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Deviston
2011-12-21, 10:15 AM
Symbiont Bonded Warrior

"’To receive anything, mankind must first give something of equal value.’ Well, some laws are meant to be broken!"

Noah, Human Symbiont Bonded Warrior

The symbiont bonded warrior is a delver into acceptance. To allow another living being to survive off of your own life force and make a deal with them for mutual benefits. They learn special combat styles that are lost to the world but live on in the genetic memory of the symbionts. Through this symbiosis the genetic memories are awoken and a new fighting style is reborn.

There are any number of factions among the symbiont bonded warriors. The warriors themselves can strive to any goal they would without being bonded. The symbionts however have goals of their own; the resurgence of their species. Some believe this should be done through strength of arms and evil, other believe more peaceful means would accomplish the task properly. To each its own as they say.

The Symbiont Bonded Warrior's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering/the planes/history) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Survival (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spirit Arts

1st|
+1|
+2|
+2|
+0|Lure Symbiont, Symbiont Weapon Form, Spirit Arts (normal), Spirit Charge +1|
1

2nd|
+2|
+3|
+3|
+0|Conflict Resistance +2|
2

3rd|
+3|
+3|
+3|
+1|Symbiont Evolution|
2

4th|
+4|
+4|
+4|
+1|Spirit Charge +2|
2

5th|
+5|
+4|
+4|
+1| - |
3

6th|
+6/+1|
+5|
+5|
+2|Spirit Arts (hyper), Symbiont Evolution|
4(+1)

7th|
+7/+2|
+5|
+5|
+2|Spirit Charge +3|
4

8th|
+8/+3|
+6|
+6|
+2|Conflict Resistance +4|
5

9th|
+9/+4|
+6|
+6|
+3| Symbiont Evolution|
5

10th|
+10/+5|
+7|
+7|
+3|Spirit Charge +4|
5

11th|
+11/+6/+1|
+7|
+7|
+3|-|
6

12th|
+12/+7/+2 |
+7|
+7|
+4|Symbiont Evolution|
6

13th|
+13/+8/+3 |
+8|
+8|
+4|Spirit Charge +5|
6

14th|
+14/+9/+4 |
+9|
+9|
+4|Spirit Arts (super)|
7(+1)

15th|
+15/+10/+5 |
+9|
+9|
+5|Conflict Resistance +6, Symbiont Evolution|
7

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Spirit Charge +6|
7

17th|
+17/+12/+7/+2 |
+10|
+10|
+5|-|
8

18th|
+18/+13/+8/+3 |
+11|
+11|
+6|Symbiont Evolution|
8

19th|
+19/+14/+9/+4 |
+11|
+11|
+6| Spirit Charge +7|
8

20th|
+20/+15/+10/+5 |
+12|
+12|
+6|Spirit Arts (miracle)|
9(+1) [/table]


Weapon Proficiencies: A symbiont bonded warrior gains proficiency in all simple and martial weapons. They also gain proficiency in light, and medium armor and all shields (except tower shields).

Lure Symbiont: As you start to embrace your acceptance of the reliant ones, you can perform special rituals to lure certain symbionts to you for you to become the host of. It takes 1 hour per 100 gold to summon the symbiont you choose. You may only select from the level 1 list.
However, at higher levels you can submerge a symbiont into yourself for (1 hour per 100 gold of its market value). At the end of the duration you can evolve the submerged symbiont into another symbiont. You may then select new evolutions to apply to the symbiont which replace the evolutions the old symbiont possessed. If the new symbiont is of a higher tier than the original, reduce the number of evolutions by the number of tiers increased.

Symbiont Weapon Form: Upon selecting your symbiont, if it does not already function as a weapon, you must choose a weapon form for it to emulate. If the symbiont does not already function as a weapon, you must invest the cost of purchasing a masterworks version of the weapon it is emulating, and submerge it into yourself for the evolution that takes 1d4 days. At the end of the evolution, the symbiont is attached and function as the weapon you chose it to emulate. This can not be a double weapon, a weapon utilizing complicated parts (like a crossbow), or the ammunition for a ranged weapon (like arrows, it only emulates the bow and string). After this evolution, the symbiont may be enchanted like any weapon. Should the symbiont be killed or lost, the money invested for enhancement is lost aswell, unless the symbiont is returned to life in some way or found.
If your symbiont is killed or unconscious, it only functions as the base weapon it is emulating. You no longer gain any other benefits from it as it no longer is providing you with the chemicals in your body or whatever method it previously used to provide you its benefits.

Spirit Arts: At 1st level, a symbiont bonded warrior gains the knowledge of one normal level spirit art, chosen from the symbiont bonded warrior spirit art list based upon the damage type of their symbiont weapon form. At levels 6, 14, and 20 you gain a new level of spirit arts. Additionally, when a higher level of arts is learned, you automatically learn any one lower level of arts that you meet the prerequisites for.
Spirit arts are a combat style known to the symbionts from ages long past. The styles are locked in their genetic memory and only by bonding with a willing host can these arts be learned. They are difficult to master and as such each level has an inherent penalty to all attack rolls in the round they are used. Normal arts reduce attacks rolls by -1, hyper arts reduce attack rolls by -2, super arts reduce attack rolls by -3, and miracle arts reduce attack rolls by -4. These penalties stack and apply to all attacks made in the round as you begin to channel the art chain and stack with each other.
To start an art chain, even if there is only one art in the chain, one must first connect with a basic attack. To channel a miracle art, a super art must be channeled. To channel a super art a hyper art must be channeled. To chain a hyper art a normal art must be channeled. One does not need to hit with a normal art to continue the chain up to a hyper or super art, they must simply declare what arts will be in the chain before making their first basic attack. Some arts require the successful use of a lesser art for it to function. If the requirement misses, the art that the prerequisite was not met for is replaced with a regular attack and the chain is free to continue. Penalties for the higher level of arts still apply even if the higher art is replaced with a basic attack.
When an art calls for a (weapon type) attack, you may use any weapon that meets the requisites for that attack.

DC's for spirit arts are 10 + ½ class level + Intelligence modifier.

Spirit Charge (Ex): At first level you gain the knowledge of the spirit charge. This allows you to gain the extra attack needed to perform a normal art. As a full-round action you charge your spirit energy into your symbiont weapon. This gives you an additional attack the next time you make a full attack action. You may hold the charge for rounds equal to 2 * your spirit charge value. Additionally, you gain an insight bonus to all saves and Damage Reduction X/beyshk equal to your spirit charge value. As a free action you may expend this energy to gain the value as a insight bonus to attack rolls on all attacks made in the round in addition to the extra attack. All other insight bonuses last until the end of the round you expended your spirit charge energy. You may not charge your spirit if it is already charged.
Your spirit charge value is displayed on the class table above.

Conflict Resistance (Ex): You gain a +2 bonus on Will saves made during any personality conflict that might erupt between you and your symbiont. This increases by +2 at levels 8 and 15.

Symbiont Evolution (Ex): Your Lured symbiont begins to evolve into a more perfected form of itself. Beginning at 3rd level, you may select from the following lists as to how your symbiont evolves. You may not select an evolution more than once, but you may select a lower evolution when higher levels are available. To select a higher than tier I evolution you must have its precursor.

Tier I Evolutions
Elemental Damage I: Your symbiont deals an additional 2 points of damage of the chosen element (electric, fire, cold, sonic, or acid)

Healing Wind I: As a full round action, you deal 1d6 damage to your symbiont but you are healed for your Con mod + (2 * damage dealt to symbiont) in hit points

Draw on Insight I: You may call on your symbiont's experiences to gain a bonus on any skill check equal to its Wisdom modifier for your next round. Using this ability deals 1 point of damage to your symbiont

Bolster Body I: You gain 5 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

Body Rearrangement I: Your symbiont remembers how to rearrange your insides to be more like an aberration. You gain fortification of 25%

Tier II Evolutions
Elemental Damage II: Upon successfully dealing damage to a target with your symbiont weapon form, they must make a save (DC 10 + ½ class level + Con mod) or fall effects of a status effect based on your selected element. The bonus elemental damage is now 1d6+1

Electric: Dazzled
Fire: Catch fire for one round (dealing 1d6 fire damage on the following round)
Cold: Move speed reduced by 10 feet
Sonic: Deafened
Acid: Sickened

Healing Wind II: As a standard action, you deal 1d6 damage to your symbiont but you are healed for your Con mod * 2 + (2 * damage dealt to symbiont) in hit points

Draw on Insight II: You may call on your symbionts experiences to gain a bonus on any skill check equal to its Wisdom modifier for your next round you also gain a +1 insight bonus to your armor class and a +2 insight bonus to initiative checks on that round. Using this ability deals 1 point of damage to your symbiont

Bolster Body II: You gain 8 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

Body Rearrangement II: Your symbiont remembers how to rearrange your insides to be even more like an aberration. If you are hit by an attack that could be negated by your fortification, you take 5 points less damage from that attack

Bolstered Speed I: Your symbiont charges you with chemicals that increase your reaction time and overall speed. Your move speed is increased by 10 feet and you gain a +1 bonus to initiative checks

Tier III Evolutions
Elemental Damage III: The duration for the status effect is now two rounds. A successful save on the first round negates a need on the second round, but the target may also make a save on the second round to negate the effects on that second round. The bonus elemental damage is now 1d8+3

Healing Wind III: As a standard action, you can deal either 1d6 or 2d6 damage to your symbiont but you are healed for your Con mod * 3 + (2 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch rather than yourself

Draw in Insight III: The bonus to your skill check is your symbiont's Wisdom modifier +2, your insight bonus to armor class is +2, and your insight bonus to initiative is now +3

Bolster Body III: You gain 12 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

Body Rearrangement III: Your symbiont remembers how to rearrange your insides to be even more like an aberration. Your fortification increases to 50%

Bolstered Speed II: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks

Resilient Body I: You symbiont charges your body with chemicals that increase your resistance to a certain element. Select one element from the Elemental Damage list, you gain 5 resistance to that element

Tier IV Evolutions
Elemental Damage IV: The duration for the status effect is now three rounds. A successful save on the first round negates a need on the second or third round, but the target may also make a save on the second round to negate the effects on that second round. A successful save on the second round negates a need on the third round, but the target may also make a save on the third round to negate the effects on that third round. The bonus elemental damage is now 1d10+5

Electric: If initial reflex save is failed, target is blown back 15 feet and lands prone.
Fire: Burned (take 5 additional fire damage from any fire attack)
Cold: Stunned
Sonic: Deafened and blinded
Acid: Nauseated

Healing Wind IV: As a standard action, you can deal either 1d6 or 2d6 damage to your symbiont but you are healed for your Con mod * 3 + (2 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch as well as yourself

Draw in Insight IV: The bonus to your skill check is your symbiont's Wisdom modifier +4, your insight bonus to armor class is +3, and your insight bonus to initiative is now +4

Bolster Body IV: You gain 16 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

Body Rearrangement IV: Your symbiont remembers how to rearrange your insides to be even more like an aberration. If you are hit by an attack that could be negated by your fortification, you take 7 points less damage from that attack

Bolstered Speed III: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks. You also gain the Run feat

Resilient Body II: You symbiont charges your body with chemicals that increase your resistance to a certain element. You now gain resistence 10 to the two elements you selected

Symbiotic Shield I: As a free action before knowing the result of a damage roll, you may deal subdual damage to your symbiont. Damage dealt to you that round is reduced by the subdual damage dealt to your symbiont

Tier V Evolutions
Elemental Damage V: Your symbiont now has an effect like the Elemental Burst enhancement and does not counts for market value of your symbiont weapon form. The element is the same that you selected upon taking the initial evolution in this chain. The bonus elemental damage is now 1d12+7. If you confirm a critical hit with your symbiont weapon form, the damage is 2d8+10

Healing Wind V: As a standard action, you can deal either 1d6, 2d6, or 3d6 damage to your symbiont but you are healed for your Con mod * 3 + (2 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch as well as yourself

Draw in Insight V: The bonus to your skill check is your symbiont's Wisdom modifier +6, your insight bonus to armor class is +3, and your insight bonus to initiative is now +4

Bolster Body V: You gain 20 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

Body Rearrangement V: Your symbiont remembers how to rearrange your insides to be even more like an aberration. Your fortification is increased to 75%

Bolstered Speed IV: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks. You may now make up to three 90 degree turns while running

Resilient Body III: You symbiont charges your body with chemicals that increase your resistance to a certain element. Select an additional element, you gain resistence 5 to this element

Symbiotic Shield II: As a free action before knowing the result of a damage roll, you may deal subdual damage to your symbiont. Damage dealt to you that round is reduced by 2 * the subdual damage dealt to your symbiont

Symbiont Immersion I: In a ritual taking 1 hour, you may meld with the mind of your symbiont, gaining knowledge and experience from your symbiont's genetic memory. You gain the the use of one additional combat art of up to the level you can use for the rest of the day

Tier VI Evolutions
Elemental Damage VI: The bonus elemental damage is now 2d8+10. If you confirm a critical hit with your symbiont weapon form, the damage is 2d10+13

Healing Wind VI: As a standard action, you can deal either 1d6, 2d6, or 3d6 damage to your symbiont but you are healed for your Con mod * 3 + (3 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch as well as yourself

Draw in Insight VI: The bonus to your skill check is your symbiont's Wisdom modifier +8, your insight bonus to armor class is +4, and your insight bonus to initiative is now +5

Bolster Body VI: You gain 24 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

Body Rearrangement VI: Your symbiont is unable to fully fortify you but makes up for this failing in a most retributive way. If you are hit by an attack that could be negated by your fortification, chemicals put forth by your symbiont spray from the wound, dealing one quarter of the damage you received to anyone adjacent to you

Bolstered Speed V: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks. One time per day per point of Constitution modifier, you may make a run action in a straight line for 10 times your land speed

Resilient Body IV: You symbiont charges your body with chemicals that increase your resistance to a certain element. Your gain resistance 15 to your first two elements selected, and resistance 10 to your third

Symbiontic Shield III: As a free action before knowing the result of a damage roll, you may deal subdual damage to your symbiont. Damage dealt to you that round is reduced by 3 * the subdual damage dealt to your symbiont

Symbiont Immersion II: In a ritual taking 1 hour, you may meld with the mind of your symbiont, gaining knowledge and experience from your symbiont's genetic memory. You gain the the use of two additional combat arts of up to the level you can use for the rest of the day

Perfect Evolution: Your symbiont has reached an evolutionary pinnacle. It charges you with chemicals that harden your body to everything but its anathema. You gain damage reduction 15/byeshk


On Symbionts
WOTC created symbionts can be located in the following locations.
Breed Leech (Daelkyr), Magic of Eberron pg. 154-155 — Extra HP and bonus to Fortitude saves.

Cerebral Hood (Cerebral), Fiend Folio pg. 217 — Mind Blast, Blindsight, immunity to inhaled dangers, no need to breathe, eat, or drink. Deals 1 point of daily Intelligence damage, plus another point each time Mind Blast is used.

Crawling Gauntlet (Daelkyr), Magic of Eberron pg. 155-156 — Gain natural Claw attack.

Fiendish Familiar (Fiendish), Fiend Folio pg. 219 — Gain an additional free spell when taking a Wizard level; learn spells as other casters; treat your ability bonus for the purpose of determining bonus spells as one higher than it actually is.

Ghostly Visage (Fiendish, Undead?), Fiend Folio pg. 222 — Gain a Gaze attack that paralyzes with fear, immunity to mind-affecting effects.

Gutworm (Fiendish), Fiend Folio pg. 220 — Bonus to Constitution, Rage at will, Neutralize Poison once per day, causes various hunger-related penalties.

Living Breastplate (Daelkyr), Eberron Campaign Setting pg. 299-300 — Medium armor, high AC, reasonable Armor Check Penalty and Max Dex, moderate Arcane Spell Failure rate. Damage reduction bypassed by unique material, bonus to Constitution, Light Fortification, automatically stabilizes host.

Mind Leech (Cerebral), Fiend Folio pg. 217-218 — Mind Blast and several other Psi-like Abilities, all of which deal Intelligence damage to you when used. Fills the neck slot.

Psionic Sinew (Cerebral), Fiend Folio pg. 217 — Blindsight; Bonus to Strength; Armor bonus to AC; Claws of the Bear and Vigor as PLAs that deal Dex damage to the host.

Shadow Sibling (Daelkyr), Magic of Eberron pg. 156 — Immediate action to gain 50% concealment against a single attack.

Soul Tick (Fiendish), Fiend Folio pg. 220-222 — Free Empower Spell on certain spells, other spells require Spellcraft check to cast at all, constant Protection from Chaos and Good, treated as Evil for spells even if not, deals daily Constitution damage.

Spellwurm (Daelkyr), Magic of Eberron pg. 156-157 — Gain a few spells known.

Stormstalk (Daelkyr), Magic of Eberron pg. 157 — Gain a Gaze attack that deals Electricity damage.

Tentacle Whip (Daelkyr), Eberron Campaign Setting pg. 300 — Attacks on its own or can be used as a Whip, requires no proficiency, bonus to Disarm attempts, no offhand penalties, attacks inflict Dex-damaging poison.

Throwing Scarab (Daelkyr), Magic of Eberron pg. 157-158 — Gain a free throwing weapon that does slashing and acid damage, once per round.

Tongueworm (Daelkyr), Magic of Eberron pg. 300-301 — Gain a natural Sting attack, inflicts paralyzing poison; gain immunity to poison.

Winter Cyst (Daelkyr), Magic of Eberron pg. 158 — Gain a Gaze attack that deals Cold damage.
For some home brew symbionts should you not have access to this material, use this link (http://www.giantitp.com/forums/showthread.php?p=11837203#post11837203).

Deviston
2011-12-21, 10:16 AM
Spirit Arts


Acrobatic Arts (Piercing Symbiont Weapon Form) If an art does not specify damage type, it is of the element required or piercing. Element takes precedence.
Normal Arts
Lizard Tail [Active Art] – Piercing attack + Strength modifier, if attack is successful make a trip attempt and deal your Strength modifier in damage if target falls prone.

Acrobatic Blitz [Active Art] [Acrobatics 1 rank] – Piercing attack + 1d8 + Str, you also gain a +1 dodge bonus to AC against the target on the following round.

Sonic Javelin [Active Art] [Acrobatics 1 rank, Elemental Damage (sonic)] – You may make a 5 foot move before making this attack, piercing attack + 1d4 + half Strength modifier in damage.

Mirage Lancer [Active Art] – Piercing attack + 1d8 + (Strength modifier * 2).

Dolphin Attack [Active Art] [Acrobatics 2 ranks, must succeed on a DC 16 Acrobatics check to make attack roll for this art] – Piercing attack + 1d12 + Strength modifier in damage.

Bird Step [Active Art] [Acrobatics 2 ranks, must succeed on a DC 18 Acrobatics check to make attack roll for this art] – Piercing attack + unarmed damage + Strength modifier, and you may make a 5 foot movement backwards that does not provoke and attack of opportunity. You are treated as having the improved unarmed strike feat when using this art.

Tough Love [Active Art] – Piercing attack + 1d4 + Strength modifier and gain a free grapple attempt.

Blizzard Bash [Active Art] [Must know two normal arts, Elemental Damage (cold)] – You attack with your symbiont weapon form dealing damage as normal. All damage is cold damage. If this attack targets a creature with the fire subtype and deals damage, the target must make a fort save or be stunned for 2 rounds.

Swan Driver [Active Art] [Must know two normal arts, Acrobatics 5 ranks, must succeed on a DC 16 Acrobatics check to make an attack roll for this art] – Deal Strength modifier in damage to this target, for the next two rounds if they attack anyone but you while you threaten it, they provoke an Attack of Opportunity from all who threaten.

Rushing Gale [Active Art] [Elemental Damage (sonic)] - You attack with your symbiont weapon form dealing damage as normal. All damage is sonic damage. If this attack targets an object or construct, deal 2 * damage.

Tempest Break [Active Art] [Elemental Damage (sonic or cold)] – Deal Strength modifier +2 in damage to the target, for the next three rounds the target takes a -2 penalty to armor class versus you.
Hyper Arts
Frost Breath [Spellform Art] [Must have Blizzard Bash, Bird Step, or Tempest Break] – Exhale to deal 1d8 + 5 cold damage in a 15 foot cone. Reflex save for half damage.

Vulture Blade [Spellform Art] [Must have Sonic Javelin, Rushing Gale, or Swan Driver] – Dash forward in a line effect up to 30 feet. All targets in the line take 1d6 + 5 sonic damage. Reflex save for half.

Hurricane Kick [Spellform Art] [Tempest Break, Rushing Gale, Blizzard Bash, or Sonic Javelin] – To all targets within 10 feet, deal 1d10 + 5 damage. All damage is either your element type or piercing.
Super Arts
Super Javelin [Active Art] [Must have Vulture Blade and Sonic Javelin] – Sonic Javelin must hit for this art to function, you may use Sonic Javelin again on a second target up to 15 feet away and add 3d4 to the damage dealt.

Dragon Fangs [Spellform Art] [Must have Vulture Blade and Lizard Tail] – At least one target must have failed its save versus Vulture Blade for this art to function, use Vulture Blade again to return to your point of origin making a trip attempt to all targets who failed their first save versus Vulture Blade. Add 2d6 sonic damage to your second use of Vulture Blade.

Triple Lizard [Active Art] [Must have Lizard Tail] – Lizard Tail must hit for this art to function, if you successfully trip the target deal damage with your symbiont weapon form + 3d6 + (Strength modifier * 2). If you did not trip the target, make another trip attempt. If you trip the target with Triple Lizard deal damage with your symbiont weapon form + (Strength modifier * 2).

Super Tempest [Active Art] [Must have Tempest Break] – Piercing attack + 2d6 + Strength modifier, if this attack deals damage the target suffers a -1 penalty to ac for 3 rounds. Hitting multiple times with this attack stacks its effect up to your Spirit Charge value.

Love You [Active Art] [Must have Tough Love] – When using this art you are treated as having the Improved Grapple feat. Select a target you have grappled within this encounter. Gain a free grapple attempt against them. If you successfully grapple, deal symbiont weapon form + 3d6 + Strength modifier damage to the target you are grappling with.
Miracle Arts
Lost Ark - The final art taught. The subject of this attack disappears when your weapon is taken from its flesh. Make a piercing attack + 3d6 + Strength modifier to the target. The target must make a Will save or become subject to the imprisonment spell for rounds equal to 1/4 the damage dealt. At the end of the duration the target reappears at its previous location. If this location is occupied or would be fatal to the target, they are returned to the nearest safe square.

Vahnic Arts (Slashing Symbiont Weapon Form) If an art does not specify damage type, it is of the element required or slashing. Element takes precedence.
Normal Arts
Hyper Blade [Active Art] – Slashing attack + 1d6 + Strength modifier and you get a free trip attempt on the target. You suffer a -3 penalty to ac versus all other target the round you use this art and the next.

Somersault [Active Art] [Arcobatics 1 rank, must succeed on a DC 16 Acrobatics check to make attack roll for this art] - Slashing attack + 1d12 + (Strength modifier * 2).

Power Slice [Active Art] – Slash attack + 1d8 + (Strength modifier * 2).

Cross Slash [Active Art] – Slash attack + 1d4 + Strength modifier, your speed is increased by 10 for your next round.

Spin Combo [Active Art] – Deal unarmed damage + Strength modifier to up to three opponents within your threat range, you are dazzled for the following two rounds.

Slice and Dice Combo [Active Art] – Must have successfully hit with a slash attack to use this art, move through an opponents square to the square opposite him. Slash attack + Strength modifier.

Hurricane [Active Art] – Slash attack + Strength modifier to up to three opponents within your threat range, provoke an attack of opportunity from any others.

Charging Scorch [Active Art] [Must know two normal arts, Elemental Damage (fire, sonic)] – Must make a 10 foot move before making the attack roll for this art, slash attack + 2d6 element + Strength modifier.

Slash and Dash [Active Art] [Must know two normal arts] – Slash attack + 1d10 + Strength modifier, make up to a 10 foot move that does not provoke an attack of opportunity.

Pyro-Perforate [Active Art] [Must know two normal arts, Elemental Damage (fire)] – Slash attack + 1d8 + Strength modifier to the target and half damage to any target up to 10 feet directly behind him.

Cyclone [Active Art] [Must know two normal arts, Elemental Damage (sonic)] – Slash attack + 1d8 + Strength modifier to up to three opponents within threat range.
Hyper Arts
Tornado Blade [Spellform Art] [Must have Cyclone, Hurricane, or Spin Combo] – Slash damage + Strength modifier to all within threat range. If you have elemental damage, deal an additional 2d6 damage of that element to all within threat range + ten feet. Reflex save for half.

Fire Blow [Spellform Art] [Must have Charging Scorch, Hyper Blade, or Slash and Dash] – Target up to ten feet away takes 2d6 fire damage. Starting from that target's square, deal half that damage in a 15 foot cone behind him. Reflex save for half for all taking damage.

Burning Flare [Spellform Art] [Must have Cyclone, Pyro-Perforate, or Cross Slash] – Deal 2d6 element/slashing damage to all target within 30 feet. If your element is fire they are blinded for 1d4 rounds. If your element is sonic, they are deafened for 1d4 rounds. If you have no element, they bleed for 1 point of damage every round for 1d4 rounds.
Super Arts
Power Slash [Active Art] [Must have Power Slice] – If you dealt damage to the target of Power Slice this round or last, deal a slash attack + 3d6 + (Strength modifier * 1.5).

Fire Tackle [Active Art] [Must have Fire Blow and Charging Scorch] – Must make a 10 foot move before making the attack roll for this art, to any one target you hit with any part of Fire Blow damage make a trip attempt with a +4 modifier. If the trip is successful make slash attack + 2d6 element damage + Strength modifier.

Maximum Blow [Spellform Art] [Must have Fire Blow and Pyro-Perforate or Fire Blow and Spin Combo] – All targets who were dealt secondary damage by Fire Blow reflect this damage back onto the original target of Fire Blow, add 1d6 fire damage to this effect. Reflex save for half.

Triple Somersault [Active Art] [Must have Somersault, Acrobatics 14 ranks, must make DC 24 acrobatics check to make an attack roll for this art] – Slash attack + 3d12 + (Strength modifier * 3).

Rolling Combo [Active Art] [Must have Spin Combo or Cyclone] – Gain a free use of you required art, make up to a 15 foot move, gain another free use of your required art. All targets dealt damage by this art make a save vs being stunned for 1d4 rounds.
Miracle Arts
Final Burst Craze - The final art taught. The subject of this attack has wounds that will never heal and forever bleed. Make a slashing attack + 6d6 + Strength modifier. If this attack dealt damage, the target must save or will take 1/5 the damage dealt in bleeding damage every round for 1/10 of the damage dealt in rounds. This bleeding damage however can never kill the target. Damage from this effect can only reduce the target to 1 hit point.

Heavy Iron Arts (Bludgeoning Symbiont Weapon Form) If an art does not specify damage type, it is either of the element required and bludgeoning, or just bludgeoning.
Normal Arts
Flying Knee Attack [Active Art] [Acrobatics 1 rank, Must make Acrobatics check DC 15 + 2per 5 foot square] – Bludgeoning attack + 1d12 + Strength modifier.

Battering Ram [Active Art] [Must not have moved this round before using this art] – When using this art you are treated as having the Improved Sunder feat. Make a sunder attempt, if successful ignore up to 10 points of hardness of the object.

Iron Head [Active Art] – Bludgeoning attack + 1d4 + Strength modifier. Target makes a save or is pushed back 5 feet.

Back Punch [Active Art] – Target must have dealt damage to you this round or last to make an attack roll with this art. Bludgeoning attack + Strength modifier, if you deal damage immediately make a grapple attempt that does not provoke an attack of opportunity.

Guillotine [Passive Art] – If you are grappled, you gain a +4 insight bonus to your CMD. Additionally, if you elect to Deal Damage while grappling increase your damage dealt by 1d6.

Headsplitter [Active Art] – As a part of this art you open yourself to an attack of opportunity to all enemies who you inhabit their threat range. Against all who miss you may make a bludgeoning attack + 1d6 + Strength modifier. All who took damage from this attack must make a save or be knocked back 5 feet.

Side-Kick [Active Art] – When using this art you treated as having the Improved Bull Rush feat. Make a bull rush attempt against a target. If successful you may elect to not follow then into the square the previously occupied. If you elect to follow them, deal bludgeoning damage + Strength modifier.

Black Rain [Active Art] [Must have two normal arts, Elemental Damage (acid)] – Bludgeoning attack + 1d6 + Strength modifier, all damage is acid. Target must make a save or take half damage next round. If you hit with this art more than once, target makes a separate save for each instance.

Neo Raising [Active Art] [Must have two normal arts, Elemental Damage (electric or acid)] – When using this art you are treated as having the Improve Bull Rush feat. Bludgeoning attack + Strength modifier. If you deal damage, make a bull rush attempt. If successful the target is pushed back 5 feet and falls prone.

Electro Thrash [Active Art, Passive Art] [Must have two normal arts, Elemental Damage (electric)] – When using this art you are treated as having the Improved Grapple Feat. Make a grapple attempt against a target. If successful deal 1d6 + 3 electric damage. If you are already grappling add 1d6 electric damage to the Deal Damage option while grappling.

Bull Horns [Active Art] [Must have two normal arts] – When using this art your are treated as having the Improved Bull Rush feat. Make a bull rush attempt against a target. If successful you have no limit to how far your make push them except your speed. For every 10 feet they are pushed, they take 1d6 + 3 bludgeoning damage as you drag them along.
Hyper Arts
Thunder Punch [Spellform Art] [Must have Back Punch, Neo Raising, or Electro Thrash] – Deal bludgeoning damage + 2d6 + Strength modifier against all targets in a 30 foot line. Reflex save for half.

Lightning Storm [Passive Art, Spellform Art] [Must have Guillotine and Electro Thrash] – While grappling, all targets within 5 feet take 1d6 electric damage every round. Targets who took this damage last round increase the damage taken by 1d6 every round up to 5d6 for as long as your are in the grapple and either elect to use the Pin or Deal Damage option while grappling. Fortitude save negates this damage and any further damage, reflex save for half. If there is a break in dealing this damage, the counter is reset to 1d6.

Explosive Fist [Spellform Art] [Must have Flying Knee Attack, Side Kick, or Neo Raising] – All targets within 5 feet must make a reflex save or be knocked prone. All targets within 15 feet must make a reflex save or be pushed back 5 feet and take 2d6 acid damage.
Super Arts
Super Iron Head [Active Art] [Must have Iron Head or Headsplitter and Bullhorns or Battering Ram] – When using this art your are treated as having the Improved Bull Rush feat. Against any target that has moved at least 5 feet this round, make a bludgeoning attack + 2d6 + Strength modifier. If this attack dealt damage make a free bull rush attempt against the target.

Rushing Crush [Passive Art] [Must have any combination of two out of Guillotine, Back Punch, and Electro Thrash] – Anytime you deal bludgeoning damage you may elect to immediately make a grapple attempt against that target. Additionally, you no longer lose your Dexterity modifier to AC while in a grapple. You may also move you and your grapple opponent 5 foot every round regardless of whether you are winning or losing the grapple, chose to pin or deal damage.

Back Punch x3 [Active Art] [Must have Back Punch and Thunder Punch or Lightning Storm] – Select a target you have dealt damage to this round. Instantly teleport adjacent to that target and initiate a grapple. If you successfully grapple the target, or are already grappled, deal a bludgeoning attack + (Strength modifier * 3) damage.

Heaven's Drop [Active Art] – Select a target. Teleport to 10 ft above the target and make a bludgeoning attack + 2d8 + Strength modifier against the target.

Neo Static Raising [Spellform Art] - When using this art you are treated as having the Improve Bull Rush feat. Make a bull rush attempt against all targets within 20 ft. If successful the target is pushed back 5 feet and falls prone. Those who were not made prone take 4d6 electric damage. Reflex save for half damage.
Miracle Arts
Biron Rage [Active Art] – The final art taught. Your body shimmers and replicates into many copies of itself. Make a bludgeoning attack + 5d6 + Strength modifier to all targets within 30 ft. You are immune to any form of damage or effect for the rest of the round after using this art. Additionally, next round you gain concealment 75% as your body continues to phase.

Deviston
2011-12-22, 12:03 PM
Ra-Seru Bonded Warrior Feats

Extra Art
You have gained greater knowledge of your combat form from your Ra-Seru.
Perquisite: Know at least 1 hyper art
Benefit: Select an art from the list of available arts up to one grade lower that the highest tier you know. Your character now knows that art and can use it as any other art.
Special: This feat may be taken multiple times. Each time a new art is selected.

Extra Evolution
With great effort on you and your ra-seru's part, your ra-seru has evolved to greater heights of power.
Perquisite: Ra-seru must have at least one evolution at Tier III
Benefit: Select any Tier I evolution that you have access to. Your ra-seru now has evolved to have this evolution.
Special: This feat may be taken multiple times. Each time a new Tier I evolution is selected.

Enhanced Evolution
With great effort on you and your ra-seru's part, your ra-seru has evolved to greater heights of power.
Perquisite: Ra-seru must have at least one evolution
Benefit: Select any evolution that you have access to. Gain the benefits of that evolution at the next Tier.
Special: This feat may be taken multiple times. Any evolution may only benefit from this feat once. When you gain access to a new Tier of evolution and you elect to upgrade the evolution that benefits from this feat, calculate it as one higher as if you had just taken this feat. Any time that may select new evolutions for your ra-seru (i.e. replacing it after death, evolving it to a different symbiont) you may change the evolution that benefits from this feat.

Vauron
2011-12-22, 12:44 PM
First, <3 Legend of Legaia. Second, could you please put a space between each of the evolutions and each of the arts? Third, I suggest that you both note in what books one can find symbionts, and include a few of your own for those who lack the requisite books.

Now, some questions
In the Spirit Arts column, what do the (+1)s indicate? If they refer to the lower level art you gain, that seems an odd way to indicate it. Just going by the table, you'd have that extra art for a single level, and than lose it once you level up.
Your spirit charge value denotes the number of extra attacks you make, right?


Also, you have a few extra close brackets in the table, and the Symbiont Weapon Form's bold tag was broken.

Deviston
2011-12-22, 06:53 PM
Mkay, symbionts are from Eberron CS, Magic of Eberron, Fiend Folio, and in my homebrew are a bunch of symbionts in the "Daelkyr Conglomeration page.

The (+1) in the Spirit Arts column indicate the bonus "any lower level" art you game by learning the next tier of arts. This is above an beyond the ones on the table, so you gain a net +3 arts.

The spirit charge bonus does NOT indicate how many bonus attacks, it indicates the bonus to attack rolls on the round discharged, and the bonus to saves and DR while holding the charge. You only gain a SINGLE additional attack from that class feature, this is to allow using normal arts at level 1.

Edit: Btw thanks a lot for the formatting help and the suggestion for a space between arts, it looks a LOT better and i couldnt think of how to accomplish that :p

Vauron
2011-12-22, 09:38 PM
That made the arts more readable, and it will make the evolutions readable once you get to them. Having glanced over the symbionts, now my main concern for this class is how the overwhelming majority of the symbionts are evil, which is a small concern for good characters.

I'm aware that that is largely in part due to how the Daelkyr are evil. At least since most of the alignments are 'usually X' it shouldn't be too difficult to get a DM to agree to letting you call for symbionts that are a set closer to good on the good/evil axis.

I haven't commented on balance, as I'm really not particularly good at noticing anything but the most obvious issues and, in any case, you still need to finish up the arts.

Deviston
2011-12-22, 10:37 PM
ugh i know... this much took about 2 months. i enjoy creating classes, but it takes a long time for me for some reason. As for symbionts alignment, ur right. can be rule zeroed. but also, the conflict resistance helps.

Vauron
2011-12-22, 10:59 PM
Lure Symbiont: As you start to embrace your acceptance of the reliant ones, you can perform special rituals to lure certain symbionts to you for you to become the host of. It takes 1 hour per 100 gold to summon the symbiont you choose. It takes 1 hour per 100 gold to summon the symbiont you choose. You may only select from the level 1 list. However, at higher levels you may submerge your current symbiont into yourself and evolve it into another. You lose one symbiont evolution (and may change evolutions when evolving your symbiont) for every higher teir your symbiont falls on the list.

I just noticed something, the bolded line above appears to imply that you can only have a single symbiont at a time. While that is true to the heroes of Legend of Legaia, I can't help but wonder if that is the best idea.

If I have read too much into that line and having multiple symbionts is fine, perhaps it might be better put as something like:
"However, at higher levels you can submerge a symbiont into yourself for (Period of Time). At the end of the duration you can evolve the submerged symbiont into another symbiont. You may then select new evolutions to apply to the symbiont which replace the evolutions the old symbiont possessed. If the new symbiont is of a higher tier than the original, reduce the number of evolutions by the number of tiers increased."

GuyFawkes
2011-12-22, 11:10 PM
Nice! Legend of Legaia! Alright, will comment on the more obvious things for now:

The BAB numbers are usually separated by forward slashes instead of commas. Makes it look more standard, more clean.

The Spirit Arts Column header is not in bold, also the Symbiont Weapon Form ability description title.

Saves are usually 12 for good and 6 for bad. 7 is intended? If so, why?

The +1 in the Spirit Charge ability description should be removed. Or is it really the name of the ability? :smalltongue:

Also, yeah, you have to have a clear list of symbionts, reference book, page, etc.

The Conflict Resistance description is too short. You should put in the values, what are the pluses? When do you get them?

That's it for now. Looking forward to the finished class!

Deviston
2011-12-22, 11:10 PM
@Vauron: The intent was that you may only have one symbiont derived from this class feature. Additionally, only that specific symbiont (evolved, changed into another, w/e) counts for the symbiont for the class features. You may have as many as you want! But no others can be evolved or count as your ra-seru. In our campaign, those are simply the seru.

@Guy Fawkes: Ty for the fixes and suggestions. Done.

DiBastet
2011-12-24, 09:15 AM
Legend of Legaia. That's amazing. Such a great game that never received big acclaim, or even middle acclaim, like Wild Arms.

Now, will you delve into the realm of ra-serus from the game, meaning, lesse creepy symbionts?

Deviston
2011-12-24, 06:50 PM
Legend of Legaia. That's amazing. Such a great game that never received big acclaim, or even middle acclaim, like Wild Arms.

Now, will you delve into the realm of ra-serus from the game, meaning, lesse creepy symbionts?

Well, I think I'll add some rules and turn symbionts "less creepy" and make their aligments normal ones. My theory aligns something like, just being in the world makes them normal symbiont alignment. Being generated by daelkyr holf bloods or this class as an example, would be aligned to the user. Cause what symbiont would come to the call of a good person? That type of thing.

In our world, seru are those that do not change at all. Ra-seru are those that evolve. Say for example this class, or through the Engineer of the Flesh feat.

So yes, the attempt will be to making them "less creepy". But it would be campaign specific type of thing. Couldn't really be a new mechanic unless we made a new creature type 'seru' versus 'symbiont'. At least imo.

Edit: Omg, loved Wild Arms/2, and Thousand Arms! That was a weird but great one!

Deviston
2012-01-03, 06:20 PM
Done. Arts finished. As far as I can tell the class is totally completed (minus the reflavor junk for making ra-serus "less creepy") so let's get some balancers and such working on this for the PEACH process.

Deviston
2012-07-28, 03:05 AM
Critiques please :)

Vauron
2012-07-28, 04:53 PM
I had a massive post that commented on almost all the arts and a few issues I had, but it was eaten. So its undiplomatic cliff notes time.

First, when you say 'TYPE attack', do you include the STR modifier in that?* Second, the Super Arts in general look weak. When you gain them the casters are making the world quake under the weight of their eighth level spells, the Super Arts don't even compare. Third, Hyper Arts have very unimpressive damage, especially the Acrobatic Arts. Fourth, it took me a long while to realize that by 'Must have' your probably meant "Must have channeled during this series of attacks". For a long while I had assumed that that was not the case. Fifth, Charging Scorch says that you 'Must make a 10 foot move before making the attack roll for this art' but does not give you the ability to do so and Fire Tackle has the same problem. All of the 'make attack at range of BLAH' arts are awkward, as they do not actually increase your range, due to the need to lead with a basic attack. More detailed comments on arts may come when I stop wanting to tear my hair out.

How do Passive Arts work? Do they only apply to combos in which they are channeled? If you channel a Passive Art, does that decrease the number of attacks per turn you can make? Do they apply to earlier parts of the combo or only one that come after?



On more general concerns, what is the tier of a symbiont? It is not mentioned in ECS, and the thread you link to does not use the word at all. This is still a class that works best for Evil characters due to the overwhelming majority of symbionts being evil.

Suggestions: Consider letting a Symbiont Bonded Warrior gain the ability to make a full attack when charging. A feat to reduce the action cost of Spirit Charge might be a good idea. The ability to spend Spirit Charge to get another attack during a standard action seems like a good idea to me, perhaps as a class feature in the level 7-10 range.

I'm certain I forgot things, but too frustrated to think now.

*example: A symbiont bonded warrior with no feats who is using a shortsword, has 18 strength, and is using Power Slice:
1d6(weapon)+4(STR)+1d8(Slice)+8(2xSTR from Slice)= 1d6+1d8+12, average 20
or is it
1d6(weapon)+1d8(Slice)+8(2xSTR from slice)= 1d6+1d8+8, average 16