Orzel
2007-01-26, 11:16 AM
The Emitters and their disease. People say a gnome created it. Others blame a dragon. And a few claim it to be natural. But everyone knows these gas spewing weirdos and their invincible disease means a waste of resources for all who wish to stop them. They train their bodies to hold, support, and contain more and more of their germs. “It’s like they swallowed a bunch of tiny novice wizards and gave them time to prepare spell.”
The Emitter
HD 1d12
Skill Points at Each Additional Level: 2 + Int modifier
Emitter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
EMITTER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Breath Weapon, Vapor change 1/day,
2nd|
+1|
+3|
+0|
+3|Endurance
3rd|
+2|
+3|
+1|
+3|Vapor change 2/day, Damage Reduction 2/-
4th|
+3|
+4|
+1|
+4|Second Mind
5th|
+3|
+4|
+1|
+4|Diehard
6th|
+4|
+5|
+2|
+5|Vapor change 3/day
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Germ Dominance, Damage Reduction 3/-
9th|
+6/+1|
+6|
+3|
+6|Vapor change 4/day
10th|
+7/+2|
+7|
+3|
+7|Air Supply
11th|
+8/+3|
+7|
+3|
+7|Helpful Contamination (4d10)
12th|
+9/+4|
+8|
+4|
+8|Vapor change 5/day
13th|
+9/+4|
+8|
+4|
+8| Damage Reduction 4/-
14th|
+10/+5|
+9|
+4|
+9|Helpful Contamination (3d10)
15th|
+11/+6/+1|
+9|
+5|
+9|Vapor change 6/day
16th|
+12/+7/+2|
+10|
+5|
+10|
17th|
+12/+7/+2|
+10|
+5|
+10|Helpful Contamination (2d10)
18th|
+13/+8/+3|
+11|
+6|
+11|Vapor change 7/day, Damage Reduction 5/-
19th|
+14/+9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Helpful Contamination (1d10), Vapor form [/table]
Class features:
Weapon and Armor Proficiency
Emitters are proficient with all simple weapons, light armor, medium armor, and with shields (except tower shields).
Breath Weapon (Ex)
At 1st level, an emitter can release stored corrosive gases from her stomach via her mouth in the form of a breath weapon. The breath weapon deals 1d6 acid damage per emitter level. Reflex save for half damage.
An emitter can use their breath weapon twice a day per class level. The DC of the breath weapon is 10 + 1/2 class level + Con modifier. The emiitter's breath weapon be a line-shaped breath weapon that is 5 feet high, 5 feet wide, and 30 foot long.
Vapor change (Ex)
Once a day, as a full round action, an emitter can change the type of gas produced for his or her breath weapon for a short time. The breath weapon remains changed for 4 rounds and then returns to it's original type. At level 3 and every 3 levels there after, an emitter gains an additional usage of vapor change
Stinking gas: Target Nauseated for 1 round per emitter level. Fort save to negate
Flammable gas: Deals 1d6 fire damage per emitter level. Reflex save for half damage
Blinding gas: Target Blinded for 1 round per emitter level. Fortitude save to negate.
Freezing gas: Deals 1d6 cold damage per emitter level. Reflex save for half damage
Confusing gas: Target Confused for 1 round per emitter level. Will save to negate
Endurance (Ex)
At the 2nd level, The emitter gains Endurance as a bonus feat
Damage Reduction (Ex)
At the 3rd level, the emitter gains Damage Reduction. Subtract 2 from the damage the emitter takes each time he is dealt damage from a weapon or a natural attack. At 8th level, and every 5 emitter levels thereafter (13th and 18th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0
Second Mind (Ex)
At the 4th level, the emitter can add his Constitution bonus if any to his will save.
Die Hard (Ex)
At the 5th level, The emitter gains Die Hard as a bonus feat
Germ Dominance (Ex)
At 8th level, an emitter gains immunity to all poisons and disease, including supernatural and magical poisons and diseases.
Air Supply (Ex)
At the 10 level, the emitter gains a + 4 bonus on Constitution checks made to hold your breath and Fortitude saves made to resist damage from suffocation. This stacks with the bonus from the Endurance feat.
Helpful Contamination (Ex)
At the 11th level, the emitter can pass on his disease to others, helping them. The emitter can grant their bonus with a touch either by their hands or an item. Contaminating an unarmed attack or natural weapon is a free action, contaminating an item or held weapon is a move action. Either way, contamination deals 4d10 nonlethal damage to the emitter. This damage is lessened to 3d10 at level 13, 2d10 at level17, and 1d10 at level 20.
Contaminated creatures gain an +2 alchemical bonus to Constitution and 2 temporary hit point for each emitter level of the contaminator. These effects last for a number of rounds equal to 5 + the character’s (newly improved) Constitution modifier.
Vapor form (Sp)
At the 20th level, the emitter can produce a gaseous form effect, as the spell, once per day with a caster level equal to ˝ his emitter levels. The emitter can only target himself with this effect.
The Emitter
HD 1d12
Skill Points at Each Additional Level: 2 + Int modifier
Emitter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
EMITTER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Breath Weapon, Vapor change 1/day,
2nd|
+1|
+3|
+0|
+3|Endurance
3rd|
+2|
+3|
+1|
+3|Vapor change 2/day, Damage Reduction 2/-
4th|
+3|
+4|
+1|
+4|Second Mind
5th|
+3|
+4|
+1|
+4|Diehard
6th|
+4|
+5|
+2|
+5|Vapor change 3/day
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Germ Dominance, Damage Reduction 3/-
9th|
+6/+1|
+6|
+3|
+6|Vapor change 4/day
10th|
+7/+2|
+7|
+3|
+7|Air Supply
11th|
+8/+3|
+7|
+3|
+7|Helpful Contamination (4d10)
12th|
+9/+4|
+8|
+4|
+8|Vapor change 5/day
13th|
+9/+4|
+8|
+4|
+8| Damage Reduction 4/-
14th|
+10/+5|
+9|
+4|
+9|Helpful Contamination (3d10)
15th|
+11/+6/+1|
+9|
+5|
+9|Vapor change 6/day
16th|
+12/+7/+2|
+10|
+5|
+10|
17th|
+12/+7/+2|
+10|
+5|
+10|Helpful Contamination (2d10)
18th|
+13/+8/+3|
+11|
+6|
+11|Vapor change 7/day, Damage Reduction 5/-
19th|
+14/+9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Helpful Contamination (1d10), Vapor form [/table]
Class features:
Weapon and Armor Proficiency
Emitters are proficient with all simple weapons, light armor, medium armor, and with shields (except tower shields).
Breath Weapon (Ex)
At 1st level, an emitter can release stored corrosive gases from her stomach via her mouth in the form of a breath weapon. The breath weapon deals 1d6 acid damage per emitter level. Reflex save for half damage.
An emitter can use their breath weapon twice a day per class level. The DC of the breath weapon is 10 + 1/2 class level + Con modifier. The emiitter's breath weapon be a line-shaped breath weapon that is 5 feet high, 5 feet wide, and 30 foot long.
Vapor change (Ex)
Once a day, as a full round action, an emitter can change the type of gas produced for his or her breath weapon for a short time. The breath weapon remains changed for 4 rounds and then returns to it's original type. At level 3 and every 3 levels there after, an emitter gains an additional usage of vapor change
Stinking gas: Target Nauseated for 1 round per emitter level. Fort save to negate
Flammable gas: Deals 1d6 fire damage per emitter level. Reflex save for half damage
Blinding gas: Target Blinded for 1 round per emitter level. Fortitude save to negate.
Freezing gas: Deals 1d6 cold damage per emitter level. Reflex save for half damage
Confusing gas: Target Confused for 1 round per emitter level. Will save to negate
Endurance (Ex)
At the 2nd level, The emitter gains Endurance as a bonus feat
Damage Reduction (Ex)
At the 3rd level, the emitter gains Damage Reduction. Subtract 2 from the damage the emitter takes each time he is dealt damage from a weapon or a natural attack. At 8th level, and every 5 emitter levels thereafter (13th and 18th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0
Second Mind (Ex)
At the 4th level, the emitter can add his Constitution bonus if any to his will save.
Die Hard (Ex)
At the 5th level, The emitter gains Die Hard as a bonus feat
Germ Dominance (Ex)
At 8th level, an emitter gains immunity to all poisons and disease, including supernatural and magical poisons and diseases.
Air Supply (Ex)
At the 10 level, the emitter gains a + 4 bonus on Constitution checks made to hold your breath and Fortitude saves made to resist damage from suffocation. This stacks with the bonus from the Endurance feat.
Helpful Contamination (Ex)
At the 11th level, the emitter can pass on his disease to others, helping them. The emitter can grant their bonus with a touch either by their hands or an item. Contaminating an unarmed attack or natural weapon is a free action, contaminating an item or held weapon is a move action. Either way, contamination deals 4d10 nonlethal damage to the emitter. This damage is lessened to 3d10 at level 13, 2d10 at level17, and 1d10 at level 20.
Contaminated creatures gain an +2 alchemical bonus to Constitution and 2 temporary hit point for each emitter level of the contaminator. These effects last for a number of rounds equal to 5 + the character’s (newly improved) Constitution modifier.
Vapor form (Sp)
At the 20th level, the emitter can produce a gaseous form effect, as the spell, once per day with a caster level equal to ˝ his emitter levels. The emitter can only target himself with this effect.