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    Default Blacklight - Tainted Scion Variant [3.P Class][Please PEACH]

    Last month I created a class based off Venom for a competition on these forums. Then I noticed that several of the abilities between Venom (Spiderman) and Alex Mercer (Prototype) were very similar. So I've done a few edits and created this variant of the Tainted Scion of Venom. Also this class references my Spider Blood Assassin class a good amount so here is a link so your not confused.

    Tainted Scion of Venom
    Spoiler
    Show

    They call me a killer, a monster, a terrorist... I am all of these things

    During the first years of the Spider Blood Assassins, a young assassin known as Petros came into contact with an ooze from the Far-Realm. This ooze covered Petros forming a powerful armor, increasing his strength, speed, and agility. He brought this ooze, now known as Atralux, back to the Spider Blood Assassins and soon there were several assassin's with this ally. But there was a high price, the ooze assimilated the assassin's flesh and twisted their host's minds, plummeting them into a state of madness. Hating the idea of losing their free-will, the remaining Spider Blood Assassins rejected the Atralux.

    But some of the Spider Blood's were tainted by the ooze and in the blood of there descendants this taint awakened. They were changed, becoming known as "The Tainted Scions of Venom". These Scions gain access to the true power of the Atralux; they can reshape their forms creating disguises, and weapons from their flesh and using talents that where once unique to Spider Bloods.

    The Tainted Scion are completely new beings, gestalts of the person they once were and the tainted bound to them.

    Role: Tainted Scions act as frontline fighters who use mobility and fast movement to their advantage. Using their natural weapons they can deal out large amounts of damage while surviving against enemy strikes because of their hard exoskeleton.

    Alignment: Because of the madness the taint generally induces it is hard for them not to lash out at others; despite this a Tainted Scion who has a strong can hold back these urges. Thus a Tainted Scion can be of any alignment, it is simply harder to be good.

    Hit Die: d10

    Starting Gold: As Barbarian.

    Class Skills
    The Tainted Scion's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Sleight of Hand (Dex), Stealth (Wis), and Swim (Str).

    Skill Points at First Level: (4 + Int modifier)

    Tainted Scion of Venom
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus|Fast Movement

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Allied Memory, Echo, Embrace Carnage, Weapon of Agony - Muscle Mass|+0|+0 ft.

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Step of the Web, Weapon of Agony - Claws|+0|+0 ft.

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Fast Movement, Natural Guise|+0|+10 ft.

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Armored Flesh, Weapon of Agony - Fangs|+1|+10 ft.

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |DR 5/-, Phage|+1|+10 ft.

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Corpse Visage, Weapon of Agony - Blood Spike|+2|+20 ft.

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Shifting Figure, Toxic Strength|+2|+20 ft.

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +2
    |Weapon of Agony - Whipfist, Wings of Blood|+3|+20 ft.

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +3
    |Camouflage, Extended Assault|+3|+30 ft.

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +3
    |DR 10/-, Sense of the Hunter, Weapon of Agony - Blade|+4|+30 ft.

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +3
    |Anima Aperture, Tendril Swing|+4|+30 ft.

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Focused Strike, Weapon of Agony - Executor|+5|+40 ft.

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Gifts of the Flesh, Venomous Flesh|+5|+40 ft.

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +4
    |Skilled Camouflage, Weapon of Agony - Tendril|+6|+40 ft.

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +5
    |DR 15/-|+6|+50 ft.

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Weapon of Agony - Scorpion Fangs|+7|+50 ft.

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Birth of Carnage|+7|+50 ft.

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Weapon of Agony - Hammerfists|+8|+60 ft.

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Mastered Weaponry|+8|+60 ft.

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Eternal Armor, Vile Legion|+10|+60 ft.[/table]

    Class Features
    All of the following are class features of the Tainted Scion of Venom.

    Weapon and Armor Proficiencies: A Tainted Scion of Venom is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

    Allied Memory (Ex): The Atralux once were allied to the Spider Blood Assassins and because of such they were ignored by their blindsight. Using the blight within your form, you can gain this trait.

    While Embracing Carnage, a Tainted Scion of Venom cannot be detected by the Blindsense of a Spider Blood Assassin.

    Embrace Carnage (Ex): A Tainted Scion of Venom has been corrupted by the Atralux. As a Swift action, the Scion can Embrace the Tainted and manifest its power or dismiss it. This corruption grants great power, but it comes with a price, your mind and form are twisted into a new being.
    While Embracing Carnage the following effects occur:
    • Firstly, your flesh turns into a monstrous form. This is very noticable and the Tainted Scion takes a -10 untyped penalty to all disguise checks.
    • Secondly, the beastly appearance grants you a +5 untyped bonus to all intimidate checks.
    • Lastly, during this state, your mind and the echo's of those who have also been touched by tainted form a gesalt consciousness and you must make a Will Check (DC = 10 + Echos Ego). If the host succeeds, he is dominant. If he fails then the Echos are dominant.

    Spoiler
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    • Dominance lasts for one day, until you end Embracing Carnage, or until a critical situation occurs (such as a major battle, a serious threat to either the Echos or the host and so on - DM's discretion). If Dominance ends while Embrace Carnage is still active then a new Will Check must be made.
    • Should the Echos gain dominance, it resists the character's desires and demands concessions such as any of the following:

    Spoiler
    Show
    • Removal of associates who are hostile to the Echos or allied with Spider Blood Assassins
    • The character divesting himself of items which are specifically harmful to the Echos.
    • Obedience from the host so the Echos can direct where they go for its own purposes.
    • Immediate seeking out and slaying of creatures hated by the Echos.
    • That the character continues to remain in Embrace Carnage without willingly ending it.
    • Force its host into combat
    • Refuse to strike opponents
    • Hinder its host or his associates
    • Force its host to surrender to an opponent
    • Force its host to end Embrace Carnage

    • Naturally such actions are unlikely when the Echos and the Host are similarly minded.



    Embrace Carnage is automatically ended if the Tainted Scion of Venom takes fire or sonic damage equal to or greater than double his Tainted Scion of Venom level.

    Echo: The tainted you are host to holds the minds of each creature that it has touched with its corruption, these manifest as echos inside the mind of the host. These echos function as an intelligent magical item in many ways. The Echo is for all purposes acts as an intelligent magical item except for the following:
    • Ego Checks only need to be made when Embrace Carnage is activated.
    • It weighs 0 lb.
    • It takes up no space
    • Its Mental Ability Scores are determined by your level (see below).
    • Its Communication is determined by your level (See below).
    • Its has no capabilties.
    • Its Ego is determined by your level (See below).
    • Its senses are determined by your level (see below).
    • If it is some how destroyed, it comes back after 1d4 days.
    • It merges with you when you Embrace Carnage.


    Weapon of Agony (Ex): While Embracing Carnage, Tainted Scions of Venom can reshape their bodies to suit their needs, the main function of this is to create weapons from their bone and flesh. As a move action, the Tainted Scion can replace one or more of his limbs with a natural weapon, the limb (or limbs) used by the natural weapon loses the ability to use its normal attacks which that limb would normally grant access to (for example; unarmed strike, claws, slam). These weapons all function as natural weapons except for the following:
    • The Tainted Scion can select one natural weapon he currently has to act as the Primary Natural Weapon as a free action, all others are counted as secondary. He may only select a Primary Natural Weapon once per turn though.

    The Tainted Scion slowly gains several Weapons of Agony as he advances (see above), these are detailed in below.

    Weapons created this way can be dismissed as a free action or when Embrace Carnage ends.

    Step of the Web (Ex): Using thin tendrils the Tainted Scion of Venom can grip to nearly any surface. As of second level, while embracing Carnage the Tainted Scion can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.
    The Scion doesn’t need his hands free to climb in this manner and can use his feet. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.

    Fast Movement (Ex): At 3rd level, a Tainted Scion gains an enhancement bonus to his land speed, as shown on Table: Tainted Scion of Venom. A Tainted Scion in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

    Natural Guise (Ex): As of 3rd level, while you Embrace Carnage you can choose for the second skin to take the appearance of your natural form. While Natural Guise is active you don't gain the bonus to intimidate or the penalty to disguise caused by Embrace Carnage. Natural Guise can be activated or dismissed as a free action.

    Armored Flesh (Ex): When unencumbered and Embracing Carnage, the Tainted Scion of Venom of 4th level gains +1 natural armor. The amount of protection granted by the natural armor increases as the Tainted Scion gains levels as seen on the Table.

    Damage Reduction (Ex): While Embracing Carnage, a Tainted Scion of 5th level or above gains Damage Reduction 5/-. This Damage Reduction increases by 5 every levels therafter until Damage Reduction 15/- at level 15.

    Phage (Ex): The Echos feeds off madness but it loves the taste of blood and fills its host with the urge to feed on flesh. As a full round action, a Tainted Scion of 5th level can devoure a corpse that has died within the last 10 minutes (or 100 rounds). Upon completing this macabre act, the Scion can warp the mass of the eaten creature into his body, healing 1d8 points of health per HD of the devoured creature. This ability can only be used a number of times per day equal to your Tainted Scion of Venom level + Constitution Bonus (If any).

    This ability can only be used on the corpse of a creature with the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider without the Elemental Subtype, and Vermin. Once this ability is used on a corpse it cannot be used again on that specific corpse.

    Corpse Visage (Ex): The Tainted Scion's disguises slowly grow more adaptable, allowing you to take the forms of others. As of 6th level, a Tainted Scion can change his appearance at will, as if using the Alter Self spell, but only while Embracing Carnage, you can only select humanoids you have previously used the Phage Ability in the last week.

    This disguise ends if dismissed (free action) or if Embrace Carnage ends.

    Shifting Figure (Ex): As the blight shifts the form of its host, it can eventually cause it to grow bulkier or even lithe in shape. A Tainted Scion of Venom of 7th level or above can change his size as a move action, while Embracing Carngage. When this ability is used the Tainted Scion can become one size larger, as the Enlarge Person Spell, or one size smaller, as the Reduce Person Spell.
    The Caster level for both effects is equal to his Tainted Scion of Venom Level. This ability functions for 1 minute/Tainted Scion of Venom level, until dismissed (free action), or until Embrace Carnage ends.

    Toxic Strength (Ex): The eldritch power enhances the power of its host. While Embracing Carnage a Tainted Scion of Venom of 7th level or above gains a +1 Strength Bonus per five Tainted Scion levels.

    Wings of Blood (Ex): Tainted Scions of Venom of 8th level can create a thin but strong membrane while Embracing Carnage. This allows the Tainted Scion to glide. Being able to move up to 40 feet for every 10 feet he falls. In addition he no longer suffers from fall damage.

    Camouflage (Ex): At 9th level a Tainted Scions control over his appearance grows and can change the color of their bodies allowing them to disappear in the Urban environments. While Embracing Carnage the Tainted Scion can use the Stealth skill, even if the terrain doesn’t grant cover or concealment.

    Extended Assault (Ex): Upon attaining Ninth level, your monstrous form is much more flexible than your normal body and can extend its limbs during combat. While you are Embracing Carnage your reach with melee weapons (including all natural weapons) increases by 10 feet.

    Sense of the Hunter (Ex): At 10th level a Tainted Scion learns to sense his prey by feeling the vibrations in the air, he gains Blindsight with a radius of 40ft.

    Anima Aperture (Su): A Tainted Scion of 11th level or above can create a small portal to an extradimensional space inside of your body as a move action. The inside of the Aperture is larger than its outside dimensions. Regardless of what is put through the portal,the portal doesn't weigh more.This extradimensional space can hold up to 500 lb. or 70 cu. ft. of materials.

    Placing things into or taking things out of the Anima Aperature is a free action. This ability can only be used while Embracing Carnage.

    Tendril Swing (Ex): As of 11th level a Tainted Scion of Venom that is Embracing Carnage can launch a thin tendril and use it for travel as a Move Action. As part of this action he may move up to 50' in a straight line (as viewed from above).
    If he is at ground level he must first jump at least 5 feet off the ground. This may be done as part of the same move action used to swing but the movement consumes part of the 50'.

    Each time he uses this ability he must anchor the strand to an object at least 10 feet above him (at least 15' off the ground) and halfway between his current position and new position (as viewed from above). After this movement he ends his turn the same height above the ground. On his next turn he may release the Tendril as a free action to jump, sling again or to perform some other action.

    These Tendril's last for 2 hours before decaying.

    Focused Strike (Ex): Upon reaching 12th level a Tainted Scion has learnt how to focus his talents with his Weapons of Agony. If at any time a Tainted Scion is currently only using one type of Weapon Of Agony he gains the Focused Strike associated with that Weapon. The Focused Strikes are detailed in their weapons description.

    Gifts of the Flesh (Ex): A Tainted Scion slowly learns how to adapt the biology of other to itself. Upon reaching 13th level, once per day when he uses the Phage ability on a creature of 10 or less HD than the Tainted Scion he can select an extraordinary ability from that creature that is on the available list. The Tainted Scion gains this extraordinary ability while Embracing Carnage.

    This ability can grant up to 5 extraordinary abilities, any excess uses of this ability replace a previous extraordinary ability. The bonuses or effects granted by these extraordinary abilities don't stack with each other or your own abilities. The DM can add any extraordinary abilities he wishes to the list of available.

    List of Available Extraordinary Abilities:
    Spoiler
    Show
    • All Round Vision
    • Amorphous
    • Amphibious
    • Attach
    • Bleed
    • Blindsense
    • Capsize
    • Channel Resistance
    • Compression
    • Disease
    • Distraction
    • Fast Swallow
    • Ferocity
    • Hold Breath
    • Jet
    • Keen Scent
    • Rock Catching
    • Scent
    • Sound Mimicry
    • Tremorsense
    • Waterbreathing

    Venomous Flesh (Ex): Once the corruption is fully aclimatised to its host is starts to be toxic to other creatures. As of 13th level, while Embracing Carnage, whenever the Tainted Scion is hit by unarmed attack or natural weapons, the attacker must make a Fort Save or be poisoned. This poison can also be applied to his weapons (including natural weapons) as a Move Action.

    The Poison has the following statistics: Contact; save Fort DC 20, frequency 1/round for 10 rounds, effect 1d4 Con, cure 2 consecutive saves; Location: Weapons or Flesh (See above).

    Skilled Camouflage (Su): At 14th level a Tainted Scions control over his appearance grows and can change the color of their bodies allowing them to disappear. While Embracing Carnage Tainted Scion can cast the invisibility spell on themselves at will as a move-action.

    The caster level of this ability is equal to your Tainted Scion of Venom level, but instead of duration being determined by level, it lasts as long as the Tainted Scion doesn't move and is Embracing Carnage.

    Birth of Carnage (Ex): Upon reaching 17th level, the Tainted of a Tainted Scion is fully mature, and can create new life. Once per year as a full-round action a Tainted Scion of Carnage can attempt to infect an adjacent creature with the Seed of an Atralux. The creature can resist this and a this is negated with a successful Fortitude Save (DC is equal to 5 + Tainted Scion of Venom level). If the target has 5 HD or more and is willing or fails the save then they either gain the Tainted Spawn Template. If the target has less than 5 HD and is willing or fails the save then they are dealt 2d12 damage, if this damage kills the target then they are automatically affected by the Phage ability.

    The Tainted Scion of Venom has no control over the created spawn. This ability can't be used on a person with levels in the Tainted Scion of Venom Class.

    Mastered Weaponry (Ex): Upon reaching 19th level a Tainted Scion has learnt how to master his talents with his Weapons of Agony. If at any time a Tainted Scion is currently only using one type of Weapon Of Agony he gains the Mastered Weaponry associated with that Weapon. The Mastered Weaponries are detailed in their weapons description.

    Eternal Armor (Ex): At 20th level the blight becomes perfectly merged with the Tainted Scion. He is forevermore treated as an Aberration rather than as a humanoid (or whatever the Tainted Scion's creature type was) for the purpose of spells and magical effects. This has the added effect that the Tainted Scion of Venom stops naturally aging and is immune to being magically aged.

    Also while Embracing Carnage the Tainted Scion gains Regeneration 15 (Fire or Sonic).

    Vile Legion (Sp): At level 20, the Tainted Scion gains a degree of control over other its spawn. The Tainted Scion of Venom can cast the Dominate Monster spell on a creature that he granted the Tainted Spawn template within 20 feet, 1/day as a standard action. The caster level for this spell is 20.

    For every Spawn he currently has a Dominated within 80 feet the Echos gains 1 extra point of intelligence, wisdom, and charisma. In addition he can choose to use the skill ranks of any of Dominated Spawns rather than his own when making Knowledge checks.

    You can only increase your Echo's intelligence, wisdom, and charisma by 5 points at any time through use of this ability.

    Weapons of Agony
    Muscle Mass
    Spoiler
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    When this Weapon of Agony is used it turns your arms into huge hulking arms which deal out amazingly strong punches. Muscle Mass grants a Slam Attack for each arm it replaces. Mass Mass has the following statistics: Critical x2, Type Bludgeon, Special Blocking/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    1-3|1d3|1d4|1d6
    4-7|1d4|1d6|1d8
    8-11|1d6|1d8|1d10
    12-15|1d8|1d10|2d6
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Throw: When Focused Strike is used with Muscle Mass the Tainted Scion of Venom gains proficiency and +3 racial bonus on attack rolls with thrown "rocks". A creature can hurl rocks up to two categories smaller than its size; for example, a Large Tainted Scion can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The Tainted Scion can hurl the "rock" up to five range increments. Damage from a thrown "rock" is equal to twice the Scions base slam damage plus 1-1/2 its Strength bonus.

    Mastered Weaponry - Push: A Tainted Scion of Venom with this Mastered Weaponry can choose to make a free combat maneuver check with a slam attack. If successful, this check pushes a creature directly away as with a bull rush by 20ft. This ability only works on creatures of a size equal to or smaller than the pushing Tainted Scion. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.


    Claws
    Spoiler
    Show
    When this Weapon of Agony is used it turns your hands into razor sharp claws which slice through flesh and bone. Claws grants a Claw Attack for each arm it replaces. Claws has the following statistics: Critical 19-20/x3, Type Slashing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    1-3|1d3|1d4|1d6
    4-7|1d4|1d6|1d8
    8-11|1d6|1d8|1d10
    12-15|1d8|1d10|2d6
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Pounce: When a Tainted Scion of Venom with this Focused Strike makes a charge, it can make a full attack (including rake attacks if the Tainted Scion also has the rake ability).

    Mastered Weaponry - Rake: In addition to the options available to all grapplers, a Tainted Scion with this Mastered Weaponry gains two free claw attacks that it can use only against a grappled foe or during a pounce attack. The attack bonus of these attacks is +10 and deals 2d6 each. A Tainted Scion with this Mastered Weaponry must either begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn or during a Pounce attack.



    Fangs
    Spoiler
    Show
    When this Weapon of Agony is used it turns your mouth into hungry maw filled with razor sharp fangs which can rend flesh and bone. Fangs grants a Bite Attack for each head it replaces. Fangs have the following statistics: Critical x2, Type Bludgeon/Slashing/Piercing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    4-7|1d6|1d8|1d10
    8-11|1d8|1d10|2d6
    12-15|1d10|2d6|3d6
    16-19|2d6|3d6|3d8
    20|3d6|3d8|4d6[/Table]

    Focused Strike - Grab: When the Tainted Scion with this Focused Strike hits with the his Bite Attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the Tainted Scion of Venom.
    The Tainted Scion has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage and each successful grapple check it makes during successive rounds automatically deals the damage as a Bite Attack.

    Mastered Weaponry - Swallow Whole: When a Tainted Scion of Venom with this Mastered Weaponry begins its turn with an opponent grappled in its mouth (see Focused Strike - Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the Tainted Scion of Venom.
    Being swallowed causes a creature to take 2d8 acid damage each round. A swallowed creature keeps the grappled condition, while the Tainted Scion that did the swallowing does not. A swallowed creature can try to cut its way free with by dealing damage with a light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple.
    The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity.
    If a swallowed creature cuts its way out, the Tainted Scion cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

    Any creature swallowed is automatically affected by the Phage Ability.


    Blood Spikes
    Spoiler
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    When this Weapon of Agony is used it turns your hands into thick spiked maces which crush and cut. Blood Spikes grants a Blood Spike Attack for each arm it replaces. Blood Spikes have the following statistics: Critical x2, Type Bludgeon/Piercing, Special Blocking/Monk/Shield State (Heavy Steel Shield). The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    4-7|1d3|1d4|1d6
    8-11|1d4|1d6|1d8
    12-15|1d6|1d8|1d10
    16-19|1d8|1d10|2d6
    20|1d10|2d6|3d6[/Table]

    Focused Strike - Powerful Charge: When a Tainted Scion of Venom with this Focused Strike makes a charge, attack deals 2d8 bludgeon and piercing damage in addition to the normal benefits and hazards of a charge.

    Mastered Weaponry - Towering Shield: While a Tainted Scion of Venom has this Mastered Weaponry, whenever he turns his Bloodspikes into shields, he can choose to turn them into Tower Shields.


    Whipfist
    Spoiler
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    When this Weapon of Agony is used it turns your arm into long extending tendril with a bladed end. Whipfist grants a Tentacle Attack for each arm it replaces. Whipfist have the following statistics: Critical x4, Type Slashing, Range 30ft, Special Extendable/Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    8-11|1d4|1d6|1d8
    12-15|1d6|1d8|1d10
    16-19|1d8|1d10|2d6
    20|1d10|2d6|3d6[/Table]

    Focused Strike - Pull: When a Tainted Scion of Venom with this Focused Strike makes a successful attack with Whipfist he can choose to make a free combat maneuver check. If successful, this check pulls an opponent closer by 50ft. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

    Mastered Weaponry - Grab: When a Tainted Scion of Venom has this Mastered Weaponry and succeeds with the Pull ability functions as normal and attempts to start a grapple as a free action without provoking an attack of opportunity. The Tainted Scion has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage and each successful grapple check it makes during successive rounds automatically deals the damage that would be dealt by Whipfist. The Tainted Scion of Venom can choose to not deal this damage if it wishes not to.

    Tainted Scions with this Mastered Weaponry receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

    Grab works only against opponents no larger than the same size category as the Tainted Scion.


    Blade
    Spoiler
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    When this Weapon of Agony is used it turns your hands into razor sharp Blades which slice through flesh and bone. Blades grants a Blade Attack for each arm it replaces. Blade has the following statistics: Critical x2, Type Slashing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    8-11|1d8|1d10|2d6
    12-15|1d10|2d6|3d6
    16-19|2d6|3d6|3d8
    20|3d6|3d8|4d6[/Table]

    Focused Strike - Merge State: When this focused strike is active and two of his arms are Blades the Tainted Scion can spend a full-round action to move the mass over to one blade. This turns it into a two handed Blade rather than two one-handed Blades, this increases the damage causing it to deal damage as if it was one size larger.

    Mastered Weaponry - Whirlwind: In addition to the options available to all chargers, a Tainted Scion with this Mastered Weaponry gains three free Blade attacks that it can used during a charge. The attack bonus of these attacks is +10 and deals 3d6 each.


    Executor
    Spoiler
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    When this Weapon of Agony is used it turns your hands into razor sharp Axes which destroy flesh and bone. Executor grants an Executor Attack for each arm it replaces. Executor has the following statistics: Critical x3, Type Slashing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    8-11|1d8|1d10|2d6
    12-15|1d10|2d6|3d6
    16-19|2d6|3d6|3d8
    20|3d6|3d8|4d6[/Table]

    Focused Strike - Merge State: When this focused strike is active and two of his arms are Executors the Tainted Scion can spend a full-round action to move the mass over to one Executor. This turns it into a two handed Executor rather than two one-handed Executor, this increases the damage causing it to deal damage as if it was one size larger.

    Mastered Weaponry - Execute: When a Tainted Scion of Venom with this Weapon of Agony makes a coup de grâce he doesn't need to make a check to succeed.


    Tendril
    Spoiler
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    When this Weapon of Agony is used it turns your arms into a twisting mass of tendrils which burst forward with each attack and wrap around foes. Tendrils grants an Tentacle Attack for each arm it replaces. Tendril has the following statistics: Critical x2, Type Bludgeon, Special Extendable/Monk/Reach. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    12-15|1d8|1d10|2d6
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Entrap: While this Focused Strike is active, any creatures hit by the Tendril attack must make a Fortitude save (DC 10 + Tainted Scion of Venom level) or become entangled for 1d20 rounds. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save (Same as above) or become helpless for 2d6 minutes. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed.
    The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 greater than the saving throw DC. Destroying the entrapping material frees the creature.

    Mastered Weaponry - Constrict: While this Mastered Weaponry is active, the Tainted Scion can crush an opponent, dealing 1d10 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage) or entangled. The Tainted Scion of Venom can choose to not use this Mastered Weaponry as a free action, and reactivate it as a swift action.


    Scorpion Fangs
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    When this Weapon of Agony is used it can turn your hands into hungry maw filled with razor sharp fangs which can rend flesh and bone. Scorpion Fangs grants a Bite Attack for each arm it replaces. Fangs have the following statistics: Critical x2, Type Bludgeon/Slashing/Piercing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Grab: When the Tainted Scion with this Focused Strike hits with the his Bite Attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size smaller than the Tainted Scion of Venom.
    The Tainted Scion has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage and each successful grapple check it makes during successive rounds automatically deals the damage as a Bite Attack.

    Mastered Weaponry - Swallow Whole: When a Tainted Scion of Venom with this Mastered Weaponry begins its turn with an opponent grappled in its mouth (see Focused Strike - Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to two size categories smaller than the Tainted Scion of Venom.
    Being swallowed causes a creature to take 1d8 acid damage each round. A swallowed creature keeps the grappled condition, while the Tainted Scion that did the swallowing does not. A swallowed creature can try to cut its way free with by dealing damage with a light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple.
    The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity.
    If a swallowed creature cuts its way out, the Tainted Scion cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

    Any creature swallowed is automatically affected by the Phage Ability.


    Hammerfist
    Spoiler
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    When this Weapon of Agony is used it turns your arms into titantic hulking arms which are so powerful they can create tiny earthquakes. Hammerfist grants a Slam Attack for each arm it replaces. Hammerfist has the following statistics: Critical x2, Type Bludgeon, Special Monk/Shockwave. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Push: A Tainted Scion of Venom with this Focused Strike can choose to make a free combat maneuver check with a successful slam attack. If successful, this check pushes every creature hit by the slam attack creature directly away as with a bull rush by 10ft. This ability only works on creatures of a size equal to or smaller than the pushing Tainted Scion. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

    Mastered Weaponry - Tremor: A Tainted Scion of Venom with this Mastered Weaponry can create a small earthquake as a full-round action, once per day. This ability functions as the Earthquake Spell, except for the following:
    The effect is non-magical in nature.
    Its range is reduced to 5ft.


    Echos
    {Table="head"]Level|Mental Ability Scores |Communication|Senses|Ego
    1-2|2 at 12, 1 at 10|Empathy|30 ft. vision & hearing|2
    3-5|2 at 13, 1 at 10|Empathy|60 ft. vision & hearing|2
    6-7|2 at 14, 1 at 10|Speech|120 ft. vision & hearing|4
    8-10|2 at 15, 1 at 10|Speech|60 ft. darkvision & hearing|4
    11-12|2 at 16, 1 at 10|Speech|60 ft. darkvision & hearing|6
    13-15|2 at 17, 1 at 10|Telepathy|120 ft. darkvision vision & hearing|6
    16-17|2 at 18, 1 at 10|Telepathy|120 ft. darkvision, blindsense & hearing|8
    18-20|2 at 19, 1 at 10|Telepathy|120 ft. darkvision, blindsense & hearing|8[/table]

    Empathy: The Echos can only communicate through emotion to its host.
    Speech: The Echos can verbally communicate, in addition to Empathy.
    Telepathy: The Echos can communicate through telepathy with a range of 60 feet, in addition to Speech and Empathy.

    New Weapon Traits
    Extendable: When a Full Attack is made with a weapon, its reach increases by 10ft.
    Shield State: As a standard action the wielder of this weapon can cause it to act as a shield, which shield it acts as is mentioned in the weapons description. This weapon can be turned back into a weapon as a free action.
    Shockwave: When a weapon with this trait is used to attack, instead of attacking a specific target everything in a 5 ft. radius acts as the target. The attack roll is rolled once, and the result is used as the attack roll against each target.
    Last edited by Milo v3; 2015-03-14 at 06:26 PM.
    Spoiler: Old Avatar by Aruius
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