Sgt. Cookie
2012-04-26, 02:45 PM
Toa
Toa are powerful warriors of goodness and ritousness, they wield powerful elemental magics and never kill an inteligent being, as that is the greatest crime that a Toa can perform. But those that do kill, those who have been stripped of their title, they are called Dark Hunters. Amoral beings with the power of the Toa.
Entry requirements:
Race: Warforged (Note that you MUST be a warforged, you do not qualify if you "count as" or "turn into" a Warforged)
BaB: +4
Alignment (If Toa): Any Good
Alignment (If Dark Hunter): Any Non Good (This funtions exactly like the normal Toa, except they do not gain the Toa Code class feature.)
Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int
Hit Dice: D10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Toa element, Toa code
2nd|
+2|
+3|
+3|
+3|Control Toa Element, Elemental domain
3rd|
+3|
+3|
+3|
+3|Toa Mask
4th|
+4|
+4|
+4|
+4|Summon Toa Element
5th|
+5|
+4|
+4|
+4|Elemental aspect
6th|
+6/+1|
+5|
+5|
+5|Class Ability
7th|
+7/+2|
+5|
+5|
+5|Class Ability
8th|
+8/+3|
+6|
+6|
+6|Class Ability
9th|
+9/+4|
+6|
+6|
+6|True Toa
10th|
+10/+5|
+7|
+7|
+7|Nova Blast[/table]
Class Features:
The following are considerd class features of the Toa:
Weapon and Armour proficencies:
Toa gain proficancy with all martial weapons and light armours, provided that they were not proficent with them before.
Toa Element (Ex)
On taking first level in this class, a Toa selects an element from the following: Fire, Air, Water, Earth, Stone and Ice. Unless explicitly stated, Earth and Stone function identicaly.
Upon selecting a particular element, the Toa's body changes colour, denoting what element he selected:
Fire: Red
Air: Green
Water: Blue
Earth: Black
Stone: Brown/yellow ish
Ice: White
You also gain resistance 5 to your element (Water Toa also gain fire resistance) per class level, up until level 9.
Your choice of element also alters other class features.
Toa Code:
There are several different aspects of the Toa code, which can even vary from team to team, but the most important aspect of the Toa code, and one that all Toa sware by, is thus: You must never kill an inteligent being. Doing so can have you stripped of your title, and get looked down upon by other Toa.
If you do kill or become non-good you retain your Toa class features, though, and may continue to gain Toa levels. Many ex-Toa become Dark Hunters.
Do note, however, that a Toa is not forbidden to kill unaturaly inteligent creatres, awakened animals/plants and awakened constructs, but not constructs with the "Living Construct" subtype, or undead.
To better aid the Toa in this, the Toa may choose to do non-lethal damage with anything at no penalty.
This is a purely fluff "feature" and can be ignored in hack-and-slash games or one-shots.
Control Toa Element (Su):
Starting from second level, a Toa learns to control the most basic aspect of their element. A Toa gains the following as a spell like ability, useable a number of times per day equal to Toa class levels. Caster level is equal to Toa class level:
Fire: Fire orb, lesser
Air: Electric orb, lesser
Water: Jet of steam (Treat as a Fire orb, lesser spell, except it has the Water discriptor, rather than Fire)
Earth/Stone: Acid orb, lesser
Ice: Cold orb, lesser
Additionaly, you may perform some small tricks, at will, with your element, note that this is not an exahustive list, mearly examples:
Fire: Create a small flame, about the size of a candle's
Air: A small whirlwind
Water: Raise or lower a small amount of liquid
Earth: Build a small sand castle without a bucket
Stone: Engrave stone lightly
Ice: Never be without cold beer
Elemental domain:
Starting at level 2, you gain access to the domain of your element (Ice Toa gain the Cold domain (Frostburn) not the winter domain.), including the domain power. You gain the first level spell from when you gain this feature (1st level domain spell at Toa level 2, 2nd level domain spell at Toa level 3, and so on till level 10 where you gain the 9th level spell). These are cast as Spell Like Abilities, with a caster level equal to twice your Toa level.
You turn (or rebuke/command) creatures as a cleric of twice your Toa level, except that you may use your Toa level in place of your charisma modifer, or your actual charisma modifer (Whichever is higher) and you do not need a symbol to do so.
Toa Mask (Su):
All Toa possess a Great Kanoihi mask of some form, be it as simple as the Kaukau (Water breathing) mask or as complex as the Mahiki (Illusion), each and every Toa has at least one mask that they almost always wear.
A Toa may have any number of masks, but he must carry them with him.
A mask weighs 1 ilb and has a value of 5000 gold, however they cannot be bought or sold and only Toa of third level or higher
Swapping masks is a full round action that provokes an attack of opportunity.
A Primary mask is always more powerful than a secondary one.
Mask types and powers:
Activating a mask is a free action, and can be activated even if you would be unable to (Such as a Barbarian rage)
Unless otherwise stated, a mask's power can be used once per encounter and lasts for a number of rounds equal to twice the Toa's class level. If the Toa is able to cast a spell or spell like ability due to his mask his caster level is also equal to twice his Toa class levels.
Mask Name:
Mask Subtitle:
Power if Primary:
Power if Secondary:
Mask Name: Hau
Mask Subtitle: The Mask of Shielding
Power if Primary: Provides 50 + (Toa level X 3) temporary hit points and grants immunity to poisons and PHYSICAL ability score loss. If you are hit by a sneak attack or an ability that damages you mentally, the damage is taken from your normal hit points.
Power if Secondary: As above but only provides 20 + (Toa level X 2) temporary hit points.
Mask Name: Kaukau
Mask Subtitle: The Mask of Water Breathing
Power if Primary: Grants water breathing (This ability is always active) and Dimension door, but only when submerged in water, as a spell like ability a number of times per encounter equal to twice your Toa level.
Power if Secondary: Grants water breathing (Must be activated)
Mask Name: Miru
Mask Subtitle: The Mask of Levitation
Power if Primary: The Toa becomes free of gravity, it provides no thrust, but the Toa cannot fall. (This ability is useable for a number of rounds equal to quadruple the Toa's class level)
Power if Secondary: Lets the user cast feather fall, as the spell.
Mask Name: Kakama
Mask Subtitle: The Mask of Speed
Power if Primary: The Toa is able to move at blindingly fast speeds, meaning that miles can be traversed in seconds. When activated, the Toa is able to move over land at a speed of five miles per round. The Toa must still make checks for running over difficult terrain. (This ability can only be used once per hour, rather than once per encounter.)
Power if Secondary: The Toa's gains a 50ft increase to his base land speed. This is not a bonus but an actual increase to his base land speed. (This ability is always active)
Mask Name: Pakari
Mask Subtitle: The Mask of Strength
Power if Primary: The Toa gains a +30 enhancement bonus to strength, however this does not grant a bonus to attack or damage rolls. Grapple checks, etc, do benifite from the strength bonus.
Power if Secondary: As above, but the bonus is +10 instead.
Mask Name: Akaku
Mask Subtitle: The Mask of Vision
Power if Primary: Grants the user a constant True Seeing effect. (Always active)
Power if Secondary: As above but must be activated.
Mask Name: Huna
Mask Subtitle: The Mask of Concealment
Power if Primary: The Toa can use Invisibility as a spell like ability.
Power if Secondary: As above, but only lasts for half the time.
Mask Name: Rau
Mask Subtitle: The Mask of Translation
Power if Primary: The Toa is considered to be under the constant effect of a tongues spell and can read and write in any language.
Power if Secondary: The Toa can only read and write in any language.
Mask Name: Mahiki
Mask Subtitle: The Mask of Illusions
Power if Primary: The Toa can assume the shape and vocal sound of another being, but you do not gain any supernatural or spell like abilities of the form.
Power if Secondary: You may cast minor image as an at will spell like ability.
Mask Name: Komau
Mask Subtitle: The Mask of Mind Control
Power if Primary: ??
Power if Secondary: ??
Mask Name: Ruru
Mask Subtitle: The Mask of Night Vision
Power if Primary: The Toa is able to see perfectly well no matter how dark it is. This power is always active. Additionally, once per encounter, the Toa is able to cast Daylight as a spell like ability.
Power if Secondary: As above, but cannot cast daylight.
Mask Name: Matatu
Mask Subtitle: The Mask of Telekinesis
Power if Primary: The user can cast Telekinesis once per encounter as a spell like ability
Power if Secondary: As above, but the duration is half as long.
Mask Name: Calix
Mask Subtitle: The Mask of Fate
Power if Primary: The Toa may, once per encounter, grant himself a +30 luck bonus on a single roll that is not a damage roll.
Power if Secondary: As above, but the Toa only gains a +10 luck bonus.
Mask Name: Elda
Mask Subtitle: The Mask of Detection
Power if Primary: The Toa gains a true seeing effect. (Must be activated) and can detect secret and hidden doors as per the elf racial ability.
Power if Secondary: The Toa gains a constant See Invisibility effect.
Mask Name: Suletu
Mask Subtitle: The Mask of Telepathy
Power if Primary: The Toa can use Probe Thoughts (Complete Divine) as an at will Spell Like ability. The Toa is also able to telepathically communicate with up to five others, regardless of distance but provided they are on the same plane.
Power if Secondary: The Toa is surrounded by a 60ft aura of telepathy. This functions as a constant Detect Thoughts spell.
Mask Name: Sanok
Mask Subtitle: The Mask of Accuracy
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Toa are powerful warriors of goodness and ritousness, they wield powerful elemental magics and never kill an inteligent being, as that is the greatest crime that a Toa can perform. But those that do kill, those who have been stripped of their title, they are called Dark Hunters. Amoral beings with the power of the Toa.
Entry requirements:
Race: Warforged (Note that you MUST be a warforged, you do not qualify if you "count as" or "turn into" a Warforged)
BaB: +4
Alignment (If Toa): Any Good
Alignment (If Dark Hunter): Any Non Good (This funtions exactly like the normal Toa, except they do not gain the Toa Code class feature.)
Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int
Hit Dice: D10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Toa element, Toa code
2nd|
+2|
+3|
+3|
+3|Control Toa Element, Elemental domain
3rd|
+3|
+3|
+3|
+3|Toa Mask
4th|
+4|
+4|
+4|
+4|Summon Toa Element
5th|
+5|
+4|
+4|
+4|Elemental aspect
6th|
+6/+1|
+5|
+5|
+5|Class Ability
7th|
+7/+2|
+5|
+5|
+5|Class Ability
8th|
+8/+3|
+6|
+6|
+6|Class Ability
9th|
+9/+4|
+6|
+6|
+6|True Toa
10th|
+10/+5|
+7|
+7|
+7|Nova Blast[/table]
Class Features:
The following are considerd class features of the Toa:
Weapon and Armour proficencies:
Toa gain proficancy with all martial weapons and light armours, provided that they were not proficent with them before.
Toa Element (Ex)
On taking first level in this class, a Toa selects an element from the following: Fire, Air, Water, Earth, Stone and Ice. Unless explicitly stated, Earth and Stone function identicaly.
Upon selecting a particular element, the Toa's body changes colour, denoting what element he selected:
Fire: Red
Air: Green
Water: Blue
Earth: Black
Stone: Brown/yellow ish
Ice: White
You also gain resistance 5 to your element (Water Toa also gain fire resistance) per class level, up until level 9.
Your choice of element also alters other class features.
Toa Code:
There are several different aspects of the Toa code, which can even vary from team to team, but the most important aspect of the Toa code, and one that all Toa sware by, is thus: You must never kill an inteligent being. Doing so can have you stripped of your title, and get looked down upon by other Toa.
If you do kill or become non-good you retain your Toa class features, though, and may continue to gain Toa levels. Many ex-Toa become Dark Hunters.
Do note, however, that a Toa is not forbidden to kill unaturaly inteligent creatres, awakened animals/plants and awakened constructs, but not constructs with the "Living Construct" subtype, or undead.
To better aid the Toa in this, the Toa may choose to do non-lethal damage with anything at no penalty.
This is a purely fluff "feature" and can be ignored in hack-and-slash games or one-shots.
Control Toa Element (Su):
Starting from second level, a Toa learns to control the most basic aspect of their element. A Toa gains the following as a spell like ability, useable a number of times per day equal to Toa class levels. Caster level is equal to Toa class level:
Fire: Fire orb, lesser
Air: Electric orb, lesser
Water: Jet of steam (Treat as a Fire orb, lesser spell, except it has the Water discriptor, rather than Fire)
Earth/Stone: Acid orb, lesser
Ice: Cold orb, lesser
Additionaly, you may perform some small tricks, at will, with your element, note that this is not an exahustive list, mearly examples:
Fire: Create a small flame, about the size of a candle's
Air: A small whirlwind
Water: Raise or lower a small amount of liquid
Earth: Build a small sand castle without a bucket
Stone: Engrave stone lightly
Ice: Never be without cold beer
Elemental domain:
Starting at level 2, you gain access to the domain of your element (Ice Toa gain the Cold domain (Frostburn) not the winter domain.), including the domain power. You gain the first level spell from when you gain this feature (1st level domain spell at Toa level 2, 2nd level domain spell at Toa level 3, and so on till level 10 where you gain the 9th level spell). These are cast as Spell Like Abilities, with a caster level equal to twice your Toa level.
You turn (or rebuke/command) creatures as a cleric of twice your Toa level, except that you may use your Toa level in place of your charisma modifer, or your actual charisma modifer (Whichever is higher) and you do not need a symbol to do so.
Toa Mask (Su):
All Toa possess a Great Kanoihi mask of some form, be it as simple as the Kaukau (Water breathing) mask or as complex as the Mahiki (Illusion), each and every Toa has at least one mask that they almost always wear.
A Toa may have any number of masks, but he must carry them with him.
A mask weighs 1 ilb and has a value of 5000 gold, however they cannot be bought or sold and only Toa of third level or higher
Swapping masks is a full round action that provokes an attack of opportunity.
A Primary mask is always more powerful than a secondary one.
Mask types and powers:
Activating a mask is a free action, and can be activated even if you would be unable to (Such as a Barbarian rage)
Unless otherwise stated, a mask's power can be used once per encounter and lasts for a number of rounds equal to twice the Toa's class level. If the Toa is able to cast a spell or spell like ability due to his mask his caster level is also equal to twice his Toa class levels.
Mask Name:
Mask Subtitle:
Power if Primary:
Power if Secondary:
Mask Name: Hau
Mask Subtitle: The Mask of Shielding
Power if Primary: Provides 50 + (Toa level X 3) temporary hit points and grants immunity to poisons and PHYSICAL ability score loss. If you are hit by a sneak attack or an ability that damages you mentally, the damage is taken from your normal hit points.
Power if Secondary: As above but only provides 20 + (Toa level X 2) temporary hit points.
Mask Name: Kaukau
Mask Subtitle: The Mask of Water Breathing
Power if Primary: Grants water breathing (This ability is always active) and Dimension door, but only when submerged in water, as a spell like ability a number of times per encounter equal to twice your Toa level.
Power if Secondary: Grants water breathing (Must be activated)
Mask Name: Miru
Mask Subtitle: The Mask of Levitation
Power if Primary: The Toa becomes free of gravity, it provides no thrust, but the Toa cannot fall. (This ability is useable for a number of rounds equal to quadruple the Toa's class level)
Power if Secondary: Lets the user cast feather fall, as the spell.
Mask Name: Kakama
Mask Subtitle: The Mask of Speed
Power if Primary: The Toa is able to move at blindingly fast speeds, meaning that miles can be traversed in seconds. When activated, the Toa is able to move over land at a speed of five miles per round. The Toa must still make checks for running over difficult terrain. (This ability can only be used once per hour, rather than once per encounter.)
Power if Secondary: The Toa's gains a 50ft increase to his base land speed. This is not a bonus but an actual increase to his base land speed. (This ability is always active)
Mask Name: Pakari
Mask Subtitle: The Mask of Strength
Power if Primary: The Toa gains a +30 enhancement bonus to strength, however this does not grant a bonus to attack or damage rolls. Grapple checks, etc, do benifite from the strength bonus.
Power if Secondary: As above, but the bonus is +10 instead.
Mask Name: Akaku
Mask Subtitle: The Mask of Vision
Power if Primary: Grants the user a constant True Seeing effect. (Always active)
Power if Secondary: As above but must be activated.
Mask Name: Huna
Mask Subtitle: The Mask of Concealment
Power if Primary: The Toa can use Invisibility as a spell like ability.
Power if Secondary: As above, but only lasts for half the time.
Mask Name: Rau
Mask Subtitle: The Mask of Translation
Power if Primary: The Toa is considered to be under the constant effect of a tongues spell and can read and write in any language.
Power if Secondary: The Toa can only read and write in any language.
Mask Name: Mahiki
Mask Subtitle: The Mask of Illusions
Power if Primary: The Toa can assume the shape and vocal sound of another being, but you do not gain any supernatural or spell like abilities of the form.
Power if Secondary: You may cast minor image as an at will spell like ability.
Mask Name: Komau
Mask Subtitle: The Mask of Mind Control
Power if Primary: ??
Power if Secondary: ??
Mask Name: Ruru
Mask Subtitle: The Mask of Night Vision
Power if Primary: The Toa is able to see perfectly well no matter how dark it is. This power is always active. Additionally, once per encounter, the Toa is able to cast Daylight as a spell like ability.
Power if Secondary: As above, but cannot cast daylight.
Mask Name: Matatu
Mask Subtitle: The Mask of Telekinesis
Power if Primary: The user can cast Telekinesis once per encounter as a spell like ability
Power if Secondary: As above, but the duration is half as long.
Mask Name: Calix
Mask Subtitle: The Mask of Fate
Power if Primary: The Toa may, once per encounter, grant himself a +30 luck bonus on a single roll that is not a damage roll.
Power if Secondary: As above, but the Toa only gains a +10 luck bonus.
Mask Name: Elda
Mask Subtitle: The Mask of Detection
Power if Primary: The Toa gains a true seeing effect. (Must be activated) and can detect secret and hidden doors as per the elf racial ability.
Power if Secondary: The Toa gains a constant See Invisibility effect.
Mask Name: Suletu
Mask Subtitle: The Mask of Telepathy
Power if Primary: The Toa can use Probe Thoughts (Complete Divine) as an at will Spell Like ability. The Toa is also able to telepathically communicate with up to five others, regardless of distance but provided they are on the same plane.
Power if Secondary: The Toa is surrounded by a 60ft aura of telepathy. This functions as a constant Detect Thoughts spell.
Mask Name: Sanok
Mask Subtitle: The Mask of Accuracy
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary:
Mask Name:
Mask Subtitle: The
Power if Primary:
Power if Secondary: