PDA

View Full Version : The Host (3.5/PF) WIP PEACH



Trodon
2012-10-29, 07:25 PM
Normally I post classes when I'm nearly done, but I'm having trouble with this one. I'm not nearly done with this, but I'm not quite sure how to continue, usually this isn't a problem for me but I'm working on more than normal right now. So any and all help on this would be greatly appreciated and is very much needed. Thank you for taking the time to read this.


The Host:

“No, you don’t need to worry about me, it’s what’s inside you should fear…”
- (Name), Demon Host

The Host has, one way or another, had a creature bound inside of him. As he grows and learns to live in (relative) harmony with this creature he slowly gain attributes of the creature bound inside him.

Class Skills: Varies, see Host, below.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Hit Dice: D10.

Alignment: Any. The Host may be of any alignment regardless of what creature is bound to him.

HOST
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+*|
+*|
+*|Host

2nd|
+2|
+*|
+*|
+*|Class Ability

3rd|
+3|
+*|
+*|
+*|Class Ability

4th|
+4|
+*|
+*|
+*|Class Ability

5th|
+5|
+*|
+*|
+*|Class Ability

6th|
+6/+1|
+*|
+*|
+*|Class Ability

7th|
+7/+2|
+*|
+*|
+*|Class Ability

8th|
+8/+3|
+*|
+*|
+*|Class Ability

9th|
+9/+4|
+*|
+*|
+*|Class Ability

10th|
+10/+5|
+*|
+*|
+*|Class Ability

11th|
+11/+6/+1|
+*|
+*|
+*|Class Ability

12th|
+12/+7/+2|
+*|
+*|
+*|Class Ability

13th|
+13/+8/+3|
+*|
+*|
+*|Class Ability

14th|
+14/+9/+4|
+*|
+*|
+*|Class Ability

15th|
+15/+10/+5|
+*|
+*|
+*|Class Ability

16th|
+16/+11/+6/+1|
+*|
+*|
+*|Class Ability

17th|
+17/+12/+7/+2|
+x*|
+*|
+*|Class Ability

18th|
+18/+13/+8/+3|
+*|
+*|
+*|Class Ability

19th|
+19/+14/+9/+4|
+*|
+*|
+*|Class Ability

20th|
+20/+15/+10/+5|
+*|
+*|
+*|Class Ability[/table]
*= See Host, below.

Game Rule Information
Hosts have the following game statistics.

Weapon and armor proficiency: Hosts are proficient with all simple and martial weapons, with light and medium armors, and with shields (except tower shields).

Host: At level 1 the host is bound with a creature which determines his class skills, saves, and abilities gain later in this class. The possible souls bound are:

Angel: Having an angel bound to you grants you all good saves (half class level+2), and the following skills as class skills: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (History, Religion, and The Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis). You also gain the following: Low-Light Vision, and a +2 racial bonus to saves against poison.

In addition, once per day (and once more per day at levels 5, 10, 15, and 20) as a move action you may channel the angel soul bound to you to gain a +2 to strength and charisma, DR ½ class level+Cha modifier /Good and Magic, and come under the effect of either listed spell depending on your level with a caster level equal to your class level. You may choose any spell of a previous level when you manifest this ability if you with. This lasts a number of rounds equal to 1+your improved charisma modifier (minimum 1).

{table=head]Level|Spells

1st-3rd|
Protection from Evil OR Shield of Faith

4th-7th|
Magic Circle against Evil OR Magic Vestment

8th-11th|
Dispel Evil OR Righteous Might

12th-15th|
Heal OR Greater Restoration

16th-20th|
Antimagic Field OR Holy Aura[/table]

Demon: Having a demon bound to you grants you good Fort and Ref saves (half class level+2), and the following skills as class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Religion and The Planes) (Int), Listen(Wis), Search (Int), and Spot (Wis). You also gain the following: Darkvision 60ft and telepathy out 5ft per level you take in this class, Subtype: You may have one of these three subtypes of demon bound to you:

Loumara: You may, once per day attempt to concentrate and gain minor influence over a creature within 100ft, the target must make a will save (DC 10+1/2 class levels+ your charisma modifier) or come under the effects of the suggestion spell. Every round the target may make a new will save, success alerts them to danger, but no further information is given, along with immunity to your influence for the next 24 hours. While attempting to influence someone your body acts in the same way as if you had actually cast suggestion.

Obyrith: You may, once per day (and once more per day at levels 5, 10, 15, and 20) as a move action alter your form (as if you had cast Silent Image on yourself) into a grotesque mass of tentacles, fangs, and claws. Every enemy within 60ft that looks upon you must succeed on a will save (DC 10+1/2 class level+ Charisma modifier) or be Shaken for 1+charisma modifier rounds (minimum 1).

Tanar’ri: Once per day (and once more per day at levels 5, 10, 15, and 20) as a standard action summon and attempt to gain the aid of an outsider with the Tanar’ri subtype with a challenge rating of no more than your class level-2 (minimum 1). It appears adjacent to you at the beginning of the next round, you then make opposed charisma checks, if you win the outsider summoned will obey and aid you for 5 minutes, or until the end of your current combat, whichever comes first, should the Tanar’ri win it immediately attacks you until either you or it dies.

In addition, once per day you may try to tap into the demon bound to you for greater power, you may as a full-round action attempt to siphon off some of the demon’s power while still remaining in control, you must succeed on a will save (DC 10+1/2 class level+ the demon’s charisma modifier) or be suppressed as the demon takes over your body, healing you to full health, and granting you a +2 to strength and constitution. Success means you are granted these powers, but are in full control. While suppressed you are aware of everything around you, but cannot act. This lasts for a number of rounds equal to 1+your charisma modifier (minimum 1), a new will save is required every round to maintain control, if you fail you may try again on the following round.

Devil: Having a devil bound to you grants you good Ref and Will saves (half class level+2), and the following skills as class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (History, Religion, and The Planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis). You also gain the following: Telepathy out to 5ft per class level, and Summoning: Once per day (and once more per day at levels 5, 10, 15, and 20) as a standard action summon and attempt to gain the aid of an outsider with the Baatezu subtype with a challenge rating of no more than your class level-2 (minimum 1). It appears adjacent to you at the beginning of the next round, you then make opposed charisma checks, if you win the outsider summoned will obey and aid you for 5 minutes or until the end of the encounter, whichever comes first. Should the Baatezu win it immediately attacks you until either you or it dies.

In addition, when you are constantly tempted to sign a contract with your devil greater power. (Unknown at this time.)

Dragon: Having a dragon bound to you grants you a good Fort and Will save (half class level +2), and the following class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Spot (Wis), and Use Magic Device (Cha). You also gain a +2 to your natural armor (which stacks with any existing or later gained natural armor), a pair of claws for 1d6 damage each, and resistance to an energy type (Acid, Cold, Electricity, Fire, or Sonic) equal to half of your class level, rounded down (minimum 0), this becomes immunity at level 15.

In addition, once per day (and once more per day at levels 5, 10, 15, and 20) as a move action transform your physical body into something more resembling your dragon soul. You gain an extra +4 to natural armor, a +2 to Str and Con, your natural weapon’s damage increases by one step, are treated as magical, and you gain a bite attack for 1d8 damage (after the natural weapon damage increase). This form lasts for a number of rounds equal to 1+your improved Constitution modifier.

Elemental: Having an elemental bound to you grants you Darkvision out 60ft. You also gain additional bonuses depending on the element you’ve been infused with:

Air: Grants you a good Reflex and Will saves, class skills are: Climb (Str), Craft (Int), Balance (Dex), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (The Planes) (Int), Move Silently (Dex), Open Lock (Dex), Tumble (Dex), and Use Rope (Dex). You also gain a +2 dodge bonus to you armor class, and electricity resistance equal to half of your class level, rounded down (minimum 0), this becomes immunity at level 15.

Earth: Grants you a good Fortitude and Will saves, class skills are: Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (The Planes) (Int), Listen (Wis), Search (Int), and Spot (Wis. You also gain a +2 to your natural armor (which stacks with any existing or later gained natural armor), and acid resistance equal to half of your class levels, rounded down (minimum 0), this becomes immunity at level 15.

Fire: Grants you a good Reflex and Will saves, class skills are: Apprise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (The Planes), Perform (Wis), Search (Int), and Sense Motive (Cha). You also gain +10ft to all your movement speeds except any swim speed you may possess, and fire resistance equal to half of your class level, rounded down (minimum 0), this becomes immunity at level 15.

Water: Grants you a good Fortitude and Will saves, class skills are: Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (The Planes) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). You also gain a swim speed equal to half of your base land speed, and cold resistance equal to half of your class level, rounded down (minimum 0), this becomes immunity at level 15.

In addition, once per day (and once more per day at levels 5, 10, 15, and 20) as a move action transform yourself into the element that you’re infused with, granting you stat bonuses (Air: +2 Dex, +2 Con Earth: +2 Str, +2 Con Fire: +2 Dex, +2 Con Water: +2 Str, +2 Con) immunity to poison, or paralysis. This state lasts for a number of rounds equal to 1+ your improved constitution modifier (minimum 1 round).

Weapon: Perhaps one of the oddest forms of a host, the host has had an intelligent weapon bound into his blood, this grants you a good Fort OR Ref save (your choice, half class level +2), and the following skills as class skills: Balance (Dex), Climb (Str), Craft (Int), Intimidate (Dex), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex). This also grants you a free masterwork weapon of your choice that you’re proficient with which you may draw out of your body as if drawing any other weapon, along with the quick draw feat.

In addition, starting at third level, once per day (and once more per day at levels 5, 10, 15, and 20) you may double your weapon’s effective enhancement bonus, doing this increases its size by one category (while not imposing any penalties on you for wielding a larger weapon), these extra effective enhancement bonuses may be assigned as special abilities or as enhancement bonuses to attacks and damage, and you are not required to spend these free enhancements in the same way each time.

Your weapon increases in power as shown on the following table.

{table=head]Level|Weapon Enhancments

1st|
Masterwork, Awakening, Empathy

2nd|
Speech, 30ft Vision and Hearing

3rd|
+1

4th|
60ft Vision and Hearing

5th|
+2, Ability Score Increase

6th|
Lesser Power, Telepathy

7th|
+3, 120ft Vision and hearing, 60ft Darkvision

8th|
Ability Score Increase

9th|
+4, 120ft Darkvision and Hearing

10th|
Lesser Power, Special Purpose

11th|
+5, 30ft Blindsense, Ability Score Increase

12th|
Greater Power

13th|
+6, 60ft Blindsense

14th|
Lesser Power, Ability Score Increase

15th|
+7, Dedicated Power

16th|
Special Purpose, Greater Power

17th|
+8, Ability Score Increase

18th|
??

19th|
+9

20th|
+10, Dedicated power, Ability Score Increase[/table]

Awakening: At level 1 the Host's weapon awakens, is given a name, and becomes an intelligent magical item with one stat at 14, one stat at 12, and one stat at 10. The weapon’s alignment always matches the Host's.

Empathy: At level 1 the weapon can communicate via empathy, pulsating or throbbing to show positive or negative feelings respectively while the Host holds it.

+#: At 3rd level the weapon gains a +1 enhancement bonus, every second level after that it gains another +1 effective enhancement bonus that may be spent on an ability or to increase the weapons enhancement bonus.

Speech: At level 4 the weapon gains speech, it speaks the Host’s racial language plus one for every point of intelligence bonus.

Senses: Beginning at 1st level the weapon’s sight and hearing increase, as shown on the table.

Lesser Power: At 6th, 10th, and 14th levels the weapon gains a lesser power, or you may choose a 1st or 2nd level spell (subject to the DMs approval, or the DM may wish to choose) , the weapon may activate this spell as a spell-like ability 3 times per day. Use the weapon's highest ability score to determine the save DC, and uses the Host’s class levels as its caster level.

Ability Increase: At levels 5 and every 3 levels afterwards, the Host increases two of his weapon's ability scores by +2 permanently.

Telepathy: At 6th level the weapon gains telepathy, it may telepathically communicate with the Host as long as they are within 30ft of each other.

Darkvision: At level 7 the weapon gains Darkvision, which increases in range as shown on the table.

Blindsense: At level 11 the weapon gains Blindsense out 30ft and increases as shown on the table.

Special Purpose: At 11th and 16th levels the weapon gains a special purpose, but does not gain a corresponding dedicated power.

Greater Power: At 12th and 16th levels the weapon gains a greater power, or you may choose a 3rd or 4th level spell (subject to the DMs approval, or the DM may wish to choose), the weapon may activate this spell as a spell-like ability 3 times per day. Use the weapon's highest ability score to determine the save DC, and uses the Host’s class levels as its caster level.

Dedicated Power: At 15th and 20th level the weapon gains a dedicated power for its special purpose.