Karquss Vostch, daelkyr halfblood aberrant armorlord
There are some warriors who rely on steel armor and weapons of the forge, some rely on quickness and their own hands as weapons. Aberrant armorlords are the masters of small symbionts that grant special natural bonuses. They use this small creature to grow a bony suit of armor and powerful natural weapons to destroy their foes. This armor also latches deep into the bodies of their wearers and improves their physical power in all aspects. Most aberrant armorlords keep their nature hidden from the populace, as their armor is often terrible to behold and often even sickening. A few in societies of magic or ones that accept aberrant terrors welcome these warriors as guardians and champions of their society, as most aberrant armorlords are indeed fierce combatants.
Knowledge (dungeoneering or the planes) 4 ranks
Armor Proficiency (medium), Improved Toughness
Ability to use 3rd level maneuvers of the Far Realm
discipline, including one stance and one strike.
Must have allowed a small parasite into your central nervous system, and the parts of your brain that control your muscles. This process is the central controller of the Aberrant Armor class feature(see below).
Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (the planes), Martial Lore, Swim, and Tumble.
Skill-points per level:
|1st||+1||+2||+2||+0||Aberrant armor, armor +4|
|2nd||+2||+3||+3||+0||Speed in armor|
|4th||+4||+4||+4||+1||Agility in armor, armor +6|
|5th||+5||+4||+4||+1||Stance of aberrant weapons|
|6th||+6||+5||+5||+2||Strength in armor|
|7th||+7||+5||+5||+2||Bonus feat, armor +8|
|8th||+8||+6||+6||+2||Durability in armor|
|9th||+9||+6||+6||+3||Stance of twisted power|
Weapon and armor proficiencies:
|Level||Man. Known||Man. Readied||Stances Known|
Aberrant armorlords receive no additional weapon or armor proficiencies.
At each level except 3rd, 6th, and 9th, an aberrant armorlord gains new maneuvers known from the Diamond Mind, Far Realm
, Stone Dragon and Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full aberrant armorlord levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 3rd, and 8th, you gain additional maneuvers readied per day.
At 5th level, you learn a new martial stance from the Diamond Mind, Far Realm
, Stone Dragon or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Aberrant Armor (Ex):
At 1st level, you are fully capable of activating the aberration in your brain to grow a suit of twisted, bony armor around your body. As a full-round action that does not provoke an attack of opportunity, you grow strange plates that resemble that of bones similar to your own skeleton. This armor is not natural armor, but provides an armor bonus to your armor class as though it were manufactured. It is considered to be medium armor with a max Dex bonus of +6 and a penalty to all skills effected by armor check penalty of -3. This armor can be enhanced just armor normal armor can, and takes up the armor magic item slot.
This armor can remain active for a number of rounds equal to your initiator level per encounter and can be deactivated as a free action. If deactivated it cannot be reactivated again during the same encounter.
At first level, the armor bonus granted by this armor is +4. At 4th level, the bonus improves to +6 and improves again to +8 at 7th level.
Speed in Armor (Ex):
At 2nd level, your armor grants greater speed. Your base land speed improves by 30 feet while your armor is active. At 10th level this bonus improves to +60 feet.
At 3rd level and again at 7th level, you gain a bonus fighter feat for which you qualify.
Agility in Armor (Ex):
At 4th level, your armor strengthens your mental ability to act reflexively and the muscle tone to dodge and weave better. While your aberrant armor is active, you gain a +2 bonus to your Dex score. At 10th level this bonus increases to +4.
Stance of Aberrant Weapons (Ex):
At 5th level, your armor provides not only protection but natural offensive power. You may drop the benefits of any other stance you know to gain the benefits of this one as a swift action. While in this stance, you grow several natural weapons which are part of your armor. You gain two claw attacks that deal appropriate claw damage for your size category. Additionally, you grow one tentacle attack for each aberrant armorlord level you possess. These weapons are considered magical weapons for overcoming damage reduction. The claws are considered primary natural attacks, and the tentacles are considered secondary natural weapons. The claws have a natural reach of 5 feet, but the tentacles may be used at a distance of 15 feet.
A final benefit of this stance is a certain special sensitivity to vibrations in your claws and tentacles, granting you blindsense out to 30 feet. At 10th level this blindsense goes out to 60 feet.
Strength in Armor (Ex):
At 6th level, your armor increases your muscle tone and physical strength. While your aberrant armor is active, you gain a +2 bonus to your Str score. At 10th level this bonus increases to +4.
Durability in Armor (Ex):
At 8th level, your armor not only provides protection, but actual physical resiliency. While your aberrant armor is active, you gain a +2 bonus to your Con score. At 10th level this bonus increases to +4.
Stance of Twisted Power (Su):
At 9th level, your ability to fight in your aberrant armor increases an incredible amount. You may drop the benefits of any other stance you know to gain the benefits of this one as a swift action. While in this stance, you retain the claw attacks from the stance of aberrant weapons, but not the tentacle attacks. Additionally, you gain a +2 bonus to all physical ability scores which stack from other ability boosts granted by this class. You are also considered to be under the effects of a constant haste
spell with a caster level equal to your initiator level. Lastly, while in your aberrant armor, you gain DR 10/magic and bludgeoning.
Constant Armor (Ex):
At 10th level, you and your armor become almost one being. You may have your armor out at all times instead of for a temporary amount of time, and is both activated and deactivated as a swift action. Your type changes to aberration, you gain darkvision out to 60 feet and once per round you may make a claw attack(using your stance of aberrant weapons) with a reach of 15 feet. Lastly, the damage reduction granted by the stance of twisted power increases to 15/magic and bludgeoning.