Necroticplague
2010-11-05, 07:59 PM
Eternal Sentinel
"Go ahead and try to kill me. You wouldn't be the first one to try. I have stood this ground a thousand years, and if need be, I shall stand a thousand more.
-Creeper from the Darkness, Phrenic Half-Earth-Elemental Half-Troll Gloom Fetch.
Some people have been blessed with power over the the Far Realms or aberrations. These people are the ozodrin. Some focus on their stomachs, and become menacing manors. An Eternal Sentinel focuses on its skin and its spikes, and becomes very bestial in nature, in order to protect itself and those around it.
Requirements:
Abilities:Feature(flesh)
Feats:Darkspawn
Hit Dice:d10
Class Skills:Autohypnosis(wis),Bluff(cha),Climb(str),Con trol Shape(wis),Disguise(cha),Escape Artist(dex),Jump(str),Knowledge(the planes)(int),Knowledge(dungeoneering)(int),Listen( wis),Sleight of Hand(dex),Spot(wis),Survival(wis)swim(str),Tumble( dex)
Skill Points: 2+int modifier
Level|BAB|Fort Save|Ref Save|Will Save|Special
1|+1|+0|+0|+0|Sever Laceration, Unearthly Deflection, Evervigile
2|+2|+0|+0|+0|Thick Hide,Shifting Defense
3|+3|+1|+1|+1|True Monstrosity, Genetic Aberration
4|+4|+1|+1|+1|Sticky Secretions, Fending Spikes
5|+5|+2|+2|+2|Everfelt Presence, Bodily Sustenance
6|+6\+1|+2|+2|+2|Everchanging, Eldritch Guard
7|+7\+2|+3|+3|+3|Fight like a Beast
8|+8\+3|+3|+3|+3|Solidity
9|+9\+4|+4|+4|+4|Adhesive Excretions
10|+10\+5|+4|+4|+4|Shadowspawn
Form Points (ex): Youl gain one form point for level.
Specialized Form Points (ex): You gain a number of form points equal to twice your class level that may only be used for (skin, spikes, and class features of this class that use up form points) and their augments.
Specialized Features (ex): Your eternal sentinel levels continue to stack with ozodrin levels for the purpose of determining what Skin and Spike augments they have access to.
Unearthly Power (su): Your eternal sentinel levels continue to stack with ozodrin levels for advancement of Unearthly Blows.
Unearthly Deflection (su): You gains an enchantment bonus to AC equal to their Unearthly Power enchantment amount. This cannot be used to pay for enchantment bonuses to augments unless stated.
Sever Laceration (ex): When Swallowed Whole, or when something attempts to do so to you, you may make a full-round attack using any features that deal slashing or piercing damage. This ignores the usual restrictions on attacks while swallowed whole.
Thick Hide (ex): Each skin grants a +1 natural armor bonus to AC, instead of +1 per two skins.
Shifting Defense (ex): Every two shifting features grant a +1 deflection bonus to AC. Skin and spikes count as two features for this purpose.
True Monstrosity (ex): You can count any of your types (and subtypes) as both being and not being when it is advantageous to you, as long as you have more than one type(example: A half-dragon Human with aberrant monstrosity: ooze and 10 ozodrin levels can pick between whether it counts as a dragon, human, ooze or aberration at-will).
Genetic Aberration (ex): You may gain mutations (http://www.dandwiki.com/wiki/MSRD:Mutations) by paying form points equal to 5 times the mutation point cost of the mutation. You may also gain 3 times the mutation point cost in form points by taking negative mutations.
Fending Spikes (ex): Your spikes bend at the tips as to make you very hard to swallow. For purposes of being swallowed whole, you now count as your largest spike size +1 (or your own size, whichever is larger). If your spikes make you count as being bigger, then your opponent can chose to ignore this size bonus and swallow you anyway. However, this causes your spikes to deal damage as if they were a size larger and had the wounding property when using Sever Laceration.
Sticky Secretions (ex): You may move as if you were under the affects of Up the Wall. You don't have to be psionically focused to do so.
Everfelt Presence (ex): Your very presence leaves it’s mark in the world you move through. You can count as being in any space you occupied this turn or last when it would be advantageous. You can use this to attack anyone within reach of all squares or for all purposes act if you were still there. This in no way allows you more actions than normal. You can only act as if in these squares, not be acted upon (so while you could attacks from squares you where in last turn, others could only attack you in the square you are actually in). Your spaces occupied by this count as your own allies (since they're you), so can be used to provide flanking, soft cover, or similar functions.
Eldritch Guard (ex): You become capable of enchanting yourself in a defensive manner, not just in an offensive manner. You may exchange the bonus from Unearthly Power and Unearthly Block for enchantment bonuses to yourself. You may only gain armor enchantments from this ability. The enchantment total of yourself cannot exceed 1/3 your bonus from Unearthly Power (rounded down). This also costs form points equal to twice the bonus of the enchantment gained. You can use this multiple times to gain multiple enchantments.
Everchanging (ex): Your form becomes inconsistent, and can change in a moment’s notice, boiling like a protean. As a full round action, you can completely change your form point layout, and reassign as abilities that use form points. As a standard action, you can change up to twice your charisma modifier of features, and as a move action, up to your charisma modifier, and as a swift action, up to half your charisma modifier. You add the shapechanger subtype and all the benefits of it (suppressible using True Monstrosity). If you already had the shapechanger subtype, you may choose a different type or subtype to also count as.
Adhesive Excretions (ex): The adhesive you emit becomes so strong even the unwilling can be dragged to you by it. You gain adhesion (as mimic). In addition, you no longer need to end your turn on a horizontal surface.
Evervigile (ex): In order to truly protect those around you, you must never leave a moment of weakness open. You no longer need to eat, sleep or drink. You gain the extraordinary ability Hold Breath.
Solidity (su): You begin to realize matter is matter, regardless of shape. As a result, you may actually treat liquids and air as solids. This ability only applies to those fluids touching you, so usually it can grant only wall or floor when needed. However, you can stop any attempt to forcefully move you by taking damage as if you flew 5 feet into a wall (for abilities that don’t state this damage, 1d6 per 5 feet, reflex or fortitude half).
Fight Like a Beast (ex): Your mind becomes so bent on fighting that you become nigh-incapable of being stopped when you charge at someone. You gain frightful presence 30 ft while charging. In addition, you no longer need to charge in a straight line, and AoO’s don’t stop your charge (though they still do damage). You may use your strange movement during a charge to get around physical obstacles (this movement does not count for or against what you moved during the charge). Stand Still and similar feats/abilities may still stop you. If you grappled during a charge, than you may continue charging if you succeed the opposed grapple check, and the grappler is deposited in a square near you at the end of your charge.
Bodily Sustenance (ex): Your body absolutely rejects defeat until far past the bitter end. Instead of dying/being knocked unconcious when you reach -10 hp, you die/ lose conciousness when you reach your maximum health in the negatives (example: if you have 200 max hp, you die at -200 hp). You are never treated as dying or suffer other affects of being at negative health until you drop dead/unconcious.
Shadowspawn (ex): You sink into true depths of darkness, and become much stronger for it. Your spikes now default to one size category larger than you.Multiple Spikes augment can now be used regardless of how many times large spike is taken, but it cannot reduce effective size below fine. Your devour ability now does CON damage equal to half your charisma modifier (or half strength modifier, your choice), and Razor fangs increases it by this much. Enemies killed by your devour ability have their soul destroyed, and require special ways of being brought back as such. You gain regeneration 5/sonic. You may use Condensed Flesh and Engorged Flesh to increase your size to colossal and decrease it to fine.
Notes:I realized many of the mutations from the source I used don't fit well in a medieval campaign, so here is an equivalency chart for the mutations:
{table=head]Mutation|Medieval Equivalent
Cybernetic Dependency|Requires Ring of Regeneration
Force Barrier|You cannot use scrolls, wand, or magic items with charges while your field is up.
Neutrad dependency|requires application of effect that removes or suppresses diseases at least once a day (iron heart surge, cure disease spell/potion/scroll, ect.)
Poisonous Blood|Requires application of effect that removes or suppresses poisons at least once a day(iron heart surge, suppress poison, nuetralize poison, ect.).
Things related to massive damage threshold|You can take the amount indicated over/below 50 before having save versus massive damage, and gain the indicated bonus/penalty (eg. Damage threshold +3=make saves at 53 damage, and get +3 bonus on saves vs massive damage).
[/table]
"Go ahead and try to kill me. You wouldn't be the first one to try. I have stood this ground a thousand years, and if need be, I shall stand a thousand more.
-Creeper from the Darkness, Phrenic Half-Earth-Elemental Half-Troll Gloom Fetch.
Some people have been blessed with power over the the Far Realms or aberrations. These people are the ozodrin. Some focus on their stomachs, and become menacing manors. An Eternal Sentinel focuses on its skin and its spikes, and becomes very bestial in nature, in order to protect itself and those around it.
Requirements:
Abilities:Feature(flesh)
Feats:Darkspawn
Hit Dice:d10
Class Skills:Autohypnosis(wis),Bluff(cha),Climb(str),Con trol Shape(wis),Disguise(cha),Escape Artist(dex),Jump(str),Knowledge(the planes)(int),Knowledge(dungeoneering)(int),Listen( wis),Sleight of Hand(dex),Spot(wis),Survival(wis)swim(str),Tumble( dex)
Skill Points: 2+int modifier
Level|BAB|Fort Save|Ref Save|Will Save|Special
1|+1|+0|+0|+0|Sever Laceration, Unearthly Deflection, Evervigile
2|+2|+0|+0|+0|Thick Hide,Shifting Defense
3|+3|+1|+1|+1|True Monstrosity, Genetic Aberration
4|+4|+1|+1|+1|Sticky Secretions, Fending Spikes
5|+5|+2|+2|+2|Everfelt Presence, Bodily Sustenance
6|+6\+1|+2|+2|+2|Everchanging, Eldritch Guard
7|+7\+2|+3|+3|+3|Fight like a Beast
8|+8\+3|+3|+3|+3|Solidity
9|+9\+4|+4|+4|+4|Adhesive Excretions
10|+10\+5|+4|+4|+4|Shadowspawn
Form Points (ex): Youl gain one form point for level.
Specialized Form Points (ex): You gain a number of form points equal to twice your class level that may only be used for (skin, spikes, and class features of this class that use up form points) and their augments.
Specialized Features (ex): Your eternal sentinel levels continue to stack with ozodrin levels for the purpose of determining what Skin and Spike augments they have access to.
Unearthly Power (su): Your eternal sentinel levels continue to stack with ozodrin levels for advancement of Unearthly Blows.
Unearthly Deflection (su): You gains an enchantment bonus to AC equal to their Unearthly Power enchantment amount. This cannot be used to pay for enchantment bonuses to augments unless stated.
Sever Laceration (ex): When Swallowed Whole, or when something attempts to do so to you, you may make a full-round attack using any features that deal slashing or piercing damage. This ignores the usual restrictions on attacks while swallowed whole.
Thick Hide (ex): Each skin grants a +1 natural armor bonus to AC, instead of +1 per two skins.
Shifting Defense (ex): Every two shifting features grant a +1 deflection bonus to AC. Skin and spikes count as two features for this purpose.
True Monstrosity (ex): You can count any of your types (and subtypes) as both being and not being when it is advantageous to you, as long as you have more than one type(example: A half-dragon Human with aberrant monstrosity: ooze and 10 ozodrin levels can pick between whether it counts as a dragon, human, ooze or aberration at-will).
Genetic Aberration (ex): You may gain mutations (http://www.dandwiki.com/wiki/MSRD:Mutations) by paying form points equal to 5 times the mutation point cost of the mutation. You may also gain 3 times the mutation point cost in form points by taking negative mutations.
Fending Spikes (ex): Your spikes bend at the tips as to make you very hard to swallow. For purposes of being swallowed whole, you now count as your largest spike size +1 (or your own size, whichever is larger). If your spikes make you count as being bigger, then your opponent can chose to ignore this size bonus and swallow you anyway. However, this causes your spikes to deal damage as if they were a size larger and had the wounding property when using Sever Laceration.
Sticky Secretions (ex): You may move as if you were under the affects of Up the Wall. You don't have to be psionically focused to do so.
Everfelt Presence (ex): Your very presence leaves it’s mark in the world you move through. You can count as being in any space you occupied this turn or last when it would be advantageous. You can use this to attack anyone within reach of all squares or for all purposes act if you were still there. This in no way allows you more actions than normal. You can only act as if in these squares, not be acted upon (so while you could attacks from squares you where in last turn, others could only attack you in the square you are actually in). Your spaces occupied by this count as your own allies (since they're you), so can be used to provide flanking, soft cover, or similar functions.
Eldritch Guard (ex): You become capable of enchanting yourself in a defensive manner, not just in an offensive manner. You may exchange the bonus from Unearthly Power and Unearthly Block for enchantment bonuses to yourself. You may only gain armor enchantments from this ability. The enchantment total of yourself cannot exceed 1/3 your bonus from Unearthly Power (rounded down). This also costs form points equal to twice the bonus of the enchantment gained. You can use this multiple times to gain multiple enchantments.
Everchanging (ex): Your form becomes inconsistent, and can change in a moment’s notice, boiling like a protean. As a full round action, you can completely change your form point layout, and reassign as abilities that use form points. As a standard action, you can change up to twice your charisma modifier of features, and as a move action, up to your charisma modifier, and as a swift action, up to half your charisma modifier. You add the shapechanger subtype and all the benefits of it (suppressible using True Monstrosity). If you already had the shapechanger subtype, you may choose a different type or subtype to also count as.
Adhesive Excretions (ex): The adhesive you emit becomes so strong even the unwilling can be dragged to you by it. You gain adhesion (as mimic). In addition, you no longer need to end your turn on a horizontal surface.
Evervigile (ex): In order to truly protect those around you, you must never leave a moment of weakness open. You no longer need to eat, sleep or drink. You gain the extraordinary ability Hold Breath.
Solidity (su): You begin to realize matter is matter, regardless of shape. As a result, you may actually treat liquids and air as solids. This ability only applies to those fluids touching you, so usually it can grant only wall or floor when needed. However, you can stop any attempt to forcefully move you by taking damage as if you flew 5 feet into a wall (for abilities that don’t state this damage, 1d6 per 5 feet, reflex or fortitude half).
Fight Like a Beast (ex): Your mind becomes so bent on fighting that you become nigh-incapable of being stopped when you charge at someone. You gain frightful presence 30 ft while charging. In addition, you no longer need to charge in a straight line, and AoO’s don’t stop your charge (though they still do damage). You may use your strange movement during a charge to get around physical obstacles (this movement does not count for or against what you moved during the charge). Stand Still and similar feats/abilities may still stop you. If you grappled during a charge, than you may continue charging if you succeed the opposed grapple check, and the grappler is deposited in a square near you at the end of your charge.
Bodily Sustenance (ex): Your body absolutely rejects defeat until far past the bitter end. Instead of dying/being knocked unconcious when you reach -10 hp, you die/ lose conciousness when you reach your maximum health in the negatives (example: if you have 200 max hp, you die at -200 hp). You are never treated as dying or suffer other affects of being at negative health until you drop dead/unconcious.
Shadowspawn (ex): You sink into true depths of darkness, and become much stronger for it. Your spikes now default to one size category larger than you.Multiple Spikes augment can now be used regardless of how many times large spike is taken, but it cannot reduce effective size below fine. Your devour ability now does CON damage equal to half your charisma modifier (or half strength modifier, your choice), and Razor fangs increases it by this much. Enemies killed by your devour ability have their soul destroyed, and require special ways of being brought back as such. You gain regeneration 5/sonic. You may use Condensed Flesh and Engorged Flesh to increase your size to colossal and decrease it to fine.
Notes:I realized many of the mutations from the source I used don't fit well in a medieval campaign, so here is an equivalency chart for the mutations:
{table=head]Mutation|Medieval Equivalent
Cybernetic Dependency|Requires Ring of Regeneration
Force Barrier|You cannot use scrolls, wand, or magic items with charges while your field is up.
Neutrad dependency|requires application of effect that removes or suppresses diseases at least once a day (iron heart surge, cure disease spell/potion/scroll, ect.)
Poisonous Blood|Requires application of effect that removes or suppresses poisons at least once a day(iron heart surge, suppress poison, nuetralize poison, ect.).
Things related to massive damage threshold|You can take the amount indicated over/below 50 before having save versus massive damage, and gain the indicated bonus/penalty (eg. Damage threshold +3=make saves at 53 damage, and get +3 bonus on saves vs massive damage).
[/table]