Cipher Stars
2011-06-27, 10:52 PM
http://2noob.com/wp-content/uploads/2011/03/PrototypeWallpaper.jpg
"Sorry, but did you just try to run?" - En.
Game Rule Information
Abilities: Strength. To hit harder, and be stronger. Or Dexterity, To hit faster, and be quicker.
Alignment: despite belief, tentacle based anyones need not be neither creepy, nor chaotic, nor evil. an Tentacular Knight can be chaotic good, chaotic neutral, true neutral, Lawful neutral, Lawful evil, or neutral evil.
Hit Die: d8
Class Skills: The Knight's class skills are... Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, Tumble, Use Rope
Skill Points at 1st Level: ( 6+ Int Modifier) x 4
Skill Points at Each Additional Level: 6+ Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Tentacles
2nd|
+2|
+3|
+3|
+0|Appendage, Evasion
3rd|
+3|
+3|
+3|
+1| Uncanny Dodge
4th|
+4|
+4|
+3|
+1|Appendage
5th|
+5|
+4|
+4|
+1|Tentacles, Assimilating Hold
6th|
+6|
+5|
+5|
+2|Appendage
7th|
+7|
+5|
+5|
+2|Tentacles
8th|
+8|
+6|
+6|
+2|Tentacles, Appendage, Grey Dislocation
9th|
+9|
+6|
+6|
+3| Improved Evasion
10th|
+10|
+7|
+7|
+3|Tentacles, Appendage
11th|
+11|
+7|
+7|
+3| Assimilate Skill
12th|
+12|
+8|
+8|
+4|Tentacles, Appendage
13th|
+13|
+8|
+8|
+8|Tentacles, Improved Uncanny Dodge
14th|
+14|
+9|
+9|
+4|Appendage
15th|
+15|
+9|
+9|
+5| Assimilate Feat
16th|
+16|
+10|
+10|
+5|Tentacles, Appendage
17th|
+17|
+10|
+10|
+5| Assimilate Class Feature
18th|
+18|
+11|
+11|
+6|Appendage
19th|
+19|
+11|
+11|
+6| Assimilate Special
20th|
+20|
+12|
+12|
+6|Tentacles, Appendage, Tentacle Of Perfection[/table]
Class Features: All of the following are class features of the Tentacular Knight class.
Weapon and Armor Proficiency:
Tentacular Knights are proficient with Light, and Medium armor. No shields, and simple, and Martial weapons.
Tentacles (Ex):
At each Tentacle level the Tentacular Knight may choose a new Tentacle ability from the given level, At level 1, they select 1 which is then at two uses per day and a level one spell.
At level five, they select a new one, which is then at two uses per day and at level one, the previous Tentacle is now at three uses pre day and at level two.
At level eight, they select another new one, which is then at two uses per day and at level one, the previous tentacle is now at three uses per day and at level two, while the next one is now at four uses per day and at level three.
and so on.
When a Tentacle would reach Six uses per day it instead becomes usable at-will, but at half its level rounded up (9 becomes 5). You can only have one of the same tentacle active at once, so you cannot use an at will tentacle with the same tentacle for a cost per day as it would normally be.
The Tentacles: (http://www.giantitp.com/forums/showpost.php?p=11273859&postcount=17)
Tentacle of Might
Tentacle of Skill
Tentacle of Health
Tentacle of Knowledge
Tentacle of Insight
Tentacle of Presence
Tentacle of Attraction
Appendage (Ex):
The Tentacular Knight gains a new, monstrous arm. Choose its type. At second level you gain the Appendage, and a feature, every Appendage level thereafter you get one new feature.
Normal: Your arm looks perfectly normal, but retains some benefits. +1 str. +1 dex per three class levels.
Claw: a clawed arm. still perfectly capable of manipulation, meanwhile the arm itself has a +2 effective STR per four class levels and deals 1d4 per 2 class levels+str mod damage assuming Medium sized.
Pincer: -4 to using weapons or manipulating objects. +2 Sunder per two class levels, +4 effective STR per five levels and deals 1d6 per two class levels+STR mod damage assuming medium sized.
Tentacle: a tentacled arm. Manipulates more effectively then Pincer. -2 to using weapons or objects. +2 Grapple per two levels, +2 STR per four levels. 1d4 per two class levels+STR mod bludgeoning damage or 1d4 per two class levels+STR mod piercing damage assuming medium size. Tentacle arm can also stretch to reach another 5ft square past normal reach per 4 class levels, and compact itself to fit in small spaces.
Bladearm: A bladed arm. Incapable of manipulating objects with any form of ease or dexterity. maybe push around a bit but thats about all. +4 STR per five class levels, 1d8 per two class levels+STR slashing or piercing damage assuming medium sized.
Every two appendage levels, you can select a new Appendage in addition to the first. Which you can shift to and from as a swift action.
Features:
Armored: DR 2/-, +1 Natural armor.
Damaging: +1 minimum damage per die when attacking with Appendage as natural weapon (including extra features)
Speeding: quicker. +1 dex, slight of hand, use rope, climb. Every three Speedings you get an extra attack per round using that appendage.
Growth: +1 size category. (For every two, you grow one and gain benefits and penalties accordingly. )
Reaching:+5ft reach without size increase, You gain the Constrict ability.
Sticky: Produces a sticky paste at will, +5 grapple, +5 Climb
Strong: +3 extra STR.
Dexterous: +2 extra Dex, can manipulate a little better, -1 penalty if any.
Fusion: Select another Type, and combine them.
Extra: Select another, or the same type. You now have two Appendages. Can optionally not replace an existing limb, but grow a new appendage elsewhere. though it doesn't effect how many actions you get.
Regenerating: You and Your appendage regenerate at a rate of 4 hp per turn. If severed, Limbs grows back in 5 rounds -1 round for every Regeneration feature you get until its instant with five (Granting immunity to Vorpal decapitation killing effects, as a new head pops up as the last one falls)
Disconnecting: Requires regeneration. You can detach your Appendage for various uses, such as throwing it, or doubling your reach with your other arm. Still can deal any damage it can deal normally if thrown, or touched while disconnected. Can reattach as free action.
Exploding: Requires disconnecting and directing. you can detach your appendage and leave it to generate energy until it explodes in a 25ft spread 1d6 rounds later dealing all energy damage it could normally deal x2. The arm is then gone and you need to regenerate another. this effects your whole body in a way. If killed in combat, you deal the Exploding damage, but x4 instead of x2, and to all within 20ft. But you leave no remains, and need a True Resurrection or similar powerful resurrection effect that needs no remains.
Orb: You grow an Eye-like growth that can be used to store up to 1/2 cha mod Eye-based class features, special qualities, or special attacks assimilated. May need other features depending on assimilated ability.
Breathbag: You grow a special organ that can be used to store up to 1/2 cha mod Breath based class features, special qualities, or special attacks assimilated. May need other features depending on assimilated ability.
Poisonsack: You have a poison sack allowing it to take on poison based class features or special qualities/attacks. May need other features depending on assimilated ability.
Stomach: You have a second(+) stomach and can use it to assimilate features needing a stomach.
Superspace: Requires Stomach. The Stomach has its own dimensional space, and doesn't appear engorged or anything should the stomach be full. This space is Charisma mod x 10 feet in radius. Living Creatures while in the Superspace as the owner of the Appendage dies are kicked out to the closest space they can fit.
Hyperspace: Requires Superspace and level ten. As Superspace, but x100
Cityspace: Requires Hyperspace and level fifteen. As Superspace, but miles, not feet.
Wordspace: Requires Cityspace and level twenty. As Cityspace, but x10,000 miles.
Timespace: Requires Superspace and level fifteen. Stomach has its own time flow. 1 round outside = 2 rounds inside, or vice versa.
Temporal Stretch: Requires Timespace and level twenty. As Timespace, but 1 day outside = 2 days inside, or vice versa.
Eternal Hold: Requires level 30 and Temporal Stretch: As Temporal Stretch, but 1 year inside = 1 second outside or vice versa. However, those in the space don't age while in the space.
Creatures in the Stomach cannot get out. And you cannot take them out. They are stuck unless they can Plane Shift to leave, Deity Interruption, or Wish, Miracle, or Reality Revision. In any case, Its a Stomach, you wont be getting any restful sleep anyway.
Acid Pool Requires Stomach and Superspace: You stomach features a vast lake of acid that covers the 'ground'. Creatures take 1d4 acid damage per round they remain in contact with the acid.
Mouth: You have another mouth connecting to the Breathbag, or Stomach. It allows you to make Bite attacks (1d4+ Str mod damage) and other things related to mouths. May need other features depending on assimilated ability, such as Swallow Whole.
Spiked: Spikes. +2d4 piercing damage.
Edged: Edged in an extra hard coating, +2d4 slashing.
Incendiary: Produces a gas that ignites on release, +1d8 fire damage +5 resist fire
Toxic: Produces an acidic paste at will, +1d8 Acid damage. +5 resist acid
Chilling: Produces a gas that freezes the air upon release, +1d8 cold damage +5 resist cold
Shocking: Cells in skin generate lethal static charge. +1d8 electric damage. +5 resist Electricity
Sound: Special layer of skin can generate sonic force as it moves. +1d6 Sonic damage. +4 sonic resistance.
Condensing: The Appendages are capable of producing Pure Water that can leak through the skin at will. +1d8 Water damage. +5 resist Water.
Directing: Requires an energy feature. You can spend a full action in concentration to bundle and release an Energy effect as a ranged attack using your Constitution Modifier to determine range and effect. Deals the energy types damage as listed above +1 die per 2 modifier score. at 10+10ft/Con mod. So a person with +5 con mod, Shocking, and Sounding with Directing can project the energy(s) 60ft, dealing 3d6 sonic and 3d6 electric damage (for example.) Area is only a single target you need to have line of sight, and line of effect to. Due to the build of energy before release, it leaves your energy reserves drained for 1d6 rounds, during which time you cannot perform your energy abilities unless you use a different energy(s) then that used in the Directed fire.
Burst: requires Directing. Your generation deals its effect in a Burst at 1/4th normal range. (60ft range being a 10ft burst (rounded up))
Line: requires Directing. Your generation deals its effect in a Line at full range.
Cone: requires Directing. Your generation deals tis effect in a Cone at half normal range. (60ft becoming 30ft for example. round up)
Spatial: Requires directing. Your generation ignores line of effect, you need only know of someones prescience and have enough range.
Temporal: Requires directing. Your generation can be set static in time, remaining at a range of 0, but once creature enters the same 5ft radius, the energy springs back to life and attacks. The temporal energies fade over time, every 5 rounds you minus one die from the power of the trap until it has a damage of zero, at which time the trap becomes nonexistent.
Energy Spike: Requires level 10. You can Maximize all damage dice for your energy effects, unable to use energy effects of the same spiked energy(s) for 1d10 rounds later.
Features can be taken more then once.
Tentacle of Perfection (Ex):
You gain use of the tentacle of perfection once a day, and it lasts for 24 hours or util you enter the Tentacle of Perfection again.
(see link above)
Assimilating Hold (Ex): To use this ability, a Tentacular must hit a Small, Medium-size, or Large creature with a its Appendage (or a Huge creature if it can reach the creature’s head). They can then make a grapple as a free action without provoking attack of opportunity. If the grab is successful, on its next action the Tentacular may attempt to obtain a specific hold around the creatures head with another grapple check.
Note: When in grapple, you can deal half the damage your Appendage can normally deal as a constant damage throughout the grapple due to contact. Naturally, if your grappling with one hand which isn't the Appendage, you do not deal this damage.
Grey Dislocation (Ex): A tentacular of 12th level or higher that begins its turn with a good grip around an enemies head with her Appendage and makes a successful grapple check to extract the victims brain as a full round action, instantly killing that creature (unless it has multiple brains or can function without its brain). The tentacular can then Assimilate the brain, absorbing it into the Appendage and deconstructing its tissues and receives benefits:
Regardless of the victim surviving or dying, whenever the tentacular assimilates a brain, she absorbs it's memories, greatly invigorating herself. The tentacular gets a bonus on her attacks, skills, and saves equal to the highest mental score modifier of the victim. The tentacular can't gain a bonus bigger than half her own HD with this ability. It lasts for 1 hour for each HD of the victim.
Assimilating a brain takes 1 full action and a concentration check 10+HD of brain attempted to assimilate. On a failed check, the brains information is only scrambled, and henceforth unusable to the tentacular. Should the brain find its way back to the creature somehow (Magics fun), they are under effects of Insanity.
Different bonus from different brains don't stack, they overlap. (If you run out of time on the highest bonus giving brain, it goes away and leaves behind the next highest bonus unless its time also ran out already, and so on)
If you instead have a only a Blade arm, you sever the whole head and assimilate the entire head over 2 full rounds.
if you instead have tentacle arm, you remove the brain with ease, free action. And assimilate it as a movement equivalent action.
Assimilate Skill (Ex): At eleventh level, the tentacular can acquire one skill known by a creature whose brain she has assimilated, chosen at time of assimilation. She permanently gains all of the creature's ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if her new total is more ranks then the tentacular's current character level would normally allow. This skill becomes a class skill for the tentacular, and she may buy more ranks in the skill if new ranks do not cause her to exceed her maximum ranks in the skill. Every two levels hereafter, she may assimilate one additional skill from a brain.
Assimilate Feat (Ex): At fifteenth level, a tentacular permanently acquires one of the feats of an assimilated creature, provided she meets that feats prerequisites. Every two levels hereafter, she may assimilate one additional feat from an assimilated brain.
Assimilate Class Feature (Ex): At seventeenth level, a tentacular permanently gains one class feature of an assimilated brain's owner, as a character of that creature's level in that class. If the former character was a spellcaster, the tentacular is able to cast one spell of each level available to the character (if the victim was a wizard, the tentacular mus still consult a spellbook or learn from scrolls), as well as any bonus spells provided by the tentacular's ability scores. If the tentacular already has spellcasting levels, these spells are in addition to those granted by the tentacular's spellcasting class levels. Every three levels hereafter, the tentacular may assimilate one other class feature from an assimilated brain.
Assimilate Special (Ex): At nineteenth level, the tentacular permanently gains one special attack or special quality of an assimilated brain's owner. The chosen ability mustnot rely on a physical feature that the tentacular does not possess, such as a gaze attack, a breath weapon, flight, or a natural attack with an appendage not possessed by the tentacular. If the ability allows a saving throw, the tentacular uses her own ability score modifier to determine the DC. Every four levels hereafter, the tentacular can assimilate one other special attack or quality.
"Sorry, but did you just try to run?" - En.
Game Rule Information
Abilities: Strength. To hit harder, and be stronger. Or Dexterity, To hit faster, and be quicker.
Alignment: despite belief, tentacle based anyones need not be neither creepy, nor chaotic, nor evil. an Tentacular Knight can be chaotic good, chaotic neutral, true neutral, Lawful neutral, Lawful evil, or neutral evil.
Hit Die: d8
Class Skills: The Knight's class skills are... Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, Tumble, Use Rope
Skill Points at 1st Level: ( 6+ Int Modifier) x 4
Skill Points at Each Additional Level: 6+ Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Tentacles
2nd|
+2|
+3|
+3|
+0|Appendage, Evasion
3rd|
+3|
+3|
+3|
+1| Uncanny Dodge
4th|
+4|
+4|
+3|
+1|Appendage
5th|
+5|
+4|
+4|
+1|Tentacles, Assimilating Hold
6th|
+6|
+5|
+5|
+2|Appendage
7th|
+7|
+5|
+5|
+2|Tentacles
8th|
+8|
+6|
+6|
+2|Tentacles, Appendage, Grey Dislocation
9th|
+9|
+6|
+6|
+3| Improved Evasion
10th|
+10|
+7|
+7|
+3|Tentacles, Appendage
11th|
+11|
+7|
+7|
+3| Assimilate Skill
12th|
+12|
+8|
+8|
+4|Tentacles, Appendage
13th|
+13|
+8|
+8|
+8|Tentacles, Improved Uncanny Dodge
14th|
+14|
+9|
+9|
+4|Appendage
15th|
+15|
+9|
+9|
+5| Assimilate Feat
16th|
+16|
+10|
+10|
+5|Tentacles, Appendage
17th|
+17|
+10|
+10|
+5| Assimilate Class Feature
18th|
+18|
+11|
+11|
+6|Appendage
19th|
+19|
+11|
+11|
+6| Assimilate Special
20th|
+20|
+12|
+12|
+6|Tentacles, Appendage, Tentacle Of Perfection[/table]
Class Features: All of the following are class features of the Tentacular Knight class.
Weapon and Armor Proficiency:
Tentacular Knights are proficient with Light, and Medium armor. No shields, and simple, and Martial weapons.
Tentacles (Ex):
At each Tentacle level the Tentacular Knight may choose a new Tentacle ability from the given level, At level 1, they select 1 which is then at two uses per day and a level one spell.
At level five, they select a new one, which is then at two uses per day and at level one, the previous Tentacle is now at three uses pre day and at level two.
At level eight, they select another new one, which is then at two uses per day and at level one, the previous tentacle is now at three uses per day and at level two, while the next one is now at four uses per day and at level three.
and so on.
When a Tentacle would reach Six uses per day it instead becomes usable at-will, but at half its level rounded up (9 becomes 5). You can only have one of the same tentacle active at once, so you cannot use an at will tentacle with the same tentacle for a cost per day as it would normally be.
The Tentacles: (http://www.giantitp.com/forums/showpost.php?p=11273859&postcount=17)
Tentacle of Might
Tentacle of Skill
Tentacle of Health
Tentacle of Knowledge
Tentacle of Insight
Tentacle of Presence
Tentacle of Attraction
Appendage (Ex):
The Tentacular Knight gains a new, monstrous arm. Choose its type. At second level you gain the Appendage, and a feature, every Appendage level thereafter you get one new feature.
Normal: Your arm looks perfectly normal, but retains some benefits. +1 str. +1 dex per three class levels.
Claw: a clawed arm. still perfectly capable of manipulation, meanwhile the arm itself has a +2 effective STR per four class levels and deals 1d4 per 2 class levels+str mod damage assuming Medium sized.
Pincer: -4 to using weapons or manipulating objects. +2 Sunder per two class levels, +4 effective STR per five levels and deals 1d6 per two class levels+STR mod damage assuming medium sized.
Tentacle: a tentacled arm. Manipulates more effectively then Pincer. -2 to using weapons or objects. +2 Grapple per two levels, +2 STR per four levels. 1d4 per two class levels+STR mod bludgeoning damage or 1d4 per two class levels+STR mod piercing damage assuming medium size. Tentacle arm can also stretch to reach another 5ft square past normal reach per 4 class levels, and compact itself to fit in small spaces.
Bladearm: A bladed arm. Incapable of manipulating objects with any form of ease or dexterity. maybe push around a bit but thats about all. +4 STR per five class levels, 1d8 per two class levels+STR slashing or piercing damage assuming medium sized.
Every two appendage levels, you can select a new Appendage in addition to the first. Which you can shift to and from as a swift action.
Features:
Armored: DR 2/-, +1 Natural armor.
Damaging: +1 minimum damage per die when attacking with Appendage as natural weapon (including extra features)
Speeding: quicker. +1 dex, slight of hand, use rope, climb. Every three Speedings you get an extra attack per round using that appendage.
Growth: +1 size category. (For every two, you grow one and gain benefits and penalties accordingly. )
Reaching:+5ft reach without size increase, You gain the Constrict ability.
Sticky: Produces a sticky paste at will, +5 grapple, +5 Climb
Strong: +3 extra STR.
Dexterous: +2 extra Dex, can manipulate a little better, -1 penalty if any.
Fusion: Select another Type, and combine them.
Extra: Select another, or the same type. You now have two Appendages. Can optionally not replace an existing limb, but grow a new appendage elsewhere. though it doesn't effect how many actions you get.
Regenerating: You and Your appendage regenerate at a rate of 4 hp per turn. If severed, Limbs grows back in 5 rounds -1 round for every Regeneration feature you get until its instant with five (Granting immunity to Vorpal decapitation killing effects, as a new head pops up as the last one falls)
Disconnecting: Requires regeneration. You can detach your Appendage for various uses, such as throwing it, or doubling your reach with your other arm. Still can deal any damage it can deal normally if thrown, or touched while disconnected. Can reattach as free action.
Exploding: Requires disconnecting and directing. you can detach your appendage and leave it to generate energy until it explodes in a 25ft spread 1d6 rounds later dealing all energy damage it could normally deal x2. The arm is then gone and you need to regenerate another. this effects your whole body in a way. If killed in combat, you deal the Exploding damage, but x4 instead of x2, and to all within 20ft. But you leave no remains, and need a True Resurrection or similar powerful resurrection effect that needs no remains.
Orb: You grow an Eye-like growth that can be used to store up to 1/2 cha mod Eye-based class features, special qualities, or special attacks assimilated. May need other features depending on assimilated ability.
Breathbag: You grow a special organ that can be used to store up to 1/2 cha mod Breath based class features, special qualities, or special attacks assimilated. May need other features depending on assimilated ability.
Poisonsack: You have a poison sack allowing it to take on poison based class features or special qualities/attacks. May need other features depending on assimilated ability.
Stomach: You have a second(+) stomach and can use it to assimilate features needing a stomach.
Superspace: Requires Stomach. The Stomach has its own dimensional space, and doesn't appear engorged or anything should the stomach be full. This space is Charisma mod x 10 feet in radius. Living Creatures while in the Superspace as the owner of the Appendage dies are kicked out to the closest space they can fit.
Hyperspace: Requires Superspace and level ten. As Superspace, but x100
Cityspace: Requires Hyperspace and level fifteen. As Superspace, but miles, not feet.
Wordspace: Requires Cityspace and level twenty. As Cityspace, but x10,000 miles.
Timespace: Requires Superspace and level fifteen. Stomach has its own time flow. 1 round outside = 2 rounds inside, or vice versa.
Temporal Stretch: Requires Timespace and level twenty. As Timespace, but 1 day outside = 2 days inside, or vice versa.
Eternal Hold: Requires level 30 and Temporal Stretch: As Temporal Stretch, but 1 year inside = 1 second outside or vice versa. However, those in the space don't age while in the space.
Creatures in the Stomach cannot get out. And you cannot take them out. They are stuck unless they can Plane Shift to leave, Deity Interruption, or Wish, Miracle, or Reality Revision. In any case, Its a Stomach, you wont be getting any restful sleep anyway.
Acid Pool Requires Stomach and Superspace: You stomach features a vast lake of acid that covers the 'ground'. Creatures take 1d4 acid damage per round they remain in contact with the acid.
Mouth: You have another mouth connecting to the Breathbag, or Stomach. It allows you to make Bite attacks (1d4+ Str mod damage) and other things related to mouths. May need other features depending on assimilated ability, such as Swallow Whole.
Spiked: Spikes. +2d4 piercing damage.
Edged: Edged in an extra hard coating, +2d4 slashing.
Incendiary: Produces a gas that ignites on release, +1d8 fire damage +5 resist fire
Toxic: Produces an acidic paste at will, +1d8 Acid damage. +5 resist acid
Chilling: Produces a gas that freezes the air upon release, +1d8 cold damage +5 resist cold
Shocking: Cells in skin generate lethal static charge. +1d8 electric damage. +5 resist Electricity
Sound: Special layer of skin can generate sonic force as it moves. +1d6 Sonic damage. +4 sonic resistance.
Condensing: The Appendages are capable of producing Pure Water that can leak through the skin at will. +1d8 Water damage. +5 resist Water.
Directing: Requires an energy feature. You can spend a full action in concentration to bundle and release an Energy effect as a ranged attack using your Constitution Modifier to determine range and effect. Deals the energy types damage as listed above +1 die per 2 modifier score. at 10+10ft/Con mod. So a person with +5 con mod, Shocking, and Sounding with Directing can project the energy(s) 60ft, dealing 3d6 sonic and 3d6 electric damage (for example.) Area is only a single target you need to have line of sight, and line of effect to. Due to the build of energy before release, it leaves your energy reserves drained for 1d6 rounds, during which time you cannot perform your energy abilities unless you use a different energy(s) then that used in the Directed fire.
Burst: requires Directing. Your generation deals its effect in a Burst at 1/4th normal range. (60ft range being a 10ft burst (rounded up))
Line: requires Directing. Your generation deals its effect in a Line at full range.
Cone: requires Directing. Your generation deals tis effect in a Cone at half normal range. (60ft becoming 30ft for example. round up)
Spatial: Requires directing. Your generation ignores line of effect, you need only know of someones prescience and have enough range.
Temporal: Requires directing. Your generation can be set static in time, remaining at a range of 0, but once creature enters the same 5ft radius, the energy springs back to life and attacks. The temporal energies fade over time, every 5 rounds you minus one die from the power of the trap until it has a damage of zero, at which time the trap becomes nonexistent.
Energy Spike: Requires level 10. You can Maximize all damage dice for your energy effects, unable to use energy effects of the same spiked energy(s) for 1d10 rounds later.
Features can be taken more then once.
Tentacle of Perfection (Ex):
You gain use of the tentacle of perfection once a day, and it lasts for 24 hours or util you enter the Tentacle of Perfection again.
(see link above)
Assimilating Hold (Ex): To use this ability, a Tentacular must hit a Small, Medium-size, or Large creature with a its Appendage (or a Huge creature if it can reach the creature’s head). They can then make a grapple as a free action without provoking attack of opportunity. If the grab is successful, on its next action the Tentacular may attempt to obtain a specific hold around the creatures head with another grapple check.
Note: When in grapple, you can deal half the damage your Appendage can normally deal as a constant damage throughout the grapple due to contact. Naturally, if your grappling with one hand which isn't the Appendage, you do not deal this damage.
Grey Dislocation (Ex): A tentacular of 12th level or higher that begins its turn with a good grip around an enemies head with her Appendage and makes a successful grapple check to extract the victims brain as a full round action, instantly killing that creature (unless it has multiple brains or can function without its brain). The tentacular can then Assimilate the brain, absorbing it into the Appendage and deconstructing its tissues and receives benefits:
Regardless of the victim surviving or dying, whenever the tentacular assimilates a brain, she absorbs it's memories, greatly invigorating herself. The tentacular gets a bonus on her attacks, skills, and saves equal to the highest mental score modifier of the victim. The tentacular can't gain a bonus bigger than half her own HD with this ability. It lasts for 1 hour for each HD of the victim.
Assimilating a brain takes 1 full action and a concentration check 10+HD of brain attempted to assimilate. On a failed check, the brains information is only scrambled, and henceforth unusable to the tentacular. Should the brain find its way back to the creature somehow (Magics fun), they are under effects of Insanity.
Different bonus from different brains don't stack, they overlap. (If you run out of time on the highest bonus giving brain, it goes away and leaves behind the next highest bonus unless its time also ran out already, and so on)
If you instead have a only a Blade arm, you sever the whole head and assimilate the entire head over 2 full rounds.
if you instead have tentacle arm, you remove the brain with ease, free action. And assimilate it as a movement equivalent action.
Assimilate Skill (Ex): At eleventh level, the tentacular can acquire one skill known by a creature whose brain she has assimilated, chosen at time of assimilation. She permanently gains all of the creature's ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if her new total is more ranks then the tentacular's current character level would normally allow. This skill becomes a class skill for the tentacular, and she may buy more ranks in the skill if new ranks do not cause her to exceed her maximum ranks in the skill. Every two levels hereafter, she may assimilate one additional skill from a brain.
Assimilate Feat (Ex): At fifteenth level, a tentacular permanently acquires one of the feats of an assimilated creature, provided she meets that feats prerequisites. Every two levels hereafter, she may assimilate one additional feat from an assimilated brain.
Assimilate Class Feature (Ex): At seventeenth level, a tentacular permanently gains one class feature of an assimilated brain's owner, as a character of that creature's level in that class. If the former character was a spellcaster, the tentacular is able to cast one spell of each level available to the character (if the victim was a wizard, the tentacular mus still consult a spellbook or learn from scrolls), as well as any bonus spells provided by the tentacular's ability scores. If the tentacular already has spellcasting levels, these spells are in addition to those granted by the tentacular's spellcasting class levels. Every three levels hereafter, the tentacular may assimilate one other class feature from an assimilated brain.
Assimilate Special (Ex): At nineteenth level, the tentacular permanently gains one special attack or special quality of an assimilated brain's owner. The chosen ability mustnot rely on a physical feature that the tentacular does not possess, such as a gaze attack, a breath weapon, flight, or a natural attack with an appendage not possessed by the tentacular. If the ability allows a saving throw, the tentacular uses her own ability score modifier to determine the DC. Every four levels hereafter, the tentacular can assimilate one other special attack or quality.