Kellus
2007-09-05, 10:23 PM
Attention! May I have your attention, please! All of the stuff here is being revised and updated and added to, and has moved to a new thread, here (http://www.giantitp.com/forums/showthread.php?t=69882)! Primarily so that I can have all the stuff at the beginning of the thread instead of having links going all over the place. So! Discuss!
The Gate
Alignment: Any
Hit Die: d6
Class Skills
The gate’s class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Gate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Furies per Day
1st|
+0|
+1|
+0|
+2|Magic seal, innately aligned|3
2nd|
+1|
+1|
+0|
+3|-|3
3rd|
+2|
+2|
+1|
+3|Overreach +1|4
4th|
+3|
+2|
+1|
+4|-|4
5th|
+3|
+3|
+1|
+4|-|4
6th|
+4|
+3|
+2|
+5|-|4
7th|
+5|
+3|
+2|
+5|-|5
8th|
+6/+1|
+4|
+2|
+6|Overreach +2|5
9th|
+6/+1|
+4|
+3|
+6|-|5
10th|
+7/+2|
+5|
+3|
+7|-|5
11th|
+8/+3|
+5|
+3|
+7|-|6
12th|
+9/+4|
+6|
+4|
+8|-|6
13th|
+9/+4|
+6|
+4|
+8|Overreach +3|6
14th|
+10/+5|
+6|
+4|
+9|-|6
15th|
+11/+6/+1|
+7|
+5|
+9|-|7
16th|
+12/+7/+2|
+7|
+5|
+10|-|7
17th|
+12/+7/+2|
+8|
+5|
+10|-|7
18th|
+13/+8/+3|
+8|
+6|
+11|Overreach +4|7
19th|
+14/+9/+4|
+8|
+6|
+11|-|8
20th|
+15/+10/+5|
+9|
+6|
+12|Unique seal|8
[/table]
Class Features
All of the following are class features of the gate.
Weapon and Armour Proficiency: A gate is proficient with all simple weapons, as well as light armour and shields. A gate uses supernatural abilities, so he does not incur any arcane spell failure chance by using his abilities.
Magic Seal (Su): A gate derives his magic from extraplanar beings that he seals inside of his own body.
Every morning at dawn, the gate may perform a ritual requiring five minutes of quiet meditation, in which he draws an outsider inside of his body and creates a magical seal that prevents it from escaping. It is also at dawn, whether or not a gate performs this ritual, that a previous outsider in his body exits his flesh and returns to its home plane.
An outsider sealed may not have more hit dice than the gate who seals it, unless the gate has attained certain levels of achievement. However, overreaching one’s abilities in such cases is very dangerous. See the Overreach class feature, below.
A gate may not seal a unique outsider inside his body, unless he has achieved mastery over his craft. See the Unique Seal class feature, below. He may, however, advance the outsider he seals as described in the Monster Manual if he wishes to seal the same beast at higher levels. He may not apply a template to the outsider.
Outsiders, once released, have no memory of the time sealed within a gate, and thus never attempt to take revenge upon him.
When sealing an outsider, or beast, within his body, a gate also constructs a certain number of furies, as determined by his level of achievement. The number of furies he may construct in any one day is shown on Table: The Gate, above. Depending on the nature and abilities of the outsider bound within him, different types of furies may be available to him. For more information on furies, see the Furies section below.
Once a gate has constructed his daily furies, he may unleash them at any time, as a conventional spellcaster casts a spell or a psionicist manifests a power. The gate may unleash his furies as many times in a day as he wishes. However, every time that a gate unleashes a fury, he gives up a portion of his identity, his self. A gate who relies too much upon the power of his sealed outsider quickly finds himself overwhelmed by it.
A gate’s sealbreaker value represents how close the beast within him is to breaking free. Every day at dawn, the gate’s sealbreaker value returns to 0 as he regains his humanity when the extraplanar forces leave his mortal frame. However, upon the successful unleashing of a fury, he adds a number equal to 5 + (his beast’s hit dice - his own hit dice), to his sealbreaker value. Even if his beast is 5 or more hit dice below the gate, he always adds a minimum of 1 to the sealbreaker value upon unleashing a fury.
From that point on, when attempting to unleash a fury, the gate must roll percentile dice beforehand. A result greater than his sealbreaker value means that the fury is unleashed successfully, and he adds a number to his sealbreaker value. Failure indicates that his beast breaks free of the seal.
When the beast breaks free, the gate and all of his worn possessions are instantly replaced with the outsider he sealed inside himself. The outsider, regardless of alignment, is driven partially mad by its confinement in a mortal body. It does not listen to reason, nor does it act according to normal patterns. Instead, it does as much harm to the gate as possible without him there. This could mean attacking his possessions, his mount, his comrades, or moving into an unfavourable position. Some beasts have been known to try and kill themselves in an attempt to escape the trap and leave the gate powerless. Breaking free is not an action, and as such when it occurs the beast has as many actions left to it as the gate had left to him before he attempted to unleash a fury. This includes the standard action that would have been used to unleash the fury. The only things that a beast cannot do in such a situation are effects to teleport or shift planes. Because of the presence of the mortal flesh and soul trapped within the outsider, it cannot travel effortlessly through space and dimensions like it normally can.
Every round that the beast has broken free, the gate takes damage equal the beast’s hit dice as he is slowly digested by the extraplanar being, but his sealbreaker value decreases by 5. This includes the round that it breaks free, but not the round where it is resealed. If he dies, the beast instantly returns to its normal senses, and may once again use teleportation and plane-shifting magic. If the outsider dies instead, the gate is returned to his own body, but no longer has the beast sealed within him. Thus, he does not have access to his furies until he can seal another outsider inside himself at dawn.
The gate may attempt to take back control of the beast once every round. This requires a Control Shape check equal to 15 + the hit dice of the beast. Every time he fails, the DC drops by 2. Attempting to regain control takes place at the start of the turn, and thus upon success the gate is returned to his body in the location where the beast previously was, with a full complement of actions remaining. Like breaking free, resealing the beast is not an action.
Innately Aligned (Su): Due to his dual nature, for all intents and purposes of spells and magic items, a gate has the best possible combination of his alignment and the alignment of the beast he has sealed inside of himself. For example, a CG gate with a LN beast sealed is treated as being CG, CN, LG, or LN, depending on whichever alignment is most advantageous to the gate at the time.
Overreach (Su): At 3rd level, and every 5 levels thereafter, the max hit die limit for outsiders sealed by the gate increases by 1. This means that he can construct more powerful furies which are harder to resist, but also that his beast will find it easier to break free, will be more dangerous, and will be harder to subdue.
Unique Seal (Su): At 20th level, the gate is a master of sealing outsiders. He may at this point attempt to seal a unique outsider inside his body. This requires one day of study for every hit die that the unique outsider has, and expenditure of resources for incense and similar tools requiring 500 gp per hit die of the outsider. Sealing a unique outsider also requires a ritual consuming 1 hour instead of 5 minutes, and successful Control Shape and Knowledge (The Planes) checks against a DC of 15 + the hit dice of the outsider. A failed check does not mean that the resources are wasted, but does mean the gate must wait another day to make another attempt. A natural 1 on one of these checks alerts the outsider to the gate’s plan.
Upon success, the gate has sealed an incredibly powerful being inside of himself. He may spend 5 additional points constructing his furies, although he still may not spend more points on any one seed than he has gate levels. In addition, the save DC for all of his furies increases by 2.
However, despite the benefits, sealing this type of beast is very dangerous. Unlike conventional outsiders, unique outsiders retain their memory after being released, and are also lucid if they break the gate’s seal. Most unique outsiders are vindictive after such an act, and will not hesitate to hunt down the gate personally.
The gate may attempt every day to maintain the same seal on the unique outsider, which requires another hour and Control Shape and Knowledge (The Planes) checks, with a cumulative +2 to the DCs for every day he attempts to maintain the seal. Additional resources are not required to maintain the seal on a unique outsider.
Furies
Constructing a Fury
Building a fury is very similar to creating an epic spell, although on a much smaller scale. You use innate abilities of the beast you have bound to create the fury, and thus there are restrictions on the seeds available to you. For example, to construct a fury with the Law seed, you must have a beast bound whose alignment is partially lawful. Other seeds may have specific requirements which the beast must fulfill in order for you to access it. More powerful beasts all you greater access to furies.
The unleasher level for all furies is equal to the HD of the beast bound within you.
Furies you construct must be within a certain number of points, equal to the hit dice of your beast plus an amount of bonus points equal to your Int modifier (these bonus points cannot excede your gate level). Thus, a 1st level gate may only slightly change his seeds, whereas a higher level gate may modify his seeds extensively to create truly unique furies. However, you may not spend more points on a single seed than your beast has hit dice.
Furies never require material components or XP costs. The only cost worth paying is your soul, and you put that at risk every time you draw upon the unnatural forces of the beast within you.
Combining effect seeds or personal seeds requires an additional number of points equal to the number of effect seeds combined, and the total amount of points must be within the limit set by your gate level. You may not use the same seed more than once.
All seeds have a base point cost of 1.
Save DCs against furies are equal to 10 + 1/2 the hit dice of your beast + your Cha modifier.
Furies are supernatural abilities, and as such do not cause arcane spell failure in armour.
Alignment Seeds
These seeds may not be heightened. You may apply two of these seeds to the same fury, if you meet both requirements.
Chaos
Requirement: Your beast must have a the [Chaotic] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against lawful beings, and the save DC, if applicable, increases by 1 against such beings.
Evil
Requirement: Your beast must have the [Evil] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against good-aligned beings, and the save DC, if applicable, increases by 1 against such beings.
Good
Requirement: Your beast must have the [Good] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against evil-aligned beings, and the save DC, if applicable, increases by 1 against such beings.
Law
Requirement: Your beast must have the [Lawful] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against chaotic beings, and the save DC, if applicable, increases by 1 against such beings.
Effect Seeds
Effect seeds are the main power of a fury. They dictate what the fury will do to a being it comes in contact with. All effect seeds can be heightened extensively.
Acid
Requirement: Your beast must have an ability that deals acid damage or immunity to acid.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d6 acid damage to a target within range. On the following turn, the target receives the same amount of acid damage again that it took the previous round.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d6 points of acid damage.
4 points: the fury does not allow spell resistance.
4 points: the fury deals the same amount of damage for another cumulative round.
8 points: the fury bypasses acid resistance and immunity.
Cold
Requirement: Your beast must have an ability that deals cold damage or immunity to cold.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This seed deals 1d6 cold damage to a target within range. In addition, targets who fail their Fortitude saving throw move at half speed on their next turn.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d6 points of cold damage.
1 point: the fury drops the target’s speed for another cumulative round.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses cold resistance and immunity.
Control
Requirement: Your beast must have an ability to control other beings’ minds, such as Suggestion or Dominate Monster.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: Will negates
Spell Resistance: Yes
This seed places the target under your control. Depending on the number of points you invest in this seed, the more powerful this control is. Commanding the target is a standard mental action. By itself, this seed will cause the target to follow simple orders that are not against its own nature.
This seed may be heightened in the following ways:
1 point: the fury’s duration increases by 1 round.
4 points: the fury allows actions to be taken that the subject normally would not commit, but not self-destructive actions.
4 points: the fury does not allow spell resistance.
8 points: the fury allows any action to be taken that the subject is capable of, including self-destructive actions.
Darkness
Requirement: Your beast must have an ability that creates darkness.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None, Reflex negates
Spell Resistance: No
This seed causes darkness to fill one 5-foot square. A creature in the square treats all targets as having partial concealment. In addition, creatures in the target area must make a Reflex saving throw or by entangled by the groping darkness. Every round, the target may make another Reflex saving throw to break free of the entanglement.
This seed may be heightened in the following ways:
1 point: the duration of the fury and the entanglement increases by 1 round.
4 points: the fury causes creatures in the area to treat targets as having total concealment.
Death
Requirement: Your beast must have an ability that can kill a being regardless of hit points, such as a spell-like ability with the [Death] descriptor.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
This seed instantly snuffs out the life force of a being, killing it. If the target succeeds on a Will saving throw, this seed deals 1d4 negative energy damage to the target instead. This seed may only affect with the death effect a target with hit dice up to half the unleasher level of the fury.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d4 negative energy damage on a successful saving throw.
2 points: the fury may affect a target of 1 additional hit die with the death effect
4 points: the fury does not allow spell resistance.
Electricity
Requirement: Your beast must have an ability that deals electricity damage or immunity to electricity.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d6 electricity damage to a target within range. This fury gains an additional +1 to the save DC and to checks to overcome spell resistance.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d6 points of electricity damage.
1 point: the fury gains a cumulative +1 to the save DC and spell resistance checks.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses cold resistance and immunity.
Fire
Requirement: Your beast must have an ability that deals fire damage, the Fire subtype, or immunity to fire.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d8 fire damage to a target within range.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d8 points of fire damage.
2 points: the fury deals an additional 1 point of damage per die.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses fire resistance and immunity.
Force
Requirement: Your beast must have an ability that deals force damage or be normally incorporeal or ethereal.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d4 force damage to a target within range.
This seed may be heightened in the following ways:
1 point: other effects combined in the same fury are treated as force damage to affect incorporeal, ethereal, or similar creatures.
2 points: the fury deals an additional 1d4 points of force damage.
4 points: the fury does not allow spell resistance.
Health
Requirement: Your beast must have fast healing or an ability to recover hit point damage.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, see text
Saving Throw: Will half
Spell Resistance: Yes
This seed fills the target with positive energy. They gain 5 hit points. Undead are damaged for the same amount, although they may attempt a Will saving throw for half damage.
This seed may be heightened in the following ways:
1 point: the fury heals an additional 2 hit points.
2 points: the fury also grants fast healing 3 for 2 rounds.
4 points: the fury does not allow spell resistance.
Life
Requirement: Your beast must have an ability to raise the dead or otherwise defy death.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This seed returns life to a dead being. However, you may only return to life a being with 1 hit die. In addition, the being loses XP equal to 50 x the number of his hit dice from the shock and pain of dying. To use this seed, there must be a body of some kind to return life to.
This seed may be heightened in the following ways:
1 point: the fury revives may revive a being with 1 more hit die than normal.
4 points: the fury does not require a body to return life to the being.
Light
Requirement: Your beast must have an ability that creates illumination.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None, Fortitude negates
Spell Resistance: No
This seed causes bright light to flare in one 5-foot square. A creature in the space must make a Fortitude saving throw or be dazzled for one round.
This seed may be heightened in the following ways:
1 point: the duration of the fury and the dazzle effect increase by 1 round.
6 points: the fury causes permanent blindness instead of dazzling.
Null Magic
Requirement: Your beast must have Dispel Magic or Antimagic Field as a spell-like ability.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, 1 round, see text
Saving Throw: None
Spell Resistance: Yes
This seed disrupts conventional magic. It dispels spells already in place, similarly to the Dispel Magic spell, but for your dispel check, you must roll 1d20 + your unleasher level. If used in conjunction with a shape seed that causes an area effect, this seed creates an antimagic field in the area.
This seed may be heightened in the following ways:
1 point: the fury’s duration for the antimagic field effect increases by 1 round.
4 points: the fury dispels psionics as well as magic, as the Dispel Psionics power.
Poison
Requirement: Your beast must have an ability that inflicts poison which deals the appropriate ability damage.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This seed inflicts the target with a deadly poison. To use this seed, you must select at the time of construction an ability score to damage. This seed deals 1d4 damage to that ability score, and after 1 minute the same amount of damage again. Otherwise, this works like mundane poison. The save DC against the poison for both iterations is equal to the save DC of the fury.
This seed may be heightened in the following ways:
3 points: the fury deals an additional 1d4 ability damage to the same ability score.
4 points: the fury does not allow spell resistance.
Sense
Requirement: Your beast must have an ability to detect the unseen, such as See Invisibility, True Seeing, or even something as mundane as Scent.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants exemplary senses to the target. It grants a +5 bonus to Spot and Listen checks made by the target for the duration of the fury.
This seed may be heightened in the following ways:
1 point: the fury’s duration increases by 1 round.
2 points: the fury’s bonus to Spot and Listen improves by +3.
4 points: the fury grants the Scent special ability.
4 points: the fury allows the target to see through invisibility.
8 points: the fury grants True Seeing, as the spell of the same name.
Shadow
Requirement: Your beast must have an ability that creates shadowy illumination.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: No
This seed causes shadowy illumination to fill one 5-foot square. A creature in the square suffers no vision impairment, but is treated as having partial concealment.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the fury grants total concealment instead of partial concealment.
Shield
Requirement: Your beast must have a deflection bonus to its AC greater than or equal to the bonus you bestow.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round/unleasher level
Saving Throw: None
Spell Resistance: Yes
This seed causes attacks to simply slide off your target. The target receives a +2 deflection bonus to its AC.
This seed may be heightened in the following way:
4 points: the fury grants an additional +1 to AC.
Sonic
Requirement: Your beast must have an ability that deals sonic damage or immunity to sonic.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d4 sonic damage to a target within range. It deals 1d8 sonic damage against crystalline creatures.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d4 (or 1d8, as applicable) points of sonic damage.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses sonic resistance and immunity.
12 points: crystalline creatures affected by this fury must make a Fortitude save or be destroyed.
Spell Shield
Requirement: Your beast must have spell resistance.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants protection from magic. The target receives spell resistance 10.
This seed may be heightened in the following ways:
1 point: the fury grants another 2 points of spell resistance.
2 points: the fury’s duration increases by 1 round.
4 points: the fury grants power resistance equal to the spell resistance provided.
Warp Reality
Requirement: Your beast must have Wish or Miracle as a spell-like ability, or Reality Revision as a psi-like ability.
Casting Time: 1 standard action
Range: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text
This seed warps the fabric of reality to better suit your needs. Unlike other seeds, this seed is extremely dangerous to make use of. It increases your sealbreaker value by twice the normal amount, and also automatically breaks the seal immediately after unleashing the fury if the seal was not broken in unleashing it.
Despite the danger in unleashing it, this seed is incredibly powerful, and adds true versatility to the gate’s arsenal.
This seed mimics any other effect seed or personal seed, even one that your beast would not normally allow you to access. The seed to mimic does not need to be decided upon construction of the fury. You may heighten the seed to be mimiced with the same number of points that you put into this seed. Otherwise, the fury that this seed is part of does not change.
This seed may be heightened in the following way:
1 point: the seed you mimic may be heightened by 1 point.
Weak
Requirement: Your beast must have an ability to deal the appropriate kind of ability damage or drain.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Fortitude negates or Will negates
Spell Resistance: Yes
This seed deals 1d4 points of ability damage to the target. You may select which ability score to affect, but it must match the type of ability damage or drain that your beast can inflict. This decision must be made when constucting the fury, and may not be changed afterward.
If you deal damage to a physical ability score: Str, Dex, or Con, the target may make a Fortitude saving throw to avoid the effect.
If you deal damage to a mental ability score: Int, Wis, or Cha, the target may make a Will saving throw to avoid the effect.
This seed may be heightened in the following ways:
2 points: the fury deals an additional point of ability damage.
4 points: the fury deals one negative level if the target fails their saving throw.
4 points: the fury does not allow spell resistance.
6 points: the fury deals half of the normal ability damage on a successful saving throw.
Wind
Requirement: Your beast must have Gust of Wind as a spell-like ability, or the Air subtype.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: Reflex partial, Fortitude negates; see text
Spell Resistance: Yes
This seed forces the target to make a Reflex saving throw or be knocked prone. So long as the fury continues, a prone target must continue to make a Reflex saving throw with a -4 penalty each round if it wishes to stand up.
On a successful save, the target must also make a Fortitude saving throw or be checked by the wind. If checked, the target may not move towards you in the following round. This seed can also so anything that a sudden blast of wind would be expected to do.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by one round.
1 point: the fury deals 1d6 slashing damage against any target who is knocked prone.
4 points: the fury does not allow spell resistance.
Shape Seeds
You may only apply multiple shape seeds to a fury if it is mentioned in the shape seed description. Shape seeds do not require the additional points usually neccessary to combine seeds. Unlike most seeds, you may not use these seeds by themselves, and they do not have any special requirements of your beast to use.
Cylinder
Range: Unchanged
Area: 10 ft. radius cylinder, centered on the target
Point Cost: 2
This shape seed causes the fury to call down a cylinder from the heavens centered upon the target. All creatures within the area are affected by the fury as normal.
This seed may be heightened in the following way:
1 point: the fury’s radius increases by 5 ft.
This seed may be combined with the Extend seed.
Burst
Range: Unchanged
Area: 20 ft. burst, centered on the target
Point Cost: 2
This shape seed causes the fury to explode in a burst at the target. All beings within 20 ft. of the target are affected as if by the fury.
This seed may be heightened in the following way:
1 point: the fury’s radius increases by 10 ft.
This seed may be combined with the Extend seed.
Cone
Range: 15 ft.
Area: Cone-shaped burst
Point Cost: 1
This shape seed changes the fury into a cone-shaped burst emanating from the gate. All beings within the area are affected as if by the fury.
This seed may be heightened in the following way:
1 point: the fury’s range increases by 10 ft.
Dimensional Form
Range: Unchanged
Area: 1,000 cubic ft.
Point Cost: 4
This shape seed changes the fury into a three-dimensional shape. The shape comes into being in the square of the target. The gate may choose where to place the shape, but 125 cubic feet of it must be on the target square. All beings within the shape are affected as if by the fury.
The shape built must be made of discrete 125-cubic ft. blocks. Because otherwise it is far, far too complicated.
This seed may be heightened in the following way:
1 point: the area increases by 125 cubic ft.
This seed may be combined with the Extend seed.
Note for players: this seed is not usable with hex grids. If you play with hex grids or any other kind of grid aside from the standard 5-ft. squares, consult your DM before constructing a fury with this seed.
Extend
Range: See text
Area: None
Point Cost: 1
This shape seed extends the range of a fury to 100 ft. + 10 ft./level.
This seed may be heightened in the following way:
1 point: the fury’s range changes to 400 ft. + 40 ft./level.
This seed may be used in conjunction with many other shape seeds, as explained in their individual descrptions.
Ray
Range: Unchanged
Area: None
Point Cost: 3
This shape seed changes a fury into a ray. The range is unchanged, but any fury that requires a saving throw for half damage now allows no save for half damage with a successful ranged touch attack. This does not affect other kinds of saving throws.
This seed may not be heightened, but it may be combined with the Extend seed.
Touch
Range: Touch.
Area: None
Point Cost: 2
This shape seed changes the fury into a touch attack. A successful touch attack imparts the full fury onto the being. Any fury that requires a saving throw for half damage now deals its full damage on a successful touch attack.
This seed may not be heightened.
Wall
Range: Unchanged
Area: A 10ft. high sheet up to 20ft. long
Duration: Concentration, up to 1 round/unleasher level
Point Cost: 2
This shape seed creates an opaque sheet of energy which affects all beings who pass through it as if they were affected by the fury as normal. Multiple beings passing through the same wall do not require the fury to be unleashed again. You may shape this sheet in any way you wish, such as an enclosing box, a straight curtain, a triangle, or any other formation you can think of. The wall has no thickness to speak of, and thus is usually placed between squares.
This seed may be heightened in the following ways:
1 point: the height of the wall increases by 10 ft.
1 point: the length of the wall increases by 10 ft.
Personal Seeds
A personal seed is similar to an effect seed, but targets the gate instead of a target within range. These seeds may not be affected by alignment seeds or shape seeds. They may be unleashed in conjunction with an effect seed, but the additional point to combine seeds is required to combine a personal seed with another seed.
For example, you could combine a teleport personal seed with a fire effect seed, and unleash a blast of fire at any target within range, while you teleport somewhere.
Animate
Requirement: Your beast must have an ability to animate objects or bodies.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants you the ability to animate objects around you. For the duration of the fury, you may grant an inanimate object the Animated Object template and place it under your control as a standard action that provokes an attack of opportunity. Commanding an animated object is a move action.
You may not animate an object that has will have HD than your beast.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
2 points: the maximum HD of an animated object increases by 1.
Boost
Requirement: Your beast must have a value greater than your own in the relevant ability score.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/unleasher level
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants a +1 enhancement bonus to one ability score of your choice. You do not need to decide what ability score to boost when constructing the fury. This can be done upon unleashing it, and you may change it with later unleashings of it.
You may not raise your ability score above the value your beast has for that ability score. For example, if you have bound a devil with a Str of 16, and you have a Str of 14, you may only raise your Str to a 16, even if you heighten the seed enough to afford a +3 bonus.
This seed may be heightened in the following ways:
3 points: the boost to the ability score increases by 1.
4 points: the fury affects one additional creature within 20 ft. of you. The additional target cannot have the relevant ability score raised above the value your beast has for the same ability.
Summon
Requirement: No special requirement, but the fury can only summon beasts similar to your own.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants you the ability to summon forth otherworldly beings to fight for you. You may only summon a being with the same type, subtype(s) and alignment as your beast. You may summon as many beings as you want while the fury lasts, but all of them disappear at the end of the duration. Summoning a being is a standard action that provokes attacks of opportuity. You may use a move action to command a single monster. This does not bprovoke an attack of opportunity.
You may only summon monsters within a range of 25ft. + 5ft./unleasher level. This distance may be modified by the Extend shape seed.
A being summoned may only have half as many HD as your beast. You may not summon unique beings with this seed.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the maximum HD of a summoned monster increases by 1.
Teleport
Requirement: Your beast must have dimension door, teleport, or a similar ability to move through space instantly.
Casting Time: 1 standard action
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed teleports you without error to any location you can see within 10 ft. If the square is occupied, you transpose whatever was in that space to your previous location. If alive, the target transposed may make a Will saving throw to avoid this effect.
You may attempt to teleport to a location you cannot see, such as through a wall, but must describe exact directions to where you teleport (such as “I teleport 5 ft. east and 10 ft. south”, instead of “I teleport to the room past the door”.). If you teleport into solid matter, you transpose the material previously there (such as stone, wood, what have you) and, depending on the material, begin to suffocate.
This seed may be heightened in the following ways:
1 point: the fury may teleport you an additional 10 ft.
2 points: the duration of the fury increases by 1 round. This means that you may teleport once per round as a standard action so long as the fury lasts.
4 points: the fury does not allow spell resistance.
Tesseract
Requirement: Your beast must have teleport or greater teleport as a spell-like ability, or a similar ability.
Casting Time: 1 standard action
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed teleports the target to any point within 5 miles that the unleasher describes. The unleasher must have previously visited the point, or there is a chance of error. If the unleasher has not visited the location before, roll on the following table to determine how close the fury delivers you.
{table]d%|Error Margin
00-30|No error
31-50|5% off in a random direction
51-80|15% off in a random direction
81-95|25% off in a random direction
96-99|50% off in a random direction
100|75% off in an actively harmful direction[/table]
This seed may be heightened in the following ways:
1 point: the distance teleported to increases by up to 5 miles.
3 points: the fury may bring one additional being touched (if unwilling, target receives a Will saving throw to resist the effect).
4 points: the fury does not allow spell resistance.
8 points: there is no chance of teleportation error.
Transform
Requirement: Your beast must have the ability to change shape or form, or the [Shapeshifter] subtype.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed transforms you into another form. You take on the form of an animal of equal or less HD than yourself. Your ability scores also change in this new form. Each ability score is modified for the duration of the fury by a value equal to your new form’s relevant modifier minus your own relevant modifier. Thus, a gate with 10 Str changing into an animal with 16 Str has his Str score increased by 3, to 13, because 16 Str is a +3 modifier and 10 Str is a +0 modifier.
You temporarily lose all equipment in this form, the effects of magical equipment, and you may not unleash additional furies while in this new form. You do not heal wounds upon assuming this new form, unless you combine this seed with the Health seed.
You gain all the natural weapons and modes of movement of your new form. You do not gain Extraordinary, Supernatural, Spell-like or Psi-like abilities of your new form.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the fury may affect a creature by touch, rather than the unleasher himself. An unwilling creature receives a Fortitude save to avoid this effect.
4 points: the fury does not allow spell resistance.
Nondetection
Requirement: Your beast must have an ability which renders it invisible.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed renders you invisible for the duration of the fury. This invisibility does not automatically end if you attack a being or cast a spell on a being during the duration, but it is subject to effects such as Invisibility Purge. You may end this effect prematurely if you wish as a free action.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
2 points: the fury renders you undetectable by scent for the same duration.
4 points: the fury renders you inaudible for the same duration.
8 points: the fury renders you undetectable by tremorsense or blindsense for the same duration.
12 points: the fury renders you undetectable by any magical methods, such as a balhannoth’s dweomersight or an arcane spell to detect intruders.
View
Requirement: Your beast must have an ability to view targets remotely.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed allows you to leave your body and view nearby areas. You can take no actions while in this state except to move, but are undetectable by any means save spells such as Detect Scrying. You gain a fly speed of 60 ft. (perfect) and become perfectly intangible. You cannot take damage while in this state, nor suffer the effects of any harmful or helpful ability, unless the ability specifically targets a soul (such as Magic Jar or Trap the Soul). You may only take 1 move action in a round while in this state, which you can only use to move.
When the duration of the fury ends, you awaken again in your own body. While in your extrasensory state, you may make Spot and Listen checks as a free action once per round each. You maintain any sort of magical vision enhancements, even though you have left your physical eyes behind. Any attack on your physical body during this time counts you as helpless. You may end this effect prematurely if you wish as a free action.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the fury allows you to see through invisibility during your remote viewing.
12 points: the fury allows you to gain the ability to see through any kind of illusion or magical effect during your remote viewing, similar to a True Seeing spell.
Prestige Classes
The Body of Many Beasts (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233)
The Worldheart (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233)
Wondrous Items
Seed Shards (http://www.giantitp.com/forums/showthread.php?p=3309110#post3309110)
Monsters
Seed Guardians (http://www.giantitp.com/forums/showthread.php?p=3309110#post3309110)
The Gate
Alignment: Any
Hit Die: d6
Class Skills
The gate’s class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Gate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Furies per Day
1st|
+0|
+1|
+0|
+2|Magic seal, innately aligned|3
2nd|
+1|
+1|
+0|
+3|-|3
3rd|
+2|
+2|
+1|
+3|Overreach +1|4
4th|
+3|
+2|
+1|
+4|-|4
5th|
+3|
+3|
+1|
+4|-|4
6th|
+4|
+3|
+2|
+5|-|4
7th|
+5|
+3|
+2|
+5|-|5
8th|
+6/+1|
+4|
+2|
+6|Overreach +2|5
9th|
+6/+1|
+4|
+3|
+6|-|5
10th|
+7/+2|
+5|
+3|
+7|-|5
11th|
+8/+3|
+5|
+3|
+7|-|6
12th|
+9/+4|
+6|
+4|
+8|-|6
13th|
+9/+4|
+6|
+4|
+8|Overreach +3|6
14th|
+10/+5|
+6|
+4|
+9|-|6
15th|
+11/+6/+1|
+7|
+5|
+9|-|7
16th|
+12/+7/+2|
+7|
+5|
+10|-|7
17th|
+12/+7/+2|
+8|
+5|
+10|-|7
18th|
+13/+8/+3|
+8|
+6|
+11|Overreach +4|7
19th|
+14/+9/+4|
+8|
+6|
+11|-|8
20th|
+15/+10/+5|
+9|
+6|
+12|Unique seal|8
[/table]
Class Features
All of the following are class features of the gate.
Weapon and Armour Proficiency: A gate is proficient with all simple weapons, as well as light armour and shields. A gate uses supernatural abilities, so he does not incur any arcane spell failure chance by using his abilities.
Magic Seal (Su): A gate derives his magic from extraplanar beings that he seals inside of his own body.
Every morning at dawn, the gate may perform a ritual requiring five minutes of quiet meditation, in which he draws an outsider inside of his body and creates a magical seal that prevents it from escaping. It is also at dawn, whether or not a gate performs this ritual, that a previous outsider in his body exits his flesh and returns to its home plane.
An outsider sealed may not have more hit dice than the gate who seals it, unless the gate has attained certain levels of achievement. However, overreaching one’s abilities in such cases is very dangerous. See the Overreach class feature, below.
A gate may not seal a unique outsider inside his body, unless he has achieved mastery over his craft. See the Unique Seal class feature, below. He may, however, advance the outsider he seals as described in the Monster Manual if he wishes to seal the same beast at higher levels. He may not apply a template to the outsider.
Outsiders, once released, have no memory of the time sealed within a gate, and thus never attempt to take revenge upon him.
When sealing an outsider, or beast, within his body, a gate also constructs a certain number of furies, as determined by his level of achievement. The number of furies he may construct in any one day is shown on Table: The Gate, above. Depending on the nature and abilities of the outsider bound within him, different types of furies may be available to him. For more information on furies, see the Furies section below.
Once a gate has constructed his daily furies, he may unleash them at any time, as a conventional spellcaster casts a spell or a psionicist manifests a power. The gate may unleash his furies as many times in a day as he wishes. However, every time that a gate unleashes a fury, he gives up a portion of his identity, his self. A gate who relies too much upon the power of his sealed outsider quickly finds himself overwhelmed by it.
A gate’s sealbreaker value represents how close the beast within him is to breaking free. Every day at dawn, the gate’s sealbreaker value returns to 0 as he regains his humanity when the extraplanar forces leave his mortal frame. However, upon the successful unleashing of a fury, he adds a number equal to 5 + (his beast’s hit dice - his own hit dice), to his sealbreaker value. Even if his beast is 5 or more hit dice below the gate, he always adds a minimum of 1 to the sealbreaker value upon unleashing a fury.
From that point on, when attempting to unleash a fury, the gate must roll percentile dice beforehand. A result greater than his sealbreaker value means that the fury is unleashed successfully, and he adds a number to his sealbreaker value. Failure indicates that his beast breaks free of the seal.
When the beast breaks free, the gate and all of his worn possessions are instantly replaced with the outsider he sealed inside himself. The outsider, regardless of alignment, is driven partially mad by its confinement in a mortal body. It does not listen to reason, nor does it act according to normal patterns. Instead, it does as much harm to the gate as possible without him there. This could mean attacking his possessions, his mount, his comrades, or moving into an unfavourable position. Some beasts have been known to try and kill themselves in an attempt to escape the trap and leave the gate powerless. Breaking free is not an action, and as such when it occurs the beast has as many actions left to it as the gate had left to him before he attempted to unleash a fury. This includes the standard action that would have been used to unleash the fury. The only things that a beast cannot do in such a situation are effects to teleport or shift planes. Because of the presence of the mortal flesh and soul trapped within the outsider, it cannot travel effortlessly through space and dimensions like it normally can.
Every round that the beast has broken free, the gate takes damage equal the beast’s hit dice as he is slowly digested by the extraplanar being, but his sealbreaker value decreases by 5. This includes the round that it breaks free, but not the round where it is resealed. If he dies, the beast instantly returns to its normal senses, and may once again use teleportation and plane-shifting magic. If the outsider dies instead, the gate is returned to his own body, but no longer has the beast sealed within him. Thus, he does not have access to his furies until he can seal another outsider inside himself at dawn.
The gate may attempt to take back control of the beast once every round. This requires a Control Shape check equal to 15 + the hit dice of the beast. Every time he fails, the DC drops by 2. Attempting to regain control takes place at the start of the turn, and thus upon success the gate is returned to his body in the location where the beast previously was, with a full complement of actions remaining. Like breaking free, resealing the beast is not an action.
Innately Aligned (Su): Due to his dual nature, for all intents and purposes of spells and magic items, a gate has the best possible combination of his alignment and the alignment of the beast he has sealed inside of himself. For example, a CG gate with a LN beast sealed is treated as being CG, CN, LG, or LN, depending on whichever alignment is most advantageous to the gate at the time.
Overreach (Su): At 3rd level, and every 5 levels thereafter, the max hit die limit for outsiders sealed by the gate increases by 1. This means that he can construct more powerful furies which are harder to resist, but also that his beast will find it easier to break free, will be more dangerous, and will be harder to subdue.
Unique Seal (Su): At 20th level, the gate is a master of sealing outsiders. He may at this point attempt to seal a unique outsider inside his body. This requires one day of study for every hit die that the unique outsider has, and expenditure of resources for incense and similar tools requiring 500 gp per hit die of the outsider. Sealing a unique outsider also requires a ritual consuming 1 hour instead of 5 minutes, and successful Control Shape and Knowledge (The Planes) checks against a DC of 15 + the hit dice of the outsider. A failed check does not mean that the resources are wasted, but does mean the gate must wait another day to make another attempt. A natural 1 on one of these checks alerts the outsider to the gate’s plan.
Upon success, the gate has sealed an incredibly powerful being inside of himself. He may spend 5 additional points constructing his furies, although he still may not spend more points on any one seed than he has gate levels. In addition, the save DC for all of his furies increases by 2.
However, despite the benefits, sealing this type of beast is very dangerous. Unlike conventional outsiders, unique outsiders retain their memory after being released, and are also lucid if they break the gate’s seal. Most unique outsiders are vindictive after such an act, and will not hesitate to hunt down the gate personally.
The gate may attempt every day to maintain the same seal on the unique outsider, which requires another hour and Control Shape and Knowledge (The Planes) checks, with a cumulative +2 to the DCs for every day he attempts to maintain the seal. Additional resources are not required to maintain the seal on a unique outsider.
Furies
Constructing a Fury
Building a fury is very similar to creating an epic spell, although on a much smaller scale. You use innate abilities of the beast you have bound to create the fury, and thus there are restrictions on the seeds available to you. For example, to construct a fury with the Law seed, you must have a beast bound whose alignment is partially lawful. Other seeds may have specific requirements which the beast must fulfill in order for you to access it. More powerful beasts all you greater access to furies.
The unleasher level for all furies is equal to the HD of the beast bound within you.
Furies you construct must be within a certain number of points, equal to the hit dice of your beast plus an amount of bonus points equal to your Int modifier (these bonus points cannot excede your gate level). Thus, a 1st level gate may only slightly change his seeds, whereas a higher level gate may modify his seeds extensively to create truly unique furies. However, you may not spend more points on a single seed than your beast has hit dice.
Furies never require material components or XP costs. The only cost worth paying is your soul, and you put that at risk every time you draw upon the unnatural forces of the beast within you.
Combining effect seeds or personal seeds requires an additional number of points equal to the number of effect seeds combined, and the total amount of points must be within the limit set by your gate level. You may not use the same seed more than once.
All seeds have a base point cost of 1.
Save DCs against furies are equal to 10 + 1/2 the hit dice of your beast + your Cha modifier.
Furies are supernatural abilities, and as such do not cause arcane spell failure in armour.
Alignment Seeds
These seeds may not be heightened. You may apply two of these seeds to the same fury, if you meet both requirements.
Chaos
Requirement: Your beast must have a the [Chaotic] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against lawful beings, and the save DC, if applicable, increases by 1 against such beings.
Evil
Requirement: Your beast must have the [Evil] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against good-aligned beings, and the save DC, if applicable, increases by 1 against such beings.
Good
Requirement: Your beast must have the [Good] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against evil-aligned beings, and the save DC, if applicable, increases by 1 against such beings.
Law
Requirement: Your beast must have the [Lawful] subtype.
This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against chaotic beings, and the save DC, if applicable, increases by 1 against such beings.
Effect Seeds
Effect seeds are the main power of a fury. They dictate what the fury will do to a being it comes in contact with. All effect seeds can be heightened extensively.
Acid
Requirement: Your beast must have an ability that deals acid damage or immunity to acid.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d6 acid damage to a target within range. On the following turn, the target receives the same amount of acid damage again that it took the previous round.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d6 points of acid damage.
4 points: the fury does not allow spell resistance.
4 points: the fury deals the same amount of damage for another cumulative round.
8 points: the fury bypasses acid resistance and immunity.
Cold
Requirement: Your beast must have an ability that deals cold damage or immunity to cold.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This seed deals 1d6 cold damage to a target within range. In addition, targets who fail their Fortitude saving throw move at half speed on their next turn.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d6 points of cold damage.
1 point: the fury drops the target’s speed for another cumulative round.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses cold resistance and immunity.
Control
Requirement: Your beast must have an ability to control other beings’ minds, such as Suggestion or Dominate Monster.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: Will negates
Spell Resistance: Yes
This seed places the target under your control. Depending on the number of points you invest in this seed, the more powerful this control is. Commanding the target is a standard mental action. By itself, this seed will cause the target to follow simple orders that are not against its own nature.
This seed may be heightened in the following ways:
1 point: the fury’s duration increases by 1 round.
4 points: the fury allows actions to be taken that the subject normally would not commit, but not self-destructive actions.
4 points: the fury does not allow spell resistance.
8 points: the fury allows any action to be taken that the subject is capable of, including self-destructive actions.
Darkness
Requirement: Your beast must have an ability that creates darkness.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None, Reflex negates
Spell Resistance: No
This seed causes darkness to fill one 5-foot square. A creature in the square treats all targets as having partial concealment. In addition, creatures in the target area must make a Reflex saving throw or by entangled by the groping darkness. Every round, the target may make another Reflex saving throw to break free of the entanglement.
This seed may be heightened in the following ways:
1 point: the duration of the fury and the entanglement increases by 1 round.
4 points: the fury causes creatures in the area to treat targets as having total concealment.
Death
Requirement: Your beast must have an ability that can kill a being regardless of hit points, such as a spell-like ability with the [Death] descriptor.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
This seed instantly snuffs out the life force of a being, killing it. If the target succeeds on a Will saving throw, this seed deals 1d4 negative energy damage to the target instead. This seed may only affect with the death effect a target with hit dice up to half the unleasher level of the fury.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d4 negative energy damage on a successful saving throw.
2 points: the fury may affect a target of 1 additional hit die with the death effect
4 points: the fury does not allow spell resistance.
Electricity
Requirement: Your beast must have an ability that deals electricity damage or immunity to electricity.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d6 electricity damage to a target within range. This fury gains an additional +1 to the save DC and to checks to overcome spell resistance.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d6 points of electricity damage.
1 point: the fury gains a cumulative +1 to the save DC and spell resistance checks.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses cold resistance and immunity.
Fire
Requirement: Your beast must have an ability that deals fire damage, the Fire subtype, or immunity to fire.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d8 fire damage to a target within range.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d8 points of fire damage.
2 points: the fury deals an additional 1 point of damage per die.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses fire resistance and immunity.
Force
Requirement: Your beast must have an ability that deals force damage or be normally incorporeal or ethereal.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d4 force damage to a target within range.
This seed may be heightened in the following ways:
1 point: other effects combined in the same fury are treated as force damage to affect incorporeal, ethereal, or similar creatures.
2 points: the fury deals an additional 1d4 points of force damage.
4 points: the fury does not allow spell resistance.
Health
Requirement: Your beast must have fast healing or an ability to recover hit point damage.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, see text
Saving Throw: Will half
Spell Resistance: Yes
This seed fills the target with positive energy. They gain 5 hit points. Undead are damaged for the same amount, although they may attempt a Will saving throw for half damage.
This seed may be heightened in the following ways:
1 point: the fury heals an additional 2 hit points.
2 points: the fury also grants fast healing 3 for 2 rounds.
4 points: the fury does not allow spell resistance.
Life
Requirement: Your beast must have an ability to raise the dead or otherwise defy death.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This seed returns life to a dead being. However, you may only return to life a being with 1 hit die. In addition, the being loses XP equal to 50 x the number of his hit dice from the shock and pain of dying. To use this seed, there must be a body of some kind to return life to.
This seed may be heightened in the following ways:
1 point: the fury revives may revive a being with 1 more hit die than normal.
4 points: the fury does not require a body to return life to the being.
Light
Requirement: Your beast must have an ability that creates illumination.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None, Fortitude negates
Spell Resistance: No
This seed causes bright light to flare in one 5-foot square. A creature in the space must make a Fortitude saving throw or be dazzled for one round.
This seed may be heightened in the following ways:
1 point: the duration of the fury and the dazzle effect increase by 1 round.
6 points: the fury causes permanent blindness instead of dazzling.
Null Magic
Requirement: Your beast must have Dispel Magic or Antimagic Field as a spell-like ability.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, 1 round, see text
Saving Throw: None
Spell Resistance: Yes
This seed disrupts conventional magic. It dispels spells already in place, similarly to the Dispel Magic spell, but for your dispel check, you must roll 1d20 + your unleasher level. If used in conjunction with a shape seed that causes an area effect, this seed creates an antimagic field in the area.
This seed may be heightened in the following ways:
1 point: the fury’s duration for the antimagic field effect increases by 1 round.
4 points: the fury dispels psionics as well as magic, as the Dispel Psionics power.
Poison
Requirement: Your beast must have an ability that inflicts poison which deals the appropriate ability damage.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This seed inflicts the target with a deadly poison. To use this seed, you must select at the time of construction an ability score to damage. This seed deals 1d4 damage to that ability score, and after 1 minute the same amount of damage again. Otherwise, this works like mundane poison. The save DC against the poison for both iterations is equal to the save DC of the fury.
This seed may be heightened in the following ways:
3 points: the fury deals an additional 1d4 ability damage to the same ability score.
4 points: the fury does not allow spell resistance.
Sense
Requirement: Your beast must have an ability to detect the unseen, such as See Invisibility, True Seeing, or even something as mundane as Scent.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants exemplary senses to the target. It grants a +5 bonus to Spot and Listen checks made by the target for the duration of the fury.
This seed may be heightened in the following ways:
1 point: the fury’s duration increases by 1 round.
2 points: the fury’s bonus to Spot and Listen improves by +3.
4 points: the fury grants the Scent special ability.
4 points: the fury allows the target to see through invisibility.
8 points: the fury grants True Seeing, as the spell of the same name.
Shadow
Requirement: Your beast must have an ability that creates shadowy illumination.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: No
This seed causes shadowy illumination to fill one 5-foot square. A creature in the square suffers no vision impairment, but is treated as having partial concealment.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the fury grants total concealment instead of partial concealment.
Shield
Requirement: Your beast must have a deflection bonus to its AC greater than or equal to the bonus you bestow.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round/unleasher level
Saving Throw: None
Spell Resistance: Yes
This seed causes attacks to simply slide off your target. The target receives a +2 deflection bonus to its AC.
This seed may be heightened in the following way:
4 points: the fury grants an additional +1 to AC.
Sonic
Requirement: Your beast must have an ability that deals sonic damage or immunity to sonic.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed deals 1d4 sonic damage to a target within range. It deals 1d8 sonic damage against crystalline creatures.
This seed may be heightened in the following ways:
1 point: the fury deals an additional 1d4 (or 1d8, as applicable) points of sonic damage.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses sonic resistance and immunity.
12 points: crystalline creatures affected by this fury must make a Fortitude save or be destroyed.
Spell Shield
Requirement: Your beast must have spell resistance.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants protection from magic. The target receives spell resistance 10.
This seed may be heightened in the following ways:
1 point: the fury grants another 2 points of spell resistance.
2 points: the fury’s duration increases by 1 round.
4 points: the fury grants power resistance equal to the spell resistance provided.
Warp Reality
Requirement: Your beast must have Wish or Miracle as a spell-like ability, or Reality Revision as a psi-like ability.
Casting Time: 1 standard action
Range: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text
This seed warps the fabric of reality to better suit your needs. Unlike other seeds, this seed is extremely dangerous to make use of. It increases your sealbreaker value by twice the normal amount, and also automatically breaks the seal immediately after unleashing the fury if the seal was not broken in unleashing it.
Despite the danger in unleashing it, this seed is incredibly powerful, and adds true versatility to the gate’s arsenal.
This seed mimics any other effect seed or personal seed, even one that your beast would not normally allow you to access. The seed to mimic does not need to be decided upon construction of the fury. You may heighten the seed to be mimiced with the same number of points that you put into this seed. Otherwise, the fury that this seed is part of does not change.
This seed may be heightened in the following way:
1 point: the seed you mimic may be heightened by 1 point.
Weak
Requirement: Your beast must have an ability to deal the appropriate kind of ability damage or drain.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Fortitude negates or Will negates
Spell Resistance: Yes
This seed deals 1d4 points of ability damage to the target. You may select which ability score to affect, but it must match the type of ability damage or drain that your beast can inflict. This decision must be made when constucting the fury, and may not be changed afterward.
If you deal damage to a physical ability score: Str, Dex, or Con, the target may make a Fortitude saving throw to avoid the effect.
If you deal damage to a mental ability score: Int, Wis, or Cha, the target may make a Will saving throw to avoid the effect.
This seed may be heightened in the following ways:
2 points: the fury deals an additional point of ability damage.
4 points: the fury deals one negative level if the target fails their saving throw.
4 points: the fury does not allow spell resistance.
6 points: the fury deals half of the normal ability damage on a successful saving throw.
Wind
Requirement: Your beast must have Gust of Wind as a spell-like ability, or the Air subtype.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: Reflex partial, Fortitude negates; see text
Spell Resistance: Yes
This seed forces the target to make a Reflex saving throw or be knocked prone. So long as the fury continues, a prone target must continue to make a Reflex saving throw with a -4 penalty each round if it wishes to stand up.
On a successful save, the target must also make a Fortitude saving throw or be checked by the wind. If checked, the target may not move towards you in the following round. This seed can also so anything that a sudden blast of wind would be expected to do.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by one round.
1 point: the fury deals 1d6 slashing damage against any target who is knocked prone.
4 points: the fury does not allow spell resistance.
Shape Seeds
You may only apply multiple shape seeds to a fury if it is mentioned in the shape seed description. Shape seeds do not require the additional points usually neccessary to combine seeds. Unlike most seeds, you may not use these seeds by themselves, and they do not have any special requirements of your beast to use.
Cylinder
Range: Unchanged
Area: 10 ft. radius cylinder, centered on the target
Point Cost: 2
This shape seed causes the fury to call down a cylinder from the heavens centered upon the target. All creatures within the area are affected by the fury as normal.
This seed may be heightened in the following way:
1 point: the fury’s radius increases by 5 ft.
This seed may be combined with the Extend seed.
Burst
Range: Unchanged
Area: 20 ft. burst, centered on the target
Point Cost: 2
This shape seed causes the fury to explode in a burst at the target. All beings within 20 ft. of the target are affected as if by the fury.
This seed may be heightened in the following way:
1 point: the fury’s radius increases by 10 ft.
This seed may be combined with the Extend seed.
Cone
Range: 15 ft.
Area: Cone-shaped burst
Point Cost: 1
This shape seed changes the fury into a cone-shaped burst emanating from the gate. All beings within the area are affected as if by the fury.
This seed may be heightened in the following way:
1 point: the fury’s range increases by 10 ft.
Dimensional Form
Range: Unchanged
Area: 1,000 cubic ft.
Point Cost: 4
This shape seed changes the fury into a three-dimensional shape. The shape comes into being in the square of the target. The gate may choose where to place the shape, but 125 cubic feet of it must be on the target square. All beings within the shape are affected as if by the fury.
The shape built must be made of discrete 125-cubic ft. blocks. Because otherwise it is far, far too complicated.
This seed may be heightened in the following way:
1 point: the area increases by 125 cubic ft.
This seed may be combined with the Extend seed.
Note for players: this seed is not usable with hex grids. If you play with hex grids or any other kind of grid aside from the standard 5-ft. squares, consult your DM before constructing a fury with this seed.
Extend
Range: See text
Area: None
Point Cost: 1
This shape seed extends the range of a fury to 100 ft. + 10 ft./level.
This seed may be heightened in the following way:
1 point: the fury’s range changes to 400 ft. + 40 ft./level.
This seed may be used in conjunction with many other shape seeds, as explained in their individual descrptions.
Ray
Range: Unchanged
Area: None
Point Cost: 3
This shape seed changes a fury into a ray. The range is unchanged, but any fury that requires a saving throw for half damage now allows no save for half damage with a successful ranged touch attack. This does not affect other kinds of saving throws.
This seed may not be heightened, but it may be combined with the Extend seed.
Touch
Range: Touch.
Area: None
Point Cost: 2
This shape seed changes the fury into a touch attack. A successful touch attack imparts the full fury onto the being. Any fury that requires a saving throw for half damage now deals its full damage on a successful touch attack.
This seed may not be heightened.
Wall
Range: Unchanged
Area: A 10ft. high sheet up to 20ft. long
Duration: Concentration, up to 1 round/unleasher level
Point Cost: 2
This shape seed creates an opaque sheet of energy which affects all beings who pass through it as if they were affected by the fury as normal. Multiple beings passing through the same wall do not require the fury to be unleashed again. You may shape this sheet in any way you wish, such as an enclosing box, a straight curtain, a triangle, or any other formation you can think of. The wall has no thickness to speak of, and thus is usually placed between squares.
This seed may be heightened in the following ways:
1 point: the height of the wall increases by 10 ft.
1 point: the length of the wall increases by 10 ft.
Personal Seeds
A personal seed is similar to an effect seed, but targets the gate instead of a target within range. These seeds may not be affected by alignment seeds or shape seeds. They may be unleashed in conjunction with an effect seed, but the additional point to combine seeds is required to combine a personal seed with another seed.
For example, you could combine a teleport personal seed with a fire effect seed, and unleash a blast of fire at any target within range, while you teleport somewhere.
Animate
Requirement: Your beast must have an ability to animate objects or bodies.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants you the ability to animate objects around you. For the duration of the fury, you may grant an inanimate object the Animated Object template and place it under your control as a standard action that provokes an attack of opportunity. Commanding an animated object is a move action.
You may not animate an object that has will have HD than your beast.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
2 points: the maximum HD of an animated object increases by 1.
Boost
Requirement: Your beast must have a value greater than your own in the relevant ability score.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/unleasher level
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants a +1 enhancement bonus to one ability score of your choice. You do not need to decide what ability score to boost when constructing the fury. This can be done upon unleashing it, and you may change it with later unleashings of it.
You may not raise your ability score above the value your beast has for that ability score. For example, if you have bound a devil with a Str of 16, and you have a Str of 14, you may only raise your Str to a 16, even if you heighten the seed enough to afford a +3 bonus.
This seed may be heightened in the following ways:
3 points: the boost to the ability score increases by 1.
4 points: the fury affects one additional creature within 20 ft. of you. The additional target cannot have the relevant ability score raised above the value your beast has for the same ability.
Summon
Requirement: No special requirement, but the fury can only summon beasts similar to your own.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed grants you the ability to summon forth otherworldly beings to fight for you. You may only summon a being with the same type, subtype(s) and alignment as your beast. You may summon as many beings as you want while the fury lasts, but all of them disappear at the end of the duration. Summoning a being is a standard action that provokes attacks of opportuity. You may use a move action to command a single monster. This does not bprovoke an attack of opportunity.
You may only summon monsters within a range of 25ft. + 5ft./unleasher level. This distance may be modified by the Extend shape seed.
A being summoned may only have half as many HD as your beast. You may not summon unique beings with this seed.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the maximum HD of a summoned monster increases by 1.
Teleport
Requirement: Your beast must have dimension door, teleport, or a similar ability to move through space instantly.
Casting Time: 1 standard action
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed teleports you without error to any location you can see within 10 ft. If the square is occupied, you transpose whatever was in that space to your previous location. If alive, the target transposed may make a Will saving throw to avoid this effect.
You may attempt to teleport to a location you cannot see, such as through a wall, but must describe exact directions to where you teleport (such as “I teleport 5 ft. east and 10 ft. south”, instead of “I teleport to the room past the door”.). If you teleport into solid matter, you transpose the material previously there (such as stone, wood, what have you) and, depending on the material, begin to suffocate.
This seed may be heightened in the following ways:
1 point: the fury may teleport you an additional 10 ft.
2 points: the duration of the fury increases by 1 round. This means that you may teleport once per round as a standard action so long as the fury lasts.
4 points: the fury does not allow spell resistance.
Tesseract
Requirement: Your beast must have teleport or greater teleport as a spell-like ability, or a similar ability.
Casting Time: 1 standard action
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed teleports the target to any point within 5 miles that the unleasher describes. The unleasher must have previously visited the point, or there is a chance of error. If the unleasher has not visited the location before, roll on the following table to determine how close the fury delivers you.
{table]d%|Error Margin
00-30|No error
31-50|5% off in a random direction
51-80|15% off in a random direction
81-95|25% off in a random direction
96-99|50% off in a random direction
100|75% off in an actively harmful direction[/table]
This seed may be heightened in the following ways:
1 point: the distance teleported to increases by up to 5 miles.
3 points: the fury may bring one additional being touched (if unwilling, target receives a Will saving throw to resist the effect).
4 points: the fury does not allow spell resistance.
8 points: there is no chance of teleportation error.
Transform
Requirement: Your beast must have the ability to change shape or form, or the [Shapeshifter] subtype.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed transforms you into another form. You take on the form of an animal of equal or less HD than yourself. Your ability scores also change in this new form. Each ability score is modified for the duration of the fury by a value equal to your new form’s relevant modifier minus your own relevant modifier. Thus, a gate with 10 Str changing into an animal with 16 Str has his Str score increased by 3, to 13, because 16 Str is a +3 modifier and 10 Str is a +0 modifier.
You temporarily lose all equipment in this form, the effects of magical equipment, and you may not unleash additional furies while in this new form. You do not heal wounds upon assuming this new form, unless you combine this seed with the Health seed.
You gain all the natural weapons and modes of movement of your new form. You do not gain Extraordinary, Supernatural, Spell-like or Psi-like abilities of your new form.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the fury may affect a creature by touch, rather than the unleasher himself. An unwilling creature receives a Fortitude save to avoid this effect.
4 points: the fury does not allow spell resistance.
Nondetection
Requirement: Your beast must have an ability which renders it invisible.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
This seed renders you invisible for the duration of the fury. This invisibility does not automatically end if you attack a being or cast a spell on a being during the duration, but it is subject to effects such as Invisibility Purge. You may end this effect prematurely if you wish as a free action.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
2 points: the fury renders you undetectable by scent for the same duration.
4 points: the fury renders you inaudible for the same duration.
8 points: the fury renders you undetectable by tremorsense or blindsense for the same duration.
12 points: the fury renders you undetectable by any magical methods, such as a balhannoth’s dweomersight or an arcane spell to detect intruders.
View
Requirement: Your beast must have an ability to view targets remotely.
Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes
This seed allows you to leave your body and view nearby areas. You can take no actions while in this state except to move, but are undetectable by any means save spells such as Detect Scrying. You gain a fly speed of 60 ft. (perfect) and become perfectly intangible. You cannot take damage while in this state, nor suffer the effects of any harmful or helpful ability, unless the ability specifically targets a soul (such as Magic Jar or Trap the Soul). You may only take 1 move action in a round while in this state, which you can only use to move.
When the duration of the fury ends, you awaken again in your own body. While in your extrasensory state, you may make Spot and Listen checks as a free action once per round each. You maintain any sort of magical vision enhancements, even though you have left your physical eyes behind. Any attack on your physical body during this time counts you as helpless. You may end this effect prematurely if you wish as a free action.
This seed may be heightened in the following ways:
1 point: the duration of the fury increases by 1 round.
4 points: the fury allows you to see through invisibility during your remote viewing.
12 points: the fury allows you to gain the ability to see through any kind of illusion or magical effect during your remote viewing, similar to a True Seeing spell.
Prestige Classes
The Body of Many Beasts (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233)
The Worldheart (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233)
Wondrous Items
Seed Shards (http://www.giantitp.com/forums/showthread.php?p=3309110#post3309110)
Monsters
Seed Guardians (http://www.giantitp.com/forums/showthread.php?p=3309110#post3309110)