PDA

View Full Version : Contest PF Grab Bag Competition XXVIII - The Teamwork Round



gr8artist
2014-11-05, 03:19 PM
The Teamwork Round
(yeah, I couldn't think of anything better)


"Coming together is a beginning.
Keeping together is progress.
Working together is success."
~ Henry Ford



This contest begins with the posting of this thread and continues through the 31st of December, though Tanuki Tales reserves the right to extend the contest round due to holiday scheduling.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the middle of January (specific date to be set by Tanuki Tales) . You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners will receive a trophy for their efforts, eventually. I'm running a little behind, but I hope to get caught up on my graphics work soon.
The first place entry will also have the opportunity to get a personalized depiction of their entry, in either a pen and ink, colored, photoshopped, or GitP avatar format, whichever they prefer.


Rules

1. You will be working with a partner to create a single entry comprised of two separate articles of Pathfinder homebrew. Your entries must in some way be related to one-another, though this may be as opposites, evolutions, ideal combinations, or any other method you prefer. You and your partner will each contribute one homebrew, chosen from the following list: Artifact (http://www.giantitp.com/forums/showsinglepost.php?p=18065058&postcount=3), Base Class (http://www.giantitp.com/forums/showsinglepost.php?p=18065125&postcount=4), Class Archetype (http://www.giantitp.com/forums/showsinglepost.php?p=18065031&postcount=2), Creature (http://www.giantitp.com/forums/showsinglepost.php?p=18065135&postcount=5), Creature Template (http://www.giantitp.com/forums/showsinglepost.php?p=18065162&postcount=8), Prestige Class (http://www.giantitp.com/forums/showsinglepost.php?p=18065135&postcount=6), or Race (http://www.giantitp.com/forums/showsinglepost.php?p=18065156&postcount=7). You must use the templates provided, but you may make minor modifications to them as you see fit. Unlike previous contest rounds, there is no particular theme to which your entries must adhere; the challenge of coordinating with another 'brewer is theme enough.

2. Your homebrew must be entirely complete; incomplete homebrew will be disqualified at the closing deadline of the contest. Both articles of homebrew must be complete to be considered a single entry, and the two articles will be allowed a single post of additional resources, such as new feats, spells, variations, or archetypes. It is up to each team which member posts these additional resources.

2a. Archetypes, Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Creatures must have a name, completed stat-block, physical description, and ecology if any. Templates submitted as a part of entries must include an example creature (which must be a previously statted NPC or creature from the PF SRD (http://www.d20pfsrd.com/bestiary)). A pre-application and post-application version of the creature must be included for comparison (a link to the base creature on the PF SRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes. Race point values and estimations are not required, though many contestants often list such a value for relative strength comparison.
2d. Artifacts, our newest entry format, must include completed mechanics and fluff for use and campaign purposes.

3. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here. You may, of course, discuss strategies, builds, and options with your team-mate through PM's and other media, but entries and the articles that comprise them must be new and displayed only in this contest.

4. Only one entry is allowed per team. Each entry must consist of two separate articles of homebrew, with an optional post for additional resources and information. Each contestant must contribute only one article to his team's entry; you may provide advice and guidance to your team-mate, but the work submitted must be equally divided between the two of you. When voting begins, each team-mate will be allowed to vote independently, but neither may vote for their team's entry in any way.

5. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified, forcing your team to begin again from scratch. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

6. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

gr8artist
2014-11-05, 03:33 PM
This post is reserved for FAQ, team roster updates, and other assorted information.

Following the results of our "Looking for Team-mates!" thread, we begin with the following teams.
Team 1: -disbanded due to inactivity-
Team 2: Aergoth (http://www.giantitp.com/forums/member.php?37267-Aergoth) and malonkey1 (http://www.giantitp.com/forums/member.php?68219-malonkey1)
Team 3: Shimeran (http://www.giantitp.com/forums/member.php?89037-Shimeran) and Jormengand (http://www.giantitp.com/forums/member.php?71090-Jormengand)
Team 4: Reality Glitch (http://www.giantitp.com/forums/member.php?77457-Reality-Glitch) and Milo v3 (http://www.giantitp.com/forums/member.php?53918-Milo-v3)
Team 5: Almarck (http://www.giantitp.com/forums/member.php?98152-Almarck) and gr8artist (http://www.giantitp.com/forums/member.php?70520-gr8artist)
Team 6: dragonjek (http://www.giantitp.com/forums/member.php?54687-dragonjek) and Warpwolf16 (http://www.giantitp.com/forums/member.php?48525-Warpwolf16)
Team 7: Hollowpoint (http://www.giantitp.com/forums/member.php?65640-Hollowpoint) and caledscratcher (http://www.giantitp.com/forums/member.php?69381-caledscratcher)
Team Overlord: Diachronos and Prehysterical (http://www.giantitp.com/forums/member.php?85868-Prehysterical)

You can make a snazzy team name for yourselves, if you prefer. Just let me know.

The following contestants are inactive
Stake A Vamp (http://www.giantitp.com/forums/member.php?72821-Stake-A-Vamp)

New players will need to find or bring a team-mate. You can fish for an available team-mates in the GitP PGBC chat thread linked in the post above.
Should a team-mate become inactive, you may attempt to find a new team-mate as though you were a new, single contestant, or you may choose to wait and hope that your team-mate returns. Inactivity is defined as going at least 1 week (7 days) without correspondence or communication with your team-mate or the editing of your entry.

I will make a list of solo players, as they arrive.

Keep in mind, we have half as many entries as we do competitors, since each competitor provides only half of a complete entry. So assuming that our original 7 teams all stick through to the finale and we get no new players, we'll have 14 votes for every category or award, and 6 options to pick from (since you cannot vote for your own team's entry).

Articles submitted as part of an entry must be functional on their own, but also obviously and immediately related to or comparable to your team-mate's entry.

If your entry depends on or includes rules for 3rd party or homebrew material, you should provide a link to those rules and a simple description of the basics in a spoiler.

PM myself or Tanuki Tales if you have any questions, or hit us up in the chat thread.


Artifact Name

Aura: <strength and type>; CL: <CL, ie 20th>; Slot: <slot occupied>; Weight: <in pounds>

Description
<physical description and appearance>
<technical properties and special abilities in a separate paragraph>

Destruction
<How do you make it not exist anymore>

History
<Where did this artifact come from>

Other Properties
<Social stigma and the effects of use not directly related to the item's mechanics>

Ramifications
<what, if anything, a character is subjected to as an effect of using this artifact>

Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to . A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

Prestige Class Name

Put an image of your class here!

[i]Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

X'Y"

+XdY

X lb.

× (X) lb.


Female

X'Y"

+XdY

X lb.

× (X) lb.

Milo v3
2014-11-14, 08:15 PM
Status - Need to finish extract list, and capstone


Biollurgist
"All it required was a cocktail of dangerous, experimental surgery and a willingness to ignore the unnecessary suffering of perfectly innocent beings! Also, I shot magic into their chromosomes until they turned inside-out!"

Biollurgists are similar to alchemists in that they research and conduct experiments to learn more about the world, but instead of learning about a variety of chemicals the biollurgist studies life itself. A biollurgist skill in the area allows to "craft" living creatures and symbiotic objects, and is skilled in healing a variety of wounds. Despite the specificity of his knowledge the biollurgist is still able to concoct extracts, abit they are more limited towards altering the physiology of it's subjects.

Role: The biollurgist is a companion based support character, using his creations for combat and amplifiying his allies with healing and buffing extracts. He can also improve the overall power of the group by growing living items at a cost cheaper than party members buying the objects.

Alignment: A biollurgist can be of any alignment.

Hit Die: d6

Parent Classes: Alchemist and Summoner

Starting Gold: 2d8 × 10 gp (90 gp)

Class Skills
The biollurgist's class skills (and the key ability for each skill) are Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana)(Int), Knowledge (Local)(Int), Knowledge (Nature)(Int), Knowledge (Planes)(Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: (4 + Int modifier)

Biollurgist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th


1st

+0

+2

+0

+2
Biollurgy, insightful medic 1d6, takwin
1







2nd

+1

+3

+0

+3
Hypothesis, self-experimentation +2
2






3rd

+1

+3

+1

+3
Insightful medic 2d6
3







4th

+2

+4

+1

+4
Hypothesis
3
1






5th

+2

+4

+1

+4
Insightful medic 3d6, self-experimentation +4
4
2






6th

+3

+5

+2

+5
Hypothesis
4
3






7th

+3

+5

+2

+5
Insightful medic 4d6
4
3
1





8th

+4

+6

+2

+6
Hypothesis, self-experimentation +6
4
4
2





9th

+4

+6

+3

+6
Insightful medic 5d6
5
4
3





10th

+5

+7

+3

+7
Hypothesis
5
4
3
1




11th

+5

+7

+3

+7
Insightful medic 6d6, self-experimentation +8
5
4
4
2




12th

+6/+1

+8

+4

+8
Hypothesis
5
5
4
3




13th

+6/+1

+8

+4

+8
Insightful medic 7d6
5
5
4
3
1



14th

+7/+2

+9

+4

+9
Hypothesis, self-experimentation +10
5
5
4
4
2



15th

+7/+2

+9

+5

+9
Insightful medic 8d6
5
5
5
4
3



16th

+8/+3

+10

+5

+10
hypothesis
5
5
5
4
3
1


17th

+8/+3

+10

+5

+10
Insightful medic 9d6, self-experimentation +12
5
5
5
4
4
2


18th

+9/+4

+11

+6

+11
Hypothesis
5
5
5
5
4
3


19th

+9/+4

+11

+6

+11
Insightful medic 10d6
5
5
5
5
5
4


20th

+10/+5

+12

+6

+12
Perfected hypothesis
5
5
5
5
5
5



Class Features
All of the following are class features of the biollurgist.

Weapon and Armour Proficiencies: Biollurgist are proficient with all simple weapons. They are also proficient with light armour, but not with shields.

Biollurgy (Su): A biollurgist doesn't restrict themselves to only using mundane medical techniques, but also can concoct magical potion-like extracts in which they can store spell effects. In effect, a biollurgist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by injecting the extract. When a biollurgist creates an extract, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

In many ways, extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the biollugist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. A biollurgist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When a biollurgist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract made by a biollurgist can be used on other creatures, but only if the extract is applied by the biollurgist himself. An extract, once created, remains potent for 1 day before losing its magic, so a biollurgist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most biollurgists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for a biollurgist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the biollurgist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. A biollurgist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by injecting it —the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking biollurgist. A biollurgist can draw and inject an extract as a standard action. The biollurgist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (biollurgist extracts that duplicate divine spells never have a divine focus requirement).

A biollurgist can prepare an extract of any formula he knows. To learn or use an extract, a biollurgist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against a biollurgist's extract is 10 + the extract level + the biollurgist's Intelligence modifier.

A biollurgist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. A biollurgist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new biollurgist level, he gains one new formula of any level that he can create. A biollurgist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A biollurgist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A biollurgist does not need to decipher arcane writings before copying them.

Insightful Medic (Su): By using your aura and understanding of physiology you can heal your companions with immense skill compared to mundane medicine. A number of times per day equal to his class level + his Intelligence modifier, the biollurgist can spend a standard action to attempt to treat the injuries of an adjacent creature or yourself. When used make a heal or knowledge check (whichever knowledge skill is appropriate for the target's creature type) with a DC of 10 + half the target's hit dice, if this is successful the target is healed by 1d6.

You can choose to attempt both the heal check and the appropriate knowledge check when using this ability to increase the healing dice size to d10. When the target is construct or undead in type, you cannot use the heal skill as part of this ability. At third level and every two levels afterwards, the amount of health healed by this ability is increased by 1d6.

Takwin (Su): A biollurgist begins play with a powerful aberration called a takwin. A takwin has the same alignment as the biollurgist that creates it and can speak all of his languages. The takwin's physical appearance is up to the biollurgist, but it always appears as some sort of organic creature. This control is not fine enough to make the takwin appear like a specific creature. The takwin's Hit Dice, saving throws, skills, feats, and abilities are tied to the biollurgist's class level and increase as the biollurgist gains levels. In addition, each takwin receives a pool of evolution points, based on the biollurgist's class level, that can be used to give the takwin different abilities and powers. Whenever the biollurgist gains a level, he must decide how these points are spent, and they are set until he spends a weeks work on modification to reallocate it's evolution points.

Hypothesis (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), a biollurgist makes an incredible biological discovery. Unless otherwise noted, a biollurgist cannot select an individual discovery more than once. Some discoveries can only be made if the biollurgist has met certain prerequisites first, such as uncovering other discoveries. Hypothesis with an asterix modify the Insightful Medic feature, and you may only apply the benefits of one such hypothesis per use of insightful medic.


Abominable Alchemy: The biollurgist can craft Animated Objects as if he possessed all the prerequisite feats and spells, though the resultant creature is of the aberration type rather than construct. The creatures constitution score is 10 + 2 per size category above medium, and additional +4 constitution for every size category above huge. A biollurgist must be at least 12th level before selecting this hypothesis.

Alchemical Simulacrum (Su): The biollurgist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. A biollurgist must be at least 8th level before selecting this hypothesis. The created simulacrum is a creature, not a supernatural effect.

Alchemical Zombie (Su): The biollurgist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the biollurgist can control. A biollurgist must be at least 8th level before selecting this hypothesis. The created zombie is a creature, not a supernatural effect.

Bottled Ooze (Su): The biollurgist has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use as an extract. When the biollurgist activates the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the biollurgist's control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires. If the biollurgist has the infusion hypothesis, another character can use the infused specimen. Creating a bottled ooze requires an extract with a level equal to the ooze's CR (so a CR 4 gray ooze requires a 4th-level extract). A biollurgist must be at least 6th level before selecting this hypothesis.

Brew Ooze: The biollurgist gains Brew Ooze (Alchemy Mannual) as a bonus feat, even if you don't meet the prerequisites. A biollurgist must possess the bottled ooze hypothesis before selecting this hypothesis.

Combine extracts: When the biollurgist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract. A biollurgist must be at least 8th level before selecting this hypothesis.

Dilution: Once per day, the biollurgist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens. A biollurgist must be at least 12th level before selecting this hypothesis.

Disease Insight*: When the biollurgist uses Insightful Medic, you can make a heal check opposed to the DC of a non-magical disease that is afflicting the target. If you succeed, the target is no longer afflicted by that disease.

Improved Disease Insight: The disease insight hypothesis now works with magical diseases, rather than just non-magical diseases. A biollurgist must be 8th level, and possess disease insight before selecting this hypothesis.

Elixir of life: Once per day, the biollurgist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the biollurgist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the biollurgist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the biollurgist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. A biollurgist must be at least 16th level before selecting this hypothesis.

Grotesque Grafting: You can make synthetic limbs and organs, this functions as the Craft Cybertech feat, except you don't require a cybernetics lab. The resulting items is an organic living prosthetic, though not technically a creature unless it gains a wisdom and charisma score.

Infusion: When the biollurgist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the biollurgist sets it down. As long as the extract exists, it continues to occupy one of the biollurgist's daily extract slots. An infused extract can be applied by a non-biollurgist to grant its effects.

Lab Rat: You gain an evolution pool of two points, which can be spent as if you were a takwin. This hypothesis can be taken multiple times, each time granting two points.

Living Masterwork: When the biollurgist crafts a creature, he can make it a masterwork example of the race by increasing the creation cost by 500 gp and making an additional DC 30 craft check (whichever is appropriate). A masterwork example of a race gains a evolution pool of 2 points, that are spent on whichever evolutions as if it were a takwin.

Living Works: The biollurgist can use his heal skill as if it was the appropriate crafting skill for any object, though the DC of the crafting is increased by +10. This even works with special craft skills such as Craft (Animal) from Wild Wonders, except for the craft skills granted by Race Builder.

Mother's Insight: When the biollurgist uses Insightful Medic on a creature you have crafted, you heal additional hit points equal to your biollurgist level.

Mutagen (Su): This hypothesis gives the biollurgist the mutagen class ability.

Nauseating Flesh: The biollurgist's body is suffused with poison. Any creature that bites, engulfs, or swallows the biollurgist must make a Fortitude saving throw or be nauseated for 1d4 rounds. A biollurgist must be at least 12th level before selecting this hypothesis. The biollurgist with this hypothesis does not suffer the effect of the poison of his own nauseating flesh.

Parasitic Twin (Ex): The biollurgist's vestigial limbs are part of a parasitic twin on his torso, consisting of a head, a torso, and two arms (from the vestigial limb discovery). Normally, the twin is mostly recessed within the biollurgist's body, with the visible arms acting like the vestigial arm discovery, though the biollurgist can manifest or hide the twin as a standard action. The twin is helpless, fully subservient to the biollurgist, and cannot be targeted or harmed. Once per day, if the biollurgist succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as charm person, feeblemind, or hold person), he can reroll his saving throw; success means the twin absorbs the effect and the biollurgist can ignore it. Using this ability sickens the biollurgist for the duration of the absorbed effect (removing the effect from the twin ends the sickened condition), and he cannot use the twin's limbs during that time, though passive effects (such as from rings worn on the vestigial limbs) continue normally. The biollurgist must have selected the vestigial arm hypothesis twice before selecting this hypothesis.

Poison Insight*: When the biollurgist uses Insightful Medic, you can make a heal check opposed to the DC of a poison that is afflicting the target. If you succeed, the target is no longer afflicted by that poison.

Poison Use (Ex): This biollurgist is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon. A biollurgist must possess Poison Insight hypothesis before selecting this hypothesis.

Preserve Organs (Ex): The biollurgist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the biollurgist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). A biollurgist can take this hypothesis up to three times; the effects stack, increasing this chance to 50% and then 75%.

Race Builder: The biollurgist must select a race with a challenge rating below 2 when they take this hypothesis. The biollurgist can take ranks in Craft (Race Chosen). Creating a member of a race costs 5,000 gp and has a DC of 30, and the result is a normal member of that race at an age of 1. This hypothesis can be taken multiple times, and each time it is taken you must select a new race and you gain the ability to take ranks in that race appropriate craft skill. A biollurgist must be at least 6th level and have Wild Wonders to take this hypothesis.

Improved Race Builder: When crafting a creature through race builder, the resultant creature is born it's species starting age instead of being only a baby if you double the creation costs. A biollurgist must be at least 12th level and have Race Builder to take this hypothesis.

Skittering Schematic: The biollurgist can use Craft (Animal) to make creatures of the vermin type as though they were animals.

Spontaneous Healing (Ex): The biollurgist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 biollurgist levels he possesses. If the biollurgist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Tentacle (Ex): The biollurgist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the biollurgist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium biollurgist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the biollurgist's original arms can (for example, allowing the biollurgist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw an alchemist's fire). Unlike an arm, the tentacle has no magic item slots.

Thought Implant: When the biollurgist creates cybertech he can make it an intelligent item, using the rules for intelligent magic items. A biollurgist must possess the grotesque grafting hypothesis to take this hypothesis.

Tumor Familiar (Ex): The biollurgist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the biollurgist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the biollurgist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the biollurgist's caster level (though some familiar abilities may be useless to an biollurgist). The tumor acts as the biollurgist's familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the biollurgist, the tumor has fast healing 5. A biollurgist's extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per biollurgist level. The ritual takes 8 hours to complete.

Vestigial Arm (Ex): The biollurgist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the biollurgist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the biollurgist's attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the biollurgist's original arms (for example, allowing the biollurgist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw alchemist's fire). The arm has its own “hand” and “ring” magic item slots (though the biollurgist can still only wear two rings and two hand magic items at a time). A biollurgist may take this hypothesis up to two times.

Wild Wonders: The biollurgist can take ranks in Craft (Animal), allowing him to manufacture living animals as if they were objects with a price equal to their listed purchase price, and a DC equal 10 + animal's challenge rating. This can only manufacture average animals with specified prices and hit dice equal to or below a quarter of your biollurgist level (minimum 1).

Improved Wild Wonders: The biollurgist can use wild wonders to manufacture average animals with specified prices and hit dice equal to or below a half of your biollurgist level. A biollurgist must possess the wild wonders hypothesis before selecting this hypothesis.

Wings (Ex): The biollurgist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. A biollurgist can select this hypothesis multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability. An biollurgist must be at least 6th level before selecting this hypothesis.


Self-Experimentation (Ex): At second level the biollurgist begins experimentation to modify his own natures, making it either easier for others to heal or making it harder for him to be afflicted in the first place; gaining either a +2 insight bonus on saves against disease, poison, and massive damage or granting +2 insight bonus on any heal checks that target him (including his own heal checks). At 5th level, and every three levels thereafter the insight bonuses granted from this ability increase by +2.

Perfected Hypothesis (Su): Upon reaching 20th level, you can select a perfected hypothesis:

Wild Perfection: The biollurgist can use wild wonders to manufacture average animals with specified prices and hit dice equal to or below your biollurgist level. A biollurgist must possess the Improved Wild Wonders hypothesis before he can select this hypothesis.


Extract List
1st
Ant Haul, Blend, Blurred Movement, Cure Light Wounds, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Jump, Keen Senses, Negate Aroma, Polypurpose Panacea, Reduce Person, Touch of the Sea, Vocal Alteration, Youthful Appearance.

2nd
Acute Senses, Aid, Alter Self, Ancestral Regression, Animal Aspect, Barkskin, Bears Endurance, Bestow Weapon Proficiency, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkvision, Delay Disease, Delay Poison, Lesser Restoration, Percieve Cues, Poison, Resist Energy, Sickening Strikes, Spider Climb, Squeeze, Touch Injection.

3rd

4th

5th

6th



Takwin
Mechanically, takwin are identical to eidolon of a summoner with levels equal to his biollurgist level save for a few exceptions:

Type: Takwin have aberration as their creature type; causing them to use d8 for hit dice, a base attack bonus equal to 3/4 of their HD rather than equal to their HD, possess two less skill points, and their will save is always their good save rather than the base form determining it.

Evolution Points: Takwin have one less point in their evolution pool than eidolons gain.

Special: Takwin do not gain the link or share spells abilities.

Jormengand
2014-11-16, 04:21 PM
The Ego Priest

http://fc09.deviantart.net/fs70/f/2010/210/2/1/Dark_Priestess_by_atomhawk.jpg
Dark Priestess by Atomhawk

I worship no deity; I ascribe to no teachings. I am my goddess and power is my religion.
Speaker Trianna Voth, Ego Priestess.

For some, divinity is found not in some higher power, but in oneself. These are the Ego Priests, who draw from their own willpower to become powerful spellcasters. However, unlike most who draw from their own will, the Ego Priests' power is divine, as they are their own objects of worship, who cast their spells through their own personal belief.

Role: Ego priests are powerful spellcasters, with the caveat that they can only cast on themselves and their foes, and have no supportive abilities for their friends. Those who do wish to aid their allies will therefore be forced to come up with more inventive solution, or take domains which grant these abilities.

Alignment: Any. Ego priests are, by definition, within one alignment step of their deity. However, some domains are restricted to certain alignments.

Hit Die: d6

Starting Gold: As cleric

Class Skills:
The class skills of the ego priest (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier


The Ego Priest
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Domains, Automatic Spells, Inner Power 163+1————————
2nd+1+3+0+363+1————————
3rd+2+3+1+3Ritual 164+12+1———————
4th+3+4+1+4Inner Power 274+13+1———————
5th+3+4+1+474+13+12+1——————
6th+4+5+2+575+14+13+1——————
7th+5+5+2+5Ritual 275+14+13+12+1—————
8th+6/+1+6+2+6Inner Power 375+14+14+13+1—————
9th+6/+1+6+3+675+15+14+13+12+1————
10th+7/+2+7+3+7Inner Talent76+15+14+14+13+1————
11th+8/+3+7+3+7Ritual 376+15+15+14+13+12+1———
12th+9/+4+8+4+8Inner Power 476+15+15+14+14+13+1———
13th+9/+4+8+4+876+16+15+15+14+13+12+1——
14th+10/+5+9+4+976+16+15+15+14+14+13+1——
15th+11/+6/+1+9+5+9Ritual 476+16+16+15+15+14+13+12+1—
16th+12/+7/+2+10+5+10Inner Power 576+16+16+15+15+14+14+13+1—
17th+12/+7/+2+10+5+1076+16+16+16+15+15+14+13+12+1
18th+13/+8/+3+11+6+11Inner Mastery76+16+16+16+15+15+14+14+13+1
19th+14/+9/+4+11+6+11Ritual 576+16+16+16+16+15+15+14+14+1
20th+15/+10/+5+12+6+12Ascension, Inner Power 676+16+16+16+16+15+15+15+15+1



Spells Known
Level0lvl1st2nd3rd4th5th6th7th8th9th 1st52———————— 2nd53———————— 3rd631——————— 4th642——————— 5th7421—————— 6th7532—————— 7th85321————— 8th85432————— 9th954321———— 10th955432———— 11th9554321——— 12th9554432——— 13th95544321—— 14th95544432—— 15th955444321— 16th955444332— 17th9554443321 18th9554443332 19th9554443333 20th9554443333

Class Features
All of the following are class features of the ego priest.

Weapon and Armour Proficiency
Ego Priests are usually only proficient in simple weapons, and no kind of armour or shield.

Spellcasting
Ego priests cast spells in exactly the same manner as an oracle with the following exceptions. These spells are drawn from the ego priest spell list, however any spell an ego priest can cast which could normally be cast on a willing creature or an ally, or which has a designation of "Harmless", may only be cast on the ego priest herself.

Automatic Spells
Ego Priests can cast Cure or Inflict Wounds spells in the same manner as an oracle. They can cast Cure spells on undead, but not Inflict spells. However, due to their inability to heal allies, they do not use mass healing spells. Instead, they gain Cleanse (5th), Heal (6th), Regenerate (7th), and Immaculate Conception (8th).

Domains (Su)
Ego priests have domains in the same way as clerics, with three exceptions: First, that the domains may be drawn from the list below as well as from the cleric spell list, second that they are not restricted by their deity, and third, that the domain slot need not be prepared and allows the spontaneous use of either of the domain spells known to the ego priest.

Some of these domains may have identical names to Cleric domains. This does not mean the domains themselves are identical.

The DC of a saving throw against a domain ability is 10, plus half your ego priest level, plus your charisma modifier.

Contempt Domain
I defy you. I defy you all.
Granted Powers: Your dispassionate rejection of others manifests itself as a defence against the attacks and spells of your foes.
Hateful Defence: As an immediate action, you can block a single attack directed at you. This attack may be a weapon attack, or it may be a magical attack requiring a roll to hit, such as a ray or touch attack. You can use this ability a number of times per day equal to your charisma modifier.
Ignore: Once per day from sixth level, you may completely block out everything done to you by a creature for one round by spending a swift action studiously ignoring it. The creature's spells do not affect you or your belongings, even area spells or summoned creatures, and neither do its attacks, special abilities, or anything else it might choose to do for that round. You may choose to stop ignoring the creature momentarily to become affected by its actions, or allow an item about your person to be affected.
Domain Spells: 1st - Mage Armour, 2nd - Warding Weapon, 3rd - Dispel Magic, 4th - Lesser Globe of Invulnerability, 5th - Smug Narcissism, 6th - Utter Contempt, 7th - Spell Turning, 8th - Mind Blank, 9th - Overwhelming Presence.

Despair Domain
Why do we live? We live because we do not have the strength to die.
Granted Powers: Your despair is a powerful weapon that can be inflicted upon others.
Depression: You can cause a creature within 30 feet to become depressed. A will save may negate this effect, otherwise the creature takes a morale penalty on attack rolls, AC and saving throws equal to 1, plus a third of your ego priest level, for a number of rounds equal to your charisma modifier. You can use this ability a number of times per day equal to your charisma modifier. This is a mind-affecting ability.
Suicidal Thoughts: From eighth level, once per day as a mind-affecting ability you may attempt to cause a creature within 30 feet to kill itself. If that creature fails a will save, they are compelled to make a coup de grace attack against themself at the next available opportunity, using whatever weapon they're equipped with, even though you can't normally coup de grace a creature that isn't helpless. The creature still needs a full-round action to attempt the coup de grace. If the creature is possessed of poison, or another method of killing more reliable than a coup de grace (such as a low-level character in close proximity to a potion of inflict critical wounds), they use that instead. If they don't have the ability to attempt such an attack within one minute, or once they have made such an attempt, the urge passes.
Domain Spells: 1st - Negative Reaction, 2nd - Oppressive Boredom, 3rd - Gloomblind Bolts, 4th - Crushing Despair, 5th - Mind Fog, 6th - Disintegrate, 7th - Sequester, 8th - Prediction of Failure, 9th - Energy Drain

Empathy Domain
Therefore never seek to know for whom the bell tolls, it tolls for thee.
Granted Powers: You can aid your allies in their time of need, and share some of their pain.
Empathetic Touch: You can cast your Automatic Spells on your allies, as well as Heal if your automatic spells are cure spells and Harm if they are inflict spells. If you have two copies of Empathetic Touch, all your Automatic Spells have their effect increased by 50% (even though Heal and Harm don't have variable, numeric effects).

You can also use domain spells on allies.
Bulwark: From sixth level, whenever an ally within 60 feet takes damage, you may take some or all of that damage for them. There is no limit to the amount of damage you may take, except you cannot take more damage than would kill you (you can take enough damage to die, but you cannot take damage beyond death). Your own resistances don't apply to the damage.
Domain Spells: 1st - Anticipate Peril, 2nd - Share Memory, 3rd - Communal Share Language, 4th - Locate Creature, 5th - Telepathic Bond, 6th - Battlemind Link, 7th - Mass Planar Adaptation, 8th - Moment of Prescience, 9th - Foresight

Envy Domain
If you can't join'em, beat'em.
Granted Powers: You can steal other people's abilities.
Snatch Spell: Once per day, you can use another creature's spell or spell-like ability so long as that creature is within 60 feet, the spell's casting time is one full round or less, and you are high enough level that you could cast such a spell were it on your spell list (fifth level for a third-level spell, for example). The creature is treated for all purposes of having used one instance of that spell or spell-like ability. If it would be possible, for example though arcane spell failure or use of a truespeak component, for the creature to fail to cast the spell, you cast it anyway so long as you can use spells (for example, you are not being prevented by an anti-magic field.)
Mirror of Green Eyes: Once per day from 12th level, you can curse a creature with your ineptitude. If the target, who must be within 60 feet, fails a will save, you may immediately swap any combination of the following with the chosen foe:

Your melee, ranged or/and base attack bonus
Your armour class, flat footed armour class and/or touch armour class.
Any one or more of your save bonuses
Any one or more of your physical ability scores.

Do not re-calculate any characteristic being swapped based on another being swapped - for example, don't re-calculate fortitude saves if you swap your fortitude and constitution with a foe. However, if you swap base attack bonus but not melee attack bonus, you should re-calculate your melee attack bonus from your new base attack bonus.

Your characteristics are "Locked" for one minute - that is, taking off or putting on armour will neither aid you nor hinder your foe if your armour classes are swapped. After one minute, your characteristics are restored. The death of one or other creature doesn't end the effect, but it doesn't stop the effect ending either.

Example: Josiah is an ego priest with a melee attack bonus of +15, a ranged attack bonus of +17 and a base attack bonus of +13. He's up against a creature whose melee attack bonus is +34, ranged attack bonus is +15 and base attack bonus is also +15. He swaps his melee and base bonuses, giving him a melee bonus of +34 and base bonus of +15. His ranged bonus is calculated with his new base attack bonus, and is now +19. The monster uses Josiah's melee and base attack bonuses, but calculates its new ranged attack bonus from his base attack bonus instead of its own, and so it has a ranged attack bonus of +13.
Domain Spells: 1st - Reduce Person, 2nd - Pilfering Hand, 3rd - Toxic Gift, 4th - Lesser Spellcrash, 5th - Covetous Aura, 6th - Envious Urge, 7th - Spell Turning, 8th - Antipathy, 9th - Shapechange

Fear Domain
Fear doesn't lend you wings. Fear lends you hammers.
Alignment: Any.
Granted Powers: You resist fear, except when you need to use it.
Fearless: You aren't affected by spells with the Fear descriptor unless you want to be.
Lash Out: Once per day from eighth level, you can let your fear overwhelm you. You make a single attack roll at your highest base attack bonus against each creature within your reach. You deal normal damage, and push each creature you hit back up to 10 feet away, though you can't push them through solid objects or other creatures.
Domain Spells: 1st - Cause fear, 2nd - Scare, 3rd - Vision of Hell, 4th - Fear, 5th - Nightmare, 6th - Symbol of Fear, 7th - Hungry Darkness, 8th - Frightful Aspect, 9th - Weird

Guilt Domain
I should have helped them... but I never did. I'm sorry... I'm so sorry...
Alignment: Any nonchaotic.
Granted Powers: You make others suffer for your guilt.
Vision of Failure: You create an illusion of something you feel guilty about within 100 feet of you. The illusion flickers and the sound is raspy, making it an obvious fake, but a creature who views it may learn something about you, or you may use the illusion (which must fit in a 10 ft cube and makes no more noise than 4 humans) as concealment. The illusion is often graphic (at your option), and if it is, any creature who looks upon the illusion must take a will save or be shaken for 1 round. You may use this ability 3 times per day.
Overwhelming Guilt: From eighth level, you may overwhelm someone with guilt at failing to do a certain task. When you do, that person must take a will save or immediately attempt to do that task. They may attempt another will save each round to end the effect, but there is no bonus to the save for an action going against their nature, or a violent action. You can only use this ability once per day.
Domain Spells: 1st - Line in the Sand, 2nd - Crimson Confession, 3rd - Chain of Perdition, 4th - Crushing Despair, 5th - Phantasmal Web, 6th - Unwilling Shield, 7th - Symbol of Weakness, 8th - Prediction of Failure, 9th - Wish

Inner Power
The ego priest draws power from her own soul, and so she must be perfect in her soul. At first level, and every fourth level, the ego priest learns an Inner Power from the following list. The ego priest may only have 1 Inner Power active at once, and she requires a swift action to change which one she uses, but she may switch which one she uses as a swift action.

Good ego priests gain sacred bonuses from Inner Power. Evil ego priests gain profane bonuses, and neutral ego priests gain insight bonuses.

Power of the Artisan (Ex)
You get a +1 bonus, plus an additional 1 per 2 levels on craft checks, and all your craft skills are treated as trained.

Power of the Athlete (Ex)
Your speed is increased by 10 feet, plus 5 feet per 2 levels. From 12th level, you can charge as a standard action (So you can make a full attack at the end of your charge by using your move action as well).

Power of the Blademaster (Ex)
You gain the base attack bonus progression of a fighter, not a cleric. If you are under the effect of Divine Power, you gain a +1 bonus on attack rolls per 4 levels you have.

Power of the Cavalier (Ex)
You get a +1 bonus, plus an additional 1 per 2 levels on all ride checks and you can't be knocked off your mount unless you jump off deliberately.

Power of the Crusader (Su)
Choose a non-neutral aspect of your alignment (if you are lawful neutral, you must choose lawful). You gain +1 to attack and damage rolls, plus 1 per three levels, against creatures of the opposite alignment.

If you are true neutral, you gain this bonus against lawful good, chaotic good, lawful evil and chaotic evil creatures instead.

Power of the Defender (Ex)
You get a +1 bonus, plus an additional 1 per 4 levels, to your AC.

Power of the Destroyer (Ex)
You get a +1 bonus, plus an additional 1 per 2 levels, to your damage rolls.

Power of the Flames (Su)
You gain resistance to fire equal to 5, plus your level.

Power of the Immortals (Su)
You gain damage reduction 1/evil if good, 1/good if evil, 1/chaos if lawful neutral, 1/law if chaotic neutral, and 1/adamantine if true neutral. Even if it's DR/adamantine, it's still only overcome by a +5 or higher weapon (or adamantine itself). This damage reduction increases by 1 every second level.

Power of the Librarian (Su)
You know one more spell than normal. You can only change which spell this is once every twenty-four hours, and doing so takes 1 minute. If you're interrupted, you don't need to wait another 24 hours. You can choose any ego priest spell, and can cast this spell spontaneously at any time you have this Inner Power active.

Power of the Mage (Su)
Minimum level 8. You get +1 caster level when casting ego priest spells, including domain spells.

Power of the Opportunist (Ex)
You may make a number of extra attacks of opportunity each round equal to 1, plus 1 per four levels.

Power of the Resistance (Ex)
You gain spell resistance equal to your level plus six. You can suppress or reinstate your spell resistance as a free action even if it's not your turn.

Ritual (Sp)
Ego priests of third level and above are capable of using rituals, and they learn a new one every fourth level thereafter. Rituals are ways of channeling power into the ego priest, or using it upon enemies. There is no limit to how many rituals you can use per day, but they take a long time to perform and their effects are generally unwieldy. Just as one casts a spell or manifests a power, one performs a ritual.

Unlike most spell-like abilities, rituals have verbal and somatic components, and require significantly louder chanting than spells. The chanting may however be disguised as prayer in a way that spells' verbal components most likely cannot. Ego priests can stop performing a ritual at any time, but this usually renders it useless and always forces the ego priest to start from scratch.

Behold the Veil
Performing time: 24 hours, minus 1 hour/level
You reveal to yourself secrets about a person or thing. You choose a creature, a location, or a physical object. In the last five rounds of the performance, you spend that round observing:

1st and 2nd rounds: The person or thing itself
3rd round: A view from afar of their general location - such as the building they're in, zooming out over 6 seconds.
4th round: That person's objective, or something representing that objective, or that item or location's owner.
5th round: The next thing which will be harmful, damaging or threatening to that person, object or location.

You don't know exactly what the 4th and 5th rounds are showing you - if you see a dragon in the fourth round, that might be a specific dragon or a general idea of a dragon, and they may desire to befriend it, ride it, slay it, have children with it, speak to it, or even just look upon it.

Behold the Veil similarly is not powerful prescience magic capable of oracular predictions. If you move to prevent that which is viewed in the fifth round being the next thing to harm the target, it most likely will not be. Each vision is determined on its own round - the pit fiend the target is fighting in the second round might be slain in the third, so even if it was very threatening up until a moment ago, during the fifth round you will view something else.

You can't choose to stop receiving visions when you've started. You can still take actions, but you are treated as blinded and deafened even if you're not. If you have blindsight, you can use it but you're still treated as blinded and so cannot, for example, read. These conditions go away when you stop receiving visions (Though this doesn't cure actual blindness or deafness).

Death Mission
Performing time: 1 hour
You turn into a frenzied killing machine for one hour after completing the ritual. You gains a bonus to strength, dexterity, all saves (including your newly improved reflex save), attack rolls, damage rolls, and you armour class equal to 1, plus 1 per 4 levels you have. You get ten times this bonus in feet to all modes of transport, and DR/- and resistance to everything equal to twice this bonus, but cannot use spells, powers or spell-like or psi-like abilities for the duration.

Immortal Flames
Performing time: 10 minutes
Your body is wreathed in flames for 1 hour. You are immune to the fire, but you cannot suppress the flames or end the effect and you burn any flammable object you touch. Each touch you make on a creature while wreathed in flames, even if you do so as part of another touch attack or an unarmed strike, does 1d6 fire damage, plus 1d6 per two levels. Grappling a creature does this much damage each round. You have 20% concealment, but you are clearly visible, shedding bright light up to 50 feet away, and shadowy illumination another 150 feet beyond, and you cannot expect to hide.

Despite the name, the flames can be extinguished with water, sand, or anything else that puts out a fire, but they will return as soon as they are out of contact with such a measure.

Kinetic Bombardment
Performing time: 1 hour, then 10 6-minute intervals.
When you begin performing kinetic bombardment, you choose a location you wish to target. You must be able to see the target within 100 feet per level. After casting for an hour and six minutes, you hit a location near the target with a projectile from the sky. The projectile is exceptionally inaccurate, and overshoots the target by (d20-d20)*5 feet - that is, roll a d20 to see how far forwards it goes, and another d20 to see how far back it goes - and also strikes (d20-d20)*5 feet to the left, which is to say that it might either overshoot or undershoot by up to 95 feet, and also hit up to 95 feet left or right of your target. When it does hit, the projectile falls from about 500 feet in the air, veering towards the final location roughly from your direction at about a ten degree angle from the vertical, before slamming into the location. The projectile does d10 force damage per level to anything within 20 feet of the impact location - it is entirely possible that the impact location is a flying creature. If the actual location itself is destroyed, the projectile passes through it and strikes again further down.

Any creature struck by the central impact of the projectile - that is, by the projectile itself - takes the full damage. Other creatures in the blast area may take a reflex save for half damage. Objects which are not struck directly pass this save automatically, even though objects can't normally take reflex saves.

By continuing to perform the ritual, you may keep bombarding the same area every six minutes. You may not change the target, and the ritual ends for good once the tenth projectile has been launched.

Metadance
Performing time: 1 hour per level adjustment.
At the end of the metadance, you cast a single spell. This spell gains the effects of a metamagic feat that you know. The performing time is one hour for each level that the spell must be raised by. You may not raise a spell to a spell level greater than your Ego Priest level. You must spend the action to cast the spell as well as performing the ritual. Effects which reduce the level adjustment of your metamagic are ineffective in this matter, but if you have Automatic Metamagic or are using a higher-level spell slot or other means of applying metamagic, you don't need to spend additional hours.

Restoring Song
Performing time: 1 hour.
You regain a single hit point per level and a single spell slot of any one level you can cast.

Shuffle
Performing time: 3 hours
For each spell level except 0, you may choose a single spell you know of that level, and six spells of the same level that you don't know. If you do, determine one of the six chosen spells randomly. Until you next meditate for spells, you use that spell instead of the single spell you know, as though you knew the former spell and not the latter.

Inner Talent
At 10th level, the ego priest may have 2 Inner Powers active at once. She may change all her Inner Powers with a single action.

Inner Mastery
At 18th level, the ego priest may have 3 Inner Powers active at once.

Ascension
At 20th level, the ego priest gains a salient divine ability, which allows her a small amount of divine power. She chooses a single power from the list below. In addition, the ego priest is considered a deity by some clerics even though she doesn't have a divine rank, so she can grant any spell from the cleric spell list. She chooses four cleric domains, and can grant spells from those domains to her worshipers (though she can't cast them as spell-like abilities).

The ego priest gains a single salient divine ability (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#salientDivineAbilities) from the following list as though she had a divine rank of 6, even if she doesn't meet the prerequisites:

Automatic Metamagic (Maximum +2 adjustment)
Banestrike
Battlesense
Call Creatures
Clearsight
Command Plants
Control Creatures
Divine Air Mastery
Divine Archery
Divine Armour Mastery
Divine Battle Mastery
Divine Blast
Divine Celerity
Divine Earth Mastery
Divine Fire Mastery
Divine Inspiration
Divine Radiance
Divine Shield
Divine Skill Focus
Divine Spell Focus
Divine Water Mastery
Divine Weapon Focus
Divine Weapon Specialisation
Energy Burst
Extra Domain - the ego priest grants an extra cleric domain and also gets an extra ego priest domain to use for herself.
Extra Energy Immunity
Gift of Life (1/week)
Grow Creature
Hand of Death (1/day)
Instant Counterspell (1/round)
Instant Move
Irresistible Blows
Know Death
Lay Curse
Mind of the Beast
Possess Mortal (1 at a time)
Power of Truth
See Magic
Shapechange
Shift Form
Speak With Creatures
Supreme Initiative
Undead Qualities
Wound Enemy

Ego Priest Spell List

0: Bleed, Darksight**, Detect Magic, Enhanced Diplomacy, Guidance, Mending*, Read Magic, Resistance, Spark, Sustain Self**, Virtue.
1: Abundant Ammunition, Ant Haul, Bane, Blessed Fist, Burning Disarm, Cause Fear, Command, Cure Light Wounds, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Charm, Divine Favour, Doom, Embrace Destiny, Entropic Shield, Face of the Devourer, Firebelly, Greater Sustain Self** Hairline Fractures, Haze of Dreams, Hide from Undead, Ice Armour, Inflict Light Wounds, Ironbeard, Karmic Blessing, Know the Enemy, Lighten Object, Magic Stone, Magic Weapon, Mighty Fist of the Earth, Moment of Greatness, Murderous Command, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Ray of Sickening, Read Weather, Recharge Innate Magic, Refine Improvised Weapon, Reinforce Armaments, Sanctuary, Stunning Barrier, Sun Metal.
2: Admonishing Ray, Align Weapon, Ancestral Communion, Augury, Bear's Endurance, Bestow Weapon Proficiency, Book Ward, Bull's Strength, Burst of Radiance, Cure Moderate Wounds, Darkness, Deadeye's Arrow, Death Knell, Defending Bone, Delay Disease, Delay Pain, Delay Poison, Disfiguring Touch, Divine Trident, Dread Bolt, Eagle's Splendour, Early Judgement, Effortless Armour, Enemy's Heart, Find Traps, Ghostslayer**, Grace, Groundswell, Hold Person, Inflict Moderate Wounds, Instant Armour, Ironskin, Lesser Angelic Aspect, Lesser Restoration, Magic Boulder, Make Whole*, Martyr's Bargain, Masterwork Transformation, Protective Penumbra, Resist Energy, Returning Weapon, Shard of Chaos, Savage Maw, Shatter, Shield of Fortification, Silence, Sound Burst, Spear of Purity, Spell Gauge, Spiritual Weapon, Staggering Fall, Surmount Affliction, Touch of Mercy, Track Ship, Tremor Blast, Undetectable Alignment, Weapon of Awe, Web Shelter, Zone of Truth.
3: Air Breathing, Archon's Aura, Aura of Cannibalism, Aura Sight, Bestow Curse, Blessing of the Mole, Blindness/Deafness, Blot, Borrow Fortune, Chain of Perdition, Channel Vigour, Contagion, Continual Darksight**, Cure Serious Wounds, Daybreak Arrow, Deadly Juggernaught, Dispel Magic, Enter Image, Fractions of Heal and Harm, Greater Stunning Barrier, Hydrophobia, Inflict Serious Wounds, Invisiblity Purge, Life Shield, Locate Object, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Meld into Stone, Nap Stack, Obscure Object, Paragon Surge, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Sky Swim, Trial of Fire and Acid, Water Breathing, Water Walk, Wind Wall, Wrathful Mantle.
4: Air Walk, Ancestral Gift, Anti-incorporeal Shell, Ardour's Onslaught, Aura of Doom, Battle Trance, Black Spot, Bloatbomb, Blood Crow Strike, Chaos Hammer, Control Summoned Creature, Control Water, Cure Critical Wounds, Death Ward, Debilitating Portent, Dimensional Anchor, Dimension Door, Discern Lies, Divination, Divine Power, Forceful Strike, Freedom of Movement, Greater Magic Weapon, Greater Shield of Fortification, Healing Warmth, Holy Smite, Inflict Critical Wounds, Lesser Spellcrash, Neutralise Poison, Order's Wrath, Persistent Vigour, Planar Adaptation, Poison, Rest Eternal, Restoration, Sending, Shadow Barbs, Speak with Haunt, Spell Immunity, Spit Venom, Terrible Remorse, Ward Shield.
5: Ancestral Memory, Angelic Aspect, Boneshatter, Break Enchantment, Caustic Blood, Cleanse, Constricting Coils, Curse of Magic Negation, Dispel Balance, Dispell Chaos/Evil/Good/Law, Disrupting Weapon, Fickle Winds, Flame Strike, Geniekind, Ghoul Army, Greater Command, Greater Contagion, Greater Forbid Action, Hallow, Holy Ice, Insect Plague, Lesser Cheat Death** Life Bubble, Major Curse, Mark of Justice, Mass Ghostbane Dirge, Mass Inflict Light Wounds, Plane Shift, Planeslayer's Call, Righteous Might, Scrying, Siphon Magic, Slay Living, Spell Resistance, Spellsteal, True Seeing, Undeath Ward, Unhallow, Unholy Ice, Wall of Blindness/Deafness, Wall of Stone.
6: Animate Objects, Antilife Shell, Banishment, Blade Barrier, Bloodsworn Retribution, Chains of Light, Cold Ice Strike, Dust Form, Dust Ward, Eagle Soul, Elemental Assessor, Epidemic, Find the Path, Forbiddance, Greater Dispel Magic, Harm, Heal, Hellfire Ray, Joyful Rapture, Mass Inflict Moderate Wounds, Plague Storm, Quest, Spellcrash, Undeath to Death, Wind Walk, Word of Recall.
7: Arbitrament, Archon's Trumpet, Bestow Grace of the Champion, Blasphemy, Cheat Death**, Circle of Clarity, Control Weather, Destruction, Dictum, Ethereal Jaunt, Greater Scrying, Holy Word, Jolting Portent, Lesser Create Demiplane, Lunar Veil, Magnetic Field, Mass Inflict Serious Wounds, Regenerate, Repulsion, Vision of Doom, Waves of Ecstasy, Word of Chaos.
8: Antimagic Field, Cloak of Chaos, Create Demiplane, Dimensional Lock, Discern Location, Divine Vessel, Earthquake, Euphoric Tranquility, Fire Storm, Frightful Aspect, Greater Angelic Aspect, Greater Spellcrash, Greater Spell Immunity, Holy Aura, Immaculate Conception** Mass Inflict Critical Wounds, Nine Lives, Orb of the Void, Rift of Ruin, Shield of Law, Spellscar, Stormbolts, Unholy Aura, Vinetrap.
9: Astral Projection, Cursed Earth, Energy Drain, Etherealness, Gate, Greater Cheat Death** Greater Create Demiplane, Implosion, Interplanetary Teleport, Miracle, Overwhelming Presence, Polar Midnight, Salvage, Soul Bind, Storm of Vengeance, Winds of Vengeance.

*These spells are the exception to the Ego Priest's self-only rule and can be targeted normally.
**New spell.

Cheat Death
School Conjuration (Healing, teleportation) Level Ego Priest 7
Casting Time 10 minutes
Components V, S
Range Personal
Target You
Duration 1 hour or until discharged

The next time you would die, you are reduced (or healed) to 1 hit point. You may choose to be teleported either to the closest corner of whatever room you are in, or any other location within 200 feet.

Continual Darksight
Level Ego Priest 3
Duration 24 hours

As Darksight except as noted above, and your darkvision and low-light vision are both twice as long.

Darksight
School Divination Level Ego Priest 0
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration 1 minute/level

You are capable of seeing a short way in the dark, enough to fight an enemy competently. You get darkvision 10 ft and low-light vision 20 ft (even though low-light vision isn't normally limited by range).

Ghostslayer
School Transmutation Level Ego Priest 2
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration 1 minute/level

For the duration, you can attack incorporeal creatures with spells, weapons, or any other method with which you might attack as though they were material.

Greater Cheat Death
School Conjuration (Healing, teleportation) Level Ego Priest 9
Casting Time 10 minutes
Components V, S
Range Personal
Target You
Duration 1 hour or until discharged

The next time you would die, you are instead restored to full hit points. You may then teleport anywhere within 400 feet, plus 40 ft/level. You can only have one Lesser Cheat Death, Cheat Death or Greater Cheat Death effect at once. If you try to have more than one, the highest level version takes precedence.

Immaculate Conception
School Conjuration (Healing) Level Ego Priest 8
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration Instantaneous

You are born anew as a paragon of the perfect being. You are restored to full health. The Ability Damaged, Ability Drained, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Disabled, Dying, Energy Drained, Entangled, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralysed, Petrified, Shaken, Sickened, Staggered, Stunned and Unconscious conditions are lifted from you. If you are an undead creature, you are restored to the form you took in life.

Lesser Cheat Death
School Conjuration (Healing, Teleportation) Level Ego Priest 5
Casting Time 10 minutes
Components V, S
Range Personal
Target You
Duration 1 hour or until discharged.

The next time you would die, you are reduced to -9 hit points, with one negative level. You are then teleported to the furthest corner of whatever room you are in. You can only have one Lesser Cheat Death, Cheat Death or Greater Cheat Death effect at once. If you try to have more than one, the highest level version takes precedence.

Sustain Self
School Transmutation Level Ego Priest 0
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration Instantaneous

You sustain yourself as though you had eaten wandermeal and drunk water. You may get sick from eating too much wandermeal, but otherwise you are treated as having eaten and drunk uncontaminated nourishment.

Reality Glitch
2014-11-16, 08:37 PM
Note: This uses third party material from Dreamscared Press's Psionics Unleashed suplement for Pathfinder.

J'Ra'Kin

J'Ra'Kin are a species of Biodreams, biological technology invented by various dreamfolk (http://www.giantitp.com/forums/showthread.php?376342-Living-Illusions-Walking-Dreams-Incarnum-Souls). As most dreamfolk are as enigmatic as vorlons, their various civilizations use biodreams of their respective patents to interact with corporeal species.

Physical Description: As created beings, J'Ra'Kin vary widely in appearance based on what they were crafted for and run a gambit of body types from small and lean infiltraitors, to big and burly beast-of-burden, as well as varying superficial details, like hide color; though similarities are abundant. J'Ra'Kin are mobile vegetation that predominantly resemble reptilian creatures, though avian and mammalian characteristics are common. Most are bipedal dragonoids with bark-like scales. Many also have leaf-like feather, manes of fiberous stalks, and/or arrays of thorn, horns, and spines of some sort. What appears to be the head is actually an animatronic planting pot in which contains an mass of soil in which they've taken root, as their roots comprise their cognitive mass. In addition to the standard sensory organs most creatures have, J'Ra'Kin are psionic and use such abilities to perceive the world around them.

Society: While technically their own civilization they are still subordinates to their progenitor race, and take a lot of the air of mystery from them, though J'Ra'Keen to tend to be much more sociable. Their Society consists of two main parts: the general populous (which includes all of the non-J'Ra'Kin under J'Ra'Kin rule), and the J'Ra'Keen themselves as a higher echelon of authority (Though you'd never guess it from how well they treat those under them). Among the J'Ra'Kin they have a "king" who acts as a central hub and service provider for the semi-hivemind present in the J'Ra'Kin (which is really just a biological internet), followed by the majority of J'Ra'Kin, who live in J'Ra'Kin-only populations known as "Rooms", then the representatives who live among the general populous and act on their behalf when in the presence of room members, and lastly the worker J'Ra'Kin who are split into three categories: Workfolk (otherwise common J'Ra'Kin who are specialized for manual or menial labor), Bestial J'Ra'Kin (Non-sentient varieties used as work animals and/or pets), and Tools (J'Ra'Kin that posses very little if any cognitive-like functions, they are the most common type of actual technology used in J'Ra'Kin Territory).

Relations: J'Ra'Kin are on good terms with most other races, especially those under their rule. They always take others' opinions, thoughts, and feelings into account when making decisions, but never let themselves get bogged down in such processes. While there are those who don't like (or even show platonic hate towards) J'Ra'Kin, they are few and far between. Most notable are Biodreams that fall under patents owned by opposing holders; as well as defector J'Ra'Kin.

Alignment: J'Ra'Kin are predominantly good aligned with some neutrality, and they have no distinct tenancy along the law/choas axis. Those that defect tend towards more neutral and evil alignments.

If using the Magic: the Gathering color wheel variant, they can be any color or combination of colors, even if they defect.

Religion: J'Ra'Kin, although they recognize that gods exist, are not a pious people, though they are grateful towards (with the more zealous even going so far as to venerate) the individual dreamfolk who created their patent, though its name has been lost to time.

Adventurers: J'Ra'Kin that adventure do so because they were literally built for it, or because they wish to brake from their programming and experience the wider world at large.

Names: As a telepathically communing species, J'Ra'Kin have no spoken nor written language, and as such, no names in the conventional sense. Instead, most create for themselves or are issued an insignia. When a J'Ra'Kin addressing itself or another J'Ra'Kin is linguistically interpreted, it is perceived as a concept (concrete or abstract) or as a semi-random assortment of letters or words.

---

SPECIES TRAITS



J'Ra'Kin are Plants with the reptile, and psionic subtypes. This means they cannot be affected by anything that only affect humanoids, such as Charm Person. One must use something that can affect Plants.
J'Ra'Kin also count as a creature of the Dragon type.
Instead of Sleeping during the night, J'Ra'Kin must spend at least six (6) hours in direct sunlight to gain the benefits of an eight (8)-hour rest for that day.
Plant-type immunities: sleep effects, Poison, Paralysis, Polymorph, charms, compulsions, phantasms, patterns, and moral & mind-effecting effects; magical or otherwise.
Unlike other plants J'Ra'Kin are not immune to critical hits, though, their anatomy has fewer such weak points and as such have a 50% chance to negate a critical hit.
J'Ra'Kin must eat, but can acquire sufficient nutrients from consuming water and minerals in place of consuming vegetables and animals. They must consume five times the normal weight in soil-based nutrients to equate conventional food sources.
J'Ra'Kin base land speed's default is 30ft., and all have wings capable of at least gliding. To glide, make a DC 15 Fly check while to fall safely from any height without taking falling damage, as if using Feather Fall. When falling safely, a J'Ra'Kin may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls.
Unless modified by other traits, a J'Ra'Kin's size defaults to medium.
J'Ra'Kin have 2 species power points +1 for each species hit die.
Touchsight (Ps): In addition to normal sensory perception, a J'Ra'Kin has Touchsight as a psi-like ability with a manifester level equal to its totals hit dice except it does not take an action to manifest it and has unlimited range with the normal distance penalties for senses.
OnceJ'Ra'Kin are fully matured they do not age but continue to grow.
J'Ra'Kin have a Species pool of evolution points equal to a Biollurgist of a level equal to your species hit dice. During character creation only, you may set how many species hit dice you have to increase your species pool. Each of these hit dice also provides one bonus mutation you qualify for from the Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)'s list. (Including Plant-only mutations) Species evolution points may only be spent to give the J'Ra'Kin itself more species features or augment its existing ones as if it was a Biollurgist's takwin. These point cannot be reallocated normally. This entry assumes you are building a representative or a room member.
J'Ra'Kin have no biological gender, though they might identify as one. Anything that affects only individuals of one gender or the other will not effect J'Ra'Kin, and neither will effects that affect different genders differently. They are also incapable of reproduction except through the features of the Biollurgist class.
Languages: J'Ra'Kin start with 100ft. telepathy.
Favored Class: A J'Ra'Kin Biolurgist may reallocate its own species evolution points or those of another willing J'Ra'Kin as if it were the Biollurgist's takwin. J'Ra'Kin that take levels in a class with a mutator level (such as the Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)) count their species hit dice as levels in that class for the purpose of calculating Mutator level.
E.C.L.: A J'Ra'Kin has the number of species hit dice chosen during character creation.


---

Random Starting Ages
J'Ra'Kin age is mostly irrelevant, though maturation rates vary depending on archetype and model. They are created with the knowledge required to preform the task for which they are built. Anything else is learned as normal.

Aging Effects
J'Ra'Kin do not age after reaching "adulthood", however, they do continue to grow increasing one size category every 100 years.

Random Height and Weight
Height and weight vary greatly with no set conventions. However, starting smaller than medium without the use of the Young template or an equivalent, or starting larger than medium can only be achieved through evolution points, mutations, and the like.

Warpwolf16
2014-11-22, 10:39 PM
Sothik

More then unnatural the Sothik are the offspring and the result of mixing the essence of aberrations and mortals either willing or not. With the essence of aberrations tainting their soul the sothik are often shunned and despised out of their unnatural parenthood of their aberrant sire. Though rarely seen together and sane the sothik often prefer not to meet others of their race as the urge to reproduce and keep their blood alive results in horrible abominations. These abominations though can be seen as the next best thing to their aberrant forefathers as a second generation Sothik are a vessel for more aberrant essence and often are more malformed. Second generation sothik are tended and cared by cults dedicated to the Dominion as from them the Choir can be heard and reveled through. Though their blood may urge them to commit alien rituals and horrible acts as whispers echo in their mind the Sothik have the ability to make the choice to follow the urges. Those that don’t often consider themselves to be the only line of defense against aberrations and take up paths of life that would take them to the source of aberration and old cults hoping to prevent more of their kind to be born. Those that do embrace their tainted heritage are driven mad and call on their dark masters power as it resonates in their soul making them more like their aberrant and alien masters. On Golarion many Sothik find their genesis from the lands of the Garundi tracing their heritage to early contact with the Dominions agents. Many of their kind are found on Aucturn living strong in the corrupt environment reveling in the glow of their living world. Some theorize that the sothik race are originally synthetic humans forced to breed and adapt by exposure to aberrations crafted by the Dominions to prepare worlds for their coming. Others believe that these creatures are the whelp of old cults; regardless both servants of the Dominion and the Old Ones see the sothik as their saviors and brothers.

Physical Description:No two sothik look alike as their aberrant taint mixes with mortal blood creating a mutable form from a range of traits. One sothik may appear human with pale skin and a slightly enlarge skull that seems thinned, as if in its infantile state it had been exposed to a head elongation ritual. While another may seem tall and thin like a roper with similar hands and feet; another's skin would feel moist to the touch, being a greenish hue with hair resembling tentacles that may move on their own; still another might be cursed with an asymmetrical body resembling a half-melted candle with flesh the same texture; several have even been described as bio-mechanical in appearance despite being flesh. Their appearance often reflects their unnatural heritage, and those few who give birth to such creatures outside of the old cults often murder the child shortly after birth. Normal people and animals who see a sothik child are often overcome with an almost overpowering urge to destroy it; their very nature urges them to end the crime against life that is the sothik before it can mature.

Society:The sothik are a race with no true unity, save for those who give praise to their dark patronage. Even young sothik inherently understand what coupling with another sothik could produce—the fear of what they might create drive them away from one another. The more sothik there are in an area, the stronger their reproductive drive becomes, until they finally produce the crimes against birth that is the second-generation sothik. No more than four sothik of the stable variety are found in any one city,


Relations: Sothik and tieflings are often thought of as birds of a feather,*as their unnatural appearances often put them in the same boat due to their 'tainted' ancestry—although in practice this is not always the case. A descendant of evil given flesh and a descendant of a stain in reality have a fundamental difference with one another; still, as fellow outcasts they are often drawn into friendships. Dwarves as well as elves see sothik as mistakes best left alone and are rarely seen in either community. Although humans are often the parents of sothik, they tend to be as repulsed by them as they are of tieflings and half-orcs. Sothik who have succumbed to the need to give praise to the Great Old Ones and Outer Gods can find ways to sneak into even watchful cities to spread their debased teachings and gather twisted cults around themselves. This behavior has unfortunately caused the reputation of sothik to drop to violence-arousing lows in some regions.

Alignment and Religion:The sothik are born of the horrors of the Dark Tapestries and few among them will bow to any one god. Those that do often serve gods of magic, the Great Old Ones, or even the Outer Gods themselves. Some, both within the race and out, claim that the living planet Aucturn is their god as the dreams of these mad beings often draw them to the mysteries of the stars. Nethys has some interest in the sothik as they fight their urges to destroy and procreate, reminiscent of his own battle with himself. But as the sothik have a fundamental, primal connection to the immeasurable and infinite beings that reside within the Dark Tapestry, they as a whole have difficulties in accepting the proper gods of society.

Adventurers:Sothik often adventure to further their goals of either fighting aberrant horrors or becoming one with the god-like beings who lurk in the dark tapestries; those who fight their nature must often take action to keep their mental strength strong, while those who fall prey to their urges are prodded into action by the blood flowing in their veins. Sothik paladins, clerics, and inquisitors typically serve gods who would aid in their crusade to purge the old cults from the world. Evil sothik may be gifted as shamans or oracles–oft taking the curse of whispers, while their sorcerers have a powerful connection to the powers of the void. Although a certain level of acceptance of their nature is often needed to draw upon such magical might, even evil sothik may fight the call of their blood—after all, even daemon worshippers and devil cultists detest those who would bring the Great Old Ones into power once more. Those of any persuasion will find themselves drawn to classes such as the rogue, slayer, or investigator—the sothik hunting the cults will find the infiltration skills greatly needed while the ones forming those selfsame cults need to hide from the authorities.

Male Names: Wilbur, Quin, Gnosh, Whately, or names from the race of their humanoid parent.

Female Names: Scyla, Psirela, Xela, or names from the race of their humanoid parent.

---

RACIAL TRAITS

. +2 Dex, -2 Cha, +2 Int; Limber and intelligent are the Sothik yet their alien nature can be felt by those around it and makes interaction uneasy.
Size:Medium
Speeds:30 feet.
Aberrant Blood: Sothik are of the humanoid(aberrant) subtype.
Aberrant Nature: Although human in appearance the Sothik suffer from a nature slightly off from the rest of the world. They suffer a -2 to charisma checks against non aberrations and those with the aberrant subtype.
Dark Vision 60ft
Psychic Magic: Sothiks have the following spell-like abilities:
1/day — mad hallucination
The caster level for this ability equals the Sothik's class level. The DC for these spells is equal to 10 + the spell's level + the sothik’s Intelligence modifier.

Toxic Blood: A number of times per day equal to her character level (minimum 1/day), a sothik can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the sothik to be injured when it uses this ability). Applying venom in this way is a swift action.
Paralytic Venom: Injury; save Fort DC 10 + 1/2 the sothik's Hit Dice + the sothik's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Languages: Common, Aklo Bonus:Any except secret languages.

---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


15 years

+1d4

+1d6

+2d6



Aging Effects



Middle Age

Old

Venerable

Maximum Age


35years

53 years

70 years

70+2d20 years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

4'9"

+2d10

120 lb.

2d10× 5 lb.


Female

4'5"

+2d10

85 lb.

2d10× 5 lb.



Some sothik are born with exposure while in the womb to influence their form and sometimes heritage, some examples below.
Alternate Heritage



d6

Ability Modifiers

Alternate Spell-Like Ability

Description


Yithian Touched

+2 Int, -2 Con, +Wis

Investigative Mind 1/day

Scions of Yithian influence when these observers either bear or seed child when living in a body not its own. Resembling their parent race they still bear the mark of the visitor from another time.
[/td]


Voidchild

+2 Int, -2 Str, +2 Wis

Investigative Mind 1/day

Void children are the result of old cults channeling the void in their dark rituals attempting to sire a proper vessel for the things outside our perception. While cold to the touch and often confused with dhamphir in appearance these blank eyed strangers feel at peace when the sky is clear and the stars slowly align.
[/td]



Phrenic Scourged

+2 Int, -2 Con, +2 Dex

Detect Thoughts 1/day

The seed of the Phrenic Scourge taints you ancestry engineered by the Dominion tampering to provide potent leaders. The unearthly skin tone and sinewy limbs reflect that.


Wormkin

+2 Int, -2 Str, +2 Dex

Mind Thrust 2/day as a Psi-like Ability

Children of the Worms influence are corrupted by their psychic calls and often they are answered by the blackness of space. Wormkin are have rubbery skin and bones though they are not strong physically but there minds hold power.


Dominion Apostate

+2Int, -2 Str, +2 Cha

Touch of Idiocy 1/day

Child of direct intervention of Dominion genetic engineering, these bastard spawn are cold and calculating like their progenitor. Dominion Apostates are hard to describe, their form often resembled some unnatural bio-mechanical construct yet they draw followers easily.


Deep One

+2 Dex, -2 Wis, +2 Str

Aboleth Lung 1/day

Deep One are often the result of Aboleth mucus tainting a source of water that over time caused abnormalities in the womb. Deep Ones often resemble gillmen in appearance except for their skin is covered in a fine mucus.




Sothik

Alternate Race Traits

Purge: The sothik may call out one opponent in combat 1/day and gain a +2 to attack rolls. Though creatures attempting to attack you get a +2 to the roll. This replaces Aberrant Nature.

Antibody: The sothik gains the ability to cast cure light wounds 2/day at first level. As they progress to 5th level this becomes a cure moderate wounds 2/day. The caster level is equal to the characters class level. You may not target yourself with this ability; also if you take damage from piercing or sashing there is a 50% chance it will cause bleed damage. Replaces Aberrant Nature and Psychic Magic.

Psiren: Sothik may cast Charm Person 2/day. At level 5 they gain the ability to cast Suggestion 1/day. The caster level is equal to the characters class level. Replaces Psychic Magic.

Mutative: When the sothik consumes a alchemist mutagen or cognatogen the effects last a round longer. When the This replaces Psychic Magic.

Acidic Spittle: The sothik may spit a glob of acidic bile that deals 2d4 acid damage with no splash damage 1/day at a range of 30 feet. This replaces Toxic Blood.


Favored Class Bonus

Alchemist:Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Arcanist: Add one spell from the arcanist spell list to the arcanist's spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.
Bloodrager: Increase the bloodrager's total number of bloodrage rounds per day by 1.
Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Investigator: Add one extract formula from the investigator's formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Magus: Add +1/4 point to the magus' arcane pool.
Slayer: Gain 1/6 of a new slayer talent.



Feats


First Kill (Combat, Sothik)
'With this first blood I take my trophy and my place in the Hunt.'
Prerequisite: Str 13 and must have killed a aberration with CR equal to twice its class level in one on one combat and have taken a trophy from it.
Benefit:When in combat with creatures of the aberration or humanoid(aberrant) subtype you may present the trophy from your first kill in the Hunt and gain a +2 to attack rolls against them. This bonus last as long as the target remains alive or within range of sight.
Special: The trophy may be a hand, eye, or any part of the aberration you see fit. The weight of this trophy is decided between play and GM.

Psionic Cannibal (Psionic, Sothik)
'Dominion machines run of brains, so why cant I?'
Prerequisites: Cha 13, Sothik, ability to manifest 2nd level powers.
Benefit: When a creature with intelligence of at least 10 or more is killed by someone possessing the Psionic Cannibal feat they may crack open the skull of the creature as a swift action and feast on its brain regaining 1d3 power points. The act of feasting takes a full round. Creatures viewing this display must make a Fortitude(DC 16) save or be nauseated for 1 rounds.

Dominion Augmentation (General, Sothik)
Be one with the Choir and hear the psalms that echo from beyond.'
Prerequisites: Sothik
Benefit: You gain Telepathy 30 ft as well as a +2 bonus to will saves vs mind affecting spells or powers.
Special:This has a cosmetic side effect of a scarred and expanded skull.

Upgraded Flesh (General, Sothik)
'Hardened flesh, bio-mechanical components, the possibilities are endless!'
Prerequisites: Sothik
Benefit:You gain a +2 to natural armor and when a majority of flesh is exposed you suffer a -2 to charisma and dexterity based checks.
Special: This has a cosmetic effect of creating either exposed bio-mechanical sinew and muscle or hardened plates of flesh covering joints.

Unearthly Anatomy (General, Sothik)
'Why on this world are your heart, liver, and kidney's all in your chest?'
Prerequisites: Sothik, class level 3.
Benefit:Attempts to sneak attack you deal half damage. Drawback is you take 125% damage from bludgeoning weapons. Because of this change to internal structure all heal checks used to stabilize you are at a -2 penalty.

Shimeran
2014-11-23, 10:01 PM
Devout Wilder (Archetype)


Modified Class: Wilder (http://www.d20pfsrd.com/psionics-unleashed/classes/wilder)


Faith can be a source of great inner strength. For some wilders the passions that drive them arose from religious experiences. Some of those in turn continue to draw on that faith as a key to understanding themselves and giving their actions focus and purpose. As a result, they often find themselves more in tune with divine energies than other wilders.


Wild Surge (Su):
This ability functions normally for a devout wilder. However, the type of surge chosen should be compatible with the wilder’s chosen faith. For example, chaotic surges are a poor match for a lawful deity, as are warrior surges for a pacifist deity or healing surges for a deity of destruction.

Psychic Enervation (Ex):
When the devout wilder takes an action that exemplifies their faith, the chance of psychic enervation on their next wild surge drops to 10%. If they significantly violate their faiths code of conduct, the chance of psychic enervation raises to 20% until they make amends for their actions.

Surge Blast (Su):
When this feature is gained, choose a type of Channel Energy effect, either positive or negative (Variant Channeling options may also be selected). Targets struck by the devout wilder’s surge blast are affect as it in the area of the chosen Channel Energy effect with 1 die per die of damage the surge blast would normally do. If this would heal the target, they instead gain temporary hit points unless the wilder spends 1 power point per die of healing.

This also lets the devout wilder use feats that require Channel Energy uses by spending 1 power point per die of effect (minimum cost of 1 power point per use).

Domain Emulation (Su):
When the wilder would gain Elude Attack (2nd level and every 4 levels after that), they instead gain the ability to emulate a single domain ability. The chosen domain must fall with your chosen deity's portfolio. Powers that show up at 8th level for a cleric can not be gained before 8th level. The wilder’s level acts as their cleric level for the purposes of these powers.

Domain abilities that emulate spells cost power points as a power of the same level. For other abilities, assume those that can be used 3+ times per day cost 1 power per use, while once per day abilities cost up to 7 power points. Abilities that last a certain number of rounds instead cost 1 power point per round.

If both abilities in a domain have been selected, further selections let the wilder gain a domain spell as a psychic power of the same level.

Surging Euphoria (Ex):
If the devout wilder channels positive energy, the bonus from this feature becomes a sacred bonus. If they channel negative energy, it’s a profane bonus.

dragonjek
2014-11-24, 11:20 PM
Partnered with: Warpwolf16 and his Sothik
Feedback would be appreciated


Heritor of the Black

http://fc01.deviantart.net/fs50/i/2009/285/d/a/Warhammer_Sadistic_Mutation_by_faroldjo.jpg
“Warhammer Sadistic Mutation” by faroldjo (http://faroldjo.deviantart.com/) for Fantasy Flight Games & Games Workshop

“Names? You speak to me of names? Orcus, Haagenti, Cyth-V’sug, Shax, Socothbenoth, Baphomet, Lamashtu… you think the piddling names of such frail and young beings hold power?
Fool. Before the Key and the Gate, before the Crawling Chaos, before the Black Goat of the Woods with a Thousand Young, these mean nothing! Let me show you the power of a name!
Hastur!
Hastur!
Hastur!
-Cultist Priest-lord Abd al-Azrad, moments before becoming an avatar of The King in Yellow

To be a sothik is to touch the obscene. Born of the foul coupling of the unnatural with humanoids by the machinations of the Dominion of the Black, the taint in their blood sings a song they can never be free of—literally, in some cases. Some surrender to the temptations to become as terrible as anything hidden away in the Dark Tapestry. Some try to keep themselves free of influence by fighting against the very forces that created them. Some only flee, desperately trying to live normal lives in the face of the urges that wash through their bodies.

But none can truly escape their inheritance as the scions of the Dominion of the Black.

Role: It is a natural path for a sothik to become a Heritor of the Black, and it is remarkably easy for those of any route in life to stumble upon it. It allows the increase of both magic and combat skill, but Heritors truly stand out in regards to stealth and sabotage, being able to attack without their victim even noticing their presence and quickly escaping. They are also excellent counters to enemies focusing on mind-magic, as targeting a Heritor with such powers renders one vulnerable to a variety of vicious counter-effects.

Alignment: Few Heritors are good. The urges and attractions inflicted up them by the Dark Tapestry can twist the mind, leaving few of them completely sane. Benevolence is hard when the voices whisper foul secrets that make the soul shudder in echoes horror. Even those who devote themselves to fighting the abominations they were born to imitate are not always good—even evil beings are opposed to the madness of the Dominion of the Black. Still, there do exist those who keep hold of their morals in the face of the mental assaults of their own nature.

Hit Die: d8

Requirements
To qualify to become Heritor of the Black, a character must fulfill all of the following criteria.

Race: Sothik
Skills: Stealth, Perception, Bluff, or Sense Motive 5 ranks
Special: Dependent upon the Blackened Path chosen:
Confrontation: Cannot worship a Great Old One or Outer God
Corruption: Any non-good
Deformation: Must have a Sothik Mutation feat.
Delegation: Animal companion, mount, or familiar features
Edification: Knowledge (arcana, religion, or dungeoneering) 2 ranks.

Class Skills
The Heritor of the Black’s class skills (and the key ability for each skill) are Acrobatic (Dex), Bluff (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Int), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex)

Skill Ranks per Level: (6 + Int modifier)


Heritor of the Black


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+1

+0

+1
Blackened Path – Anomaly, Forgotten Features, Inescapable Destiny



2nd

+1

+2

+0

+2
Aberrant Mutation, Warped Consciousness


3rd

+2

+2

+1

+2
Imperceptible Incisions +1d6, Universal Truths


4th

+3

+3

+1

+3
Aberrant Mutation, Blackened Path – Grotesquery


5th

+3

+3

+1

+3
Evanescent Presence, Imperceptible Incision +2d6


6th

+4

+4

+2

+4
Aberrant Mutation, Veil of Thoughts


7th

+5

+4

+2

+4
Blackened Path – Atrocity, Elusive Quarry, Imperceptible Incision +3d6


8th

+6

+5

+2

+5
Aberrant Mutation


9th

+6

+5

+3

+5
Imperceptible Incision 4d6, Slips from Sight


10th

+7

+6

+3

+6
Aberrant Mutation, Blackened Path – Abomination, Perceptions Askew



Class Features
All of the following are class features of the Heritor of the Black:

Weapon and Armor Proficiencies: The Heritor of the Black gains no new weapon or armor proficiencies.

Blackened Path: Although many—perhaps even most—of the sothik race find that their lives will be shaped by the circumstances of their birth, their reactions to this realization vary widely. The self-image that emerges from this realization guides the growth of a sothik as he grows into the fullness of his potential. At1st level and every 3rd level thereafter the Heritor gains an ability connected to the Path they choose at 1st level. Additionally, once the Heritor gains Imperceptible Incision feature, it is modified according to his Path. The Paths are described below.

Inescapable Destiny: Many, many of the paths that inexorable fate holds for the sothik all lead to the same place. The route he took to realizing himself as a Heritor is one of these—a route that transfers seamlessly into that he now walks. At each level of Heritor of the Black, he gains the favored class bonus for one of the base classes he has levels in as though he had taken a level in the class, even if it isn’t his favored class. This decision is made anew at each level.

Forgotten Features (Ex): Even though most aren’t aware of it, a Heritor of the Black is something that shouldn’t exist—and people recognize and cannot help but respond to that. When a Heritor is in a crowd or adjacent to one he may make Stealth checks even while being observed. Anyone attempting to gather information on him suffers a -5 penalty to their Diplomacy roll, even for the most grotesquely deformed and seemingly memorable Heritor.

Aberrant Mutation: The Heritor allows his nature as a sothik to grow, drawing further changes from their sick heritage. The Heritor may select a Sothik Mutation feat he qualifies for as a bonus feat (further information on these feats can be found below). Those following the Paths of Corruption, Deformation, or Delegation must select this option.

However, some Heritors actively war against their sothik nature, and may gain a different benefit; those of the Path of Confrontation must do so. They may gain a non-racial bonus feat they qualify for; increase existing Sneak Attack damage by +1d6*; increase spellcasting, extracts, or psionics as though he had taken a level in a class he already had levels in; gain a +1 increase to attack and damage rolls; increase Imperceptible Incision by +1d6 (cannot take until 4th level); increase Bombs DC and uses/day by 1, as well as damage by +1d6*; +1 effective class level for purposes of Smiting for a class that has a form of the Smite ability; increase Bane class ability as though taking another level in the class that grants it; increase arcane pool by +1, increase evolution points by +1, or increase their inspiration pool by +1.
*: This may only be taken once before reaching 6th level, and may be taken no more than 3 times.

Warped Consciousness (Ex, Su): A Heritor’s mind is a dreadful thing to touch, assuming one can find their way into it. One does not simply escape unscarred. If the sothik saves against an ability that allows for partial effect upon a successful Will save, he is unaffected by it. On a failed save, the Heritor gains a +4 bonus to Sense Motive and Stealth checks against that creature for 24 hours. The bonus does not stack with itself and is a supernatural effect. This is a mind-affecting ability.

Imperceptible Incision (Su): A Heritor of any path must learn how to reach beyond the merely physical if they want to survive in the world they’ve stepped into. He may opt to deal extra damage anytime his target would be denied a Dexterity bonus to AC or when he flanks his target; +1d6 at 3rd level, increased by +1d6 at each odd level after. A Heritor can only use this ability with a ranged weapon while within point-blank range (30 ft.); this extra damage is not increased with a critical hit; even if a Heritor uses a weapon that deals nonlethal weapon for this attack, all damage made from an Imperceptible Incision is lethal (even if done with a merciful magic weapon). This attack is a delayed effect; although the enemy takes the damage immediately they neither feel the injury or does it appear on their body until 1 round later. If the Heritor succeeds at a Stealth or Bluff check opposed by the target’s Perception, they never noticed that he attempted to attack in the first place. This delayed damage can result in a creature continuing to act for 1 round after having had their hit points dropped to the point they die.

Although precision damage, it is a more than physical cut—he applies ½ of Imperceptible Incision damage even to creatures that cannot normally be harmed by precision damage. This is treated as the Sneak Attack ability in respect to qualifying for feats or other abilities, and the damage stacks with Sneak Attack. However, the damage from Imperceptible Incision is rolled separately from Sneak Attack due to the differences between them (having this feature does not allow a Heritor to Sneak Attack a zombie, for instance).

A Heritor may sacrifice Imperceptible Incision damage to create additional effects for a single attack, to a minimum of zero additional damage. By reducing the damage by 1 die (to a minimum of no additional damage), a Heritor can increase the delayed effect of his attack by up to 1 minute. The precise length is determined upon a successful attack (this can also be used to cause the damage to take place instantly to negate the original delay). He may reduce damage by 1 die to instead negate concealment less than complete. At level 5, he may reduce damage by 2 dice to negate the benefits of partial cover or to bypass a shield bonus to AC. At level 7 he can reduce damage by 3 dice to negate the miss chance of complete concealment so long as he attacks the right square, or he increase the damage delay by up to an hour. At level 9 he can sacrifice 2 dice to allow himself to inflict critical hits and precision damage to an opponent normally immune or sacrifice 4 dice to be able to make an attack through full cover (although the enemy still has complete concealment against him), ignore natural armor bonuses to AC, or to ignore armor bonuses to AC.

Universal Truths (Ex, Su): A Heritor eventually gains a small measure of distance from the mundane world of everyday life; in the doing, they are shown secrets that simpler minds could never imagine and answers to questions no mortal could conceive of. The attempts of others to hide lesser truths from the Heritor become laughably transparent in comparison to the veils that he now sees through. A Heritor adds his class level as an insight bonus to Sense Motive checks made to recognize an attempt to hide or falsify information. He may also roll a Perception roll in place of his Will save against illusions. When he interacts with someone in any manner of disguise or alternate form—be it mundane, illusive, or the result of transformative magic, he may make an opposed Perception check against the target’s Bluff or Disguise (whichever is higher). On a success, he recognizes that they are disguised; on a success by 10 or more he can see through the disguise entirely—this is a supernatural ability.

Evanescent Presence (Su): It is easy for preternatural effects to skip over a Heritor. When he would be affected by a Divination effect he may make a Will save against it even if the spell doesn’t permit saving throws; on a success the effect effectively does not recognize that he exists at all. (Veil of Thoughts does not reduce the effect on a failed save if this spell didn’t already have such a property).

Veil of Thoughts (Ex, Su): Heritors learn to layer their thoughts simply to stay sane against the calls of the Dark Tapestry—but it is a talent that comes naturally to functional members who have already surrendered. Treat this as Warped Consciousness, but even on a failed save he takes only the partial effect. If you fail your save, you increase your Imperceptible Incision damage against that target by +1d6. This bonus does not stack with itself and is a supernatural effect.

Elusive Quarry (Su): There is a lag between the actions of a Heritor and the world’s recognition of them that has grown along with their strange powers. As a swift action on any round that he moves at least 30 ft, he may make a single Mirror Image duplicate of himself with a duration of 1 round. He can stop the image at any point along his path, even moving it ahead of him so long as his remaining movement would permit it. Telling which of the two is the real one requires a successful Will save.

Slips from Sight (Su): The senses and memory are eager to forget the presence of a Heritor and it is easy for them to escape even a close watch. A Heritor may make Stealth checks even when observed; this is only noticed if those observing him succeed at a Will save. When a Heritor finishes a conversation with someone, he may force them to make a Will save or Perception check (whichever bonus is higher) against his Stealth check result; on a failure, the creature does not remember the encounter. Either ability may be used a number of times per day equal to the Heritor of the Black’s class level.

Perceptions Askew (Su): At this point, a Heritor has gained considerable skill at disappearing from the memory of the world itself. They can delay the injury and pain from Imperceptible Incision by up to 1 day. Further, for up to 5 rounds per day the Heritor can become invisible, silent, scentless, and unperceivable by any being save themselves. Beings with an immunity to mind-affecting effects (but not vermin) may make a Will save against this effect, rolling twice and taking the better result. However, this is not a mind-affecting ability--or rather, it is affecting the metaphysical "mind" of reality itself, not of any given being within it.




Heritor of the Black: Paths

Path of Confrontation:
Some sothik realize the horrors that begat them and consider the consequences of such existence. These “Confronters” fight against the very forces that they originate from. Confronters increase the damage die of Imperceptible Incision to d8’s. Against aberrations, oozes, undead, creatures with the chaotic or evil templates, or against a worshipper of a Great Old One or Outer God, they inflict +1d8 damage.

Anomaly – Smite the Unclean (Su): The Confronter gains the ability to smite a creature would gain his Path bonus to Imperceptible Incision damage against as swift action. The Confronter adds his Intelligence bonus to attack rolls against the enemy and his class level to damage (this is doubled against an aberration). The Confronter may use this once per day at 1st level, +1 use at 4th, 7th, and 10th. This otherwise functions as the paladin’s Smite Evil feature.

Grotesquery – Sanity Endures (Su): The Confronter may cure insanity as well as the fear and confused condition with a melee touch attack, 1/day per class level (if subject to such an effect, this ability automatically spends a use to cure him). He may spend 3 uses to end a mind-affecting effect, 5 to heal 2d4 points of ability damage/drain, or 8 to heal 2 negative levels. As an immediate action, he may spend 2 to grant an ally a +1 bonus to the relevant saving throws against one effect; he may spend 6 to grant +3; spend 9 to gain a reroll on a failed save. He may instead use this as a touch attack to inflict untyped damage equal to his class level + Intelligence modifier to a creature that would be affected by Smite the Unclean.

Atrocity – Crush the World Eaters (Ex): The Confronter increases his damage with natural attacks or weaponry against creatures larger than he by +1d6 for each size category above his own.

Abomination – Push Back the Black (Su): When a Confronter scores a critical hit on an enemy, that enemy must make a Will save or have their supernatural and spell-like abilities be suppressed for 1 round. Against a creature that a Confronter adds his Imperceptible Incision Path damage to, they are permitted no save, and have also their damage reduction and spell resistance negated for 1 round.

Path of Corruption:
Most fearsome of all are those sothik who hear the siren lure of the Dark Tapestry and embrace it. Such are servants to the incomprehensible forces that rule the blackness between the stars and are gifted with great powers from beings whose existence makes the universe weep. The Imperceptible Incisions of Corruptors ignores deflection bonuses to AC, and the additional damage die are not reduced by damage reduction.

Anomaly – Stars are Right (Su): The Corruptor gains a profane bonus to saving throws equal to his Intelligence modifier.

Grotesquery – Mysteries of the Cults (Ex, Sp): The Corruptor is a monster with a gilded tongue and adds his class level as a profane bonus to Diplomacy checks. Additionally, 2/day at 4th level (+1 use at 7th and 10th levels) he may use Charm Person, with the duration increased to 1 day. He may spend 2 uses to use Charm Monster, 3 to use Dominate Person, and all 4 uses to produce a Dominate Monster effect. These are done at a caster level equal to his hit dice.

Atrocity – Sacrifice to Dark Tapestry (Su): When the Corruptor kills with a coup de grace, he gains a +4 bonus to Strength and Intelligence for 12 hours after (this bonus does not stack).

Abomination – Harbingers for the Dominion of the Black (Su): As a one-round action, the Corruptor may self-fertilize himself and, regardless of gender, run through the entire process of pregnancy over the course of that one round. The following round, a 2nd generation sothik appears in an adjacent square. Unlike normal 2nd generation sothik, this creature has hit dice equal to only the Corruptor’s own + his Constitution score, and although it is in no way obedient it does not seem to recognize the presence of the Corruptor or his allies until 1 hour after his birth. This process is incredibly painful and inflicts damage equal to ½ his maximum hp, as well as inflicting 1d6+1 points of Constitution damage. However, this doesn’t reduce his hp below 1 (although if Constitution is lowered that much, he still dies).

Path of Deformation:
Little in the world is an all-or-nothing decision; many sothik fall partially to the temptation but retain some of their nature as independent beings. Those in this half-state are capable of making radical changes to their own body as they mutate into things revolting to Creation. When making an Imperceptible Incision, the Deformer may reduce the damage die to grant all class and racial features, as well as Sothik Mutation feat abilities, a bonus to DC equal to the number of dice reduced.
Whenever a Deformer progresses down the Path, he may choose to gain, instead of the provided ability, an additional Sothik Mutation feat. Alternatively, he may choose to increase his effective HD and effective class level for determining the effects and DC of class and race features as well as any Sothik Mutation feats he possesses that rely on such, but does not actually gain new abilities (ex., he would increase his bonus from Universal Truths but would not gain bonus Imperceptible Incision damage).

Anomaly – Twisted Form (Ex): The Deformer gains a bonus to natural armor equal to ½ his class level; gains damage reduction equal to the number of times he has gained the Blackened Path feature; or projects a 20 ft. aura of fear, causing those who fail a Will save to be shaken until they leave the aura (only 1 save need be made per day). After 8 hours of rest, he may switch which of these he benefits from in an uncomfortable 10 minute transformation.

Grotesquery – Distort the Flesh (Sp): The Deformer gains the ability to, once per day per class level, use a 1st or 2nd level spell of the Polymorph subschool. At level 5, he can spend 2 uses to use a 3rd or 4th level spell. At level 7, he can use 4 to use a 5th or 6th level spell. At level 9, he can spend 8 uses to use a 7th or 8th level spell. At level 10, he may use his maximum daily number uses for a 9th level spell. Any spell with a duration longer than 1 hour has its duration reduced to 1 hour; however, regardless of spell level he need spend only 1 more use to add an additional hour to this duration. He gains the aberration type instead of that normally given by the spell, suffers a -2 penalty to physical ability scores while transformed, and cannot use Imperceptible Incision while polymorphed. These are cast at a caster level equal to his hit dice. These forms always look twisted and unnatural.

Atrocity – Aberrant Horror (Su): The Deformer gains twice his class level as resistance to 1 type of energy damage; alternatively, he can produce a 20 ft. aura that induces confusion for 1d4 rounds on a failed Will save against enemies first entering his aura for the day; alternatively, he can change one of his 2nd stage Sothik Mutations to another 2nd stage mutation from the same feat (if he has no 2nd stage mutations, he gains no benefit). After 8 hours of rest, he may switch between these abilities.

Abomination – Sacrilege Against Life (Su): The Deformer gains a +4 bonus to one ability score; alternatively he gains a fly sped of 40 ft. (good maneuverability), a burrow speed of 40 ft. through earth and stone, a climb or swim speed of 60 ft., or a +60 ft. increase to land speed; alternatively he projects an aura that forces those within to make a Will save each round or suffer 1 point of Wisdom damage; alternatively, he gains fast healing 4 when brought below ½ his maximum hit points. The Deformer benefits from two of these, and may change one of the two after 8 hours of rest.

Path of Delegation:
There are those sothik who feel the urge of the depths of space and hunger for it—but, rightfully afraid, they have discovered a method to endure the call. Through their companion bond to another being they channel the energies that would twist them into the creature devoted to them. The Delegator’s bound companion (one creature chosen from his animal companion, familiar, mount, etc) increases its attacks’ critical threat range by 1 and critical multiplier by 1 for 1 round when the Delegator makes a successful Imperceptible Incision. If a Delegator’s bound companion dies, he suffers a from 2 incurable negative levels until such time as he gets a new one.

Anomaly – Resonate Beyond the Soul (Ex): The Delegator’s bound companion gains an immunity to any effect that would sway or force it to act against him. Additionally, it benefits from any Sothik Mutation feat the Delegator possesses as if it were his own, and if capable of taking feats may take such as though it were a sothik itself. However, any Sothik Mutation feats gained from Aberrant Mutation only affects the bound companion; the Delegator does not benefit at all. The bound companion develops an immunity to precision damage and critical hits as its body distorts.

Grotesquery – Channel Temptations (Su): If the Delegator’s bound companion is within 20 ft. of him, he may pass on one of the following conditions to the companion (no save allowed) when it first affects him, or later as a free action; paralysis, stunning, daze, dazzle, shaken, confusion, fatigue, sleep, or sickened. However, if the companion is adjacent to the Delegator, the Delegator’s save against the effect gains a bonus equal to ½ his class level. Once per day, if the Delegator would be killed by an attack, he may transfer all the damage of that attack to his companion. Additionally, the Delegator and bound companion are now capable of telepathic speech.

Atrocity – Dread Monstrosity (Ex): The bound companion produces a 20 ft. aura of fear that affects enemies that come within range, making them shaken until they leave the area on a failed Will save (a save need only be made 1/day). Additionally, the Delegator’s companion gains damage reduction/adamantine equal to the Delegator’s class level.

Abomination – Ineffable Blight-Beast (Ex): The Delegator’s bound companion gains a +2 increase to all ability scores, as well as a permanent increase in attack critical threat range and critical multiplier. Those other than the Delegator using a mind-affecting effect on the bound companion suffer 1d4 Wisdom drain.

Path of Edification:
The knowledge ready to be whispered into the ears of the dangerously open-minded is a seductive call to an otherwise strong-willed sothik, one that for some is stronger than even that of the Dominion. Sothik who devote themselves to this knowledge does not lose themselves to the creatures of the beyond, but in the process of doing so may become as alien themselves. After making an Imperceptible Incision, an Edifier learns snippets of the thoughts and future of the target to gain a/increase their dodge bonus to AC against the target by an amount equal to the additional damage dice available for the attack (counting both those inflicted as damage and those sacrificed for additional effects).

Anomaly – Distortion of Thought (Ex): An Edifier’s mind does not work as it should, running so many thoughts in so many directions that they need to create a sub-sentience within their own mind to manage them. Select one skill for each of his class levels that does not have Intelligence as its key ability. Add ½ of his Intelligence bonus to the ability modifier for that skill. At each additional level of Heritor, he selects an additional skill, and may switch one skill you have already affected for another. He also gains a +2 insight bonus to Will saves. If he fails a Will save, he gains a +1d6 increase in Imperceptible Incision damage against the enemy.

Grotesquery – Eldritch Psyche (Su): At this point an Edifier has become too divorced from the traditional understanding of sanity for mental affects to have their normal affect on him. At this point he must creates additional minds to translate their thoughts into something others can understand, and to raise the flat, 3-dimensional nature of mortals onto a level he can comprehend. To look into him is to be seen in turn. He gains telepathic speech with a range of 100 ft. The Edifier add his Intelligence modifier as a bonus to saves against ability damage and ability drain effects targeting a mental ability. Once per day per class level and Edifier may make a Knowledge check as a full-round action to gain the benefits of having made a Diplomacy check to gather information. He may expend 2 uses of this when subject to an effect requiring a Will save to add his class levels as an insight bonus to Bluff, Diplomacy, Intimidate, Perception, Stealth, Sense Motive, and Sleight of Hand checks against the creature targeting him. He may expend 2 uses of this to add his class level as a bonus to an Intelligence check. He may expend 3 uses to use his highest Knowledge bonus to make any Knowledge roll. He may expend 4 uses to make a Will save in place of whatever saving throw an ability would normally require. He may expend 5 uses to gain a bonus to Sense Motive or Perception equal to twice his class level for purpose of a single check. He may expend 6 uses upon succeeding at a Will save to use Detect Thoughts on his assailant. He may expend up to 4 uses when an ally within 20 ft. uses a spell or power to increase its DC by that amount. He may expend 8 uses to benefit from True Seeing for 3 rounds.

Atrocity – Terrible Transcendent Insight (Su): An Edifier’s mind constantly looks for connections where rational thoughts fear to tread and seeks to find the true nature of the world—a truth of such searing horror that many have simply by learning it. He gains a +2 bonus to Initiative checks. An Edifier may use Divination once per day with a caster level equal to his hit dice. As a swift action, an Edifier may select a target; they must make a Will save or roll twice on their next attack roll or skill check and take the lowest value. As an immediate action he may increase his own awareness to become immune to flanking for 1 round and to keep his Dexterity bonus to AC even if he should have lost it.

Abomination – Blasphemous Intellect (Su): An Edifier is a being of multifold consciousness, sub-minds occasionally creating sub-minds of their own to allow the Edifier to function in a world his thoughts have surpassed. He is immune to ability damage or drain targeting a mental ability score, as well as mind-affecting effects; attempting to use them on an Edifier brings the same result to the aggressor as though the Edifier had failed a Will save. When the Edifier fails a Will save the creature subjecting them to it must make a Will save of its own against being subject to a combined Detect Thoughts and Suggestion, as per the spells (with a caster level equal to character level). Attempting any effect requiring a Will save on the Edifier grants him a +1d6 increase to Imperceptible Incision against that enemy for 24 hours.

dragonjek
2014-11-24, 11:22 PM
Sothik Mutation Feats
Sothik Mutation feats describe the specific forms a Sothik’s deformations may take. Sothik Mutation feats come in three stages; the first stage may be taken at any time. The feat may be taken a second time once a sothik is of at least 5 hit dice to gain access to a single second-stage mutation, the benefits of which are added to the first stage’s. Only Heritors of the Black of at least 2nd level may take the same feat more than twice, each time selecting an additional second stage mutation. Heritors of the Black of at least 6th level can now take the feat an additional time to gain the third stage mutation of a mutation path they only possess the second stage mutation of. Unless stated otherwise, saving throws against Sothik Mutation effects have a DC of 10 +1/2 hit dice + Constitution modifier. You suffer a -2 penalty to Disguise checks and a -1 to Diplomacy for each time you have taken a Sothik mutation feat.

Some second-stage mutations may be available to multiple Sothik Mutation feats: should a character have multiple of the required feats the benefits are still applied only once. Due to the incredible and unpredictable range of sothik appearances, the minor details of any given mutation can be modified by the player (or by the GM, for some play styles)—Dominion Apostate sothik or those with the Upgraded Flesh feat will have more cybernetic/biotechnological appearances, for instance.



Blood Anomaly (Racial, Sothik Mutation)
Color, consistency, smell… whatever the cause, your blood is not normal, to the point that the veins pulsing along your body are notably distended.
Prerequisites: Sothik
Benefits: Whenever subject to bleed damage there is a 50% chance that you take no damage in any given round.
Second Stages:
Black Blood of Orv: A connection to the Land of Black Blood has manifested in your body. You gain cold resistance 5 and may saving throws against Necromancy effects twice, taking the better result. If you ever completely negate cold damage with your resistance (from this or another source) you gain a +10 ft. increase to land speed for a number of rounds equal to the damage negated.
Third Stage: Your unarmed and melee attacks deal +1d6 cold damage. You gain resistance 15 against negative energy.

Chittering Bloodless Vessels: Rather than blood, twisted little bugs—resembling the unholy spawn of spiders, wasps, and slugs—transfer oxygen and nutrients throughout your body. You may use Diplomacy checks to improve the attitude of vermin, and whenever you suffer bleed damage or a critical hit the swarm within inflicts that damage on all enemies within 10 ft. of you an amount of damage equal to the bleed or equal to the critical multiplier of the weapon +1.
Third Stage: When struck by a critical hit or sneak attack you gain fast healing = ½ your hit dice until you have healed that amount of damage. You are capable of speaking to vermin, although they are too stupid to understand much.

Chorus of Veins: Your blood vibrates and thrums as it carols music only you can hear. You gain a +2 bonus to saving throws against sound-based effects; you may also surrender to the song as a swift action to gain a dodge bonus to AC equal to ½ your hit dice for 1 round. Each following round this bonus is halved, rounding down, until there is no bonus and the effect ends. This may be used once per encounter.
Third Stage: You may expend your use of Chorus of Veins to gain a +4 bonus to the combat’s initiative roll. The song expands beyond your body; whenever you make a critical hit, your enemy is staggered for 1 round.

Excelsior Ichor: The queer fluids of cosmic entities crawls through your body. Once per combat you may reroll a failed save. You gain a +2 increase to Strength and Dexterity when struck by a critical hit for a number of rounds equal to the damage multiplier.
Third Stage: When you are dealt damage in melee your enemy must make a Fortitude save or suffer 2 points of ability damage in Strength or Dexterity (random). You may also increase the caster level of divine spells cast on you by 1 if you are aware of it.

Sanguine Life: You take the word “lifeblood” very seriously, as your veins carry a liquid symbiotic organism. When making a Fortitude save you may roll twice and take the higher result.
Third Stage: Inflict 1d6 damage to self to coat weapon in blood. The next enemy hit in 2 rounds takes a -2 penalty to Dexterity for a number of rounds equal to your sacrificed damage. This does not stack with itself.

Viscid Vitality: More like syrup than water, your blood oozes slowly through your body. You are immune to bleed damage and reduce the damage you take from critical hits by 25%. You also gain a +4 bonus to saving throws against poisons transmitted by injury.
Third Stage: You gain damage reduction 5/bludgeoning and you reduce damage from critical hits by 50%

Carrier of the Taint (Racial, Sothik Mutation)
The Dark Tapestry is as though an infection upon the universe, and it is inimical to everything rational beings hold dear. Everything it touches it twists to its purposes.
Prerequisites: Sothik, 4 hit dice
Benefits: When you score a critical hit on an enemy they must make a saving throw or be sickened for 1 round.
Second Stages:
Betrayal of Trust: You can pour the mutations that itch at your flesh into your animal companion, familiar, or mount. They gain a +2 bonus to natural armor and change to the aberration type; they are considered to be of either this or their original type whenever it is most beneficial to them.
Third Stage: When your bonded creature is struck with an attack, the enemy responsible must make a Fortitude save or be sickened for 1 round (if already sickened he becomes nauseated).

Contagious Lunacy: The seeds of madness you carry sprout easily and quickly. You may make a melee touch attack to force an enemy to make a Will save or be confused for 1d4 rounds. In addition to being a mind-affecting effect, it is also considered a disease. You may only use this ability on a creature once per day.
Third Stage: When an enemy you confused is adjacent to another enemy, the new one must make a Will save or be confused for 1d4 rounds. This new carrier may infect others in the same way (although the chain does not continue beyond that generation). This is a disease and mind-affecting effect. No creature can be affected by this infectious confusion more than once in a day.

Corrupt the Body: With a touch attack you may inflict a creature with either poison or disease. Treat this as either the Poison or Contagion spell. You may use this ability twice per day, but cannot target any creature more than once. If the affliction targets a physical ability score increase the DC by 1.
Third Stage: You may use this ability at will, but still cannot target any creature more than once. It also becomes a ranged touch attack with a range of 10 ft.

Defile Environment: The very earth itself is altered by your presence. You gain a 20 ft. aura that inhibits the natural world; nature spells (druid, ranger, and hunter etc.) are cast at -2 caster level while animals, vermin, and plant creatures must make a Will save or be sickened while in your aura. Activating or deactivating this ability is a swift action.
Third Stage: You may ready an action to perform a pseudo-counterspell against a nature spell. Roll with hit dice in place of caster level; if you would successfully counter it, the caster becomes nauseated for 1d4 rounds, although the spell takes effect as normal. As a move action you may make up to ½ your hit dice squares within your aura difficult terrain.

Impose Deformity: You can taint the flesh of others to mimic the nightmares that haunt your dreams. With a touch you may increase the Strength, Dexterity, or Constitution of a creature by +2 for a number of rounds equal to your Intelligence bonus (to a maximum of your hit dice). Alternatively, you may force a creature to make a grapple check against itself on a failed Fortitude save, making further attempts until it pins itself. This has a duration of rounds equal to your Intelligence modifier (to a maximum of your hit dice) and may be used a number of times per day equal to your hit dice.
Third Stage: The bonus increases to +4, although you may spend 3 uses to let this affect 2 ability scores at once. By spending 4 uses you may make a target creature make a Fortitude save against being entangled. By spending 10, you may make a target creature make a save vs. being paralyzed.

Pollute the Soul: You may inflict dreadful wounds onto the spirit of other creatures. With a successful melee touch attack you may force a subject to make a Will save against a Lesser Bestow Curse effect. Alternatively, you may force them to make a Will save against the shaken condition (this has a duration equal to your Intelligence modifier, to a maximum of your hit dice). This has a duration equal to your Intelligence modifier (t a maximum of your hit dice). You may use this ability twice per day, but cannot target any creature more than once in a day.
Third Stage: You may use this ability at will, but cannot affect any given target more than once a day. It also improves to Bestow Curse.

Dermal Abnormality (Racial, Sothik Mutation)
Be it supernatural scarring, three-dimensional tattoos, or strange growths, your skin is unnatural.
Prerequisites: Sothik
Benefits: You gain natural armor +1, or an increase of +1 to any existing natural armor you possess.
Second Stages:
Agglutinative Membrane: Your skin is sticky, as though you coated your body in glue. Gain a climb speed equal to half your land speed, as well as a +2 bonus to CMB when grappling; however, you instead suffer a -2 penalty to CMB and Escape Artist for trying to escape a grapple.
Third Stage: When struck by a weapon you may initiate a disarm maneuver as an immediate action, using your HD in place of BAB and your Intelligence modifier in place of Strength. On a success, the weapon sticks to your skin; although you can pull it free easily, anyone else must spend a standard action and succeed at a Strength check (DC 10+1/2 hit dice + Con modifier). Your climb speed increases by 10 ft.

Artificial Components: A noticeable portion of your body is composed of strange metals, plastics, and more unidentifiable materials. You reduce damage you take from precision damage and critical hits by 25%.
Third Stage: Your body assimilates more of you, recreating organic material as superior machinery. Your resistance is improved to 50% and you gain a +2 bonus to ability score checks.

Batrachian Sebaceousness: Your skin is slick and slippery even without your oily secretions. You gain a +2 bonus to Escape Artist checks and grapple attempts to escape from a grapple. Your movement speed is not impeded when you are squeezing through a tight area.
Third Stage: You take no penalties for squeezing through a tight area and you gain damage reduction 5 against bludgeoning damage, improved to 7 against crushing damage.

Bloated Frame: Your body seems stuffed too full by fat and organs. You gain a +2 bonus to Constitution. You are not capable of charging or using the run action, however.
Third Stage: You gain an additional +2 bonus to Constitution.

Cuspated Chassis: Your skin forms a crust composed of thousands of razor-sharp needles that jut outwards. When an enemy melee attack misses you by 5 or less, that enemy suffers 1d6 + Con modifier points of piercing/slashing damage. This damage is also dealt automatically upon being threatened with a critical hit. However, when wearing armor you reduce the bonus by 2 (to a minimum of 0).
Third Stage: Any successful melee attack also prompts the damage (increased to 1d8), and this damage is doubled when an enemy threatens a critical on you.

Erupting Pustules: Your body is dotted with thick boils filled with colored liquids. When you are struck by a melee attack, your enemy must make a Fortitude save or be sickened for 1 round. If you wear armor your assailant gains a +4 bonus to their save.
Third Stage: The sickened condition lasts for 1d4 rounds. If they hit you and fail your save again, they are nauseated for the rest of the duration of the effect.

Insectile Carapace: Your skin had transformed into a thick exoskeleton. You gain DR 2/-. However, critical hits bypass this DR and reduce it by 1 for five minutes.
Third Stage: The damage reduction increases to 5/- and your reduction to damage resistance lasts for only (8 - Constitution modifier) rounds.

Rugose Body Sheath: Your body is wrapped in loose wrinkles so large they lap over one another. You gain a +2 bonus to Escape Artist checks and to CMB to escape a grapple. When attacked by a manufactured or natural weapon with a critical threat range higher than just 20, that weapon’s crit range is reduced by 1 when attacking you. However, you increase the armor check penalty of any armor you wear by ½.
Third Stage: You gain resistance 5 against fire, cold, and electricity damage.

Squamous Armor: Plates of scales line your body. You increase your natural armor by +2, increased to +4 against rolls to confirm critical hits.; however, you take +25% more damage from cold effects.
Third Stage: Increase your natural armor by another +2; increase it instead to +4 against rolls to confirm critical hits.

Echoes of the Dark Tapestry (Racial, Sothik Mutation)
The Dark Tapestry lurks between the spaces between the spaces, the seemingly infinite black emptiness that fills the spaces between suns—as the children of the Tapestry, sothik find that a resonance with these spaces empowers them in ways they would never have imagined.
Prerequisites: Sothik
Benefits: You gain darkvision 120 ft. (or add 30 ft. to existing darkvision, if already equal to or greater than 120 ft.).
Second Stages:
Endure Void: Your unnatural flesh is protected from the dangers of space; the absolute freezing cold and the undiluted heat poured forth from the stars. You gain a resistance to cold or fire equal to your hit dice + your Constitution modifier. As a standard action, you may change which energy you are resistant to.
Third Stage: As a standard action, you may transform your energy resistance into damage reduction (bypassed by adamantine), but only for the duration of a single round.

Infinite Survival Paradox: Your digestive system—or equivalent organs—distorts unrecognizably into a loop that endlessly creates and consumes energy and water, requiring no input and producing no byproducts or wasted heat energy.. You effectively no longer need to eat or drink, and gain a +4 bonus to saving throws against nauseating or sickening effects.
Third Stage: Your lungs—or equivalent breathing apparatus—form a bipartite organ that endlessly creates and consumes breathable air, requiring no energy input and producing no byproducts or wasted heat energy.. You effectively no longer need to breathe.

Inured to the Vacuum: The void of space holds no dangers for you, as your body is designed to take to the black skies. You are immune to damage or negative effects caused by air pressure or the lack thereof. You also reduce all falling damage by half.
Third Stage: You are immune to falling damage. When in an area of directional gravity, microgravity, or no gravity, you gain a fly speed (perfect) equal to your land speed. Any existing fly speeds, or flight that you gain later, increases in maneuverability by 1 stage. When in such an environment you do not age.

Stars are Right: The shining of eerie and malign stars presided over your birth, and your affinity with them grants you insight into the future. 1/day per HD you may gain a +2 bonus to an initiative roll. By spending 4 uses, you may instead opt to roll twice and take the better result.
Third Stage: You gain a +2 insight bonus to AC for 1 round following your use of this feat. You may spend 3 uses of this ability to extend that bonus to last for the duration of that combat.

Stellar Whispers: You hear sounds—possibly musical—come from other worlds or realms of being that carry secrets blasphemous to the world itself. Once per day per 2 HD (refilling at night), when making an Intelligence-based skill check you may add your Constitution modifier as a profane bonus to the roll—you are also considered to be trained with the skill for purposes of that single check. You can expend 4 uses after refilling your daily uses to gain the knowledge of how to speak and read one language until such time as your daily uses of this feat replenish.
Third Stage: You may inflict 2 points of Wisdom damage to yourself to gain the benefits of the Detect Thoughts spell for 1 minute/2 hit dice. The target must roll their Will save twice and take the lower result. It now only costs 2 daily uses to learn a daily language and add double your Constitution modifier when using the 2nd stage of this feat.

The Darkness Between the Stars: Your vision is not impaired in any fashion by natural darkness, and your darkvision now pierces through magical darkness instead. You are immune to the dazzled condition.
Third Stage: When in conditions of low lighting you gain partial concealment.

Excess Extremities (Racial, Sothik Mutation)
Your body is marred with abnormal growths that eventually develop into further unnatural appendages that make you appear malformed.
Prerequisites: Sothik
Benefits: You must select what your second stage of this feat (if you ever take it) will be when first selecting this feat: you grow the appropriate appendage in the appropriate number, although they are largely vestigial. You gain one of the following benefits as best suits the specifics of your mutation: Scent and +2 Perception; +10 ft. to one existing speed type; +4 to Climb, Escape Artist, Fly, Intimidate, Acrobatics, or Swim; 1 secondary natural weapon deal 1d4 damage for a Medium-sized creature (it may divide in two upon taking the 2nd stage); +1natural armor bonus to AC; +2 to any one saving throw; +2 bonus to two combat maneuvers; +2 bonus to attack when making attacks of opportunity; ignore the first 3d6 points of falling damage when falling.
Special: You normally do not need to specify your 2nd stage mutation until you take the feat again. When you select a natural weapon as the first-stage benefit and then gain the appropriate natural weapon (be it from this feat or another source), you increase the damage by 1 stage. Heritors of the Black who take this feat do not have to specify what 2nd stage mutation they will take, but must still select only a single benefit.
Second Stages:
Caudate Extension: You have grown a tail—or what looks like one. You gain a secondary natural attack deals 1d4 bludgeoning damage with 10 ft. reach.
Third Stage: Your lashing tail negates the bonus to attack rolls an enemy would normally gain when flanking you, and its damage increases to 2d4. It becomes prehensile, allowing you to perform tasks requiring fine manipulation from 10 ft. away; however, the musculature at the end area of your tail isn’t strong enough to wield shields or weapons in combat.

Intrusive Ovipositor: You grow a razor-sharp organ for implanting your monstrous spawn into living beings, a part-sothik thing only partially resembling any creature known to the world, begotten of fearsome, dream-shrouded couplings with great and terrible beings within your dreams. You gain a retractable ovipositor natural weapon dealing only 1 point of damage; however, those you hit must make a Reflex save to pull themselves away before you place the fleshy egg in them.

The nature of your spawn is dependent upon your hit dice, although they all change to the aberration type (no changes to stats) and gain the Young simple template; constructs are the exception to this, as although they still take the simple template their type remains. However, they gain the Robot subtype, replacing their existing subtypes; they are also partially organic, becoming vulnerable to abilities that require living flesh or blood.

The unnatural essence of your spawn grows with unnatural rapidity, bursting out of its host’s body 2 rounds after implantation (the subject is permitted one more Fortitude save to expel the egg before it can hatch, leaving it to die without a host), inflicting 1d4 damage per 2 of your hit dice. It appears in a square adjacent to its host and acts as you direct it (attempting to kill everything it sees if not given direction). However, it can only last for 1 round per 2 of your hit dice without dying from exposure to the laws of the world. You may only produce 1 spawn per day for each 6 hit dice you possess. This comes at a cost; you are no longer capable of creating true children of your own by any conceivable or inconceivable means; the Dominion of the Black holds the only method in the multiverse that can permit you to bear or fertilize children.
Third Stage: The hit dice required to create any given spawn are reduced, allowing you to create more powerful spawn than another of your HD. However, creating one of the spawn that become available after 16 hit dice costs 2 daily uses of your spawn; using the 20 hit dice requires 3.
Intrusive Ovipositor Spawn



Sothik HD

Heritor HD

Equivalent creatures


5

-
Akata, arachnid robot, chon chon, cave scorpion, common eurypterid, crawling hand, death’s head jellyfish, fire beetle, giant amoeba, giant centipede, giant frog, giant maggot, giant spider, giant worker ant, hunter sea urchin, octopus, poisonous frog, reefclaw, spider swarm, squid, stirge, viper
[/tr]


7

-
choker, clockwork servant, cockroach swarm, constrictor snake, electric eel, fleshdreg swarm, giant crab, giant leech, great sea anemone, slime mold, locust swarm, tatzlwyrm, giant stirge, mechanical viper, juvenile seps, clockwork servants



10

-
Albino cave solifugid, assassin vine, botfly swarm, centipede swarm, cerebric fungus, cutlass spider, decapus, gelatinous cube, giant drone ant, giant scorpion, giant stag beetle, giant wasp, gibbering mouther, grick, grothlut fleshwarped, hungry flesh, leech swarm, machine soldier robot, murder of crows, ravenous swarm of sea urchins, skinstitch



13

12
Army ant swarm, cloaker, emperor cobra, elder thing, ettin, gargoyle guardian, giant gar, giant moray eel, globster, ochre jelly, ogre spider



16

14
Black pudding, chaos beast, deadfall scorpion, giant jellyfish, giant octopus, giant slug, giant tarantula, halsora fleshwarped, hound of Tindalos, rot grub swarm, shark eating crab, torturer robot, tupilaq, warmonger wasp, whirlmaw



-

16
Colour out of space, demonic deadfall scorpion, emkrah, giant anaconda, giant flytrap, giant lake octopus, giant squid, glass sea urchin, gug, irnakurse fleshwarped, mobogo, neh-thalggu, ooze golem, spawning canker, spiny eurypterid, tick swarm, titan centipede



-

18
Alchemical golem, giant emperor scorpion, goliath spider, purple worm, sapphire jallyfish, seps



-

20
Carnivorous blob, dark young of Shub-Niggurath, ghonhatine fleshwarped, irlgaunt, shipwrecker crab, somalcygot, spawn of Yog-Sothoth, spitting eurypterid, vespergaunt


Locomotive Enhancement: You have grown a limb or two (the effect remains the same) that serves the sole purpose of improving your movement. A move speed that you already possess is increased by +10 ft.. If this is flight, you may instead elect to increase your maneuverability by 1. Unlike other Sothik Mutation feats, you may select this second stage mutation multiple times, each time improving a different movement speed.
Third Stage: The speed increase is raised to +20 ft. (or the maneuverability raised by 2 stages), and when you take an action that multiplies your speed (such as charging, running, diving, etc.), you add an additional +10 ft. to your speed after taking into account all other factors.

Manual Substitution: Superior grasping appendages have grown over your original arms. You add your Constitution bonus to CMD against disarming attempts and to hand-based Craft, Disable Device, and Sleight of Hand checks. You gain a +2 bonus to Strength checks and Strength-based skill checks.
Third Stage: You may wield weapons as though you were one size larger, but gain no other benefits of increased size.

Multitudinous Limbs: You sprout a pair of weaker arms to support your primary limbs. These limbs are frail and not perfectly synched to your consciousness; they function as the Vestigial Arms alchemist discovery, but any attack using them suffers a -2 penalty to attack and damage and any shield they wield increases the armor check penalty by -2.
Third Stage: Your second pair of arms grow strong enough (or is bolstered by enough other conjoining limbs) that you may use them as normal arms.

Observant Antennae: You grow sensitive antennae (typically on the head) that grant you greater abilities in perception. You gain the Scent ability (if you already possessed it, you gain a +4 bonus to Scent-related Perception checks) as well as the ability to taste through your antennae. You also gain tremorsense with a range of 15 ft.
Third Stage: You gain +4 bonus to Perception checks, your tremorsense evolves into vibration- and sound-based blindsense with a range of 30 ft: you gain blindsight with a range of 10 ft.

Palatoglossal Extension: You grow more tongues—or sufficiently tongue-like tendrils—that you can project out from your mouth and throat. You gain +5 ft. to your reach when making touch attacks; your tongue is also prehensile enough to make Sleight of Hand checks or disarm attempts at range and it can hold objects as though it had a Strength score of 1/3 your own.
Third Stage: Your tongue can now go to +10 ft. beyond your reach; you may also make drag, trip, or steal combat maneuvers from a distance. Your tongue can support weight as though with your Strength score +2.

Protruding Armaments: Organic weaponry rises up from your body, rotting apart at the end of each day. Each morning, select a number of weapons equal to your Constitution modifier. As a move action you may pull one out of your body, taking no damage from the act. Although it functions as a normal weapon of its type, it is treated as though both a manufactured and natural weapons in regards to how it is affected by spells or similar abilities. After having been removed, each weapon lasts for only 5 minutes before rapidly decomposing into goo. These are treated as +1 weapons, with an additional +1 for each 6 hit dice after your 5th. You are not capable of making technological weaponry (such as guns). You can pull up to (Constitution modifier x 5) pieces of ammunition from your body each day, which do not possess any enhancements of their own.
Third Stage: Your organic weapons now have a total weapon bonus of +1 enhancement bonus for every 3 hit dice above 5th, to a maximum of +6 with 20 HD. These bonuses can be added to the weapon or they can be used to add any of the following weapon properties: corrosive, corrosive burst, cruel, cunning, defending, defiant, heartseeker, invigorating, lesser designating, lifesurge, menacing, neutralizing, ominous, phase locking, seeking, shock, shocking burst, stalking, throwing. You cannot have an enhancement modifier higher than +5

Pseudonatural Wings: Your growths permit you limited flight. You possess a fly speed (clumsy) of 30 feet; however, if you have not landed by the end of any given turn your frail wings make you fall. At 10 hit dice, you can remain airborne for 5 rounds at a time.
Third Stage: Your flight improves, granting you a true fly speed of 40 ft. with average maneuverability.

Ratiocination/Intuition Override: Be it a tail with a flower/mouth-like organ at the end or an arm ending in a cluster of cybernetics and crystal, you possess an appendage that allows you to manipulate the minds of others. If you succeed at a touch attack against a creature that is not hostile against you, you may make a Diplomacy check, using your Intelligence in place of Charisma, to improve their attitude towards you as a swift action (any failure at which instead reduces their attitude by 1). If higher, the target can use its Will bonus in place of its Charisma modifier to determine the DC of the check. On a success, the subject also finds nothing upsetting about you having touched them with your… appendage. These are mind-influencing effects. If you are in contact with a creature when you use a different mind-affecting effect against a creature, you gain a +1 bonus to DC. You may make these Diplomacy checks or apply this bonus once per day per 3 hit dice. While you are in contact with someone via your override appendage, you may communicate telepathically with them. At 8 HD, you may speak, read, and understand any language they know. You may spend a use to make a dirty trick, disarm, reposition, or steal attempt using your hit dice in place of base attack bonus and your Intelligence modifier in place of Strength—this is a mind-affecting effect. You may spend 2 uses to force a save against an effect similar to the Command spell at a range of melee touch.
Third Stage: You project a subconscious-influencing aura that prevents your Diplomacy checks from being reduced by the normal penalty imposed by having Sothik Mutation feats. The bonus to mind-affecting effects increases to +2. If you can remain in contact for one minute, you may also make a Diplomacy check against a hostile creature (although they add their Will bonus in addition to their Charisma bonus to the DC of the check). You may expend 2 uses to force an enemy to make a Will save or be dazed for 1d3 rounds. At 15 HD you may spend 2 uses to force an enemy to save against being subject to Suggestion.

Sheltering Elytra: You grow thick, protective pseudo-wings shield yourself from harm. Enemies do not gain a bonus to attack from flanking you and you gain a +1 bonus to natural armor, increased to +2 when airborne. Any racial to natural armor that you possess may be freely altered between being/improving a shield bonus or a natural armor bonus.
Third Stage: Your bonus to natural armor increases to +2, increased to +4 when airborne. All of your shield and natural armor bonuses are doubled against attacks of opportunity. When you are in the air, apply ½ of your shield and natural armor bonuses to your touch AC.

Stabilization Array: You gain a tail or suitably similar appendage that serves to give you greater balance. You add your Constitution bonus to CMD against bull rush, drag, overrun, reposition, and trip attempts. You gain a +2 bonus on Acrobatics checks, and when running or charging you increase your base speed by +5 ft..
Third Stage: You do not lose your Dexterity bonus to AC in any round where you moved 10 ft. or more, and do not suffer a penalty to AC due to charging.

Strange Thagomizer: You have grown a tail with some sort of dangerous attachment to its end. You gain a primary natural weapon in the form of a tail smash dealing 1d4 slashing, piercing, or bludgeoning damage (chosen when taking this 2nd stage mutation) that threatens a critical hit on a roll of 19-20.
Third Stage: Your tail now deals 2d4 damage, now deals slashing/piercing, slashing/bludgeoning, or piercing/bludgeoning type damage, and now deals x3 damage upon a critical hit.

Toxic Injector: You have developed a sharp protrusion connected to internal venom sacks. You gain a stinger attack that only inflicts 1 point of damage, but forces your enemy to make a saving throw against a poison on a success—the type of damage of which you choose each day at dawn. You can produce a poison that inflicts either 1d3 Strength. 1d3 Wisdom, or 1d3 Dexterity damage. You can choose to reduce the frequency to 1/minute for 4 minutes.
Third Stage: You can now select 2 toxins each day, the damage from which is increased to 1d6. You may instead elect to deal 1d6 acid damage instead, although it is still considered a poison effect. You can choose to reduce the frequency to 1/hour for 4 hours.
Format: Sothik Spite Toxin(Ex) Sting—injury; save Fort, frequency 1/round for 4 rounds, effect see above, cure 2 consecutive saves.

Writhing Tentacles: You have grown a host of fleshy tendrils that allow you to add your Constitution bonus to CMD and CMB against grapple checks. Your unarmed attacks now deal damage as though you were one size larger. You are capable of holding an object in your tentacles while your hand is busy, but they are not capable of wielding weapons or a shield, nor of using an item.
Third Stage: You gain +5 ft. reach with unarmed strikes. You also gain the Grab universal monster ability, activated by landing an unarmed strike on an adjacent creature. When grappling (normally, not through the use of Grab) you are not limited to grappling enemies of only certain sizes (although this does nothing to protect you from their potentially massive CMB).

Fleshripping Fangs (Racial, Sothik Mutation)
Your mutation can be seen in your face marring your face. Your mouth, teeth, throat, and even internal organs, have altered into something monstrous—and hungry.
Prerequisites: Sothik
Benefits: You gain a bite attack as a secondary natural weapon dealing 1d4 damage for a Medium-sized sothik. If you lose teeth you grow new ones within 24 hours.
Special: You can only apply a single second stage mutation you possess to only one mouth, and any given mouth can only possess a single second stage mutation; however, after getting a full night’s rest you may spend an hour to rearrange what mutation goes to which mouth. Heritors of the Black may take the Oral Abundance mutation twice (if they desire its third stage mutation they must take it separately for each instance).
Second Stages:
Acid Regurgitation: A number of your organs are displaced to make room for a larger stomach producing more powerful acid; your throat reshapes to a form that allows you to spew forth this stomach acid once per day per 4 hit dice. This is a ranged touch attack capable of reaching up to 30 ft. away from you; your acid inflicts1d6/3 hit dice acid damage to your target, followed by 1d4/3 hit dice damage dealt the following round. You may spend a daily use of this ability to add +1d6 acid damage to your bite attack for one minute. Finally, your bit attack becomes a primary natural weapon.
Third Stage: You can expel your stomach aside as a 30 ft. line or may a ranged touch attack with a range of 60 ft.. You inflict another 1d4/3 hit dice in the third round, and if improving your bite you now deal +1d8 acid damage, and on a critical hit you deal +1d4/3 hit dice acid damage instead.

Absolute Omnivore: Your teeth are like adamantine, your jaw strength shames crocodilians, and your stomach is a roiling acid-filled furnace. Your bite attack increases to 1d6 and becomes a primary natural weapon. You bypass up to 10 points of hardness or 2 points of damage reduction when making a bite attack. You cannot catch a disease from eating a potentially diseased creature, are immune to ingested poisons, and take no damage from consuming hazardous materials such as swords—so long as you can digest it. Your stomach can dissolve and extract nutrients from objects with a hardness of less than 10. The efficiency of your stomach is such that you can safely consume twice your body weight each day.
Third Stage: You bite attack now bypasses up to 20 points of hardness, and your stomach can digest anything less than an artifact that you can swallow. Your bite can now bypass up to 4 points of damage reduction, and is considered to be both magic and adamantine for purposes of countering damage reduction. You are capable of safely eating up to 5 times your body weight in a given day. Your jaw distends, allowing you to consume objects as though you were 1 size larger. You add your Constitution modifier to bite damage.

Burrowing Incisors: When you make a bite attack, some of your teeth remain behind and dig into your enemy’s body with their last vestiges of life. The bite attack becomes a primary natural weapon. If you successfully damage an enemy with your bite, your enemy takes damage at the start of his turn in the following round equal to that dealt by that bite. You may use this ability once per day per hit die, chosen once you know you hit the enemy but before rolling damage. On a critical hit, you may expend an additional daily use to cause the second round’s damage to bypass damage reduction. Once you have used all your daily uses you no longer add your Strength modifier to bite damage until your incisors grow back the following day.
Third Stage: Your lost teeth begin to breed. Someone you have bitten and used this ability on takes damage equal to your Constitution bonus on every round after the second round until they succeed at two Fortitude saves against it. Further bites do not add additional damage from your Constitution bonus, but you still apply the normal use of this ability on a successful bite. On a critical hit, you may expend 3 uses of this ability to instead continue repeating the original bite damage on every round after the second; however, a single Fortitude save is needed to end the extra damage.

Dental Tendrils: Your teeth are actually just the calcium-rich tips to the tentacles retracted into your mouth. Your bite attack becomes a primary natural weapon, you increase bite damage to 1d6, and you may choose to hook one of your tentacles into your opponent on a successful bite attack. Roll as though grappling. On a success, you opponent is stuck in an adjacent position to you; they may move through any other square adjacent to you, but they cannot move away. It takes a move action to attempt to move away from you, and in so doing only move 5 ft.—you may follow or release the target as you prefer (this does not count as movement for you). You gain a +2 bonus to grapple checks against this opponent. Your opponent can attempt to free themselves with an opposed grapple check as a standard action. However, you can use up to 1/4 of your HD in tentacles this way, either attaching to different opponents or attaching more to the same; the bonuses from multiple tentacles stack.
Third Stage: You may, as a full-attack action, make a single bite attack against one creature within 50 ft., gaining a +4 to CMB to latch a hook into it. Once you have done so, you may make further bites (with accompanying risk of hooks, but without the additional bonus) against this creature as standard attacks. Although they have more movement than one adjacent to you, this creature faces the same problem when trying to put distance between you and him. You may use the drag or trip combat maneuvers against a creature you have a hook in despite the distance between you; however, you roll as though it were a grapple check. You may now attach a total number of tentacle-teeth equal to 1/3 of your HD.

Hematophagous Gullony: Be it by fangs, tongue, suction, or a leech-like maw, you can consume the blood of your victims. Your bite attack becomes a primary weapon, and when you successfully deal damage to a creature with bodily fluids with this bite you heal half of the damage you inflict. You can heal up to an amount equal to your full hit points per day.
Third Stage: When you deal damage with your bite you now heal the full amount you inflict. You can heal up to an amount of damage equal to your full hit points x your Constitution bonus per day.

Malefic Mandible: By whatever horrendous means, your mouth is particularly lethal. Your bite becomes a primary natural weapon dealing 1d8 points of damage for a Medium sothik.
Third Stage: Your bite increases to dealing 2d6 points of damage for a Medium sothik, plus twice your Strength bonus.

Oral Abundance: You have too many mouths. Your bite increases to a primary natural weapon dealing 1d6 points of damage, and you gain an additional bite attack as a secondary natural weapon dealing 1d4 points of damage for a Medium-sized creature. You gain the benefits of the Combat Reflexes feat, but only applying to bite attacks.
Third Stage: Your secondary bite attack becomes a primary natural weapon, still dealing 1d4 damage. You gain an additional bite attack as a secondary natural weapon dealing 1d4 points of damage for a Medium-sized creature. You may make one bite attack in conjunction with normal attacks of opportunity.

Palatoglossal Extension: You grow more tongues—or sufficiently tongue-like tendrils—that you can project out from your mouth and throat. You gain +5 ft. to your reach when making touch attacks; your tongue is also prehensile enough to make Sleight of Hand checks or disarm attempts at range (you may use your Dexterity in place of Strength) and it can hold objects as though it had a Strength score of 1/3 your own.
Third Stage: Your tongue can now go to +10 ft. beyond your reach; you may also make drag, trip, or steal combat maneuvers from this distance. Your tongue can support weight and uses these maneuvers as though with your Strength score +2.

Ravenous Cannibalism: A hideous hunger for the flesh and memories of intelligent beings burns in your gut. Your bite becomes a primary natural weapon dealing 1d6 points of damage. Whenever you inflict bite damage on a creature with an Intelligence score of 3 or above, you also consume some of its flesh; you gain the benefits of Detect Thoughts to learn what it was thinking up to the point you bit it. This is not a mind-affecting effect. You also gain a +1 bonus to bite attack and damage against this creature for each time you inflicted bite damage on it.
Third Stage: Whenever you inflict bite damage to a creature with an Intelligence score of 3 or above you may “ask” a question of its flesh; if the creature knows the answer to it, you know it. You may only successfully use this ability once per day on any given creature. You gain a single +1 increase in the critical threat range of your bite against creatures that you have inflicted bite damage to.

Recursive Maws: You have mouths inside of your mouths. You increase your bite attack to a primary natural weapon dealing 1d6 points of damage, inflicting a critical hit on a 19-20.
Third Stage: Your bite’s critical increases to 18-20/x3.

Transdimensional Carnassials: Your fangs appear shadowy and transparent, as though they were only partially real. Your bite attack becomes a primary natural weapon that can damage incorporeal creatures. When used in an attack action, your bite becomes a touch attack.
Third Stage: Your bite is now a touch attack; at your whim you may leave the skin intact when dealing damage with your bite, tearing only the flesh beneath. Your bite bypasses the damage reduction of creatures with the Extraplanar subtype.

Tusk Artillery: Your thick crop of teeth can be expelled from your mouth with skull crushing force. Your bite attack increases to 1d6 damage and is now a primary natural weapon; you may use your bite as a ranged weapon with a range of 50 ft. When doing so, you increase the Strength damage bonus to damage to x2 your modifier. You may use this attack once per day per hit die: when you have used all uses, you no longer apply your Strength bonus to bite attack damage.
Third Stage: Your teeth now have a range increment of 100 ft. and deal 1d8 damage. They can shatter so violently that the enemy takes x3 damage and suffers 2 points of Strength damage on a critical hit.

Voracious Eyeteeth: Your pupils have tiny, unnatural jaws. You may use a standard action to produce a 15 ft. gaze cone that causes the enemies bodies to produce mouths inside the flesh; those within take damage as though you hit them with a bite attack, unless they succeed at their Will save for half damage. Select one enemy in the area to suffer a -2 penalty to attack rolls for 1 round. You may use this ability a number of times per day equal to your hit dice. You may expend 4 uses of this ability to, instead of causing a normal penalty to attack rolls, blind this one enemy by causing his eyes to eat themselves unless they succeed at a Will save. You may expend 2 additional daily uses of this ability to use it as a swift action.
Third Stage: The range of this effect extends to 30 ft and no longer allows a saving throw. Those damaged by the effect suffer a -4 penalty to sight-based perception checks. Those who fail their save lose the benefits of any magical or extraordinary abilities improving their vision. You need only spend 2 uses to force an enemy to save against being blinded.

Hollowpoint
2014-11-25, 06:26 AM
Envoy of the Grey Guard
Envoy of the Grey Guard is shortened to just envoy for ease of writing/reading.
http://s24.postimg.org/6z3ggihhh/Persona_4_The_Ultimate_In_Mayonaka_Arena_full_1.jp g
“It’s not that I mind you ravaging the countryside, it’s that you do it too much” - The Bearer, a nameless envoy.


In a world where every moral and ethical value is a tool to be used in pandimensional warfare, someone needs to keep the parties in check; to ensure that all the sides don’t overreach, don’t get too much of the advantage and most of all, don’t end the universe while doing it.
It is this revelation that sparked the inception of the Grey Guard all those millennia ago, corralling gods and powers alike to seek those who upset the status quo, and stop them. As time went on, too much knowledge was lost, and not enough agents could be recruited, so the first envoys were sought and given power, as well as the knowledge of those who came before them in the form of champions past.


Role: The envoy’s powers are a double edged sword and as such, are pointed squarely at the enemy’s front line. Between the envoy and his champion, foes will find it hard to pass a line once drawn. Beyond combat, envoys are fairly social, with the benefits associated.

Alignment: Most envoys are pure neutral, though occasionally you may find envoys with bias towards moral or ethical values (NG, LN, CN or NE.) Envoys lose their powers should they enter an extreme alignment (LG, CG, LE, CE.)

Hit Die: D10

Parent Classes: Summoner and paladin/antipaldin

Class Skills
Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Use Magic Device (Cha).

Skill Ranks per Level: (2 + Int modifier)


Envoy of the Grey Guard





Level
BAB
Saves (Fort/Ref/Will)
Special


1
+1
2/0/2
Summon Champion


2
+2
3/0/3
Act of Balance


3
+3
3/1/3
Aura of Neutrality


4
+4
4/1/4
Armored Champion , Divine Grace


5
+5
4/1/4
Shades of Grey


6
+6/+1
5/2/5
Aura of Emptiness


7
+7/+2
5/2/5
Spell Sharing


8
+8/+3
6/2/6
Shades of Grey


9
+9/+4
6/3/6
Aura of Non-Impression


10
+10/+5
7/3/7
Anchored Champion


11
+11/+6/+1
7/3/7
Shades of Grey


12
+12/+7/+2
8/4/8
Aura of Disruption


13
+13/+8/+3
8/4/8
Greater Spell Sharing


14
+14/+9/+4
9/4/9
Shades of Grey


15
+15/+10+5
9/5/9
Aura of Cancellation


16
+16/+11/+6/+1
10/5/10
Two Point Anchoring


17
+17/+12/+7/+2
10/5/10
Shades of Grey


18
+18/+13/+8/+3
11/6/11
Aura of Nonexistence


19
+19/+14/+9/+4
11/6/11
Never Alone


20
+20/+15/+10/+5
12/6/12
Beacon of the Grey Guard





Class Features
All of the following are class features of the envoy.

Weapon and Armor Proficiencies:

The envoy is proficient with all simple and martial weapons, as well as all armors and shields.

Ex-envoys:

While the grey guard does not enforce a code of conduct, envoys who lose touch with neutrality are of no use to the organization. An envoy who becomes a member of an extreme alignment (CG, LG, CE, LE) loses the power to summon his champion, use the act of balance ability and cannot continue advancing in this class. An ex-envoy who regains a partial or fully neutral alignment key seek atonement.

Summon Champion (Su):

An envoy begins play with the ability to summon to his side a remnant of a hero of old or powerful companion, given form through their connection. The champion forms a link with the summoner, who, forever after, summons an aspect of the same creature. A champion has the same alignment as the envoy that calls it and can speak all of his languages. Champions are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its envoy, a champion can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A envoy can summon his champion in a ritual that takes 1 minute to perform. When summoned in this way, the champion’s hit points are unchanged from the last time it was dismissed or banished, unless a day has passed, in which case the champion returns with it full hit points. The only other exception to this is if the champion was slain, in which case it returns with half its normal hit points. The champion does not heal naturally. The champion remains until dismissed by the envoy (a standard action). If the champion is sent back to its home plane due to death, it cannot be summoned again until the following day. The champion cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the envoy is unconscious, asleep, or killed, his champion is immediately banished. The champion takes a form shaped by the envoy’s perspective of the creature’s nature. The champion’s Hit Dice, saving throws, skills, feats, and abilities are tied to the envoy’s class level and increase as the envoy gains levels. In addition, each champion receives a pool of evolution points, based on the envoy’s class level, that can be used to give the champion different abilities and powers. Whenever the envoy gains a level, he must decide how these points are spent, and they are set until he gains another level of envoy.
The champion’s physical appearance is up to the summoner, but it always appears as some sort of mythological hero or fantastical mount. This control is not fine enough to make the champion appear like a specific creature. The champions also bears the mark of the Grey Guard, twin to the mark that appears on the envoy’s forehead as long as the champion is summoned. While this mark can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

While the summoner and envoy both place a focus on summoning powerful creatures to aid them, they do this in slightly different ways. Levels in the summoner class stack with levels in envoy, for the purpose of the Summon Champion class feature, but do not for the purpose of the Summon Eidolon ability. In addition, the champion is treated as an instance of eidolon; the muticlassed summoner/envoy cannot summon his eidolon if has his champion active or vice-versa. Neither can the summoner/envoy use his Summon Monster class feature if has his champion active.

The envoy treats his champion as an eidolon for the purposes of feats and prerequisites.

Act of Balance (Su):

Grey Guards, for the longest time, had trouble convincing ally the worth of their ambivalent capabilities. Eventually, they created a link between them and a small overlapping region of the positive and negative planes presenting the possibility to heal allies and harm foes.
Beginning at 2nd level, an envoy can draw on these powers to heal wounds (her own or those of others) or harm enemies by touch. Each day she can use this ability a number of times equal to 1/2 her envoy level plus her Charisma modifier. With one use of this ability, an envoy can heal 1d6 hit points of damage for every two envoy levels she possesses. Using this ability is a standard action that does not provoke attacks of opportunity, unless the envoy targets herself, in which case it is a swift action.
Alternatively, a paladin can use this power to deal damage. As a touch attack, the envoy deals 1d6 points of damage for every two class levels she possesses.
The envoy needs at least one free hand to use this ability. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an envoy 2 additional uses of the act of balance class feature.

Aura of Neutrality: (Su)

At 3rd level, spells, abilities, effects and magic items that only function on creatures of specific alignment do not work on the envoy. In addition, all creatures within 10 feet of the envoy are treated as being under the effect of ‘undetectable alignment’, as the spell. The envoy can activate/dismiss this ability as a full round action.

Armored Champion: (Su)

As the envoy gains power, his connection to his champion strengthens, consolidating and anchoring the champions existence in the material plane. Once the envoy reaches 4th level, the champion gains the ability to benefit from magical armor and shields, without affecting the envoy’s ability to wield such items. In essence, when checking which items the champion uses are dormant, exclude the armor slot and shields from this comparison.
A champion without the armor training evolution cannot wear armor, as normal.

Divine Grace (Su):

At 4nd level, an envoy gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Shades of Grey: (Su)

At 5th level, and every three levels thereafter, an envoy can select one shade of grey. Each shade of grey adds an effect to the envoy’s act of balance ability. Whenever the envoy uses act of balance to heal or harm one target, the target also receives the additional effect from one of the shades of grey possessed by the envoy. This choice is made when the touch is used. The target receives a Fortitude save to avoid a harmful shade of grey. If the save is successful, the target takes the damage as normal, but not the effects of the shade of grey. The DC of this save is equal to 10 + 1/2 the envoy’s level + the envoy’s Charisma modifier.

At 5th level, the envoy can select from the following initial shades of grey.
Fatigued: Heal - The target is no longer fatigued. Harm - The target is fatigued.
Shaken: Heal - The target is no longer shaken. Harm - The target is shaken for 1 round per level of the envoy.
Sickened: Heal - The target is no longer sickened. Harm - The target is sickened for 1 round per level of the envoy.

At 8th level, an envoy adds the following shades of grey to the list of those that can be selected.
Dazed: Heal - The target is no longer dazed. Harm - The target is dazed for 1 round.
Diseased: Heal - The envoy's act of balance ability also acts as remove disease. Harm - The target contracts a disease, as if the envoy had cast contagion. Use the envoy’s level as the caster level.
Staggered: Heal - The target is no longer staggered, unless the target is at exactly 0 hit points. Harm - The target is staggered for 1 round per two levels of the envoy.

At 11th level, an envoy adds the following shades of grey to the list of those that can be selected.
Cursed: Heal - The envoy's act of balance ability also acts as remove curse. Harm - The target is cursed, as if the envoy had cast bestow curse. Use the envoy’s level as the caster level.
Exhausted: Heal - The target is no longer exhausted. Harm - The target is exhausted. The envoy must have the fatigue shade of grey before selecting this ability.
Frightened: Heal - The target is no longer frightened. Harm - The target is frightened for 1 round per two levels of the envoy. The envoy must have the shaken shade of grey before selecting this ability.
Nauseated: Heal - The target is no longer nauseated. Harm - The target is nauseated for 1 round per three levels of the envoy. The envoy must have the sickened shade of grey before selecting this ability.
Poisoned: Heal - The envoy's act of balance ability also acts as neutralize poison. Harm - The target is poisoned, as if the envoy had cast poison. Use the envoy’s level as the caster level.

At 14th level, an envoy adds the following shades of grey to the list of those that can be selected.
Blinded: Heal - The target is no longer blinded. Harm - The target is blinded for 1 round per level of the envoy.
Deafened: Heal - The target is no longer deafened. Harm - The target is deafened for 1 round per level of the envoy.
Paralyzed: Heal - The target is no longer paralyzed. Harm - The target is paralyzed for 1 round.
Stunned: Heal - The target is no longer stunned. Harm - The target is stunned for 1 round per four levels of the envoy.

These abilities are not cumulative. For example, a 14th-level envoy’s act of balance ability can heal or deals 6d6 points of damage and might also cure of/cause the target to become (respectively) fatigued, dazed, poisoned, or diseased.

Aura of Emptiness: (Su)

At 6th level, an envoy can radiate an aura that voids the extreme emotions of others. All creatures within 10 feet of the envoy have all their moral bonuses and penalties suppressed, as if affected by calm emotions (except they can still attack or act aggressively.) The envoy can activate/dismiss this ability as a full round action.

Spell Sharing (Su):

By 7th level, the connection between the envoy and his champion has matured further. Whenever a harmless spell is cast on the envoy he can redirect some of the helpful energies to his champion. The envoy can split the duration of a harmless spell with his champion at the moment he receives the spell, assuming his champion is adjacent envoy. The envoy can only share spells with a duration longer than 1 round, and can only split the duration in half using this method. The champion must be a valid target of the spell to receive it’s benefits.

Aura of Nonimpression (Su):

At 9th level, the powers that have been protecting the envoy place more importance in him, shielding him further from the powers that would seek to destroy balance. The envoy can now generate an aura of ‘nondetection’ (as the spell) to a radius of 30 feet, including the envoy himself. Any creature or item who succeeds their will save (dc ½ envoy levels + CHA modifier) cannot be affected by this effect for 24 hours. The envoy can activate/dismiss this ability as a full round action.

Anchored Champion (Su):

By 10th level, the adeptness with which the envoy can summon his campion has led to a technique called ‘anchoring’. By placing a ‘dimensional anchor’ effect (as the spell) on the champion at the time of summoning, he grants the campion the ability to wear 2 magical items (and gain their effects,) regardless of whether or not the envoy uses the body slots. This choice must be made when the envoy summons the champion, and cannot be changed until the champion is dismissed or banished. This ability does not change the way the champion is affected by effects such as dismissal or banishment.

Aura of Disruption (Su):

From 12th level onwards, you seize control of a summoned creature that comes within 10 feet, by disrupting the bond between it and the caster who summoned it. If the creature fails its will save (dc 10+1/2cl+cha), you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed caster level check against you (use your envoy level as your caster level.) The control over the creature lasts for a number of rounds equal to your envoy level, after which it reverts to the original summoner. The envoy can activate/dismiss this ability as a full round action.

Greater Spell Sharing (Su):

At 13th level, whenever the envoy uses spell sharing, both he and the champion receive the full duration of the spell, as if they both were individual targets of the spell.

Aura of Cancellation (Su):

Once again,the powers that be take notice of the envoy, and continue to enhance and protect him. At 15th level, the envoy can emanate an aura that impedes magic. Whenever a creature attempts to cast a spell or use a spell like ability within 10 feet of the envoy, they must succeed on a concentration check (dc 10+1/2cl+cha+level of the spell). A failed check causes the spell to lose it's function but is still lost as a prepared spell, spell slot or daily use. A successful check means the spell works normally. The envoy can activate/dismiss this ability as a full round action.

Two-Point Anchoring (Su):

Once the envoy has reached level 16, he learns yet another anchoring technique, but this time, it involves him too. Whenever the envoy chooses to anchor his champion during the summon, he can choose to also affect himself with dimensional anchor (as the spell.) When both the envoy and his champion are anchored, and within 1 mile of each other, the champion can use any 2 additional body slots and gain the benefits of the magic items he wears (for a total of 5.) If the champion gets any further than a mile from his envoy for any reason, any items he wears in these slots become dormant.

Aura of Nonexistence (Su):

At level 18, the envoy can generate a 15 foot emanation of Antimagic Field (as the spell.) Unlike antimagic field, though, the aura does not affect effects originating from the envoy nor the items on his person. The envoy’s champion does not disappear in this field, but is otherwise affected normally. At level 20, the champion and effects originating from him (such as auras and items) are exempt from aura of nonexistence.

Never Alone :

A level 19 envoy can summon his campion as a standard action. In addition, a champion that has suffered death may be summoned after 5 minutes of the event.

Beacon of the Grey Guard:

At the epix of power, a level 20 envoy can choose to activate and/or dismiss any of his auras as part of the same full round action, and can also have his champion emanate any aura the envoy has active.



Ex-Envoy of the Grey Guard

The forces of balance find little regard for the insignificance of singular actions, as such, they do not penalize an envoy for acting against his alignment or consorting with such forces. An envoy who loses touch with neutrality, however, cannot be trusted to act for the most underlining of causes, and loses most of his gifts.

An envoy who assumes an extreme alignment (LG, CG, LE, CE) cannot summon his champion and loses access to the act of balance ability, until such a moment when he returns to a non extreme alignment and atones. An ex-envoy does not lose his auras, BAB, skills or any other class feature.
The ex-envoy can trade levels of envoy for any paladin/antipaladin etc. class using the fall from grace rules, changing to an appropriate class based on his alignment.



The Champion


The champion follow all the rules for eidolons, except where stated here.

AC Bonus: Champions can only allocate base statistic AC bonus as natural armor bonus.


Champion Base Statistics:





Class Level
HD
BAB
Good Saves
Bad Saves
Skills
Feats
Natural Armor
Str/Dex Bonus
Evolution Pool
Max Attacks
Special


1st
1
+1
+2
+0
4
1
+0
+0
3
2
Darkvision, link, share spells


2nd
2
+2
+3
+0
8
1
+1
+1
4
3
Evasion


3rd
3
+3
+3
+1
14
2
+1
+1
5
3



4th
3
+3
+3
+1
14
2
+1
+1
7
3



5th
4
+4
+4
+1
18
2
+2
+2
8
4
Ability score increase


6th
5
+5
+4
+1
22
3
+2
+2
9
4
Devotion


7th
6
+6
+5
+2
26
3
+3
+3
10
4



8th
6
+6
+5
+2
26
3
+3
+3
11
4



9th
7
+7
+5
+2
30
4
+3
+3
13
4
Multiattack


10th
8
+8
+6
+2
34
4
+4
+4
14
5
Ability score increase


11th
9
+9
+6
+3
38
5
+4
+4
15
5



12th
9
+9
+6
+3
38
5
+5
+5
16
5



13th
10
+10
+7
+3
42
5
+5
+5
17
5



14th
11
+11
+7
+3
46
6
+5
+5
19
5
Improved evasion


15th
12
+12
+8
+4
50
6
+5
+6
20
6
Ability score increase


16th
12
+12
+8
+4
50
6
+6
+6
21
6



17th
13
+13
+8
+4
54
7
+7
+7
22
6



18th
14
+14
+9
+4
58
7
+7
+7
23
6



19th
15
+15
+9
+5
62
8
+4
+7
25
6



20th
15
+15
+9
+5
62
8
+8
+8
26
7







Base Forms

The envoy must choose between warrior or mount base forms.

Warrior base form:

Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack unarmed (1d3 nonlethal); Ability Scores Str 16, Dex 12, Con 13, Int 9, Wis 10, Cha 11
Free Evolutions limbs (arms), limbs (legs), Weapon training (simple weapons).

Mount base form:

Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 9, Wis 10, Cha 11
Free Evolutions bite, limbs (legs)*2, mount.



Evolution List:
The envoy uses the following evolution list instead of the summoner evolution list.

1 Point Evolution


Armor Training*
Basic Magic
Bite
Bleed
Claws
Climb
Gills
Hooves
Improved Damage
Low-Light Vision
Magic Attacks
Mount
Pounce
Push
Reach
Resistance
Scent
Slam
Swim
Unnatural Aura
Wing Buffet

2 Point Evolution


Ability Increase
Alignment Smite
Channel Resistance
Constrict
Energy Attacks
Flight
Gore
Grab
Immunity
Keen Scent
Limbs
Minor Magic
Poison
Rake
Rend
Shadow Blend
Shadow Form
Trample
Tremorsense
Trip
Undead Appearance
Weapon Training
Advanced Weapon Training*

3 Point Evolution


Axiomatic Appearance*
Advanced Training*
Blindsense
Burrow
Celestial Appearance
Damage Reduction
Fiendish Appearance
Frightful Presence
Major Magic
Pandemoniac Appearance*
Sacrifice
See in Darkness


4 Point Evolution


Act of Balance*
Blindsight
Dimension Door
Fast Healing
Incorporeal Form
Large
Life Sense
No Breath
Spell Resistance
Ultimate Magic



*New evolution


New Evolutions:


Armor Training - A point in this evolution grants the champion the ability to wear light armor and proficiency with it. Every additional point lets the champion wear heavier armor.

Advanced Weapon Training - Every two points gives the champion proficiency with 1 martial weapon or 1 exotic weapon.

Advanced Training - Every instance gives one feat.

Axiomatic Appearance -
Prerequisite: Must be of lawful alignment
Benefit: Spells and effects that target creatures with the lawful subtype or have specific effects against such creatures affect the champion as if it were an inevitable. The champion gains a +2 bonus on saves against disease, electricity and mind affecting spells and effects. It also gains spell resistance equal to 5 + its HD against spells with the chaotic descriptor.
At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from chaotic creatures.
At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).

Protean Appearance -
Prerequisite: Must be of chaotic alignment
Benefit: Spells and effects that target creatures with the lawful subtype or have specific effects against such creatures affect the champion as if it were a protean. The champion gains a +2 bonus on saves against acid and polymorph spells and effects, as well as 25% chance to ignore additional damage caused by critical hits and sneak attacks. It also gains spell resistance equal to 5 + its HD against spells with the lawful descriptor.
At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from lawful creatures, as well as 50% chance to ignore additional damage caused by critical hits and sneak attacks.
At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD, as well as 75% chance to ignore additional damage caused by critical hits and sneak attacks (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).

Act of Balance - The champion can use act of balance and shades of grey, using the envoy’s uses per day and caster level.

caledscratcher
2014-12-18, 03:57 PM
Godpilot
Sometimes, monsters are just too tough to take on on your own. Sometimes you just need to take your partner and ride it into battle. And sometimes, sometimes, you need to hijack those big ol’ beasties to use them against other enemies. That’s why you’re a godpilot. It’s what you do.
Role: As a godpilot, your role is that of a damager, defender, and controller, all in one. You hijack monsters and ride them into battle. It’s just what you do.
Classes: Godpilots can come from any field. Summoners and their kin benefit greatly from the godpilot’s abilities, but it’s not unheard of for fighters, rogues, sorcerers, and just about anyone else taking up this path.
Bonus Hit Points: Whenever you gain a godpilot tier, you gain 5 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Table X-1: Godpilot
Tier
Path Features
1st Path Ability, Godpilot’s Directive
2nd Path Ability
3rd Path Ability
4th Path Ability
5th Path Ability
6th Path Ability
7th Path Ability
8th Path Ability
9th Path Ability
10th Path Ability, Primordial Pilot

Godpilot’s Directive: At 1st tier, select one of the following abilities. Once chosen, it cannot be changed.
Amalgamate (Su): Your partner (see sidebar for definition) permanently becomes one size category larger than you, to a minimum of Medium and a maximum of Huge, and you can ride it. When your partner uses a natural attack or weapon attack in melee and lowers a corporeal creature’s hit points to zero or fewer, you may expend a use of mythic power as an immediate action to force the defeated creature to make a Will save against a DC of 10 + twice your tier.
If the defeated creature fails, its body is absorbed into your partner’s form, and you select a single special quality or special attack of the creature. Your partner gains that special quality or attack and may use it with the same limitations of the original creature, using the same save DCs (if applicable) of the amalgamated creature. Your partner may only have a number of amalgamated abilities up to a maximum of your mythic tier. If it would gain an amalgamated ability beyond this limit, you must select an amalgamated ability to lose. Amalgamated abilities last until replaced, and may not be used to qualify for prerequisites.
Buddyjack (Su): Your partner permanently becomes one size category larger than you, to a minimum of Medium and a maximum of Huge, and you can ride it. While your partner is grappling with a creature at least one size category larger than it, you may expend one use of mythic power force the grappled opponent to make a Will save against a DC of 10 + twice your tier. If the grappled creature fails, it becomes hijacked (see sidebar for definition). After a number of rounds equal to one-and-a-half times your tier, the Will save must be repeated. You do not need to expend the use of mythic power again. If the hijacked creature fails, the duration of the effect resets. If it succeeds the hijacked creature ceases to be hijacked and you are simply grappling once more.
Hotwire (Su): While you are grappling with a creature at least one size category larger than you, you may expend one use of mythic power force the grappled opponent to make a Will save against a DC of 10 + twice your tier. If the grappled creature fails, it becomes hijacked. After a number of rounds equal to three times your tier, the Will save must be repeated. You do not need to expend the use of mythic power again. If the hijacked creature fails, the duration of the effect resets. If it succeeds the hijacked creature ceases to be hijacked and you are simply grappling once more.

----Sidebar: Partner -----------
A partner is defined as a class- or feat-granted creature that aids a character and is controlled by the player. Some examples are familiars, eidolons, and animal companions, although others do exist.
-------------------------------------

----Sidebar: Hijacked ----------
When a creature is hijacked, it loses control of its abilities. Its body continues to perform all of its necessary and automatic processes, but all abilities that require it to act cannot be used of its own volition. Instead, the hijacker has control over all activatable abilities, attacks, and movements. The hijacker and associated creatures (such as a godpilot’s eidolon and their master) must use a full-round action each turn to maintain the hijack, and cannot use any other abilities during such.
-------------------------------------

Path Abilities: At 1st tier and every tier thereafter, select one new path ability from the godpilot path abilities lists or from the universal path abilities lists (see Pathfinder Roleplaying Game: Mythic Adventures for additional information). Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.

Primordial Pilot: At 10th tier, your power is overwhelming. Any and all creatures you hijack add your tier to all d20 rolls for the duration of being hijacked, and if you amalgamate a creature, you add its challenge rating to the next d20 roll you make.

1st-Tier Godpilot Path Abilities:
You can select these path abilities at any tier.
Additional Directive: You learn an additional godpilot’s directive ability.
Amalgamated Magic (Su): When your partner amalgamates a creature, you may expend one use of mythic power to gain the benefits of a single beneficial spell that was active on the amalgamated creature at the time of its defeat. This lasts until the end of the spell’s duration or for a number of rounds equal to twice your tier, whichever is less.
Arms at the Ready (Su): While hijacking a creature that has arms, you grant that creature a +2 competence bonus to Strength, and may expend one use of mythic power as part of the action required to maintain the hijack to increase this bonus by +2 for a number of rounds equal to your tier.
Beautiful Beast (Su): While hijacking a corporeal, visible creature, you grant that creature a +2 competence bonus to Charisma, and may expend one use of mythic power as part of the action required to maintain the hijack to increase this bonus by +2 for a number of rounds equal to your tier.
Cunning Amalgamation (Su): You increase the DC for any special effects that your partner has amalgamated by +1, which increases by +1 at 4th tier and every three tiers thereafter.
Data Backup (Su): When your partner has amalgamated the maximum number of abilities it can, you may expend a use of mythic power as a full-round action to remove an amalgamated ability and regain an ability that was removed to make room for a new amalgamated ability within the past 24 hours. At 5th tier, you may expend a use of mythic power to remove and regain two qualifying amalgamated abilities at once.
Experienced the World (Su): While hijacking a creature that has at least 10 hit dice and/or 2 mythic ranks, you grant that creature a +2 competence bonus to Wisdom, and may expend one use of mythic power as part of the action required to maintain the hijack to increase this bonus by +2 for a number of rounds equal to your tier.
Fixer-Upper (Su): While riding your partner, you may expend one use of mythic power to heal it for twice the amount of healing your lay on hands ability would heal, up to its maximum hit points. You must have the lay on hands ability to gain this path ability.
Gigas Champion (Su): Your partner permanently increases in size by one size category. Additionally, your partner can serve as a mount for as many allied creatures of your size or smaller that can fit on it.
I’ll Form the Head (Su): While hijacking a creature with a head, you grant that creature a +2 competence bonus to Intelligence , and may expend one use of mythic power as part of the action required to maintain the hijack to increase this bonus by +2 for a number of rounds equal to your tier.
Legs Active (Su): While hijacking a creature with legs, you grant that creature a +2 competence bonus to Dexterity, and may expend one use of mythic power as part of the action required to maintain the hijack to increase this bonus by +2 for a number of rounds equal to your tier.
Regenerative Module (Su): While hijacking a creature with flesh, you grant that creature a +2 competence bonus to Constitution, and may expend one use of mythic power as part of the action required to maintain the hijack to increase this bonus by +2 for a number of rounds equal to your tier.
Tortoise State (Su): While hijacking a corporeal creature, you may expend one use of mythic power as part of the action require to maintain the hijack to improve the hijacked creature’s defenses at the cost of its offensive capability. One special or natural attack of the hijacked creature is lost, and replaced with a natural armor bonus to AC equal to half the average damage of said attack, to a maximum of twice your tier. This lasts for two rounds, plus one round for every two tiers after you select this path ability.

3rd-Tier Godpilot Path Abilities:
These path abilities may be selected at 3rd tier and any tier thereafter.
Aura Amplifier (Su): While hijacking a creature, all auras centered on you have their radius increased by 10 feet for each size category larger than you the hijacked creature is, and you may expend a use of mythic power to increase the radius by an additional number of feet equal to 5 times your tier. You must have at least one aura as a result of a class feature or feat to select this path ability.
Brutal Might (Su): Your partner gains a permanent +2 increase to Strength and Constitution, and any amalgamated abilities with Strength- or Constitution-based DCs have said DCs increased by +2.
Catlike Reflexes (Su): Your partner gains a permanent +2 increase to Dexterity and to Reflex saves, and any amalgamated abilities with Dexterity-based DCs have said DCs increased by +4.
Diligent Reminder (Su): While hijacking a creature that you’ve hijacked before, you increase the number of rounds before the hijacked creature must make a Will save to resist being hijacked by an amount equal to your tier, and may expend a use of mythic power as part of the action needed to maintain the hijack to cause the hijacked creature to take a -4 penalty to its Will save.
Engineer’s Assault (Su): While hijacking a construct, you increase the hijacked creature’s base attack bonus by an amount equal to your tier. This does not modify the hijacked creature’s hit dice or any other statistics. You may expend a use of mythic power to increase its bonus to weapon damage rolls by an amount equal to your tier.
First Dawn (Su): While hijacking a fey creature, you increase the hijacked creature’s saving throw bonuses by an amount equal to half your tier.
Gallant Guardian (Su): Your partner gains a permanent +2 increase to Wisdom and Charisma, and any amalgamated abilities with Wisdom- or Charisma-based DCs have said DCs increased by +2.
Hills of Hell (Su): When hijacking a devil, you increase the hijacked creature’s current and maximum hit points by an amount equal to four times your tier.
Intellectual Abandon (Su): Your partner gains a permanent +2 increase to Intelligence, and any amalgamated abilities with Intelligence-based DCs have said DCs increased by +4.
Jump Drive (Su): While hijacking a creature with at least a +15 bonus on Acrobatics checks made to jump, you can expend a use of mythic power to jump up to 5 feet times your tier either horizontally or vertically as a swift action without provoking attacks of opportunity.

6th-Tier Godpilot Path Abilities:
These path abilities may be selected at 6th tier and any tier thereafter.
Kilowatt Crash (Su): While hijacking a creature with an extraordinary, supernatural, or spell-like ability that deals electricity damage, you increase the damage per die by an amount equal to half your tier and any save DCs by an amount equal to your tier.
Liquid Courage (Su): While hijacking a creature with a swim speed, you gain a +4 bonus to Will saves and the hijacked creature becomes immune to fear effects.
Master Edge (Su): While hijacking a creature with a natural attack that deals slashing damage, you increase the damage per die by your tier, and add your tier to attack rolls that would result in slashing damage.
Night Terror (Su): Your partner gains a permanent +4 increase to Will saves, and any amalgamated abilities that are fear effects increase their DCs by your tier.
Openly Wounding (Su): Your partner gains a permanent +4 increase to Fortitude saves, and any amalgamated abilities that deal precision or bleed damage add your tier to each die of damage.

gr8artist
2015-01-02, 07:33 PM
Supplementary Info for the Planar Avatar and Sage of the Elements

The Planar Avatar is based mostly on the interaction between a creature and the Corporeal Sublimation affliction, detailed below.
The Sage of the Elements is based predominantly on the absorption and manipulation of elemental control, and is heavily rooted in the following lore.



The History and Origin of The Verge
"This land here is different. The land, the sky, they're not at peace... and all anyone here seems to recall about the time before is veiled in myth. Below, you will find one such script. You’ll notice how inconsistent it is right away.”
- Cailan Antiqua, senior academician

All it took was a single man’s greed to shatter our world.

Though it’s been over a hundred years since it all happened, we can all still see the scars cut into the very foundations of our land. We were great once.

Once, Quin-Bolran was a beautiful Kingdom, a land teeming with life and magic. Though our ancestors never built great cities, they always revered and cherished the land. From the lowest farmer to to the toughest miners, everyone knew to be thankful. Such was their reverence that they constructed four great shrines, each representing one of the four elements. Earth in the north, Water in the West, Air in the East, and Fire in the South. And at each temple, a dozen sages all spoke in communion with the forces of our land.

Thankful and made proud, the spirits that dwelt within the land - the Elementals - in turn blessed it, giving the people protection and bounty. All prospered.

But that was not enough for some. One day, a man began to visit each of the temples, questioning the sages at each as to why men revered the land instead of exploiting it for all it was worth. The sages at each Temple responded politely, there was no need for them to do anything else, their needs were met.

The man then became frustrated and verbally attacked the sages, but he was just a simple man. He was cast of out each. One by one, his visits ended in failure, leaving him nothing but anger and frustration at the sages.

So he brought himself to the King and spoke a vicious lie about the sages at the temples. “They steal away the the greatest powers for themselves!” he argued. “Take from them what should rightfully be yours.”

The sages refuted him, but the King listened to the man’s request and acted upon it. One by one, each temple fell, its sages imprisoned for their false treachery. It was for this crime, this blasphemy we know him as the Deceiver.

Meanwhile, the Deceiver schemed in secret as the King did as was requested of him. At each temple, the man desecrated these holy sites, using them to create a gate to the homelands of the spirits, the Elemental Planes. There he ensnared and bound into servitude many great servants.


When the last temple fell, the lying man’s treachery was still unknown to the King. For many months, it seemed like he was right; for a time, the waters flowed more clearly, the soil bore more life, fire seemed warmer, and the air was clean. In truth, it was the lying man’s work, conjuring and consuming elementals in profane rites to benefit the land.

But it was all short lived. The elemental gates the lying man opened no longer drew in elementals to sacrifice, and the land in turn fell into ruin. The ground no longer bore fruit, the air was foul, water became putrid, and the fire was never as warm as was needed.

The King became furious and impatient, demanding answers.

Desperate, the Deceiver spoke of a final solution, a plan to return prosperity to the land. He proposed a great tower, a shrine that dwarfed all the others by an order of magnitude, a place that held the power of our collective minds and will!

The King liked the idea of a throne to rule and bring prosperity to his land, and so ordered his people to construct what the Deciever desired. He would be the new sage for a new age.

For many months as their land died, men and women toiled to bring the creation of the final shrine. Many perished, but hope kept them going forward. And their King led them ever onward, not with fear, but with a simple promise, the promise to rule over all for the benefit of the people.

But the Deceiver had other plans.

When the capstone was laid, the lying man spirited himself to the Final Shrine’s throne room. There he planned to enact a final spell and cement his rule over the land.

But this time, the King was there to meet him, already sitting on the Astral Throne. After seeing his people dying for months, starving and wasting away, he realized that all of this was the fruit of a single traitor’s desire, the whispers of a vile serpent that despoiled his lands and twisted his rule for evil.

The Deciever knew there was no way out now and then decided to end the King’s life. He threw a bolt of power at the King reduced the ruler to dust, but the King was expecting that. He held up a sceptre of power and countered with a blast of his own, both beams meeting each other at the midpoint.

Perhaps in normal circumstances, an epic clash of wills would have begun, each conduit of power bringing forth their full might towards the other. Unfortunately, that did not happen, when their beams struck each other, the very energies they commanded fell into chaos.

The Deceiver burst into flames and dust. His insides turned into steam and his hair turned into stone. Fire immolated his flesh and acid ate away at his stone heart. For so long, he had abused the elements, and now he was facing the consequence. He died horribly, his very essence bursting and becoming nothing but the elements that had comprised him,

Meanwhile the King felt nothing but utter agony, his soul in utter torment for in his dying moments he experienced the sheer and utter suffering that had befallen on his people. Every man’s dying gasp and endless thirst, every woman’s pain and worthless toil, every child’s cold body, huddling before flames that offered no warmth.He, too, was turned to dust, but he welcomed the sweet release death offered him.

As both the Deceiver and the King faded away into nothing, the temple’s throne room collapsed in on itself as a massive rift formed within it, a gate to not a single plane, but rather to the astral plane that bound them all together. The rift widened, consuming the throne room and the Great Temple itself, into a chaotic maelstrom in the space between planes, a cacophony of power within which the elements clashed together on a regular basis.

The land below suffered as a result. Chaos rained down, people became broken down into their base components, and the world was buried within ash and snow.

The rift in the sky would have threatened to consume the world, but the spirits bound to the remains of the lesser temples held it at bay, sparing the world from being engulfed by a mad man’s greed.

Now all that’s left for us, the peoples of a fallen Kingdom, is to wait for the day for when we hold the land’s favor yet again.


The Verge
"This land has more in common with apocryphal descriptions of the Inner planes than it does with normal geography. It is as if all of them were all somehow squeezed to fit into an area the size of a small country!"
- unidentified foreign cartographer

The Verge is the name given to the area that was once Quil-Borlan and its surrounding inhabitants. It is a place where the fundamental nature of the material world is being encroached upon by other realities, in this case five of them.

As a result, unified geography outside of a few specific landmarks is hazy and futile, since the terrain has been noted to shift day by day; one area could be a giant iceberg floating down a lava stream for the next day for it to turn into a pile of uncut diamonds flowing through normal water.

Perhaps most noteworthy is that there is a hole in the sky, displaying a chaotic torrent of the various elemental forces clashing against each other like they were swarms of bees. The movements of the elements in the sky roughly translate to the ground below, showing what areas are under the influence of a specific element.

At the very edges of the Verge are the four Elemental Temples, the original structures made in veneration to the land now act as a prison to hold the energies inside it. Consequently, this means that the closer one is to the shrines, the safer and more stable the surrounding area is.
It is because of this many refugees from Quin-Bolran built their new cities around each temple.

The cities have the following names and traits

Inganious near Fire Temple. Center of the industry and possesses the largest military. Most unstable region and City is heavily fortified against attack.

Eredanl near the Earth Temple. Agriculture and mining are the key industries in the area. Technically not a single city, but a large interconnected sprawl of relatively smaller townships. Also holds the most population since area is the most stable.

Wakurna near the Water Temple. Commerce and trade are the main focuses of the city. Rivers of water that manage to survive the elemental instability always flow strategically from the other cities to Wakurna. It also has direct access to the sea.

Avolra near the Air Temple. Situated in the mountains, this city holds the least of the population. However it boasts a portion of the population willing and able to explore the Verge. It’s economics are tied closer to funding and backing explorers and adventurers to solve the mysteries of what happened to the land.

At the Center of the Verge is the remnants of the Great Temple. Though it is in the center and has been blasted and scourged by not only the elements, but by the forces of Astral Plane, the structure still stands, the final testament of the Deceiver and the King. The area surrounding the Great Temple is the also the most dangerous, as it is the furthest away from the temples’ influence, where the forces that drive the world may act with their full power.


Hazards of the Verge

Periodically, a surge of power known as "The Conflux" erupts from the center of the Verge. The conflux is preceded by a darkening sky for 1 hour, and a horrific clashing roar that builds up in the minute or so immediately before its eruption. This surge of power is potentially fatal, and exposes any survivors to the Corporeal Sublimation affliction (see below). The conflux occurs between 3 and 6 times per day on average (or roughly once every 1d4+3 hours).
Creatures may hide or protect themselves from the conflux by remaining within enclosed spaces, or otherwise protecting themselves as though the conflux was an emanation centered in the sky above the great central tower. Creatures who are without proper protection when the conflux erupts take 1d6 points of damage of each of the following energy types: acid, cold, electric, fire, and sonic. In addition, the conflux creates smaller rifts of raw energy that condense into elemental creatures after a few minutes. In general, rifts are spaced between 1 and 4 miles apart, but may be closer together when the confluxes are more rare or farther apart when they are more frequent.
When a rift condenses into elemental creatures, roll (using the table below) to determine the number and size of the elementals created. Note that due to the stalwart nature of the towers, each city or region has a special modifier to this roll, which may cause values lower than 1 or higher than 20.
Inganious is nearly as wild as the unprotected expanse between the cities. There is no modifier for locations near Ignanious.
Eredanal is the most stable and has the strongest resistance to the conflux's dangers. There is a -10 modifier to encounter rolls for locations near Eredanal.
Wakana and Avolra are mildly protected by the tower spirits. There is a -5 modifier to encounter rolls for locations near Wakana and Avolra.
The Great Temple in the center of the verge isn't merely unprotected, it's far more dangerous than the unprotected wastes. There is a +10 modifier to encounter rolls near the Great Temple.


d20
Result


< 1
1 small elemental


1-3
1d3 small elementals


4-6
1d4+1 small elementals


7-9
1 medium elemental


10-12
1d3 medium elementals


13-15
1 large elemental


16-18
1d3 large elementals


19-21
1 huge elemental


22-24
1d3 huge elementals


> 25
1 greater elemental


Elementals normally have the same subtype as the plane currently manifesting or affecting their location (air, earth, fire, or water) but may be of a random subtype when in an location between different areas, or when in a location with no obvious elemental influence. When multiple elementals are created simultaneously at a location, they are usually of the same subtype and are effectively allies of one another. Occasionally elementals may be created with differing subtypes; these creatures are always opposed to one another and will fight until one side or the other is defeated.


Corporeal Sublimation
"An overly scientific name that hides the true nature of this affliction. The the gradual and seemingly unpredictable the affliction into the base elements should not be something that should be taken lightly."
- Arcanist Vix Vel

This horrific malady resulted from this disruption of the cosmic order. Anyone who has been in the Verge for too long unprotected might find themselves at the mercy of this affliction; their bodies are being broken down into the base elements in an erratic fashion with little chance of recovery. Muscles and nervous tissues are set ablaze one day only to turn ice cold the next. Parts of the body randomly evaporate or calcify with no rhyme or reason other than chance. Most that suffer the strange illness do not leave behind any bodies, their very forms broken down into the four elements from which it was created.
Creatures can contract this curse-like ailment through one of two ways. Any creature taking damage from the conflux is immediately exposed, and must make a successful Fortitude save or contract the affliction. Second, any creature travelling through the unprotected wastes (not one of the border cities like Ignanious or Avolra) is exposed each day, regardless of whether or not he takes damage from the conflux, and must make a Fortitude save each morning or contract the affliction. Once a creature has contracted this affliction, he cannot recover without extensive magical assistance, which makes travel through the unprotected wastes nearly impossible to all but the most experienced adventurers.

Type curse; Save Fortitude DC 13
Onset 1 day; Frequency 1 / day
Effect Roll 1d10 to determine which plane is in phase this day, using the following table. You take 1d2 damage in the ability scores listed for that plane. Additionally, you possess the debuff and other effects listed under that plane for the next 24 hours. The last column lists the descriptor or type of the final spell needed to cure you while the listed plane is in phase.
Upon dying, you do not leave behind a body usable for any purpose, the materials being turned into other materials such as stone, glass, ash, or water.
Cure Corporeal sublimation can only be cured by casting 3 different spells within 1 minute of each other. The first 2 spells are dimensional anchor and remove curse, but the last spell may be any that has the required descriptor or category for the plane currently in phase. Note that the first two spells must be cast on the creature to be cured, but the last need only be cast while touching the afflicted creature, and need not actually affect him.



d10
Plane
Damage
Debuff
Benefit
Cure


1-2
Astral
1 Dex, Con, Int, and Wis
none
none
summoning or transmutation


3-4
Air
1d2 Str and Cha
vulnerability to acid
electric resist 5
earth or acid


5-6
Earth
1d2 Dex and Cha
vulnerability to electric
acid resist 5
air or electric


7-8
Fire
1d2 Str and Wis
vulnerability to cold
fire resist 5
water or cold


9-10
Water
1d2 Con and Int
vulnerability to fire
cold resist 5
fire





Other Information, New Feats and Spells, and Additional Materials

Storm of the Elements - This 9th level spell is suitable for any campaign, not just those that include or explore The Verge.

Storm of the Elements
School evocation [acid, cold, electricity, and fire]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S

Range 30 ft
Area 30-ft.-radius spread, centered on you
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

Your body acts as a conduit for a chaotic storm of multiple elemental forces, unleashing their harmful power on everyone and everything nearby. All creatures caught in the blast take 2d6 points of damage per caster leve, though a successful Reflex save reduces this damage by half. This damage is divided evenly among acid, cold, electric, and fire damage, and effects that would change or alter the damage type have no effect on this spell. You are unaffected by this burst.

gr8artist
2015-01-02, 07:36 PM
Planar Avatar

“Corporeal Sublimation was never really a curse! Rather, it was the final gift of our King, to grant us the power our ancestors cherished and more!”
-Tesalion Brodack, Ninth Scion.

A general description of what your class is!

Role: The planar avatar provides a wide variety of damage, support, and tactical benefits to his team, and can select from a wide variety of abilities to compliment many different origins or backgrounds.

Alignment: Planar avatars may be of any alignment.

Hit Die: d8

Requirements
To qualify to become a planar avatar, a character must fulfill all of the following criteria.
Saves: Great fortitude (http://www.d20pfsrd.com/feats/general-feats/great-fortitude) feat or base Fortitude save of +4
Skills: 5 ranks in both Knowledge (Planes) and Spellcraft
Special: Must have contracted corporeal sublimation and have lived with the affliction for at least 1 week. A planar avatar is dependent on the energy he accesses through corporeal sublimation, and loses all class features if he is cured of the affliction.

Class Skills
The planar avatar's class skills (and the key ability for each skill) are Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Linguistics (Int), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier

Planar Avatar


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0


+1


+0


+1

Planar boon (any), cosmic vigor (1d4), energy striking


2nd

+1


+1


+1


+1

Planar boon (elemental)


3rd

+2


+2


+1


+2

Planar boon (other)


4th

+3


+2


+1


+2

Planar boon (other), cosmic vigor (1d6)


5th

+3


+3


+2


+3

Planar boon (elemental)


6th

+4


+3


+2


+3

Planar boon (other)


7th

+5


+4


+2


+4

Planar boon (other), cosmic vigor (2d4)


8th

+6


+4


+3


+4

Planar boon (elemental)


9th

+6


+5


+3


+5

Planar boon (other)


10th

+7


+5


+3


+5

Planar boon (any), cosmic vigor (2d6)



Class Features
All of the following are class features of the planar avatar.

Cosmic Vigor: At 1st level, the planar avatar no longer takes ability damage from the corporeal sublimation affliction, and he may heal ability damage already dealt by it normally. He still rolls each day to see which plane is in phase with him, and to determine his resistance and vulnerability. His bond with the astral plane is constant, so he rerolls each time it would be in phase, until an elemental plane is chosen. He may resist any attempt to “cure” him of Corporeal Sublimation as though he had spell resistance equal to 15 + his Hit Dice.
Additionally, when the planar avatar rolls each day to determine the plane that is in phase with him, he also rolls 1d4 to determine the amount of power imparted to him by that plane. This value is then his planar casting modifier for the next 24 hours. At 4th level, and every three levels thereafter, the die he rolls increases by one step, as follows: 1d6, 2d4, and 2d6 at 10th level.

Energy Striking (Su): Once per day, as a swift action, the planar avatar may imbue his arms and unarmed strikes with elemental power for a number of rounds equal to his hit dice. During this time, his melee attacks deal additional damage equal to his planar casting modifier, and his ranged attacks deal additional damage equal to ½ his planar casting modifier. This damage is of the same energy type as the plane that is in phase with the avatar that day, and stacks with similar energy damage dealt by other sources. This bonus damage is not multiplied on a critical hit.

Planar Boon: At every level, the planar avatar gains a boon from the following list. Once chosen, these boons are permanent, and he may select each of them up to twice unless otherwise specified. When he chooses a boon that he’d already gained, he instead gains some additional benefits for that boon, as detailed for each ability specifically. He may choose any boon from this list at 1st and 10th levels, but the other boons he gains must be of a particular type. At 2nd level and every 3 levels thereafter (5th and 8th), the planar avatar gains an elemental boon (elemental boons are marked with an asterisk). At each other level, he gains a non-elemental boon (from those not marked with an asterisk). Note that he may choose planar magic at any level, regardless of the type of boon normally allowed.

Astral Doorway (Su): As a standard action, the planar avatar may create a pair of portals that are connected through the astral plane. Both portals must be within 30 feet of the Planar Avatar when he uses this ability and he must have line of effect to both locations, but the portals may otherwise be any distance from one another and may be on opposite sides of a structure that would block line of effect. A creature looking into one portal sees what is beyond the other side of the second portal, though he may only see creatures and objects that are within 20 feet of the second portal. Projectiles, lines, and rays that enter one portal emerge from the other in the same direction, and have no effect on creatures that are between both portals. Bursts, emanations, and other area-based effects that affect one portal also affect the second portal, and any creatures within 10 feet of it. The portals appear as 5 foot cubes of churning energy and perpetual motion. Any creature of medium or smaller size that enters one portal is immediately relocated to the second portal, and continues any uncontrolled motion from that point, in the direction he had been moving. A creature cannot end his movement in or between either portal, and is instead returned to the last square he’d entered before ending his movement.
The planar avatar may concentrate for up to 1 round per level to maintain the portals’ integrity; if he does not, or when he ceases concentration, the portals sputter shut and collapse after 1 round. The planar avatar may use this ability a number of times per day equal to his planar casting modifier. The planar avatar may choose this boon any number of times. Each time he selects this boon after the first, he gains 1 additional use per day, and the maximum distance from him at which the doorways may be created increases by 10 feet.

Astral Step (Su): As a swift action, the planar avatar may instantly step into a space up to 30 feet away, as though using dimension door (http://www.d20pfsrd.com/magic/all-spells/d/dimension-door). He may use any remaining actions on his turn, but he cannot take other creatures with him as he uses this ability. He provokes attacks of opportunity in his starting square, as though he were moving normally from that square.
He may use this ability a number of times per day equal to ½ his level + his planar casting modifier. He may select this boon any number of times. Each time he selects this boon after the first, the maximum range of this ability increases by 10 feet, and he gains 1 additional use per day.

Dimensional Volley (Su): When he makes a ranged attack, the planar avatar may choose to have his projectile pass through the astral plane to multiple locations on the material plane, effectively striking multiple creatures with a single blow or shot. He must be using a thrown or projectile weapon to use this ability, and he cannot deal precision damage to any creatures hit, though any additional damage from weapon special properties and other sources functions as normal. He makes one attack roll, and compares it to all creatures to be affected, dealing full damage to any creature whose AC he beats. He may attack a number of creatures equal to 1 + his planar casting modifier, though all creatures to be affected must be within a 60 foot cone emanating from the planar avatar. After the attack, only one instance of his projectile remains, in a random square adjacent to the victim furthest from him.
The planar avatar may use this ability a number of times per day equal to his planar casting modifier. He may use this ability any time he makes a ranged attack, including as part of an attack or full-attack action. He may select this boon any number of times. Each time he selects this boon after the first, he gains 1 additional use per day, and he may attack up to 1 additional creature in each volley.

* Elemental Beam (Su): As a standard action, the planar avatar can make a ranged touch attack against any foe within close range (25 ft + 5 ft/2 levels). Elemental beam deals 2d6 damage on a successful hit, though the planar avatar may choose which type of energy damage (acid, cold, electric, or fire) this attack will deal. At 5th level, this damage increases to 3d6, and then to 4d6 at 10th level. If he chooses the energy type that matches the plane currently in phase, then the beam deals 50% more damage, as though it were empowered.
The planar avatar may use this ability a number of times per day equal to his level + his planar casting modifier. If the planar avatar chooses this boon a second time, the range increases by 10 feet and he gains 2 additional uses per day, and he may have his elemental beam affect a line, rather than targeting a single creature. Each creature struck by the beam takes damage as though hit by it, though they may attempt a Reflex save (DC 10 + ½ the avatar’s level + his planar casting modifier) for half damage.

* Elemental Burst (Su): As a standard action, the planar avatar can unleash a 20 ft radius burst of energy, centered on himself. Elemental burst deals 2d6 damage to each creature in the area, though they may attempt a Reflex save (DC 10 + ½ the avatar’s level + his planar casting modifier) for half damage. The planar avatar may choose which type of energy damage (acid, cold, electric, or fire) his burst will deal. At 5th level, this damage increases to 3d6, and then to 4d6 at 10th level. If he chooses the energy type that matches the plane currently in phase, then the beam deals 50% more damage, as though it were empowered.
The planar avatar may use this ability a number of times per day equal to ½ his level + his planar casting modifier. If the planar avatar chooses this boon a second time, he gains 2 additional uses per day, and he may have his elemental bursts affect a 45 ft cone, rather than a 20 ft radius.

* Elemental Movement (Su): The planar avatar gains one of the following movement benefits. Each day, when he rolls to determine a new planar phasing, the benefit he receives changes to match the plane in phase that day, as follows; Earth, a 10 ft burrow speed; Air, a 10 ft fly speed; Water, a 10 ft swim speed; and Fire, a 10 ft climb speed. He also gains a 10 ft increase to his base land speed, regardless of the plane that's in phase.
Additionally, the planar avatar may spend a swift action to double his elemental movement speed (excluding the bonus to his base speed) for 1 round. He also gains a +5 competence bonus on all movement related skill checks, such as Acrobatics, Climb, Fly, and Swim, during this time. He may use this ability a number of times per day equal to 1/2 his level + his planar casting modifier. If the planar avatar selects this boon a second time, then the benefit he receives is increased to 20 ft, or doubled to 40 ft when he spends an action to do so.

* Elemental Shroud (Su): As a standard action, the planar avatar may surround himself in a ring of elemental energy that damages creatures near him as though using elemental aura (http://www.d20pfsrd.com/magic/all-spells/e/elemental-aura). The DC to reduce the damage and additional effects is equal to 10 + ½ the avatar’s level + his planar casting modifier.
The planar avatar may use this ability for a number of rounds per day equal to his level + his planar casting modifier, though these rounds do not need to be consecutive and may be spent in as little as 1-round intervals. If he chooses an energy type that matches the plane currently in phase, then every other round of consecutive use (beginning with the second) does not count against his allotment of elemental shroud rounds for that day. If the planar avatar chooses this boon a second time, he may begin his elemental shroud as a swift action, and the DC for the damage and effects is increased by 3.

* Elemental Strikes (Su): The planar avatar may choose which type of energy damage he deals when he uses his energy striking ability. If he chooses the type associated with the plane that is currently in phase, then the bonus damage he deals with melee attacks is increased by 50%, as though empowered, and he adds the full damage to ranged attacks. He may also divide the duration of his energy striking ability into 1-round increments, though he still gets only a number of rounds per day equal to his hit dice. These rounds do not need to be consecutive. Ending a use of energy striking is a free action.
The planar avatar may select this boon any number of times. Each time he selects it after the first, the damage dealt by his melee attacks is increased by 2, and the damage dealt by his ranged attacks is increased by 1. If he is dealing the type of energy damage that matches the current plane, this extra damage is increased by 1, to 3 damage for melee attacks, and 2 damage for ranged attacks.

* Elemental Summons (Su): As a full-round action, the planar avatar can summon a small elemental as though using summon monster II (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster). At 6th level, the size of the elemental he can summon increases to medium, as though using summon monster IV (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster). If he summons an elemental of the same type tas the plane currently in phase, then the size of the elemental increases by one step, as though using summon monster IV (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster)or V (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster). Once summoned, the elemental remains for a number of rounds equal to ½ the planar avatar’s level + his planar casting modifier. The planar avatar may summon smaller elementals that the size he is capable of, but he may not summon more than one at a time. Any elementals summoned by the planar avatar are immediately banished to their home plane if he attempts to summon another with this ability.
The planar avatar may use this ability a number of times per day equal to his planar casting modifier. The planar avatar may choose this boon any number of times, gaining an additional use per day for each time that he selects it after the first. Additionally, if he selects this boon more than once, then his elementals deal damage in a burst when they are first summoned. This burst deals 2d6 damage to all creatures within 5 feet of the elemental, though they may attempt a Reflex save (DC 10 + ½ the Planar Avatar’s level + his planar casting modifier) for half damage. Each time the planar avatar selects this boon after the second, the range of the burst increases by 5 ft. and the damage increases by 1d6. This damage is of the energy type that matches the elemental’s subtype (acid for earth, cold for water, electric for air, and fire for fire elementals) and deals no damage to them.

Oubliette (Su): The planar avatar can create a small rift between the astral and elemental planes, that serves as a prison for his foes. Moving a foe into the rift requires a successful reposition or bull-rush attempt by the planar avatar, or a successful grapple attempt to move them into a different square. No creature may enter the rift unless allowed by the planar avatar, so he need not fear being pushed into it himself. Creatures within the rift can take actions as normal, but take damage each round equal to 1d6 + the planar avatar’s planar casting modifier. This damage is of the same energy type as the plane that is currently in phase. The rift can accommodate a creature of any size, but can hold only 1 creature at a time; if the the planar avatar throws another creature into the rift, then the first creature is immediately released into the second creature’s original square, or as close to it as it can come. Creatures in the rift are treated as though they were in the astral plane, and may return to the material plane if they have the ability to do so. Creatures in the rift cannot be seen or affected by any other creature.
The planar avatar may hold a creature in this rift for a number of rounds per day equal to 3 + his planar casting modifier. He may not use this ability if he does not have at least 1 round of entrapment remaining. If the planar avatar runs out of rounds while a creature is trapped in the rift, the trapped creature is held prisoner for 1 additional round before appearing in the square from which he’d been moved. The planar avatar must be at least 10th level before selecting this boon.

Planar Magic (Sp): Once per day, as a full-round action, the planar avatar may grant himself a spell-like ability from the following list. He may use that ability only once, and must do so within 1 hour per level or the opportunity is wasted. He may not apply metamagic effects to the chosen spell effect, but other feats and features that would improve the use of the chosen spell (such as Spell Focus or Spell Penetration) benefit his spell-like ability, if applicable.
Many of his options require that a certain plane be in phase at the time that the ability is chosen; if a different plane is in phase at a later time, he still uses the spell-like ability he’d chosen previously. Most of his options require that he be a certain level before choosing that spell effect, as shown in the table below.
The DC for his spell-like abilities is 10 + the spell’s level + his planar casting modifier, and his caster level is equal to his hit dice. He may choose this boon any number of times, and may choose this boon regardless of whether he must choose an “elemental” or “other” boon. Each time he selects this boon, he gains one additional use of this ability per day, and he may have any number of spell-like abilities prepared in this way at a single time. He may choose the same spell-like ability as one he’d already chosen that day, or he may choose a different one.
Note that this table IS sortable, but the arrows don't seem to be displaying properly.



Spell Name
Required
Plane
Minimum
Level


Endure Elements
--
--


Summon Monster I
--
--


Mirror Strike
--
--


Twisted Space
--
--


Air Bubble
Air
--


Air Step
Air
--


Alter Winds
Air
--


Gusting Sphere
Air
--


Stone Call
Earth
--


Stone Fist
Earth
--


Stone Shield
Earth
--


Thunderstomp
Earth
--


Burning Disarm
Fire
--


Burning Gaze
Fire
--


Burning Hands
Fire
--


Pyrotechnics
Fire
--


Frigid Touch
Water
--


Icicle Dagger
Water
--


Slipstream
Water
--


Wave Shield
Water
--


Call the Void
--
3rd


Protection from Energy
--
3rd


Summon Monster II or III
--
3rd


Air Geyser
Air
3rd


Cloak of Winds
Air
3rd


Gaseous Form
Air
3rd


Burdened Thoughts
Earth
3rd


Shifting Sand
Earth
3rd


Spiked Pit
Earth
3rd


Fire Trail
Fire
3rd


Heatstroke
Fire
3rd


Rage
Fire
3rd


Hydraulic Torrent
Water
3rd


Ice Spears
Water
3rd


Water Breathing
Water
3rd


Dimensional Anchor
--
6th


Summon Monster IV
--
6th


Absorbing Inhalation
Air
6th


River of Wind
Air
6th


Acid Pit
Earth
6th


Stoneskin
Earth
6th


Fireball
Fire
6th


Wall of Fire
Fire
6th


Ice Storm
Water
6th


Wall of Ice
Water
6th


Dismissal
--
9th


Elemental Body I or II (element must match phase)
--
9th


Hostile Juxtaposition
--
9th


Summon Monster V
--
9th


Suffocation
Air
9th


Wall of Stone
Earth
9th


Fire Snake
Fire
9th


Cone of Cold
Water
9th




Plane Shift (Sp): The planar avatar can use plane shift (http://www.d20pfsrd.com/magic/all-spells/p/plane-shift) twice per day as a spell-like ability. His caster level for this effect is equal to his HD, and the DC is equal to 13 + his planar casting modifier. He may shift to and from the plane currently in phase as one use of this ability. The planar avatar must be at least 10th level before selecting this boon.

Pocket Dimension (Su): The planar avatar can fold space and manipulate access to the astral plane in such a way as to create a larger interior within an article of clothing or simple container. He gains an extradimensional storage space, similar to a bag of holding (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-holding), that can hold a number of cubic feet equal to twice his level and a number of pounds equal to his level x 15. He can access this space through any pocket, backpack, barrel, chest, or other enclosed container, though he cannot access it through any container that already benefits from a similar effect (such as a bag of holding, handy haversack, or portable hole). He may store any item within his pocket dimension without fear of damage to himself or the boundaries of the storage space. Objects cannot be retrieved from his pocket dimension by any creature other than the planar avatar.
He can access this space a number of times per day equal to twice his planar casting modifier, but may store or remove any amount of material at each use. He cannot place creatures in his extradimensional space, and objects in the space are immune to all continuous or ongoing effects, as though they were suspended in the astral plane. The planar avatar may select this boon any number of times. Each time he selects this boon after the first, he gains 2 additional uses per day, and the maximum size of his storage space increases by 2 cubic feet and 15 pounds.

Spatial Collapse (Su): As a standard action, the planar avatar creates a 20 ft radius of collapsed space within 60 feet of his location. After the area is selected, the space within is constricted and shrunken, allowing creatures and objects to pass through the area more quickly and with less effort or loss of inertia.
Creatures within the affected area have twice their normal reach, as though they’d increased in size, and their movement speeds are doubled. Thrown and projectile weapons that pass through the affected area increase their range increment by 10 feet. Instantaneous spell effects with a listed range increase that range by 20 feet when passing through the affected area. A ranged attack or spell effect that passes through less than half of the affected area receives only half these benefits (5 ft increase to range increment, 10 feet of additional range). Emanations and other continuous magical effects are unaffected by this increase in range. These effects do not stack if the planar avatar affects overlapping areas with successive uses of this ability.
The area remains affected in this way for a number of rounds equal to the planar avatar’s level + his planar casting modifier, though he may end this duration at any time as a move action.
He may use this ability a number of times per day equal to his planar casting modifier. He may select this boon any number of times. Each time he selects this boon after the first, he gains 1 additional use per day, and the radius of the area to be affected increases by 5 feet.

Storm of the Elements (Sp): The planar avatar can use storm of the elements (see previous post) twice per day as a spell-like ability. His caster level for this effect is equal to his HD, and the DC is equal to 14 + his planar casting modifier. The explosion deals additional damage equal to his planar casting modifier; this damage is of the same type as the plane currently in phase. The planar avatar must be at least 10th level before selecting this boon.

Almarck
2015-01-02, 08:04 PM
Sage of the Elements



Modified Class: Oracle

When the Verge came into being, the resulting cataclysm drove its people to face a new age of strife and anarchy. Without the harmony and connection the people felt to their lands, most perished as a result of poverty and poor living conditions while others became dust and ash. Hundreds gave into despair, but a few have come to think otherwise.

Though the sages have all but died, a brave few came to the empty Shrines to find a way to secure their future.The Sages might have been gone, but their power and teachings lingered. The people longed for the day when their land and the elements favored them once again, so for years, they waited, prayed, and meditated without any teachers,

And then one day, one of the men felt his body turn into molten stone, his hair burn with fire. Others for a moment thought he was Blighted, cursed by the elements as so many others, yet he did not die or perish as a result.

Instead, he found power, the power to change his people’s destiny. With a single thought he bacame as a favor, then as water, and then as a still moving stone.

It was as if he had been Blighted… but in reality he had never been touched by the curse

He began preaching to his fellow man, telling them about the gift he received and slowly, one by one, other men and women began experiencing the same things he did, becoming like the elements. They used their new gift to the benefit of the people, combatting rogue elementals with power that matched theirs.

After a year of converting others under his banner and fighting, the first of the new Sages came to realize an important truth.

The Golden Age of Quin-Bolran ended because they trusted a man who taught them to abandon the elements and the land. The only penance that even came close to making up for that betrayal was to embrace the land and the elements as never before, empowered by the very Temples that hold the Verge at bay.



Elemental Phase (Su): Unlike the Sages of the past, a Sage of the Elements is a conduit for all of the four basic elements, but only one such connection can remain dominant at a time, called a Phase. At the start of each day, a Sage of the Elements selects one of the following four elements and receives benefits and drawbacks based on her selection. The choices are Fire, Earth, Air, and Water as detailed below. She is also immune to Corporeal Sublimation as she is empowered to resist it. This replaces the Oracle’s Curse.


Choosing Fire, the Sage receives Cold Vulnerability, Resist Fire 5, and Augments Cloak of Flames.

Choosing Water, the Sage receives Fire Vulnerability, Resist Cold 5, and Augments Waters of Life.

Choosing Earth, the Sage receives Electric Vulnerability, Resist Acid 5, and Augments Armor of Stone.

Choosing Air, the Sage receives Acid Vulnerability, Resist Electric 5, and Augments Blade of Winds.

Additionally, all energy damage Spells that a Sage of Elements casts of the Fire, Electric, Cold, or Acid subtypes change their subtypes and energy damage to suit the Sage’s current choice of Elemental Phase, as if subjected to the Elemental Substitution Metamagic Feat without increasing Casting Time. This is mandatory for all spells the Sage casts and may not be forgone.

Starting at level 5, once per day, a Sage of the Elements may change her Phase as a swift action, losing the benefits and drawbacks associated with his previous choice and gaining those associated with her new one. Additionally, her energy Resist 5 upgrades to Resist 10 for the element she is currently bonded with.

At level 10, a Sage of Elements may change Elemental Phase twice per day. Resist 10 becomes Resist 15.

At level 15, a Sage of Elements may change Elements Phase three times per day. Resist 15 becomes Immunity.



Dedication to Quin-Bolran (Su): As a Sage grows in power, she learns to tap and control the very elemental energies that flow inside of her. She does not choose a Mystery and instead draws new insights and power from the teachings of the Sages.

She gains Fly, Swim, Climb, and Use Magic Device as Class Skills.

She gains the following spells at the following levels: Burning Hands (1st), Scorching Ray (2nd), Resist Energy (Communal) (3rd), Remove Curse (4th), Lightning Arc (5th), Elemental Body III (6th), Delayed Blade Fireball (7th), Incendiary Cloud (8th), Storm of the Elements* (9th)

* These spell do not have their descriptors or energy types changed as a result of Alignment.

Additionally, dependent on the Sage of Element’s current choice of Elemental Phase some Revelations might have additional benefit, called an Augment.

This modifies the Oracle’s Mystery and Revelation class features.
Revelations.



Blade of Winds: For a number of times equal to her Charisma modifier, the Sage of Elements may choose to empower her own weapons with the power of a harsh galestorm as a swift action before attacking. Then upon landing the first successful hit upon, the Sage deals an extra amount of damage equal to her Oracle level on that attack. This extra damage is precision damage and is not multiplied on a critical hit and creatures immune to precision damage are not subject to this ability.
Augment: All of the Sage’s successful attacks, not just the first, gain Blade of Wind’s Bonus damage. Additionally, her ranged and thrown attacks travel twice their usual range.



Raging Winds: After using Blade of Winds to successfully damage a creature, the Sage may attempt a Bullrush combat maneuver against an opposing creature damaged by Blade of Winds as a free action. The Sage does not need to actually touch or move the opposing creature as part of the action and use of this ability does not provoke Attack of Opportunity.
If the same creature was struck more than once this turn while using Blade of Winds, the Bullrush combat maneuver receives at +5 bonus for every successful hit after the first.


Armor of Stone: Three times per day as a full-round action, the Sage of Elements may choose to encase her body in an extra layer of rock hard armor. She gains her Charisma modifier as an Armor bonus to her Armor class and gains temporary hitpoints equal to five times her level. If she is already wearing armor that provides an Armor bonus to her Armor halfs, half of this bonus is retained and stacks with her existing Armor bonus. If these temporary hitpoints are depleted, all other benefits of this revelation immediately cease.
Each use of this this ability lasts for 1 minute.
Augment:This Revelation lasts indefinitely so long as the Sage is aligned to Earth.

Implacable Stone: While Armor of Stone is in effect, the Sage gains Spell Resistance equal to 5 + her Sage level.

Cloak of Flames: For a number of rounds equal to her Sage of Elements’s level plus her Charisma modifier, the sage may surround herself in fire that wards away danger instead of burning her own flesh. Projectiles are burned to a crisp before reaching her, granting her 20% concealment against projectile based ranged attacks. Enemies that strike her in melee without using reach weapons take half her level in fire damage while creatures that attempt to strike her in melee with their natural weapons take an additional 2d4 fire damage. A successful Reflex save evades this damage.
Augment:The Sage may choose to grant allies within 30 feet of her half the benefits of her own Cloak of Flames.

Rising Flames: As long as Cloak of Flames is in effect, all of the Sage’s weapons are considered to have the Flaming enchantment. At level 11, all of the Sage’s weapons are considered to have Flaming Burst instead. When using Cloak of Flames’s Augment, these effects only do half their normal damage when given to allies.


Waters of Life: For a number of rounds equal to half her Sage of Elements’s level plus her Charisma modifier, she may create water that flows from her body the floods adjacent spaces in a shallow puddle of water as a swift action. This water does not impede or hinder movement in anyway and grants Fast Healing equal to the Oracle’s Charisma modifier to any living creature that stands on it. Should she continue channeling Waters of Life, the water spreads five feet further in every direction up to a maximum radius of the Sage’s Charisma modifier times five. Should she choose to stop, the water slowly recedes back to her original location and otherwise evaporates at a rate of 10 feet per turn.. The water still provides Fast Healing when it recedes.
Augment: The sage can choose to exclude certain creatures from receiving any benefit. The water immediately floods the maximum possible distance.

Grasping Waves: Hostile foes that stand in the Sage’s water of Waters of Life are subject to a Reflex save every turn. Upon failure, the enemy become entanglement effect as gouts of water rise up to ensnare him. Foes that are already entangled instead become immobile and entangled. Failing to escape or break free for three times, causes the victim to be immoble, entangled, and prone as the water turns into hard ice. Grasping Waters’s effects lass even if Water’s of Life is no longer being maintained, but only for 1 minute.


Elemental Beam : As a standard action, the Sage may make a ranged touch attack against any foe within close range (25 ft + 5 ft/2 levels). Elemental beam deals 2d6 damage on a successful hit, though the Sage may choose which type of energy damage (acid, cold, electric, or fire) this attack will deal. If she chooses the energy type that matches the plane currently in phase, then the beam deals 50% more damage, as though it were empowered.
The Sage may use this ability a number of times per day equal to his level + his planar casting modifier.
At 7th level, he may have his elemental beam affect a line, rather than targeting a single creature. Each creature struck by the beam takes damage as though hit by it, though they may attempt a Reflex save (DC 10 + ½ the Avatar’s level + the Avatar’s planar casting modifier) for half damage.





Heir of Quin-Bolran: The Sage may freely change her Elemental Phase as a free action once every turn or as an immediate action once every minute. Additionally, instead of damaging the Sage, the energy that type that matches he