LordErebus12
2014-06-07, 07:05 PM
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Hellspawn
Making a Hellspawn
Abilities:
Charisma is used heavily, as is governs most of the abilities and all of the invocations. Strength and Constitution is good for the more melee types, while dexterity is good for defense. Intelligence and Wisdom are important for skills.
Races:
Any. The character becomes a Hellspawn (See Below) upon entering this class.
Alignment:
A Hellspawn can choose any alignment, though many lawful evil.
Starting Gold:
5d4x10 (125 gp).
Starting Age:
As barbarian.
GAME RULE INFORMATION
Hellspawns have the following game statistics.
Hit Die: d8.
Multiclass Racial Restriction: This class is meant to be started with, beginning as a 1st level Hellspawn, since it includes its own race for the class. If another race decides to multiclass into Hellspawn, it loses all racial features of its base race, gaining all Hellspawn racial traits instead.
Class Skills
The Hellspawn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Magical Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
1st
+0
+2
+0
+2
Necroplasmic Body, Bonded Symbiont
---
2nd
+1
+3
+0
+3
Least Invocation
1
3rd
+2
+3
+1
+3
Staredown
2
4th
+3
+4
+1
+4
Infernal Lore +4
3
5th
+3
+4
+1
+4
Spontaneous Invocation 1/Day
4
6th
+4
+5
+2
+5
5
7th
+5
+5
+2
+5
Lesser Invocation
6
8th
+6/+1
+6
+2
+6
Mass Staredown
7
9th
+6/+1
+6
+3
+6
Powerful Build
7
10th
+7/+2
+7
+3
+7
Spontaneous Invocation 2/Day
8
11th
+8/+3
+7
+3
+7
8
12th
+9/+4
+8
+4
+8
Greater Invocation
9
13th
+9/+4
+8
+4
+8
Improved Staredown
9
14th
+10/+5
+9
+4
+9
Infernal Lore +8
10
15th
+11/+6/+1
+9
+5
+9
Spontaneous Invocation 3/Day
10
16th
+12/+7/+2
+10
+5
+10
10
17th
+12/+7/+2
+10
+5
+10
Diabolic Invocation
11
18th
+13/+8/+3
+11
+6
+11
Nightmare Incarnate
11
19th
+14/+9/+4
+11
+6
+11
11
20th
+15/+10/+5
+12
+6
+12
Spontaneous Invocation 4/Day
12
Class Features
All of the following are class features of the Hellspawn.
Weapon and Armor Proficiency:
Hellspawns are proficient with all simple and martial weapons. Hellspawns are proficient with all types of armor and shields (except tower shields).
Hellspawn can generate a symbiotic suit of armor, which is permanently bound to the body/armor magical item slot and cannot be removed. Because of this, they are not proficient with armor of any kind and cannot wear a suit of armor.
Bonded Symbiont
As the soul is bound with a necroplasmic body, it is also bound with a minor artifact. This artifact is bound to both the body and soul, becoming completely fused with them. It cannot be targeted separately and is treated as a natural part of the Hellspawn. The symbiont taps the Hellspawn into the dark powers that allow it to manifest its invocations, as well as having several of its own manifestations. The symbiont manifests as a living suit, which seems to spring out from the shadows around the Hellspawn. While wearing the symbiont, theSee below
Invocations:
A Hellspawn does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the diabolic energy that suffuses his soul, generated from the the symbiotic entity attached to it. A Hellspawn can use any invocation he knows at will, with the following qualifications:
A Hellspawn's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity (Unless otherwise noted, see Spontaneous Invocation below). An invocation can be disrupted, just as a spell can be ruined during casting. A Hellspawn is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Hellspawn can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Hellspawn's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Hellspawn's caster level with his invocations is equal to his Hellspawn level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Hellspawn's Charisma modifier. Since spell-like abilities are not actually spells, a Hellspawn cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and diabolic. A Hellspawn begins with knowledge of one invocation, which must be of the lowest grade (least). As a Hellspawn gains levels, he learns new invocations, as summarized on the table above and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in a later post.
At any level when a Hellspawn learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Hellspawn can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a Hellspawn can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Hellspawn can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or diabolic).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hellspawns can qualify for some prestige classes usually intended for spellcasters, just as warlocks and dragonfire adepts are.
Necroplasmic Body (Ex):
Through perhaps the darkest ritual in existence, a mortal soul is bound together with both a body constructed from necroplasm and a symbiotic entity (minor artifact). Combined into some sort of unholy trinity, these three components creates a new creature. The creature is a native outsider, despite being created in the nine hells. The newly created Hellspawn has both a soul and body The necroplasm that makes up the majority of the body gives the newly created Hellspawn strength and durability, while only vaguely appearing as they once had. Generally they are badly burned or otherwise severely scarred, tattooed, or branded. Some appear skeletal, while others almost appear diabolic. Every Hellspawn appears distinct. Sometimes it corresponds to how they died, although not always. The new Hellspawn's body is quite dense, weighing about 450 lbs, despite only being around six feet in height.
The base creature's race changes to Hellspawn. They lose their original racial modifiers and gain the following traits of the Hellspawn:
Hellspawn traits:
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: The Hellspawn's necroplasm body is strong and tough, but sluggish and heavy. of the infernal rebirth strengthens the body's muscles but weakens the mind.
Outsiders (Evil, Native): Despite their varied appearance, Hellspawn are native outsiders with the evil subtype. This does not mean their alignment must be Evil. Unarmed strikes and natural weapons are treated as evil aligned for the purposes of bypassing damage reduction and they radiate evil if detect evil is used on them.
Base Land Speed: 20 feet. However, Hellspawn can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Hellbound (Su): A devil has a claim on the Hellspawn's soul, despite it still being housed inside of the Hellspawn’s body. As a result, the Hellspawn can only be restored to life by a resurrection spell (or greater).
Automatic languages: Infernal. Hellspawn gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before their rebirth. Bonus Languages: Any.
Favored class: Hellspawn
Staredown (Ex):
A Hellspawn’s appearance is so terrifying that he is able to strike fear into his foes by his mere presence.
At 3rd level, the Hellspawn gains a +4 bonus on Intimidate checks and can demoralize an opponent as a move action, rather than a standard action (as described in the Intimidate skill description, page 76 of the Player's Handbook).
Infernal Lore (Ex):
Sometime between their death and their rebirth, the Hellspawn’s very soul was infused in the knowledge of the Nine Hells. The rituals and supernatural powers that caused this lore to be absorbed damages their minds, the Hellspawn’s memories of their past life are initially cloudy and broken. Eventually all these memories return to the Hellspawn in overwhelming bursts, as does the infernal lore imparted to them by their diabolic creators.
At 4th level, the Hellspawn gains a +4 insight bonus on decipher script checks involved with diabolic writings, on all knowledge checks dealing with diabolic lore, and on all spellcraft checks dealing with diabolic spells. At 14th level, this insight bonus increases to +8.
Spontaneous Invocation (Su):
The symbiotic entity bound to the Hellspawn can occasionally aid the Hellspawn with the speed of the Hellspawn’s invocations.
At 5th level, the Hellspawn gains the ability to manifest a known invocation as a swift action, instead of a standard action, which does not provoke attacks of opportunity. This ability can be used once per day. The Hellspawn gains another use of this ability at 10th (2/day), 15th (3/day) and 20th levels (4/day).
Mass Staredown (Ex):
A Hellspawn has sufficient presence that he can cow multiple foes with a glance.
At 8th level, when using the Staredown ability, the Hellspawn can demoralize all opponents within 30 feet with a single move action.
Powerful Build (Ex):
As the necroplasm within your body grows in power, so does your size. Your body becomes stronger; its muscles become thicker and more pronounced than before. Overall, this gives the Hellspawn a more physically impressive form.
At 9th level, the physical stature of Hellspawn reaches the point at which it lets them function in many ways as if they were one size category larger. Whenever a Hellspawn is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Hellspawn is treated as one size larger if doing so is advantageous to him. A Hellspawn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Hellspawn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category, but not with another source of powerful build.
Improved Staredown (Ex):
Even a glance from the hard eyes of a Hellspawn is enough to give his foes pause.
At 13th level, when using the Staredown ability, the Hellspawn can demoralize opponents within 30 feet as a swift action.
Nightmare Incarnate (Ex):
You seethe with dark powers and intimidation; your mere presence is terrifies your foes.
At 18th level, all opponents that come within 30 feet must succeed on a Will save (DC 20 + Hellspawn's Cha modifier) or become panicked for 4d6 rounds (if they have fewer Hit Dice) or shaken for 4d6 rounds (if they have equal or more Hit Dice). Any opponent that successfully resists the effect cannot be affected again by the same Hellspawn's Nightmare Incarnate for 24 hours. This is a mind-affecting fear effect.
The Bonded Symbiont
Hellspawn
Level
Enhancement
Bonus
Special
Damage
Reduction
Regenerate
Wounds
1st
---
Regenerate Wounds
--------
1
2nd
---
Hardened Exoskeleton (Light)
1/Good
1
3rd
---
2/Good
2
4th
+1
3/Good
2
5th
+1
Spikes
3/Good
3
6th
+1
4/Good
3
7th
+1
Hardened Exoskeleton (Medium)
5/Good
4
8th
+2
6/Good
4
9th
+2
Weapon
6/Good
5
10th
+2
7/Good
5
11th
+2
8/Good
6
12th
+3
Hardened Exoskeleton (Heavy)
9/Good
6
13th
+3
Chains
9/Good
7
14th
+3
10/Good
7
15th
+3
11/Good
8
16th
+4
12/Good
8
17th
+4
12/Good
9
18th
+4
13/Good
9
19th
+4
14/Good
10
20th
+5
15/Good
10
Enhancement Bonus (Su):
The symbiotic suit has an enhancement bonus, equal to 1/4th of your Hellspawn level (+0 min, +5 max). This applies to all of its manifestations (see below).
Regenerate Wounds (Su):
The Symbiotic suit has the ability to regenerate the Hellspawn's body when wounded.
Beginning at 1st level, the Hellspawn can concentrate on healing its wounds as a standard action. This restores hit points just as fast healing does, but also allows limbs to be reattached, just like regeneration. This ability requires a successful concentration check (DC 10 + any damage dealt this round). When successful, the Hellspawn heals a number of points of damage equal to half his Hellspawn level (min 1).
Hardened Exoskeleton (Su):
The Symbiont can manifest a suit of armor, which quickly covers the entire Hellspawn in a tough carapace that thickens as the grows in strength.
As a swift action, the armor can be manifested equipped to the Hellspawn. It is treated as light armor, with an Armor Bonus of +3, a Maximum Dex Bonus of +6, and an Armor Check Penalty of -1. At 7th level, the armor thickens and is treated as medium armor, with an Armor Bonus of +5, a Maximum Dex Bonus of +4, and an Armor Check Penalty of -2. At 12th level, it becomes even tougher. It is treated as heavy armor, with an Armor Bonus of +7, a Maximum Dex Bonus of +2, and an Armor Check Penalty of -3. Furthermore, this class feature gains the benefit of the enhancement bonus.
Also, while this armor is equipped, the Hellspawn gains Damage Reduction to all attacks not dealt by a good-aligned source, equal to the number shown on the table above.
Spikes (Su):
The Symbiont can create razor-sharp spikes from its body to be used offensively and defensively.
As a free action, the suit can grow spikes from the Hellspawn's body, allowing it to make a special slam attack. This is treated as a primary natural attack, unless its is used in conjunction with a melee weapon, in which case its a secondary attack. It deals 1d6 piercing and slashing damage. The Hellspawn is automatically proficient with this natural attack. Furthermore, this class feature gains the benefit of the enhancement bonus.
Weapon (Su):
The Symbiont can create a weapon from its shroud, but doing so makes the Hellspawn unable to use the shroud.
As a swift action, the suit can convert the suit's shroud into a single melee weapon of the Hellspawn's choice. The Hellspawn must still be proficient with the weapon to properly use it. The Hellspawn can change the weapon's form as a swift action. Furthermore, this class feature gains the benefit of the enhancement bonus.
Chains (Su):
The Symbiont can launch several spiked chains that end in spiked skulls from the Hellspawn's body.
The Hellspawn gains the ability to launch and control up to four spiked chains as a standard action, making the spiked chains dance and move as it wishes. These chains can only make one melee attack as a standard action, although you can use all four of them as a full attack. These are counted as light weapon attacks, adding only 1/2 the Hellspawn's strength modifier to damage. In addition, the Hellspawn can climb its chains at its normal speed without making Climb checks. Furthermore, this class feature gains the benefit of the enhancement bonus.
Hellspawn
Making a Hellspawn
Abilities:
Charisma is used heavily, as is governs most of the abilities and all of the invocations. Strength and Constitution is good for the more melee types, while dexterity is good for defense. Intelligence and Wisdom are important for skills.
Races:
Any. The character becomes a Hellspawn (See Below) upon entering this class.
Alignment:
A Hellspawn can choose any alignment, though many lawful evil.
Starting Gold:
5d4x10 (125 gp).
Starting Age:
As barbarian.
GAME RULE INFORMATION
Hellspawns have the following game statistics.
Hit Die: d8.
Multiclass Racial Restriction: This class is meant to be started with, beginning as a 1st level Hellspawn, since it includes its own race for the class. If another race decides to multiclass into Hellspawn, it loses all racial features of its base race, gaining all Hellspawn racial traits instead.
Class Skills
The Hellspawn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Magical Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
1st
+0
+2
+0
+2
Necroplasmic Body, Bonded Symbiont
---
2nd
+1
+3
+0
+3
Least Invocation
1
3rd
+2
+3
+1
+3
Staredown
2
4th
+3
+4
+1
+4
Infernal Lore +4
3
5th
+3
+4
+1
+4
Spontaneous Invocation 1/Day
4
6th
+4
+5
+2
+5
5
7th
+5
+5
+2
+5
Lesser Invocation
6
8th
+6/+1
+6
+2
+6
Mass Staredown
7
9th
+6/+1
+6
+3
+6
Powerful Build
7
10th
+7/+2
+7
+3
+7
Spontaneous Invocation 2/Day
8
11th
+8/+3
+7
+3
+7
8
12th
+9/+4
+8
+4
+8
Greater Invocation
9
13th
+9/+4
+8
+4
+8
Improved Staredown
9
14th
+10/+5
+9
+4
+9
Infernal Lore +8
10
15th
+11/+6/+1
+9
+5
+9
Spontaneous Invocation 3/Day
10
16th
+12/+7/+2
+10
+5
+10
10
17th
+12/+7/+2
+10
+5
+10
Diabolic Invocation
11
18th
+13/+8/+3
+11
+6
+11
Nightmare Incarnate
11
19th
+14/+9/+4
+11
+6
+11
11
20th
+15/+10/+5
+12
+6
+12
Spontaneous Invocation 4/Day
12
Class Features
All of the following are class features of the Hellspawn.
Weapon and Armor Proficiency:
Hellspawns are proficient with all simple and martial weapons. Hellspawns are proficient with all types of armor and shields (except tower shields).
Hellspawn can generate a symbiotic suit of armor, which is permanently bound to the body/armor magical item slot and cannot be removed. Because of this, they are not proficient with armor of any kind and cannot wear a suit of armor.
Bonded Symbiont
As the soul is bound with a necroplasmic body, it is also bound with a minor artifact. This artifact is bound to both the body and soul, becoming completely fused with them. It cannot be targeted separately and is treated as a natural part of the Hellspawn. The symbiont taps the Hellspawn into the dark powers that allow it to manifest its invocations, as well as having several of its own manifestations. The symbiont manifests as a living suit, which seems to spring out from the shadows around the Hellspawn. While wearing the symbiont, theSee below
Invocations:
A Hellspawn does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the diabolic energy that suffuses his soul, generated from the the symbiotic entity attached to it. A Hellspawn can use any invocation he knows at will, with the following qualifications:
A Hellspawn's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity (Unless otherwise noted, see Spontaneous Invocation below). An invocation can be disrupted, just as a spell can be ruined during casting. A Hellspawn is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Hellspawn can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Hellspawn's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Hellspawn's caster level with his invocations is equal to his Hellspawn level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Hellspawn's Charisma modifier. Since spell-like abilities are not actually spells, a Hellspawn cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and diabolic. A Hellspawn begins with knowledge of one invocation, which must be of the lowest grade (least). As a Hellspawn gains levels, he learns new invocations, as summarized on the table above and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in a later post.
At any level when a Hellspawn learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Hellspawn can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a Hellspawn can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Hellspawn can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or diabolic).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hellspawns can qualify for some prestige classes usually intended for spellcasters, just as warlocks and dragonfire adepts are.
Necroplasmic Body (Ex):
Through perhaps the darkest ritual in existence, a mortal soul is bound together with both a body constructed from necroplasm and a symbiotic entity (minor artifact). Combined into some sort of unholy trinity, these three components creates a new creature. The creature is a native outsider, despite being created in the nine hells. The newly created Hellspawn has both a soul and body The necroplasm that makes up the majority of the body gives the newly created Hellspawn strength and durability, while only vaguely appearing as they once had. Generally they are badly burned or otherwise severely scarred, tattooed, or branded. Some appear skeletal, while others almost appear diabolic. Every Hellspawn appears distinct. Sometimes it corresponds to how they died, although not always. The new Hellspawn's body is quite dense, weighing about 450 lbs, despite only being around six feet in height.
The base creature's race changes to Hellspawn. They lose their original racial modifiers and gain the following traits of the Hellspawn:
Hellspawn traits:
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: The Hellspawn's necroplasm body is strong and tough, but sluggish and heavy. of the infernal rebirth strengthens the body's muscles but weakens the mind.
Outsiders (Evil, Native): Despite their varied appearance, Hellspawn are native outsiders with the evil subtype. This does not mean their alignment must be Evil. Unarmed strikes and natural weapons are treated as evil aligned for the purposes of bypassing damage reduction and they radiate evil if detect evil is used on them.
Base Land Speed: 20 feet. However, Hellspawn can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Hellbound (Su): A devil has a claim on the Hellspawn's soul, despite it still being housed inside of the Hellspawn’s body. As a result, the Hellspawn can only be restored to life by a resurrection spell (or greater).
Automatic languages: Infernal. Hellspawn gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before their rebirth. Bonus Languages: Any.
Favored class: Hellspawn
Staredown (Ex):
A Hellspawn’s appearance is so terrifying that he is able to strike fear into his foes by his mere presence.
At 3rd level, the Hellspawn gains a +4 bonus on Intimidate checks and can demoralize an opponent as a move action, rather than a standard action (as described in the Intimidate skill description, page 76 of the Player's Handbook).
Infernal Lore (Ex):
Sometime between their death and their rebirth, the Hellspawn’s very soul was infused in the knowledge of the Nine Hells. The rituals and supernatural powers that caused this lore to be absorbed damages their minds, the Hellspawn’s memories of their past life are initially cloudy and broken. Eventually all these memories return to the Hellspawn in overwhelming bursts, as does the infernal lore imparted to them by their diabolic creators.
At 4th level, the Hellspawn gains a +4 insight bonus on decipher script checks involved with diabolic writings, on all knowledge checks dealing with diabolic lore, and on all spellcraft checks dealing with diabolic spells. At 14th level, this insight bonus increases to +8.
Spontaneous Invocation (Su):
The symbiotic entity bound to the Hellspawn can occasionally aid the Hellspawn with the speed of the Hellspawn’s invocations.
At 5th level, the Hellspawn gains the ability to manifest a known invocation as a swift action, instead of a standard action, which does not provoke attacks of opportunity. This ability can be used once per day. The Hellspawn gains another use of this ability at 10th (2/day), 15th (3/day) and 20th levels (4/day).
Mass Staredown (Ex):
A Hellspawn has sufficient presence that he can cow multiple foes with a glance.
At 8th level, when using the Staredown ability, the Hellspawn can demoralize all opponents within 30 feet with a single move action.
Powerful Build (Ex):
As the necroplasm within your body grows in power, so does your size. Your body becomes stronger; its muscles become thicker and more pronounced than before. Overall, this gives the Hellspawn a more physically impressive form.
At 9th level, the physical stature of Hellspawn reaches the point at which it lets them function in many ways as if they were one size category larger. Whenever a Hellspawn is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Hellspawn is treated as one size larger if doing so is advantageous to him. A Hellspawn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Hellspawn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category, but not with another source of powerful build.
Improved Staredown (Ex):
Even a glance from the hard eyes of a Hellspawn is enough to give his foes pause.
At 13th level, when using the Staredown ability, the Hellspawn can demoralize opponents within 30 feet as a swift action.
Nightmare Incarnate (Ex):
You seethe with dark powers and intimidation; your mere presence is terrifies your foes.
At 18th level, all opponents that come within 30 feet must succeed on a Will save (DC 20 + Hellspawn's Cha modifier) or become panicked for 4d6 rounds (if they have fewer Hit Dice) or shaken for 4d6 rounds (if they have equal or more Hit Dice). Any opponent that successfully resists the effect cannot be affected again by the same Hellspawn's Nightmare Incarnate for 24 hours. This is a mind-affecting fear effect.
The Bonded Symbiont
Hellspawn
Level
Enhancement
Bonus
Special
Damage
Reduction
Regenerate
Wounds
1st
---
Regenerate Wounds
--------
1
2nd
---
Hardened Exoskeleton (Light)
1/Good
1
3rd
---
2/Good
2
4th
+1
3/Good
2
5th
+1
Spikes
3/Good
3
6th
+1
4/Good
3
7th
+1
Hardened Exoskeleton (Medium)
5/Good
4
8th
+2
6/Good
4
9th
+2
Weapon
6/Good
5
10th
+2
7/Good
5
11th
+2
8/Good
6
12th
+3
Hardened Exoskeleton (Heavy)
9/Good
6
13th
+3
Chains
9/Good
7
14th
+3
10/Good
7
15th
+3
11/Good
8
16th
+4
12/Good
8
17th
+4
12/Good
9
18th
+4
13/Good
9
19th
+4
14/Good
10
20th
+5
15/Good
10
Enhancement Bonus (Su):
The symbiotic suit has an enhancement bonus, equal to 1/4th of your Hellspawn level (+0 min, +5 max). This applies to all of its manifestations (see below).
Regenerate Wounds (Su):
The Symbiotic suit has the ability to regenerate the Hellspawn's body when wounded.
Beginning at 1st level, the Hellspawn can concentrate on healing its wounds as a standard action. This restores hit points just as fast healing does, but also allows limbs to be reattached, just like regeneration. This ability requires a successful concentration check (DC 10 + any damage dealt this round). When successful, the Hellspawn heals a number of points of damage equal to half his Hellspawn level (min 1).
Hardened Exoskeleton (Su):
The Symbiont can manifest a suit of armor, which quickly covers the entire Hellspawn in a tough carapace that thickens as the grows in strength.
As a swift action, the armor can be manifested equipped to the Hellspawn. It is treated as light armor, with an Armor Bonus of +3, a Maximum Dex Bonus of +6, and an Armor Check Penalty of -1. At 7th level, the armor thickens and is treated as medium armor, with an Armor Bonus of +5, a Maximum Dex Bonus of +4, and an Armor Check Penalty of -2. At 12th level, it becomes even tougher. It is treated as heavy armor, with an Armor Bonus of +7, a Maximum Dex Bonus of +2, and an Armor Check Penalty of -3. Furthermore, this class feature gains the benefit of the enhancement bonus.
Also, while this armor is equipped, the Hellspawn gains Damage Reduction to all attacks not dealt by a good-aligned source, equal to the number shown on the table above.
Spikes (Su):
The Symbiont can create razor-sharp spikes from its body to be used offensively and defensively.
As a free action, the suit can grow spikes from the Hellspawn's body, allowing it to make a special slam attack. This is treated as a primary natural attack, unless its is used in conjunction with a melee weapon, in which case its a secondary attack. It deals 1d6 piercing and slashing damage. The Hellspawn is automatically proficient with this natural attack. Furthermore, this class feature gains the benefit of the enhancement bonus.
Weapon (Su):
The Symbiont can create a weapon from its shroud, but doing so makes the Hellspawn unable to use the shroud.
As a swift action, the suit can convert the suit's shroud into a single melee weapon of the Hellspawn's choice. The Hellspawn must still be proficient with the weapon to properly use it. The Hellspawn can change the weapon's form as a swift action. Furthermore, this class feature gains the benefit of the enhancement bonus.
Chains (Su):
The Symbiont can launch several spiked chains that end in spiked skulls from the Hellspawn's body.
The Hellspawn gains the ability to launch and control up to four spiked chains as a standard action, making the spiked chains dance and move as it wishes. These chains can only make one melee attack as a standard action, although you can use all four of them as a full attack. These are counted as light weapon attacks, adding only 1/2 the Hellspawn's strength modifier to damage. In addition, the Hellspawn can climb its chains at its normal speed without making Climb checks. Furthermore, this class feature gains the benefit of the enhancement bonus.