NeoSeraphi
2012-01-17, 05:48 PM
A manifestation of Evolution (http://www.youtube.com/watch?v=MUijTM9KWcA&feature=related) I couldn't find a clip of Angemon evolving to Seraphimon without Angewomon being there
Evolution
Psychometabolism
Level: Psychic Warrior 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5, XP
You can reach deep inside and unlock your hidden potential, allowing you to reveal your true power.
When you manifest this power, you must choose whether to treat yourself as a Basic creature or a Rookie creature (You qualify for either choice, but the effect depends on your choice)
Basic
If you choose Basic, you evolve to Stage One, which increases your Size category by 1 (to a maximum of Colossal) and gives you a +4 Size bonus to your Strength, a -2 Size penalty to your Dexterity (to a minimum of 1) and a +2 Size bonus to your Constitution. Your natural armor increases by +2 (or you gain a +2 natural armor bonus if you didn't already have one) and your land speed increases by 10 feet. You gain reach for a tall creature of your Size. Additionally, you gain a special attack. Choose one of the following from the list:
Ember: You gain the ability to breathe fire, like a dragon. As a supernatural ability, you may breathe a 30 foot cone of fire, which deals 1d8 points of fire damage to all creatures it hits, +1d8 fire damage per 2 character levels. It allows a Reflex saving throw for half damage, DC 10+1/2 your character level+your Constitution modifier. After using this breath weapon, you must wait 1d4 rounds before using it again.
Razor Leaf: You gain the ability to fire leaves from your evolved form that are as sharp as shuriken. This is a natural weapon that you are considered proficient with. As an attack action, you may create and fire a leaf, dealing 1d6 points of slashing damage. The attack has a range of 60', threatens a critical on a 19-20, and deals double damage if confirmed. Unlike most natural weapons, you may fire as many leaves per round as your Base Attack Bonus would allow. You receive a +1 enhancement bonus on attack and damage rolls with your leaves per 4 character levels, and if you are at least 4th level, your leaves are treated as magical for the purposes of overcoming damage reduction.
Water Gun: You gain the ability to spray a line of water, knocking your opponents down. This is a supernatural ability. As a standard action, you may expel a 60' line of water from your mouth, dealing 1d6 bludgeoning damage per 2 character levels to all creatures it hits. This ability allows a Reflex saving throw for half damage, DC 10+1/2 your character level+your Constitution modifier. Additionally, any creature who takes 10 or more bludgeoning damage from this effect and also fails their Reflex save for half damage is knocked prone. After using this ability, you must wait 1d4 rounds before using it again.
Rookie
If you choose Rookie, you evolve to Champion, which increases your Strength score by +2, and gives you the Powerful Build ability if you didn't already have it. You also gain a special attack action, which you choose from the following list:
Nova Blast: You can blast a creature within 60' with an orb of fire from your mouth. This is a supernatural ability. As a standard action, you make a ranged touch attack against a creature, and if your attack hits, the creature takes 1d6 points of fire damage per character level, maximum of 15d6. After using this ability, you must wait 1d4 rounds before using it again.
Howling Blaster: You can breathe a 60' line of cold energy that shuts your opponents down. As a standard action, you may breathe a blast of cold energy that deals 1d8 points of cold damage, +1d8 per 5 character levels. Additionally, any creature who takes damage from this attack must make a Will save (DC 10+1/2 your character level+your Constitution modifier) or be slowed for 5 rounds. This is a supernatural ability. After using Howling Blaster, you must wait 1d4 rounds before using it again.
Hand of Fate: You gain the Improved Unarmed Strike feat as a bonus feat, and are automatically proficient with your unarmed strikes. Your unarmed damage improves, dealing 1d8 points of damage if you are Medium (unless your base unarmed damage is already more than that, in which case, you use that damage), and your fists gain a +1 enhancement bonus to their attack and damage rolls per 4 character levels. They are treated as magical for the purposes of overcoming damage reduction. Your unarmed strikes gain the holy weapon enhancement, dealing an additional +2d6 points of damage to evil creatures. On a critical hit, this damage increases to +2d10. Your unarmed strikes always ignore the damage reduction of evil creatures.
Hand of Fate is a supernatural ability, though the base damage for your unarmed strike, your Improved Unarmed Strike bonus feat, and your automatic proficiency are all considered extraordinary abilities. You must be of a good alignment to select Hand of Fate, and if you cease to be good, you lose the supernatural qualities of Hand of Fate, but keep the extraordinary ones, until your alignment becomes good again.
Augment: You may not manifest this effect again unless you have reached the ability to augment this power to allow you to grow to Stage Two or Ultimate. This requires that your total character level be a minimum of 12 for Stage Two or 10 for Ultimate (in addition to your manifester level being high enough to pay the required power points). You may not manifest this power again unless you are an Ultimate who has reached the ability to augment this power to allow you to grow to Mega, which requires your total character level to be a minimum of 17 (in addition to your manifester level being high enough to pay the required power points).
Stage One
By spending 7 additional power points, if you are currently at Stage One, you evolve to Stage Two, which increases your Size by an additional category, increasing your Size bonus to Strength to +8, your Size penalty to Dexterity to -4, and your Size bonus to Constitution to +4. Your natural armor bonus increases by an additional +2, or grants you a total of a +4 natural armor bonus if you didn't already have one. Your base speed increases by an additional 10 feet, and you gain reach for a tall creature of your Size. Additionally, you gain a special attack based on the attack you already have, chosen from the list below (You retain your other special attack as well):
Flamethrower: If you chose Ember as your attack in Stage One, you gain the Flamethrower special attack. You have a second breath weapon which hits all creatures in a 60' cone, dealing 1d10 points of fire damage per 2 character levels. There is no saving throw allowed against this effect. You must wait 10 rounds before using Flamethrower again. Flamethrower is a supernatural ability.
Solarbeam: If you chose Razor Leaf as your attack in Stage One, you gain the Solarbeam special attack. As a full-round action that provokes an attack of opportunity, you draw power from the sun and fire it forward in a line. This attack deals 1d8 points of damage per character level to all creatures it hits. This damage can be negated with a successful Reflex save (DC 10+1/2 your character level+your Wisdom modifier). A creature to which sunlight is harmful or unnatural takes double damage if it fails its saving throw.
Any undead creature who is specifically harmed by bright light (such as a vampire) is destroyed by Solarbeam if it fails its saving throw.
To use Solarbeam, you must be outdoors and the sun must be clearly in the sky, not obscured by trees or clouds. This attack cannot be used at night. After using Solarbeam, you must wait one minute before using it again. This is a supernatural ability.
Hydro Pump: If you chose Water Gun as your special attack at Stage One, you gain the Hydro Pump special attack. You can create water, as the spell, at-will, with a caster level equal to your character level. Additionally, by powering up your reserves, you are able to unleash a full force tidal wave attack. As a full-round action, you can expel a force of water that crushes your opponents, dealing 2d6 bludgeoning damage per character level to all creatures in a 120' line. Any creature who is struck by this attack must make a Fortitude save (DC 10+1/2 your character level+your Constitution modifier) or be Bull Rushed to the end of the line and then knocked prone. (all creatures in the line who fail their saves end up prone in the same square, even if they were normally too Large to occupy the same square).
Champion
By spending 5 additional power points, if you are currently a Champion, you evolve into an Ultimate. This increases your Size category by one, granting you a +4 Size bonus to your Strength, a -2 Size penalty to your Dexterity, and a +2 Size bonus to your Constitution. Your natural armor increases by +2, or you gain a +2 natural armor bonus if you didn't already have one. Your base land speed increases by 10', and you gain reach for a tall creature of your Size. You retain your Powerful Build ability, which applies to your new Size category. Additionally, you gain a new special attack, based on the one you had as a Champion (You retain the special attack you had as a Champion as well).
Giga Blaster: If you chose Nova Blast as a Champion, you gain Giga Blaster as a special attack. You gain a pair of rockets as primary natural weapons. You may attack with both rockets at your highest attack bonus as a full-round action, or with a single rocket as a standard action. Your rockets deal 1d10 points of damage if you are Large, and have a range of 100 feet.
Wolf Claw: If you chose Howling Blaster as a Champion, you gain Wolf Claw as a special attack. You can shred your enemies to death. You gain a pair of natural claw attacks, which deal 1d8 damage if you are Large (if you already have a pair of natural claws, use whichever damage is higher). You gain the Pounce and Improved Grab special attacks, allowing you to make a full attack at the end of a charge and automatically start a grapple as a free action without a touch attack or an attack of opportunity against a creature you hit with your claws. You may only use Improved Grab against a creature of up to your Size category. Finally, you gain a pair of rake attacks, which allow you to rake a creature you are grappling. Your rake is a secondary natural attack that deals damage equal to your base claw damage (1d8 if you are Large) plus half your Strength modifier.
Soul Vanisher: If you chose Hand of Fate as a Champion, you gain Soul Vanisher as a special attack. Your very presence forces an evil creature back to its home world. You gain the ability to use dispel evil as a spell-like ability at-will, with a caster level equal to your character level. The DC for the banishment effect is 15+your Wisdom modifier.
At 12th character level, this ability improves, allowing you to cast banishment as a spell-like ability at-will, with a caster level equal to your character level. You may only use this effect on evil creatures. If you attempt to banish a non-evil creature, the spell-like ability has no effect. The DC for the saving throw is equal to 16+your Wisdom modifier.
Soul Vanisher is a spell-like ability. You must have a good alignment to select Soul Vanisher. If your alignment later changes to non-good, you lose the ability to use Soul Vanisher until your alignment becomes good again.
Ultimate
If you are an Ultimate creature, you may spend an additional 12 power points to allow you to evolve to Mega. Your Size increases by two additional categories (to a maximum of Colossal) and your Size bonus to your Strength increases to +10, your Size penalty to Dexterity increases to -4, and your Size bonus to Constitution increases to +8. Your natural armor increases by an additional +6, or you gain a total of a +8 natural armor bonus if you didn't have one already. You gain reach for a tall creature of your Size, and your base speed increases by an additional 20 feet. You retain your Powerful Build ability, and it applies to your new Size. You also gain a special attack based on the attack you got as an Ultimate. (You retain your Champion and Ultimate special attacks as well)
Terra Force: If you chose Giga Blaster as an Ultimate, you gain the ability to cast meteor swarm as a spell-like ability at-will, with a caster level equal to your character level. After using this ability, you must wait 10 rounds before using it again.
Metal Wolf Claw: If you chose Wolf Claw as an Ultimate, you gain the ability to cast polar ray as a spell-like ability at-will, with a caster level equal to your character level.
Strike of the Seven Stars: If you chose Soul Vanisher as an Ultimate, you gain the ability to fire seven blasts of holy energy at a creature within 100 ft, enveloping it with purity and light. As a full-round action, you make seven ranged touch attacks at the same creature. Each one that hits deals damage and an effect based on the creature's alignment:
Good- No effect
Neutral- The creature takes 6d6 damage and must make a Will save (DC 10+1/2 your character level +your Wisdom modifier) or be blinded for 1 round. (The creature must make a separate save for each touch attack that hit it)
Evil- The creature takes 1d8 points of damage per character level and must make a Fortitude save or be nauseated for 1 minute, a Reflex save or be permanently blinded and a Will save or be stunned for 1 round. (DC 10+1/2 your character level+ your Wisdom modifier) (The creature must make each save separately for each touch attack that hit it)
You may only use Strike of the Seven Stars once per encounter. Strike of the Seven Stars is a supernatural ability. You may only select Strike of the Seven Stars if you are a creature of a good alignment, and if your alignment ever ceases to be Good, you lose the ability to use Strike of the Seven Stars until your alignment reverts to Good.
Final Note: The size increases listed here are changes to the creature's base Size, as if it was a monster advancing through HD. The Size increases are non-magical, non-psionic, and stack with all magical and psionic increases in Size, such as expansion or enlarge person.
XP Costs: The XP cost varies on the stage the creature is at when it manifests the ability-
Basic: XP Cost 2000
Stage One: XP Cost 3000
Rookie: XP Cost 1000
Champion: XP Cost 3000
Ultimate: XP Cost 6000
Evolution
Psychometabolism
Level: Psychic Warrior 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5, XP
You can reach deep inside and unlock your hidden potential, allowing you to reveal your true power.
When you manifest this power, you must choose whether to treat yourself as a Basic creature or a Rookie creature (You qualify for either choice, but the effect depends on your choice)
Basic
If you choose Basic, you evolve to Stage One, which increases your Size category by 1 (to a maximum of Colossal) and gives you a +4 Size bonus to your Strength, a -2 Size penalty to your Dexterity (to a minimum of 1) and a +2 Size bonus to your Constitution. Your natural armor increases by +2 (or you gain a +2 natural armor bonus if you didn't already have one) and your land speed increases by 10 feet. You gain reach for a tall creature of your Size. Additionally, you gain a special attack. Choose one of the following from the list:
Ember: You gain the ability to breathe fire, like a dragon. As a supernatural ability, you may breathe a 30 foot cone of fire, which deals 1d8 points of fire damage to all creatures it hits, +1d8 fire damage per 2 character levels. It allows a Reflex saving throw for half damage, DC 10+1/2 your character level+your Constitution modifier. After using this breath weapon, you must wait 1d4 rounds before using it again.
Razor Leaf: You gain the ability to fire leaves from your evolved form that are as sharp as shuriken. This is a natural weapon that you are considered proficient with. As an attack action, you may create and fire a leaf, dealing 1d6 points of slashing damage. The attack has a range of 60', threatens a critical on a 19-20, and deals double damage if confirmed. Unlike most natural weapons, you may fire as many leaves per round as your Base Attack Bonus would allow. You receive a +1 enhancement bonus on attack and damage rolls with your leaves per 4 character levels, and if you are at least 4th level, your leaves are treated as magical for the purposes of overcoming damage reduction.
Water Gun: You gain the ability to spray a line of water, knocking your opponents down. This is a supernatural ability. As a standard action, you may expel a 60' line of water from your mouth, dealing 1d6 bludgeoning damage per 2 character levels to all creatures it hits. This ability allows a Reflex saving throw for half damage, DC 10+1/2 your character level+your Constitution modifier. Additionally, any creature who takes 10 or more bludgeoning damage from this effect and also fails their Reflex save for half damage is knocked prone. After using this ability, you must wait 1d4 rounds before using it again.
Rookie
If you choose Rookie, you evolve to Champion, which increases your Strength score by +2, and gives you the Powerful Build ability if you didn't already have it. You also gain a special attack action, which you choose from the following list:
Nova Blast: You can blast a creature within 60' with an orb of fire from your mouth. This is a supernatural ability. As a standard action, you make a ranged touch attack against a creature, and if your attack hits, the creature takes 1d6 points of fire damage per character level, maximum of 15d6. After using this ability, you must wait 1d4 rounds before using it again.
Howling Blaster: You can breathe a 60' line of cold energy that shuts your opponents down. As a standard action, you may breathe a blast of cold energy that deals 1d8 points of cold damage, +1d8 per 5 character levels. Additionally, any creature who takes damage from this attack must make a Will save (DC 10+1/2 your character level+your Constitution modifier) or be slowed for 5 rounds. This is a supernatural ability. After using Howling Blaster, you must wait 1d4 rounds before using it again.
Hand of Fate: You gain the Improved Unarmed Strike feat as a bonus feat, and are automatically proficient with your unarmed strikes. Your unarmed damage improves, dealing 1d8 points of damage if you are Medium (unless your base unarmed damage is already more than that, in which case, you use that damage), and your fists gain a +1 enhancement bonus to their attack and damage rolls per 4 character levels. They are treated as magical for the purposes of overcoming damage reduction. Your unarmed strikes gain the holy weapon enhancement, dealing an additional +2d6 points of damage to evil creatures. On a critical hit, this damage increases to +2d10. Your unarmed strikes always ignore the damage reduction of evil creatures.
Hand of Fate is a supernatural ability, though the base damage for your unarmed strike, your Improved Unarmed Strike bonus feat, and your automatic proficiency are all considered extraordinary abilities. You must be of a good alignment to select Hand of Fate, and if you cease to be good, you lose the supernatural qualities of Hand of Fate, but keep the extraordinary ones, until your alignment becomes good again.
Augment: You may not manifest this effect again unless you have reached the ability to augment this power to allow you to grow to Stage Two or Ultimate. This requires that your total character level be a minimum of 12 for Stage Two or 10 for Ultimate (in addition to your manifester level being high enough to pay the required power points). You may not manifest this power again unless you are an Ultimate who has reached the ability to augment this power to allow you to grow to Mega, which requires your total character level to be a minimum of 17 (in addition to your manifester level being high enough to pay the required power points).
Stage One
By spending 7 additional power points, if you are currently at Stage One, you evolve to Stage Two, which increases your Size by an additional category, increasing your Size bonus to Strength to +8, your Size penalty to Dexterity to -4, and your Size bonus to Constitution to +4. Your natural armor bonus increases by an additional +2, or grants you a total of a +4 natural armor bonus if you didn't already have one. Your base speed increases by an additional 10 feet, and you gain reach for a tall creature of your Size. Additionally, you gain a special attack based on the attack you already have, chosen from the list below (You retain your other special attack as well):
Flamethrower: If you chose Ember as your attack in Stage One, you gain the Flamethrower special attack. You have a second breath weapon which hits all creatures in a 60' cone, dealing 1d10 points of fire damage per 2 character levels. There is no saving throw allowed against this effect. You must wait 10 rounds before using Flamethrower again. Flamethrower is a supernatural ability.
Solarbeam: If you chose Razor Leaf as your attack in Stage One, you gain the Solarbeam special attack. As a full-round action that provokes an attack of opportunity, you draw power from the sun and fire it forward in a line. This attack deals 1d8 points of damage per character level to all creatures it hits. This damage can be negated with a successful Reflex save (DC 10+1/2 your character level+your Wisdom modifier). A creature to which sunlight is harmful or unnatural takes double damage if it fails its saving throw.
Any undead creature who is specifically harmed by bright light (such as a vampire) is destroyed by Solarbeam if it fails its saving throw.
To use Solarbeam, you must be outdoors and the sun must be clearly in the sky, not obscured by trees or clouds. This attack cannot be used at night. After using Solarbeam, you must wait one minute before using it again. This is a supernatural ability.
Hydro Pump: If you chose Water Gun as your special attack at Stage One, you gain the Hydro Pump special attack. You can create water, as the spell, at-will, with a caster level equal to your character level. Additionally, by powering up your reserves, you are able to unleash a full force tidal wave attack. As a full-round action, you can expel a force of water that crushes your opponents, dealing 2d6 bludgeoning damage per character level to all creatures in a 120' line. Any creature who is struck by this attack must make a Fortitude save (DC 10+1/2 your character level+your Constitution modifier) or be Bull Rushed to the end of the line and then knocked prone. (all creatures in the line who fail their saves end up prone in the same square, even if they were normally too Large to occupy the same square).
Champion
By spending 5 additional power points, if you are currently a Champion, you evolve into an Ultimate. This increases your Size category by one, granting you a +4 Size bonus to your Strength, a -2 Size penalty to your Dexterity, and a +2 Size bonus to your Constitution. Your natural armor increases by +2, or you gain a +2 natural armor bonus if you didn't already have one. Your base land speed increases by 10', and you gain reach for a tall creature of your Size. You retain your Powerful Build ability, which applies to your new Size category. Additionally, you gain a new special attack, based on the one you had as a Champion (You retain the special attack you had as a Champion as well).
Giga Blaster: If you chose Nova Blast as a Champion, you gain Giga Blaster as a special attack. You gain a pair of rockets as primary natural weapons. You may attack with both rockets at your highest attack bonus as a full-round action, or with a single rocket as a standard action. Your rockets deal 1d10 points of damage if you are Large, and have a range of 100 feet.
Wolf Claw: If you chose Howling Blaster as a Champion, you gain Wolf Claw as a special attack. You can shred your enemies to death. You gain a pair of natural claw attacks, which deal 1d8 damage if you are Large (if you already have a pair of natural claws, use whichever damage is higher). You gain the Pounce and Improved Grab special attacks, allowing you to make a full attack at the end of a charge and automatically start a grapple as a free action without a touch attack or an attack of opportunity against a creature you hit with your claws. You may only use Improved Grab against a creature of up to your Size category. Finally, you gain a pair of rake attacks, which allow you to rake a creature you are grappling. Your rake is a secondary natural attack that deals damage equal to your base claw damage (1d8 if you are Large) plus half your Strength modifier.
Soul Vanisher: If you chose Hand of Fate as a Champion, you gain Soul Vanisher as a special attack. Your very presence forces an evil creature back to its home world. You gain the ability to use dispel evil as a spell-like ability at-will, with a caster level equal to your character level. The DC for the banishment effect is 15+your Wisdom modifier.
At 12th character level, this ability improves, allowing you to cast banishment as a spell-like ability at-will, with a caster level equal to your character level. You may only use this effect on evil creatures. If you attempt to banish a non-evil creature, the spell-like ability has no effect. The DC for the saving throw is equal to 16+your Wisdom modifier.
Soul Vanisher is a spell-like ability. You must have a good alignment to select Soul Vanisher. If your alignment later changes to non-good, you lose the ability to use Soul Vanisher until your alignment becomes good again.
Ultimate
If you are an Ultimate creature, you may spend an additional 12 power points to allow you to evolve to Mega. Your Size increases by two additional categories (to a maximum of Colossal) and your Size bonus to your Strength increases to +10, your Size penalty to Dexterity increases to -4, and your Size bonus to Constitution increases to +8. Your natural armor increases by an additional +6, or you gain a total of a +8 natural armor bonus if you didn't have one already. You gain reach for a tall creature of your Size, and your base speed increases by an additional 20 feet. You retain your Powerful Build ability, and it applies to your new Size. You also gain a special attack based on the attack you got as an Ultimate. (You retain your Champion and Ultimate special attacks as well)
Terra Force: If you chose Giga Blaster as an Ultimate, you gain the ability to cast meteor swarm as a spell-like ability at-will, with a caster level equal to your character level. After using this ability, you must wait 10 rounds before using it again.
Metal Wolf Claw: If you chose Wolf Claw as an Ultimate, you gain the ability to cast polar ray as a spell-like ability at-will, with a caster level equal to your character level.
Strike of the Seven Stars: If you chose Soul Vanisher as an Ultimate, you gain the ability to fire seven blasts of holy energy at a creature within 100 ft, enveloping it with purity and light. As a full-round action, you make seven ranged touch attacks at the same creature. Each one that hits deals damage and an effect based on the creature's alignment:
Good- No effect
Neutral- The creature takes 6d6 damage and must make a Will save (DC 10+1/2 your character level +your Wisdom modifier) or be blinded for 1 round. (The creature must make a separate save for each touch attack that hit it)
Evil- The creature takes 1d8 points of damage per character level and must make a Fortitude save or be nauseated for 1 minute, a Reflex save or be permanently blinded and a Will save or be stunned for 1 round. (DC 10+1/2 your character level+ your Wisdom modifier) (The creature must make each save separately for each touch attack that hit it)
You may only use Strike of the Seven Stars once per encounter. Strike of the Seven Stars is a supernatural ability. You may only select Strike of the Seven Stars if you are a creature of a good alignment, and if your alignment ever ceases to be Good, you lose the ability to use Strike of the Seven Stars until your alignment reverts to Good.
Final Note: The size increases listed here are changes to the creature's base Size, as if it was a monster advancing through HD. The Size increases are non-magical, non-psionic, and stack with all magical and psionic increases in Size, such as expansion or enlarge person.
XP Costs: The XP cost varies on the stage the creature is at when it manifests the ability-
Basic: XP Cost 2000
Stage One: XP Cost 3000
Rookie: XP Cost 1000
Champion: XP Cost 3000
Ultimate: XP Cost 6000