and they are gone. You fade back into the shadows
to digest your latest meal.
Prerequisites: Sneak attack 4d6 (Or equivalent), Backbiter
Benefit: When you deal sneak attack damage with a melee or natural weapon, you may choose to devour your opponent instead of inflicking sneak attack damage. If choose to do so, you gain a bonus to grapple and vore checks equal to 2x your dex mod, and may immediently gain the benefits of the Backbiter feat. in reguards to grappling and swallowing. Your prey is also considered 'helpless' when they are swallowed, if this is a success.

BELLY ABSORPTION [Vore]
Your stomach is accustomed in providing difficulties for casters.
Prerequisites: Predatory instincts
Benefit: Creatures inside of your belly must beat a concentration check of 10 + your vore bonus to even cast a spell inside of your belly. Also, should a spell fail you gain an amount of HP equal to the spell that was cast.

IMPROVED BELLY ABSORPTION [Vore]
Your stomach thrives on casters.
Prerequisites: Predatory instincts, Belly absorption.
Benefit: Creatures inside of your belly must now make a concentration check of 15 + your vore bonus to cast spells inside of you. In additional, when a spell fails you regain HP equal to the spell level +1.

BELLY CRUSH [VORE]
You know how to use your extra bulk to your advantage in close combat.
Prerequisite: Improved Grapple, Predatory Instinct, three other vore feats
Benefit: When grappling, you do not apply half your stuffed penalty to grapple rolls to initiate a grapple, to deal damage or to pin. In addition, against opponents that are your size or smaller you may instead apply your stuffed penalty as a bonus, up to a maximum bonus equal to half your BAB, to offensive grapple rolls and grapple damage. (example: medium pred with BAB +6 and stuffed penalty -4 would take no penalty to offensive grapple rolls; against foes that are medium or smaller they would get +3 grapple attack and +3 grapple damage) Vore checks and defensive grapple checks are unaffected by this feat.
Normal: Characters apply half of their stuffed penalty to all grapple rolls.

CLOSE QUARTERS FIGHTING [COMBAT/PREY]
Enemies who try to grab you expose themselves to a counter-attack.
Prerequisites: Determined Prey, base attack +3.
Benefit: Attempting to start a grapple provokes an attack of opportunity from you, even if your opponent has Improved Grapple, grab, or a similar ability. If your attack hits, you deal damage normally, and your opponent takes a penalty on their grapple check equal to your Determined Prey bonus.
You can't attempt to grapple your opponent in response to being grappled, even if you have grab or a similar ability.
Normal: Creatures with Improved Grapple, grab, or similar abilities don't provoke attacks of opportunity.
Special: A monk can select Close Quarters Fighting as a bonus feat, even if he doesn't meet the prerequisites.

CONFINED CASTING [GENERAL/PREY]
You can cast spells in tight quarters without distraction.
Benefit: You receive a +4 bonus on concentration checks made to cast spells while entangled, grappled or swallowed. This stacks with the bonus from Combat Casting. In addition, you treat digestion as continuous damage rather than injury for the purpose of concentration.

DEEP GUT [VORE]
Your stomach empties into an additional digestive chamber, increasing your ability to handle large meals. This extra feat might represent a second stomach chamber, a seperate stomach, or it might represent powerful intestines that are as dangerous as the stomach. All of these function the same.
Prerequisites: Predatory Instinct
Benefit: As a grapple attack action, you may send a creature currently in your stomach deeper into your gut by succeeding at an opposed vore check. Creatures in the second chamber must return to the first before they can attempt to escape your stomach.
Special: You may purchase this feat multiple times, each time gaining additional depth.

DETERMINED PREY [GENERAL]
You refuse to be another creature's food.
Benefit: You receive a +2 bonus to your Combat Maneuver Defense against vore checks. This bonus increases to +4 if you have at least one-third of your maximum hit points remaining, and +6 if you have at least two-thirds of your hit points remaining.

DEXTEROUS MAW [VORE]
Your tongue and jaws are very dexterous, able to easily stretch over even the largest meals, and hold them steady.
Prerequisites: Predatory Instinct
Benefit: You get a +3 bonus on your vore check to send prey into your stomach..
Special: You may select this feat multiple times. Its effects stack.

DIRTY TACTICS [Vore]
You are amazingly skilled in the usage of your tongue, especially in more...private...places. It bares no shame, oftentimes finding itself in places that are quite pleasurable to your prey.
Prerequisites: Dexterous Maw, Predatory Instinct
Benefit : When you swallow someone, they must succeed on a will save of 10 + 0.5*your level + your cha mod, or be rather overcome with pleasure, despite their dire predicament. If they fail this save, they are considered 'helpless' when going into your stomach, and get the associated penalties.
Note : You must describe this if you intend to use it.

DISARMING GULP [Vore]
You slip the dagger out of their belt with your tongue as you swallow hard, tossing it harmlessly to the side. They won't need that where they are going...
Prerequisites : Dexterous maw, Predatory instincts
Benefit : You may make a free disarm attempt when you swallow someone. If this attempt succeeds, you may disarm a single, visible weapon of choice. You use your vore check for this free disarm attempt.

ESSENCE ABSORPTION [vore]
Your stomach quickly utilizes nutrients stolen from your prey, using it to seal over the wounds you sustained getting your meal.
Prerequisites : Predatory Instinct, Belly Absorption
Benefit : You gain fast healing/1 for every prey alive and digesting inside your stomach. You cannot reduce damage to make them last longer. This effect also ends at the end of combat, even if prey remains alive inside of you.

EXPERIENCED PREDATOR [Vore]
You've devoured more tasty little snacks than you can count - and you know just how to do it again, and again, and again.
Prerequisites: Predatory Instinct, 3 other vore feats
Benefit: You get a +2 to grapple, vore checks, and +1 belly AC. This feat may only be taken once.

ELUSIVE [Prey]
You are difficult to hold onto.
Prerequisites: Determined Prey
Benefit Once per round as a free action you may make a single bonus escape attempt using either your highest grapple attack or the escape artist skill.
Normal You may make escape attempts as part of a full round action using grapple rolls, or as a standard action using escape artist.

GRAPPLE DEFENSE [COMBAT]
Grappling doesn't leave you vulnerable.
Prerequisites: Dex 13, Combat Reflexes, Improved Grapple.
Benefit: You don't take a penalty to Dexterity for having the grappled condition. If you're the controlling grappler, you can make attacks of opportunity normally.
Normal: You take a -4 penalty to Dexterity when you're grappled, and you can't make attacks of opportunity.

GREATER CHOMP [VORE]
You can open your jaws to take prey in a single bite.
Prerequisites: Predatory Instinct, Improved Chomp, one other vore feat, base attack +6.
Benefit: When you hit a creature with a bite attack, you can attempt to swallow the creature as if they were already grappled. If your combat maneuver check is successful the target is in your stomach!

GREATER CHURN [VORE]
Your stomach secretes more powerful acids than normal, making it incredibly uncomfortable for those inside.
Prerequisites: Predatory Instinct, Improved digestion, Improved Acid
Benefits: When you make an active or auto digest, your ACID damage is doubled. This stacks with the bonus from Improved digestion.
Normal: You do 1d6 acid damage a round, + strength.

GUT PUNCH [COMBAT]
Well, why not? You're right there.
Prerequisites: Determined Prey
Benefit: You can use the Dirty Trick maneuver against an opponent's interior. if your combat maneuver check is successful, the opponent is nauseated.

HIDE WEAKNESS [Prey]
You are able to defend yourself, even when injured.
Prerequisites: none
Benefit Predators gain no bonus against you for injury.
Normal: Vore checks against prey that have lost 1/3 of their hit points have a +2 circumstance bonus. Against prey that have lost 2/3 of their hit points, vore checks have a +4 circumstance bonus.

HUNGRY [VORE]
You love nothing more than feeling those squirming meals finally settle in your belly, right where they belong. Ahh, full at last.
Prerequisites : Predatory Instinct
Benefits : You gain +1 to vore and grapple for every creature in your stomach, up to your maximum capacity. Going over instantly negates all benefits.

IMPENETRABLE STOMACH [VORE]
The tissue of your gastrointestinal track is incredibly resistant to harm. Only the most determined prey can even make you uncomfortable.
Prerequisites: Predatory instinct, Strong Stomach
Benefit: The natural armor bonus of your stomach increases by another +3 (This bonus stacks with the bonus from Strong Stomach). The HP needed to cut through you interior increases by another 15. Prey must now deal at least 15 points to your insides before any is negated from your health.
Normal: The AC of your interior is 15 + natural armor bonus. To escape by cutting, prey must deal damage with a light slashing or piercing weapon equal to 1/3 the pred's max HP.

IMPROVED CHOMP [VORE]
Your jaws are well-suited to grabbing prey.
Prerequisites: Predatory Instinct, base attack +3, bite attack.
Benefit: When you hit a creature with a bite attack, you can start a grapple as though you had the grab ability. Unlike creatures with the grab ability, you don't receive any additional bonus on grapple checks.

IMPROVED DIGESTION [VORE]
Your body secretes greater volumes of gastric juices than normal. (or stronger juices)
Prerequisites: Predatory Instinct
Benefit: Whenever you make a successful combat maneuver check to digest an opponent, your stomach deals an additional 1d6 points of acid damage.
Special: You may take this feat multiple times. Its effects stack.

IMPROVED GLUTTONY [VORE]
You're able to stuff yourself past your normal limits.
Prerequisites: Predatory Instinct.
Benefit: You are treated as one size category larger for the purposes of determining stuffing penalties and digestion speed.
Normal: If become stuffed every time you swallow a creature of your size.
Special: You may take this feat multiple times. Its effects stack.

IMPROVED GRAPPLE [COMBAT]
Prerequisite: Improved Unarmed Strike or natural attack.
Benefit: This feat functions as written in the SRD.

IMPROVED ACID [VORE]
Your body secretes greater volumes of gastric juices than normal. (or stronger juices)
Prerequisites: Predatory Instinct
Benefit: You deal an additional 1d4 acid damage to all prey within your belly on both active and auto digests.
Special : This feat my only be taken a single time.

IMPROVED NATURAL ATTACK [GENERAL]
Your stomach is considered a natural weapon for the purpose of this feat. Both bludgeoning and acid damage are increased by one step.

INDIGESTIBLE [GENERAL]
Your body is exceptionally difficult to digest.
Prerequisites: Determined Prey or acid resistance.
Benefit: You gain digestion resistance 2. This stacks with any permanent acid or digestion resistance you already have. Digestion resistance prevents physical damage first, then acid damage. It provides no benefit against more exotic types of damage, nor does it prevent any other harmful effects of being in a creature's stomach.
Special: You may take this feat multiple times. Its effects stack.

INEDIBLE [Prey]
You don't go down without a fight.
Prerequisites: Determined Prey
Benefit Whenever a predator fails on a vore check against you, they provoke an attack of oppourtunity. If this AoO hits, you gain a bonus on your next escape attempt against that pred equal to the damage dealt.

INTERNAL SPELL [METAMAGIC, VORE]
You can modify spells to be cast through your stomach.
Prerequisites: Predatory Instinct
Benefits: You can cast an internal spell on a swallowed creature as part of your combat maneuver check to maintain a grapple. If your check is successful, you successfully cast the spell, and it takes effect before your chosen grappling action. Spell resistance still applies, and your target is entitled to a saving throw if one is normally allowed.
A spell that targets more than one creature, or whose casting time is more than 1 full-round action cannot be internalized. An internal spell can only target swallowed creatures.
An internal spell uses up a spell slot three levels higher than the spell's actual level. Casting an internal spell doesn't provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.


LEAP OF FREEDOM [GENERAL]
Predators have a hard time keeping you where they want you.
Prerequisites: Determined Prey, Never Give Up
Benefit: When you succeed on a check to escape from being swallowed, you escape the grapple.
Normal: The predator may choose to be grappling you after you escape the stomach.

MERCILESS [VORE]
Once your prey has begun to limp, it's pretty much over.
Prerequisites: Predatory Instinct, two other vore feats, Base Attack Bonus +5
Benefit: The bonuses on vore checks against injured prey are doubled.
Normal: Vore checks against prey that have lost 1/3 of their hit points have a +2 circumstance bonus. Against prey that have lost 2/3 of their hit points, vore checks have a +4 circumstance bonus.

MIGHTY ABDOMEN [VORE]
The contents of your stomach are under incredible pressure.
Prerequisites: Str 17, Predatory Instinct, Powerful Abdomen, base attack +6.
Benefit: You add twice your Strength bonus to your digestion damage.

NEVER GIVE UP [PREY]
You draw strength from your courage.
Prerequisite: Determined Prey
Benefit: Your bonus from the Determined Prey feat applies to combat maneuver checks and Escape Artist checks while swallowed.

NO ESCAPE [VORE]
Food only moves in one direction through your mouth.
Prerequisites: Predatory Instinct, two other vore feats, Base Attack Bonus +6
Benefit A successful escape from your mouth provokes an attack of oppourtunity from you. This attack must be a bite attack, or a grapple attack to return the prey to the stomach.

POWERFUL ABDOMEN [VORE]
Your stomach is like a biological trash compactor.
Prerequisites: Str 13, Predatory Instinct
Benefit: You add one and one half times your Strength bonus to your digestion damage.
Normal: You add your strength bonus to digestion damage.

PREDATORY INSTINCT [VORE]
You have a hunger that can only be satisfied with a live meal.
Benefit: You receive a +2 bonus on vore checks. (A vore check is any combat maneuver check made to swallow or hold a swallowed creature.) This bonus increases to +4 if your opponent has less than two-thirds of their maximum hit points remaining, and +6 if they have less than one-third of their maximum hit points remaining.

POWER OVERWHELMING [VORE]
Your hunger and strength only grows the more prey you feel squirming in your stomach. You want more...!
Prefrequisites : Predatory Instinct, Belly Absorption
Benefit : You gain +2 strength for every prey currently alive and digesting inside of your stomach. You cannot reduce digestion damage to make them last longer. This effect also ends at the end of combat, even if prey remains alive inside of you.

QUICK REORGANIZATION [GENERAL]
You can activate or suppress your nutrions quickly.
Benefit: You can switch between a nutrion and another item in the same slot as a move action.
Normal: Switching between a nutrion and another item requires a standard action.

SPARROW'S IRE [COMBAT, TEAMWORK]
Just as birds flock together for protection, you and your teammates work together to drive away predators.
Prerequisite: Determined Prey
Benefit: Whenever an opponent you threaten attempts to establish or maintain a grapple against an ally with this feat, it provokes an attack of opportunity from you. You can't make more than one attack against a single opponent this way each round.

SQUIRMER [VORE]
You use speed and flexibility to escape predators.
Prerequisites: Dex 13, Determined Prey, Escape Artist 6 ranks.
Benefit: If you begin your turn defending against a grapple, you can make two grapple or Escape Artist checks against your opponent as a full round action. If have 11 or more ranks in Escape Artist, you can make three grapple or Escape Artist checks instead. You must use these checks to escape the grapple. If your first check allows you to escape the grapple, you can still take a move action.
Special: A monk who is at least 6th level can take Squirmer as a bonus feat, even if he doesn't meet the prerequisites.

STRONG STOMACH [Vore]
The smooth muscle tissue of your gastrointestinal tract is very dense and resistant to harm.
Prerequisites: Predatory Instinct
Benefit: The natural armor bonus of your stomach increases by +3. The hp needed to cut through your interior increases by 15.
Special: This feat may only be taken a single time.
Normal: The AC of your interior is 15 + natural armor bonus. To escape by cutting, prey must deal damage with a light slashing or piercing weapon equal to 1/3 the pred's max hp.

TERRIBLE JAWS [VORE]
Being eaten by you is even more traumatizing than usual.
Prerequisites: Predatory Instinct, one other vore feat, Intimidate 5 ranks
Benefit: Whenever you swallow a creature of your size or smaller, that creature must make a Will save (DC 12+1/2 your HD + your Charisma modifier) or become shaken for 1d4 rounds, plus 1 round per vore feat you possess. Creatures that succeed on their saving throw are immune to this ability for 24 hours.

TIGHT BELLY [VORE]
You don't leave your prey any room to maneuver.
Prerequisite: Predatory Instinct
Benefit: Your bonus from the Predatory Instinct feat applies to your Combat Maneuver Defense against swallowed opponents.

TIGHT FIT [VORE]
Your stomach is incredibly tight, stretching just enough to allow another meal entry - but allowing little movement beyond that.
Prerequisites : Predatory Instinct, Tight belly
Benefit : For every creature in your belly beyond the first, all creatures get a -2 to escape/attack/damage rolls. This stacks with the benefit of tight belly.
Example : One creature gets no penalties. Two creatures both get a -2. Three creatures all get a -4, etc.

TOUGH INTERIOR [VORE]
Your digestive tract is very dense and resistant to harm.
Prerequisites: Con 13, Predatory Instinct
Benefit: You gain a bonus to your stomach's natural armor equal to +3 or your Constitution modifier, whichever is greater.

VORACIOUS [VORE]
You can eat much faster than other characters.
Prerequisites: Dex 13, Predatory Instinct, one other vore feat, base attack +6.
Benefit: If you begin your turn controlling a grapple, you can make two grapple checks against your opponent as a full round action. If your base attack bonus is +11 or higher, you can make three grapple checks instead. You must attempt to swallow or digest your opponent with these checks. If your first check fails, your opponent escapes the grapple and you may choose to take a move action instead of subsequent grapple checks.

UNBIRTH [VORE]
Your womb can swell to accommodate large creatures.
Prerequisites: Female
Benefit: You may pull a willing or helpless creature within your womb. Once there you can give hit-points and nutritions to, or take them from, that creature. Each nutrition takes 600 rounds (1 hour) to exchange, and each hit-point 10 rounds (1 minute). The creature may take the same actions as a swallowed creature (i.e. attack, spell, escape or struggle).







VARIANT CLASS ABILITIES


DEVOURER [BARBARIAN]
Some barbarians are driven to fight not by anger, but by an insatiable desire to feed. These devourer is a terrifyingly efficient predator, capable of turning even the most powerful opponents into little more than fuel for the next hunt.

Hunger (Ex): Instead of the normal bonuses gained while in a rage, a devourer gains a +4 morale bonus to Strength, as well as a +2 morale bonus on vore checks. In addition, the devourer is treated as one size category larger for the purposes of determining stuffing penalties and digestion speed. When a devourer ends her rage, she is fatigued and sickened for a number of rounds equal to 2 times the number of rounds spent in the rage. A devourer cannot enter a new rage while fatigued, exhausted, sickened, or nauseated. Her rage otherwise functions normally.

Tough Interior (Ex): At 3rd level and every three levels thereafter, a devourer gains a +1 natural armor bonus to her interior AC, or her existing natural armor bonus increases by +1. This ability replaces trap sense.

Greater Hunger (Ex): A 11th level, when a devourer enters a rage, the morale bonus to her Strength increases to +6 and the morale bonus on her vore checks increases to +3. In addition, she is treated as two size categories larger for the purposes of determining stuffing penalties and digestion speed. This ability replaces greater rage.

Sated Hunger (Ex): Starting at 17th level, a devourer no longer becomes fatigued or sickened at the end of her rage. This ability replaces tireless rage.

Ravenous Hunger (Ex): A 20th level, when a devourer enters a rage, the morale bonus to her Strength increases to +8 and the morale bonus on her vore checks increases to +4. In addition, she is treated as three size categories larger for the purposes of determining stuffing penalties and digestion speed. This ability replaces mighty rage.

Rage Powers: The following rage powers complement the devourer archetype: animal fury, beast totem, greater beast totem, internal fortitude, lesser beast totem, scent, and strength surge.


GASTRONOMIST [ALCHEMIST]
Gastronomists are predatory researchers who use digestion to conduct their work directly, rather than relying on laboratories. Armed with keen senses and an altered metabolism, the gastronomist can process anything, or anyone.

Expanded Metabolism: A gastronomist's digestive system is reworked to handle food more efficiently, allowing him to feed on substances that other creatures' bodies would reject. Effects that would normally make the gastronomist nauseated make him sickened instead, while effects that would make him sickened have no effect. The gastronomist can survive by eating any organic matter, and can go twice as long as normal without food or water before he starts to take penalties. As long as the gastronomist is not starving, he can use his own body as an alchemist's kit to create (but not store) alchemical items. This ability replaces Throw Anything.

Digestive Aid: By mixing a variety of volatile chemicals and enzymes, a gastronomist can produce a concoction that speeds up the digestive process. A gastronomist can use a number of digestive aids per day equal to his class level + his Intelligence modifier. Digestive aids are unstable, and if not consumed in the round they are created, they degrade and become inert. The ingredients required to create a digestive aid can be obtained and stored just as easily as an alchemist's bomb components.

Drawing the ingredients of, creating, and consuming a digestive aid requires a standard action that provokes an attack of opportunity. Starting on the round after it is consumed, the digestive aid increases the gastronomist's digestion damage by one step for a number of rounds equal to his class level. This stacks with other effects that increase digestion damage, such as the Improved Natural Attack feat. If the gastronomist is digesting a dead creature, the digestive aid completes one minute's worth of digestion per round. Drinking a second digestive aid while the first is active has no effect. A digestive aid, like an extract, becomes inert if used or carried by anyone else. This abilty replaces the bomb class feature.

Bonus Feats: A gastronomist can select Improved Digestion, Improved Natural Attack (stomach), Powerful Abdomen, Quick Reorganization, Tight Belly, or Tough Interior in place of an alchemical discovery.

Discoveries: The following discoveries complement the gastronomist archetype: eternal potion, extend potion, feral mutagen, master chef, and spontaneous healing.


ALCHEMIST DISCOVERIES [ALCHEMIST]

Master Chef: The alchemist can create ambrosia as if he had the Craft Wondrous Item feat. He may use any Craft or Profession skill related to cooking in place of the Spellcraft check require to create the item.


ROGUE TALENTS [ROGUE]

Bitter Pill: Once per day, a rogue with this talent can make a single attack of opportunity against a creature's interior in response to being swallowed. The rogue is not considered grappled while he makes the attack. If his attack hits and deals damage, the swallower is nauseated until the beginning of the rogue's next turn. An unarmed rogue can't use this ability.


ADVANCED ROGUE TALENTS [ROGUE]

Ambush Predator: A rogue with this talent gains the benefit of the Greater Chomp feat when attacking a flat-footed target. If he already has the Greater Chomp feat, he instead receives a +2 bonus on vore checks against flat-footed targets.


Brought to you buy His Grand Exaltedness, and Lord of Evil: Simrobert2001