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OblivionBlade
2014-01-29, 12:35 PM
Earlier this month I attempted to redo my Abberation full class, (failed spectacularly) and after looking it over, i've decided to give it another shot. This one is for the Ebberon setting, although it can bleed over to any setting neccisary.

DAELKYRTOUCHED



Few know of the Daelkyr besides those entrusted with keeping them from breaching the prime material plane. Most believe them to be sealed away within Xoriat, kept from plotting against the bonds keeping them there. Oh how they could not be more wrong. Xorian spies abduct civillians, bringing them deep within the home plane to experiment upon them, to create a foothold against the ones foolishly attempting to hold back unknowable power. There, in Xoriat, unspeakable abominations toil upon corrupting the minds and form of those abducted. Thus are created the Daelkyrtouched, heralds of the coming invasion.
However, being personifications of madness as they are, sometimes they only corrupt the bodies of the abducted, then release them back to the Prime Material. These refugees keep the powers granted by the Daelkyr, but do not have the fanatical loyalty to them like their fully changed bretheren. While most try unsuccessfully to live thier lives as they did before, some fully embrace their new gift to fight the very forces which granted it, along with everything else in their way.


Requirements: Must not be lawful, Must be living
{table=head] Level |Fort/Will/Refl |Abilities granted|BaB|Hit dice(total)

1 |+0/+1/+0 |Diehard, Alien mind, Planar Rip |1 |2d6
2 |+0/+2/+0 |Mental unshackling |2 |4d6
3 |+1/+2/+0 |Aberrant toughness |3 |6d6
4 |+1/+3/+1 |Lesser fleshshape, Fast healing 1/round |4 |8d6
5 |+2/+3/+1 |Speak language: All, Alien mind, Absorb equipment |5 |10d6
6 |+2/+4/+1 |Aberrant toughness |6 |12d6
7 |+3/+4/+2 |Scabbing spit, Rooting Tendrils |7 |14d6
8 |+3/+5/+2 |Improved natural weapons, Fast healing 2/round |8 |16d6
9 |+4/+5/+2 |Aberrant toughness, Unnatural swiftness |9 |18d6
10 |+4/+6/+3 |Improved Fleshshape, Carapace |10 |20d6
11 |+5/+6/+4 |Horrifying Revelation, Slicing tendrils |11 |22d6
12 |+5/+7/+4 |Aberrant toughness, Fast healing 3/round |12 |24d6
13 |+6/+8/+4 |Cling to life, Invasive species |13 |26d6
14 |+6/+8/+5 |See beyond, Fearful Presence |14 |28d6
15 |+7/+8/+5 |Aberrant toughness, Invasive mind |15 |30d6
16 |+7/+9/+5 |Improved natural weapons, Fast healing 4/round |16 |32d6
17 |+8/+9/+6 |Damage control, Infest |17 |34d6
18 |+8/+10/+6 |Aberrant toughness, Greater fleshshape |18 |36d6
19 |+9/+10/+6 |The mind makes it real|19 |19d8
20 |+10/+12/+8 |True aberration, Fast healing 5/round |20 |20d8
[/table]


Your mind has become warped into a maze, granting you a +4 inherent bonus to saves versus mind-effecting spells and abilities. This bonus increases to +8 at level 6.


After letting go of your previous methods of thinking, you begin noticing more of the world around you. You gain a +4 inherent bonus to spot, search, listen, sense motive. You begin to see things that were not there before.


Once per day, you may attempt to make an attack versus the very fabric of reality itself. (Fabric of Reality has AC of 30) Upon a successfully hit, you create a gateway to either the Prime Material plane, or Xoriat. The gateway lasts for 1 round for every 10 damage dealt to the Fabric of Reality.



Dark, twisted energies have hardened your flesh, granting a +5 inherent bonus to maximum hp, and +1 DR/Law or Byeshk. This bonus increases by 5 maxiumum hp, and 1 additional DR/Law or Byeshk every 3 levels after level 3.


The dark energies have saturated your flesh, granting you the ability to shape it at your whim. You may temporarily exchange maximum hp to create melee simple, or martial weapons, or armor (all types are considered 1 class lighter for armor check penalty) as a standard action, which may be reabsorbed as a standard action to return the maximum hp spent. You receive a penalty to maximum hp equal to the equipment’s weight in kilograms (If it were made of steel) x 10. Whenever weapons created this way leave your grasp, upon striking a solid object they melt into foul smelling mist, and return the invested hp. Anything created by this feat is considered masterwork and natural.


Your flesh is destructive not only to the living, but to equipment as well. Once per day, you may choose a non-natural weapon or armor within your inventory and destroy it. If it is a weapon, you add the abilities of the weapon to all natural weapons. If it is armor, you add the abilities to your natural armor. Only one weapon's abilities and one armor's abilities may be kept at a time, new absorption erases previous bonuses. These bonuses persist for 2 days per level.


Due to your constant regeneration, your body has adapted to create large amounts of molten flesh which bond to nearly anything. Once per 3 rounds, you may activate scabbing spit. Scabbing spit can be either Offensive, or Defensive.

Offensive scabbing spit:
You spit molten, sticky flesh at a target up to 30 feet away. The target must make a DC (Total Constitution) reflex save or else be entangled for 1d4 + Constitution modifier expended rounds. Each round, the target may make a check identical to the original to break free, using either escape artist or strength score, whichever is higher.

Defensive scabbing spit:
You spit molten, sticky flesh that bonds upon contact at a target up to 30 feet away. The target gains temporary hit points equal to 5% of your maximum hp, and DR equal to your DR granted by Aberrant toughness. The temporary hitpoints and DR last until either 2 + 1 per 4 levels rounds have passed, or the temporary hitpoints are all expended.



You are now able to shape your flesh with unrivaled dexterity. At will, as a swift action, you may anchor yourself to a target you are in physical contact with. While rooted to a target, you gain a bonus to grappling equal to your constitution score, and my use additional abilities. Targets which successfully break free receive 2d6 constitution damage.



As you begin experimenting with the power that runs through you, your flesh has become more vicious. Attacks with natural weapons deal an additional 1d6 untyped damage, and 1d6 Intelligence damage and applies Scrambled thoughts. This bonus is increased to 2d6 untyped, and 2d6 Intelligence at level 16.

Targets begin hearing ancient, unspeakable voices in your head. They receive a -4 penalty to concentration and listen checks, a -2 penalty to will saves, a 5% penalty to movement per round, and must make a DC 23 will save every round or else suffer 1d3 wisdom damage. This debuff lasts 2 rounds, but acquiring additional stacks resets the duration back to 2 rounds. The skill and saves penalty as well as the movement speed penalty stacks, however the wisdom damage per round does not. Upon reaching or exceeding 5 stacks, targets automatically fail all concentration checks, take damage equal to your level upon beginning to cast a spell, and take 5% additional damage from any source.


Your corruption has improved your endurance and aerodynamics, granting you a +20% inherent bonus to movement per turn. Additionally, when using a standard action to attack with a natural weapon, you may attack with an additional natural weapon as a free action. This ability does not work on two-handed weapons.



Your skin has become not only resistant to physical damage, but to some degree the elements as well. You gain +10 natural resistance to Fire, Cold, Electricity, and Acid damage, as well as +5 natural armor. This bonus increases to +15 resistance and +7 armor at level 15, and +20 resistance and +10 armor at level 20.



Upon being targeted by a Detect alignment spell, mind reading, or scrying,the caster of the spell must succeed a DC 15 + Cha modifier will save or else be subjected to a phantasmal killer effect with no additional saves. Upon a successful save, target is shaken instead.


While anchored to a target, you may, at the start of each round, deal 1d4 constitution damage. In addition, when reabsorbing the tendrils or the target breaking free, you may deal an additional 1d6 constitution damage.



Your regeneration kicks into overdrive upon being downed. You now no longer die at -10, instead requiring negative health equal to thrice your level to properly die. While below 1 hp, you recieve DR 50/byeshk or law, and your fast healing is doubled. Upon reaching positive hit points, your are exhuasted.



As you no longer are truly natural to your plane, non-magical poisons and diseases, as well as everything else, simply do not know what to do with you. You gain immunity to non-magical diseases and poisons, and in addition, gain a +8 circumstance bonus for intimidate checks against anything that isn't an outsider or an aberration.



You have begun mastering the unique methods of combat granted to you by your aberrant taint, allowing you to reduce the maximum hp penalty from your weapons to 7/kg. In addition, you may now manifest exotic and ranged weapons. Ranged ammunition may be created at will as a swift action; however you receive 1d3 untyped damage per 50 ammunition you create. Anything created by fleshshaping is now considered +1 (stacking) and natural, in addition to absorb equipment.


You have completely freed your mind, allowing you not only to see the world as it truly is, but further beyond. You gain the effect True Seeing, and bypass the miss chance of Incorpreal creatures.


Your mind has become so chaotic and unstable that it begins striking out at nearby targets. At the start of each round, units within 30 feet of you recieve a stack of "Scrambled Thoughts". At the start of each round you may either disable or enable this ability, as well as choose targets to exempt from this effect.

Targets begin hearing ancient, unspeakable voices in your head. They receive a -4 penalty to concentration and listen checks, a -2 penalty to will saves, a 5% penalty to movement per round, and must make a DC 23 will save every round or else suffer 1d3 wisdom damage. This debuff lasts 2 rounds, but acquiring additional stacks resets the duration back to 2 rounds. The skill and saves penalty as well as the movement speed penalty stacks, however the wisdom damage per round does not. Upon reaching or exceeding 5 stacks, targets automatically fail all concentration checks, take damage equal to your level upon beginning to cast a spell, and take 5% additional damage from any source.



You have mastered reducing incoming damage. At will, upon taking damage, you may negate an incoming source of damage, and instead take 5% of your max hp in damage instead.



At will, as a full round action, you may attempt to Infest a target you are currently anchored to. If you do, they must make a DC (5 + constitution score) fortitude save or else forcibly absorb you. While absorbed into another creature, you gain full control over it, and they gain the benefits of your abberant toughness and fast healing. At will as a swift action, or upon the infested creature dying, you may exit the creature, removing the benefits you granted. Wounds healed by fast healing stay healed however.



You have mastered the energies running through you, granting you flesh-shape your entire body perfectly into another living creature as a toggle-able spell-like ability. This disguise is completely indistinguishable from the actual target, in voice, form, feeling, and even scent, and cannot be dispelled, and takes a full round to fully form. You gain the movement types of the targeted creature, and (Ex) attacks, but do not copy ability scores. However, true seeing shows you in your true form. You must have seen something up close in order to accurately flesh shape into them. The penalty for weapons is now 5/kg, and ammunition now causes only 1d3 damage per 100 created. Anything created by fleshshaping now is considered +3 in addition to absorb equipment, and natural, and may use touch AC instead of regular AC.


Your mind has become so unstable that targets afflicted with Scrambled thoughts take 1d3 Constitution damage in addition to the wisdom damage, and must make a DC 10 + (5 per round effected by Scrambled Thoughts) will save or else be Feared. This is increased to 2d3 Constitution damage if the target has less than 2 wisdom.



Your entire body is now aberrant flesh, granting you a +4 race bonus to constitution, strength, and charisma and causing you to become a true aberration. For spells, abilities and effects you are treated as an aberration native to your home plane as opposed to your previous race. Additionally, all natural weapons deal an additional 3d6 chaos damage against nonchaotic targets.

Please comment on what I can edit/redo.

OblivionBlade
2014-02-05, 01:50 PM
1d4 slashing/piercing
Shape one or more fingers into remoras. If able to enter contact with the skin of a target, use touch AC. On critical hits deal 1d2-1 constitution damage. Attacking with one remora on a hand attacks with all remoras. Remoras have an additional 3 feet of reach.
Weight: 0.5 kg per remora


2d4 slashing
Shape an entire arm into a living blade. Think phase blades from starcraft.
Weight: 1kg per arm




Fleshshaping is not entirely shaping flesh. It is more rearranging the body to improve efficiency or versatility. Fleshshaping does not cause pain, and natural weapons created do not have nerves.




The standard material: Weapons and armor made of flesh cost 50% less hp to create. While absolutely useless as edged weapons, flesh is useful as padding or internal armor, as it absorbs impact well. Robes and clothing made of flesh reduce incoming bludgeoning damage by 10%.

The best material for weapons. Weapons of bone hold an edge better, and deal 1d4 extra bleed damage each hit. However, damaged bone weapons or armor must be reabsorbed to repair damage: Bone does not heal naturally as fast as flesh.

Hair/Nail (yes they're made of the same thing, look it up) Is between the hardness of bones and flesh. Nail/hair is flexible, and the only material able to create natural bowstrings or weapons with a reach.



This class is supposed to run towards a mage or other squishy target, and apply debuffs to their weak stats, effectively neutralizing them. It also is extremely durable, requiring specific enchanted weapons to properly put down for good efficiently.