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View Full Version : Pathfinder Introducing the Regenerator (PEACH)



johnnythexxxiv
2014-08-05, 01:05 PM
One of the problems I've always had with 3.5 and Pathfinder is the caster/martial disparity that happens at high levels. While yes, it makes sense that since Wizards can create their own demiplane and bend reality to their will they should be forces to be reckoned with, it annoys me that martials typically don't have much of anything added to their repertoire as they level up and they don't really have the ability to scale their powers at all unlike spells, which receive free scaling, or psionics, which you can pay to scale. As a means of adding a bit more versatility to martial characters and allowing for scaling powers, I have written up the Regenerator, a class that through the power of alien symbiosis can provide a means of natural scaling and non-magical versatility. Let me know what you think. (https://docs.google.com/document/d/1N3HK83Ik5GSZUW316aqTRjAnYHtO-t0RiJ-KuEsalLM)

EDIT: For those of you who wish not to follow the link

The Regenerator

For many, a sole desire fills their mind, and they will do anything and everything they can to fulfill it. Some have desires so strong that they attract the attention of otherworldly entities known as the Cloxatiern who wish to see what happens when those desires are fulfilled. These entities seek to form a pact with these people to help unlock the latent potential stored within their bodies. Once bonded, a Regenerator pair works together to destroy the boundaries of physical imperfection in the host and instead draws on the raw chemical power of their flesh and bones to achieve amazing feats in the name of their desire.

Role: Regenerators are capable of using their bodies for a variety of purposes and are typically found on the frontlines of battle as their powerful healing capabilities make them strong defenders while their ability to surge their body’s chemical processes into overdrive allows them to wreak havoc on the enemy. Their bond’s small size and their strong knowledge on a variety of topics allow them to perform admirably in reconnaissance and social situations as well.

Alignment: Regenerators may be of any alignment although tend to be non-lawful.

Hit Die: d8

Starting Wealth: 2d6x10gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: A regenerator’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Linguistics (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Survival (Wis) and Swim (Str)

Skill Ranks per Level: 4 + Intelligence Modifier




Level
BAB
Fort Save
Ref Save
Will Save
Special


1
+0
+2
+0
+0

Improved Unarmed Strike, Ravenous Hunger, Surge Pool , Surge Power, Symbiosis



2
+1
+3
+0
+0
Symbiotic Boon


3
+2
+3
+1
+1
Teamwork Feat


4
+3
+4
+1
+1
Fast Healing 1, Surge Power


5
+3
+4
+1
+1
Tactical Acumen


6
+4
+5
+2
+2
Symbiotic Boon


7
+5
+5
+2
+2
Improved Symbiosis, Surge Power


8
+6/+1
+6
+2
+2
Fast Healing 2, Frightful Presence


9
+6/+1
+6
+3
+3
Teamwork Feat


10
+7/+2
+7
+3
+3
Surge Power, Symbiotic Boon


11
+8/+3
+7
+3
+3
Improved Tactical Acumen


12
+9/+4
+8
+4
+4
Fast Healing 3


13
+9/+4
+8
+4
+4
Advanced Surge Power, Greater Symbiosis, Surge Power


14
+10/+5
+9
+4
+4
Symbiotic Boon


15
+11/+6/+1
+9
+5
+5
Teamwork Feat


16
+12/+7/+2
+10
+5
+5
Fast Healing 4, Otherworldly Wisdom, Surge Power


17
+12/+7/+2
+10
+5
+5
Greater Tactical Acumen


18
+13/+8/+3
+11
+6
+6
Symbiotic Boon


19
+14/+9/+4
+11
+6
+6
Surge Power


20
+15/+10/+5
+12
+6
+6
Fast Healing 5, True Symbiosis



All of the following are class features of the regenerator:

Weapon and Armor Proficiency
Regenerators are proficient with all simple weapons, light and one handed martial weapons, light and medium armor and all shields (except tower shields).

Improved Unarmed Strike
Having two minds work together increases the effectiveness of a regenerator’s combat capabilities; as such, they can continue to be just as effective with or without a weapon in hand. Regenerators gain Improved Unarmed Strike as a bonus feat at 1st level.

Ravenous Hunger
Using surge points consumes a large amount of energy, if a regenerator host uses any surge ability treat him as having gone without food for an additional four hours for every surge point spent.

Surge Pool (Ex)
At 1st level, while fused to his bond, a regenerator gains a pool of surge points, chemical energy he can use to accomplish amazing feats. The maximum number of points in a regenerator surge pool is equal to his regenerator level + his Constitution modifier (min +0). Surge points can be spent as an immediate action except where noted below and recover at a rate of 1 point per hour. Surge points can be spent in groups, ie a regenerator may spend 5 surge points all at once to quintuple the potency of a specific surge power or to increase two or more surge powers by a total of 5 steps. Using multiple surge points on a power does not increase the duration of its effects. A regenerator may not spend surge points while staggered, nauseated or otherwise incapable of performing actions. For every surge point spent, the regenerator is left staggered for one round after the effect of the surge has ended.

Surge Powers (Ex)
As the bond between a Cloxatiern and its host grows, the regenerator host discovers several different ways of manipulating his body’s chemical processes in order to maximize the results. At first level, and every three levels thereafter, a regenerator host gains access to a new surge power. He must meet all the prerequisites of a power in order to select it.
Claw Surge: The regenerator learns how to extend the bones in his fingers, rupturing his skin to expose their wicked sharpness. By spending 2 surge points he can gain 2 claw attacks and the ability to rend with them. He cannot spend additional surge points to gain additional claw attacks. The claws deal 1d4 damage at 1st level, increasing to 1d6 at 4th level, 1d8 at 8th level, 1d10 at 12th level, 2d6 at 16th level and 2d8 at 20th level. The claws also deal 1 point of bleed damage and last for 1 minute. A regenerator does not become nauseated from spending surge points on this ability.

Extend Surge: The regenerator has become so adept at manipulating his body that he can actually change its proportions. For every 2 surge points spent he may extend the reach of one of his limbs 5ft for 1 minute. This increases to 10ft for 5 minutes at 18th level. If the regenerator so wishes he may withdraw the extension to his limb early, if he does so within the first half of the surge he is only nauseated for a number of rounds equal to half of the number of surge points he spent. A regenerator must be at least 7th level before selecting this surge.

Flight Surge: The regenerator discovers how to reform his arms into wings to help him achieve flight. He gains a fly speed of 60 feet with average maneuverability while his arms are shifted into wings. Forming the wings normally takes 1 minute to complete or revert, but can be accelerated to a standard action with the use of 3 surge points or an immediate action with the use of 6 surge points. The regenerator host may attempt to wield manufactured weapons or use a shield while his arms are transformed into wings, but doing so is incredibly awkward and he takes a -4 penalty to attack rolls and shield bonus to AC (min 0) while doing so. A regenerator host must be at least 7th level to select this surge.

Health Surge: The regenerator learns how to supercharge their natural healing, quickly causing old wounds to vanish. The amount of health restored per surge point consumed at 1st level is 1d4, this increases to 1d6 at 4th level, 1d8 at 8th level, 1d10 at 12th level, 2d6 at 16th level and 2d8 at 20th level. This cannot be used to bring a regenerator’s health above his maximum.

Improved Health Surge: With a touch, a regenerator may use their Health Surge on allies. Improved Health Surge can also be combined with Extend Surge to heal allies outside of the regenerator’s normal reach. Extend Surge only consumes half of the regular number of surge points when used this way. A regenerator host must have Health Surge to select this surge.

Improved Leap Surge: Whenever a regenerator uses Leap Surge to jump as part of a charge he may make a free bull rush attempt, receiving a +1 circumstance bonus for every 5ft by which his jump check exceeded the distance he travelled. The regenerator host must have Leap Surge to select this surge.
Improved Protect Surge: By focusing all of his time on protecting his allies a regenerator host has learned how to draw the most out of this surge. Double the DR gained per surge point consumed if used in conjunction with Extend Surge and half the number of surge points needed to extend the barrier to an ally. A regenerator host must be at least 10th level and have Protect Surge and Extend Surge to select this surge.

Leap Surge: The regenerator learns how to increase the power of his jumps drastically, allowing him leap great distances. He may add a competence bonus to Acrobatics checks made to jump equal to +2 per class level for each surge point he uses powering his jumps. If a regenerator host jumps in this manner, he may exceed his normal movement per round and due to his high velocity only gains 1 foot of vertical height for every 10 feet travelled instead of the usual 1 foot for every 4 feet travelled if performing a horizontal jump. In addition, if jumping as part of a charge, the regenerator deals an extra 1 damage for every 10 feet by which the jump check exceeded the distance travelled. This bonus damage only occurs on the first attack if the regenerator can attack more than once as part of a charge and is not multiplied on a critical hit.

Power Surge: The regenerator learns how to temporarily break the mental limiter placed on his movements, allowing for incredible strength and flexibility. The precise control needed to override his mental faculties requires a full round of focus and provokes attacks of opportunity. Once completed, this boost gives him an alchemical bonus to Strength and Dexterity for one minute equal to the power surge level (Power Surge 1 at 1st level, Power Surge 2 at 5th level and Power Surge 3 at 9th level) for every 2 surge points spent. However, using this ability is incredibly taxing on the body, and for every surge point he spends to power the ability, a regenerator takes one damage per round while the effect is active. For example, at 10th level with Power Surge 3, a regenerator could spend 8 surge points to gain an alchemical bonus of 12 to Strength and Dexterity for one minute. He would also take 8 damage every round while the effect lasted, although his fast healing capabilities could reduce that to an effective 6 damage per round.
While under the effects of a Power Surge, a regenerator may use any other surge and not feel the effects of nausea until after the Power Surge ends. A regenerator may choose to end the effects of his Power Surge early if he so desires. Ending a Power Surge does not require an action. Doing so refunds him ¼ of the surge points spent to create the power surge.

Protect Surge: The regenerator learns how to manipulate and extend his skeleton in such a way as to provide a strong exoskeletal barrier for himself or adjacent allies until the end of turn. For each surge point spent the barrier has DR 1/-, increasing to DR 2/- at 10th level, DR 3/- at 15th level and DR 4/- at 20th level. Protect Surge can be combined with Extend Surge to send the barrier towards allies outside of your reach. A regenerator host must be at least 7th level to select this surge.

Skill Surge: The regenerator learns how to enter a trance-like state that vastly improves his ability to perform a specific task. For every 2 surge points spent, the regenerator gains an insight bonus to any one type of skill check (Diplomacy, Fly, Perception, Stealth, etc.) equal to half of his Intelligence modifier (min +1) for one hour. A regenerator does not become nauseated from spending surge points on this ability.

Speed Surge: The regenerator learns how to drastically increase their perception and agility. For every surge point he spends, all forms of his movement are increased by 5ft and he gains a dodge bonus of +1 to AC for 1 round. These bonuses increase to 10ft and +2 to AC at 9th level, 15ft and +3 to AC at 14th level and 20ft and +4 to AC at 19th level. Using Speed Surge does not leave the regenerator nearly as nauseated as other surges and only causes 1 round of nausea for every 2 surge points spent, therefore, only spending 1 surge point on this ability does not nauseate the regenerator. A regenerator host must be at least 4th level to select this surge.
Symbiosis (Ex)
Once the host creature accepts a pact with a Cloxatiern, a unique form of symbiosis occurs between the two of them. The Cloxatiern may fuse with or detach itself from the host as a standard action. While fused, it has regeneration equal to the number of hit dice it possesses and the host may add half his class level to skill checks for any Knowledge (History), Knowledge (Planes), or Knowledge (Religion) checks as well as to any one other Knowledge skill of his choice. Once made, this choice cannot be changed unless the regenerator forms a bond with a new Cloxatiern.
The statistics for an Cloxatiern and the surge powers available to it as its host levels up are detailed below.

Symbiotic Boon (Ex)
As a bond and its host spend time together, it shares its knowledge with its host and mentors it on how to apply this knowledge. At 2nd level and every 4 levels thereafter, a regenerator gains a Symbiotic Boon, proof that his tutoring has been put to good use. These boons are always active, whether the host and bond are fused or not.
The list of boons is as follows:
A Quick Body and Mind: Over time, a regenerator’s bond may teach him how to be more aware of his surroundings and to steel his mind from outward attacks. At 6th level and every six levels thereafter, the regenerator host gains a +1 bonus to Reflex and Will saving throws. A regenerator must be at least 6th level to select this boon.

Blood Control: A regenerator may receive instruction on how to have precise control over the movement of blood within his body. Any attack that deals hit point or Constitution damage through bleeding (such as a bat swarm, stirge, or vampire's bite) reduces its damage by 1 point per round per two class levels (minimum 0). This applies even to bleeding damage from magical sources such as a wounding weapon. In addition, a regenerator can delay the effects of injury poisons by attempting a Fortitude check as a free action. The DC of this check is equal to the poison’s save DC. If the regenerator makes the Fortitude check, the poison’s initial and secondary damage are both delayed by 1 minute. At 12th level these regenerators have received enough instruction that they no longer take bleed damage and can delay the onset of any poison by 5 minutes with a successful Fortitude check. At 18th level they may expel any poison from their bodies after a single successful Fortitude save, even if the poison would normally require two consecutive saves. A regenerator must be at least 6th level to select this boon.

Imparted Wisdom: Over time a Cloxatiern may teach its host a great deal about a subject it has studied. Add Heal or one more Knowledge skill to the list of skills enhanced by Symbiosis. This boon may be selected more than once, choosing a new skill each time.

Learned Telepath: While difficult to accomplish, some Cloxatiern can teach their hosts how to unlock their minds and gain access to telepathic powers. Regenerators who learn how to do this gain telepathy out to a range equal to their bond’s blindsight capabilities. A regenerator must be at least 10th level to select this boon.

Relish the Fight: A Cloxatiern may guide its host into loving the chaos of the battlefield. The host gains a perverse tolerance for pain that grants him a +4 circumstance bonus on saving throws against pain effects (such as that caused by symbol of pain or other effects especially noted to cause pain) and gives him damage reduction 5/lethal. He gains a +1 morale bonus on attack rolls and weapon damage rolls anytime he has sustained lethal damage in the previous round (damage received from using Power Surge or Advanced Power Surge does not count for this ability). At 9th level these bonuses increase to +6, 10/lethal and +2 and at 18th level they increase to +8, 15/lethal and +3.

Supernatural Senses: A Cloxatiern may teach its host how to maximize the efficiency of their senses to notice things unseen. Regenerators who follow these lessons gain blindsense out to a range of ½ their bond’s blindsight capabilities. If deafened, placed in a vacuum or otherwise unable to rely on audio cues, the regenerator only has tremorsense instead. A regenerator must be at least 6th level before selecting this boon.
Teamwork Feat
A regenerator pair works hard to synchronize all their thoughts and movements. At 3rd level and every 6 levels thereafter, both the regenerator host and bond gain a bonus teamwork feat. They do not have to meet the prerequisites of this feat, but they must both choose the same feat.

Fast Healing (Ex)
A regenerator is constantly throwing his body into overdrive and as a result he frequently causes internal damage to himself from overexertion. However, by 4th level he has surged enough to understand how to repair those injuries and even others that he has accrued over time. While fused with his bond he gains fast healing equal to ¼ of his class level, to a maximum of Fast Healing 5 at 20th level.

Tactical Acumen (Ex)
By 5th level the regenerator pair has become so used to sharing ideas that they can easily instruct others on how to best coordinate actions. All allies within 10ft of either the host or bond are treated as if they also had the bonus teamwork feat the regenerator gained at 3rd level. At 9th level they also treat all allies within 10ft as if they had the bonus teamwork feat gained at 9th level.

Improved Symbiosis (Ex)
By 7th level the bond between the Cloxatiern and its host has grown strong enough that the regenerator can begin to understand its mindset. The regenerator continues to receive the bonus from Symbiosis to one skill of his choice even while he is separated from his bond, receives a +5 circumstance bonus to Will saves against charm and compulsion effects while he is fused with his bond and also is only exhausted for a number of rounds equal to the number of surge points spent instead of staggered after using surge powers. His ability to recover from surging also improves, he now recovers surge points at a rate of 1 per 45 minutes instead of 1 per hour.
Additionally the regenerator host begins to learn how to coax his body into overdrive even while not fused to his bond. While not fused, the regenerator still maintains access to a pool of surge points equal to 1 + ¼ his Constitution modifier (min +0).

Frightful Presence (Ex)
Many foes find their morale quickly drain while fighting a regenerator as they watch every blow they land heal itself right before their eyes. At 8th level, once per round as a free action on any round the regenerator recovers lost hit points through his Fast Healing, a regenerator may attempt to demoralize all foes within 30ft. Opponents may become shaken or even frightened as a result of this. Roll once and use the result for all of the intimidate checks. If your intimidate check exceeds the target DC by 10 or more or the opponent has 4 or fewer Hit Dice, then the opponent is frightened for 1d4 rounds, otherwise a success causes the target to be shaken for 1d4 rounds. Frightful presence is a mind-affecting fear effect.

Improved Tactical Acumen (Ex)
The regenerator pair’s ability to relay information to their allies improves further. From 11th level onwards, all allies within 20ft of either half of the regenerator pair are treated as if they had all teamwork feats that that half of the regenerator pair has. If an ally is within 20ft of both halves of the regenerator pair then they must choose which half to receive this benefit from. Changing this decision is an immediate action.

Advanced Surge Powers (Ex)
As a regenerator pair grows, they learn a variety of skills that draw upon one of their bodies to perform incredible surge powers. While these surge powers are learned rather organically and spontaneously, some powers are learned through heavy study of the wisdom imparted on the regenerator from his bond. These powers are so complex in their execution that they simply cannot be completed by either party completely on their own; the regenerator pair must be fused to perform these surge powers. From 13th level onward, whenever a regenerator chooses a new surge power to learn they can choose from the list of advanced surge powers instead. However, a regenerator may only select up to two advanced surge powers. A regenerator must meet all of the prerequisites in order to select an advanced surge power.
Advanced Mind Flare Surge: By utilizing the host’s larger brain mass, a regenerator pair can unleash an even more devastating mind attack on their enemies. Every foe within a radius of 10ft per surge point spent must succeed a Will save (DC = 10 + 1/2 the regenerator’s class level + his Intelligence modifier + 1 for every 2 surge points spent) or else be dazed for 1d4 rounds for every 5 regenerator levels the host possesses (3d4 at 15th, and 4d4 at 20th). If an enemy fails its saving throw by 20 or more, the regenerator may choose to dominate it instead. On a successful saving throw opponents are instead staggered for one round for every 5 regenerator levels plus 1 round for every 4 surge points spent. Enemies affected by this surge in any way receive a new saving throw every round to end the effect, with the DC decreasing by 1 each round. Mindless foes and other foes immune to mind-affecting effects are unaffected. The bond must have Mind Flare Surge and the host must have Learned Telepath and be at least 16th level to select this advanced surge.

Advanced Power Surge: By throwing caution to the wind and relishing the chaos of the battlefield, a regenerator can bring their Power Surge to new heights. His Power Surge increases to Power Surge 4, which then increases again to Power Surge 5 at 17th level. While under the effects of an Advanced Power Surge, a regenerator cannot gain the benefits of any of his Symbiotic Boons. He must spend a minimum of 6 surge points on this ability, otherwise it functions as Power Surge 3. The regenerator must have Power Surge and Relish the Fight to select this advanced surge.

Bloody Double: By combining both halves of the regenerator pair’s intellect, they can manipulate the host’s blood so precisely that they can create a duplicate of the host out of his own blood. To do so, the regenerator must spend 5 surge points. While active, the bloody double can use its own full set of actions, with the same stats and abilities as the regenerator that made it, however, the bloody double cannot perform surge powers of its own. While the bloody double is active, the regenerator host takes 10 bleed damage per round. This damage is not reduced by his Blood Control symbiotic boon or any other effect that reduces or negates bleed damage. The regenerator may create any number of bloody doubles but each double beyond the first costs one surge point per round to maintain and deals an additional 5 bleed damage to the regenerator. For example, the regenerator could produce 3 bloody doubles for 15 surge points, which would cost an additional 2 surge points per round to maintain and while active would deal 20 bleed damage to the regenerator every round. The regenerator must have Blood Control, Imparted Wisdom (Heal) and be at least 16th level to select this advanced surge.

Cannon Punch: While performing an Advanced Power Surge a regenerator can push his strength beyond its limits and deal a blow so powerful that it literally bends time and space, creating an enormous shockwave of destruction. Once per day as a full round action he may charge and unleash a force attack that deals 1d12 points of damage per surge point spent plus his strength modifier (if positive) per surge point spent to any opponent hit directly by the physical punch. The area of effect of the shockwave is a line 5ft long and 1ft thick for every surge point spent. The extreme force needed to create a Cannon Punch violently tears apart the regenerator’s arm, dealing 1d4 damage to him for each surge point spent. After creating a Cannon Punch, the effects of Advanced Power Surge immediately end and the regenerator’s Fast Healing is reduced to 1 per 10 class levels until he regenerates a number of hitpoints equal to the damage he dealt to himself. Until his Fast Healing returns to normal, he cannot use the arm he used to make the Cannon Punch for any task. For example, a regenerator could spend 15 surge points to deal 15d12 force damage in a 75ft line 15ft thick and potentially do an additional 15 times their strength modifier in damage to one target within reach. The force of the punch deals 15d4 damage to him, and until he regenerates the hitpoints lost from this attack, he cannot use the arm he attacked with for anything. The regenerator must have Advanced Power Surge, Power Surge and Relish the Fight to select this advanced surge.

Hivemind: By channeling the Cloxatiern’s Mindlink Surge ability through the regenerator host’s brain, a regenerator pair can safely establish a hivemind with their allies. Linking with an ally requires 1 surge point per minute of concentration, and a regenerator may establish a link with a number of allies at once up to his Intelligence modifer. Linking with more than one ally does not consume any additional surge points, however, to add additional allies to a hivemind costs one surge point per ally after the initial link is established. A regenerator pair creates a hivemind as a standard action, targeting any number of allies within range of the regenerator host’s Learned Telepathy. After creating a hivemind, concentrating on maintaining the connection is a swift action. After the hivemind is established, allies must stay within 10 feet per regenerator level of the regenerator pair that established the link to continue to receive the benefits of the hivemind. Any ally that exceeds this distance loses these bonuses and must be manually added back into the hivemind by returning to within range of the regenerator host’s Learned Telepathy and getting re-established into the hivemind (this costs 1 surge point just as adding a new connection to the hivemind does). All allies within the hivemind receive a circumstance bonus to attack rolls, damage rolls, AC, saving throws, skill checks and ability checks equal to the number of creatures in the hivemind. Additionally, no linked ally can be caught flat-footed or flanked unless they all are, all linked allies also receive the benefits of Improved Evasion and all linked allies share all feats (although they may not be able to use all available feats, for example a fighter would likely not be able to utilize a wizard’s Quicken Spell metamagic feat even though he would have access to it). The Cloxatiern must have Mindlink Surge and the regenerator host must have Learned Telepathy in order to select this advanced surge.

Reassembly Surge: By applying his advanced medical knowledge and his bond’s regenerative capabilities, some regenerators are capable of restoring life to the recently deceased. As long as some form of physical remains exist, a regenerator may expend 1 surge point per hit dice of what he is attempting to resurrect to graft large pieces of his own body and his bond’s body onto the corpse to rapidly regrow the missing or damaged parts of the creature he is attempting to raise. This process takes a full hour to complete. The regenerator then performs a reassembly check (DC = twice the number of hit die the target possesses -1 for every two surge points spent beyond the minimum needed to attempt this ability) in order to determine whether their efforts resulted in reviving the dead tissues the grafts were attached to. If successful, the creature may be brought back to life and in full health, as per resurrection. The regenerator gains a bonus on this check equal to his class level. The regenerator must have Health Surge, Improved Health Surge and Imparted Wisdom (Heal) to select this advanced surge.
Greater Symbiosis (Ex)
By 13th level a Cloxatiern and its host have nearly melded into a single being. Anything that attempts to link minds with the regenerator (such as via detect thoughts or telepathy) or attempts to use mind controlling effects while he is fused with his bond risks the trauma associated with tapping into the Cloxatiern’s bizarre mind. Such an act forces the creature to make a Will save (DC = 10 + the number of hit dice the bond possesses + its Charisma modifier). Those who fail take 1d6 Intelligence, Wisdom and Charisma damage in ability drain.
In addition, the regenerator has nearly mastered the art of his surge powers. Even while separated from his bond, the host maintains a pool of 2 + ½ his Constitution modifier (min +0) surge points and continues to receive the bonus from Symbiosis to two skills of his choice. Whenever he spends surge points he is only fatigued instead of exhausted for a number of rounds equal to the number of surge points spent. He also recovers from surging even faster and regains surge points at a rate of 1 per 30 minutes.

Otherworldly Wisdom (Ex)
By 16th level a regenerator host has learned so much from his bond that all Knowledge skills become class skills for him and he may add both his and his bond’s Intelligence modifier to all Knowledge checks.

Greater Tactical Acumen (Ex)
By 17th level, a regenerator pair’s ability to effectively relay information to allies has improved so much that all allies within 30ft of either half of the pair are treated as if they had all of the teamwork feats that any ally within that area possesses.

True Symbiosis (Ex)
At 20th level a Cloxatiern and its host have truly become a single being. The regenerator host continues to benefit from the bonus to all of the skills associated with his symbiosis even while separated from his bond. Their mixed mentality makes it incredibly difficult for anyone to take control of the regenerator’s mind. Anything that attempts to link minds with the regenerator (such as via detect thoughts or telepathy) or attempts to use mind controlling effects risks the trauma associated with tapping into the Cloxatiern’s bizarre mind even while the host and bond are not fused. Such an act forces the creature to make a Will save (DC = 10 + the number of hit dice the bond possesses + its Charisma modifier). Those who fail are permanently brain-damaged, as if affected by a feeblemind spell (CL 20th). On a successful save the creature attempting to link minds still takes 1d6 Intelligence, Wisdom and Charisma damage as ability drain, as if affected by touch of idiocy. If the creature attempting to link minds is still capable of doing so after the reduction to their mental ability scores, the method in which they used to do so resumes its normal effects. The regenerator may suppress their new bizarre mindset upon mental contact if they so wish, allowing the subject to peruse their mind safely.
In addition, surging has become part of every aspect of the regenerator’s life. Even while separated from his bond, the host maintains a pool of 4 + his Constitution modifier (min +0) surge points and he no longer becomes fatigued from spending surge points. He also regains surge points at a rate of 1 per 15 minutes.



Class Level
Hit Dice
BAB
Fort Save
Ref Save
Will Save
Skills
Feats
Natural Armor Bonus
Str/Dex/Con Bonus
Int/Wis/Cha Bonus
Special


1st
2
+1
+3
+0
+3
12
1
+0
+0
+0
Alertness, Improved Evasion, Link, Surge Pool, Surge Power


2nd
3
+2
+3
+1
+3
18
2
+0
+0
+0
Blindsight 20ft


3rd
3
+2
+3
+1
+3
18
2
+0
+0
+1
-


4th
4
+3
+4
+1
+4
24
2
+0
+0
+1
Ability Score Increase, Surge Power


5th
5
+3
+4
+1
+4
30
3
+1
+1
+2
-


6th
6
+4
+5
+2
+5
36
3
+1
+1
+2
Blindsight 30ft


7th
6
+4
+5
+2
+5
36
3
+1
+1
+3
Surge Power


8th
7
+5
+5
+2
+5
42
4
+1
+1
+3
Ability Score Increase


9th
8
+6
+6
+2
+6
48
4
+1
+1
+4
-


10th
9
+6
+6
+3
+6
54
5
+2
+2
+4
Blindsight 40ft, Surge Power


11th
9
+6
+6
+3
+6
54
5
+2
+2
+5
-


12th
10
+7
+7
+3
+7
60
5
+2
+2
+5
Ability Score Increase


13th
11
+8
+7
+3
+7
66
6
+2
+2
+6
Surge Power


14th
12
+9
+8
+4
+8
72
6
+2
+2
+6
Blindsight 50ft


15th
12
+9
+8
+4
+8
72
6
+3
+3
+7
-


16th
13
+9
+8
+4
+8
78
7
+3
+3
+7
Ability Score Increase


17th
14
+10
+9
+4
+9
84
7
+3
+3
+8
-


18th
15
+11
+9
+5
+9
90
8
+3
+3
+8
Blindsight 60ft


19th
15
+11
+9
+5
+9
90
8
+3
+3
+9
Surge Power


20th
16
+12
+10
+5
+10
96
8
+4
+4
+9
Ability Score Increase


Cloxatiern Starting Statistics
Size Diminutive Speed 5 ft. AC 12 (-2 Dex, +4 size)
HP 9 (2d8)
Saves Fort 0, Ref +1, Will +3
Attack slam (1-4)
Ability Scores Str 2, Dex 6, Con 10, Int 11, Wis 10, Cha 11
Special Blind-Sight 10ft, Surge Pool, Surge Power

Cloxatiern Ability Descriptions
Natural Armor Bonus: The number noted here is in addition to the Cloxatiern's existing natural armor bonus.
Str/Dex/Con Bonus: Add this modifier to the bond’s Strength, Dexterity and Constitution scores.
Int/Wis/Cha Bonus: Add this modifier to the bond’s Intelligence, Wisdom and Charisma score.
Alertness (Ex): While the bond is fused with its regenerator host, the host gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Cloxatiern takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Link: A regenerator host and bond share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the host to communicate with his bond at any time.
Surge Pool (Ex): A Cloxatiern has a pool of surge points, chemical energy it can use to accomplish amazing feats. The maximum number of points in its surge pool is equal to twice the number of hit dice it possesses + its Constitution modifier. Surge points are spent as an immediate action except where noted below and recover at a rate of 1 point per round. Surge points can be spent in groups, ie a Cloxatiern may spend 5 surge points all at once to quintuple the potency of a specific surge power or to increase two or more surge powers by a total of 5 steps. Unlike its host, a Cloxatiern may spend any number of surge points on any of its surge powers. Using multiple surge points on one power does not increase the duration of its effects. Using surge points is incredibly taxing for a Cloxatiern due to its small size; for every surge point it uses to manifest a surge power, it loses one hit point.
Surge Power (Ex): While detached from its host, a Cloxatiern has the ability to perform surge powers, various ways of pushing their body’s chemical processes into overdrive, allowing for amazing feats of physical expression. A bond begins play knowing one surge power and gains access to an additional surge power for every three class levels their host obtains beyond the first. Unless otherwise stated, activating a surge power is an immediate action. The surge powers available to Cloxatiern are as follows: Balloon Surge: Some Cloxatiern can produce large quantities of gas internally, causing them to bloat. For every surge point they spend on this ability, their size increases by one size category for one minute. Additionally, if a bond increases their size by two or more categories this way they are treated as if under the effects of feather fall until they return to their normal size. While enlarged in this manner a Cloxatiern does not get the usual size bonus to Strength or natural armor associated with their new size but they do receive the rest of the changes that come for the change in size such as an size bonus to CMB and CMD and a size penalty to attack rolls, Dexterity and AC.
Blur Surge: Some Cloxatiern are capable of vibrating their bodies at high frequencies, blurring their outline and therefore making them harder to detect. For every surge point they spend, they receive +5% concealment and a +1 circumstance bonus to stealth checks for one round.
Extend Surge: Cloxatiern have very elastic bodies, some of them can even drastically change their proportions at a moment’s notice. For every surge point spent activating an extend surge, these bonds extend their reach by 2ft until end of turn.
Flight Surge: Some Cloxatiern can achieve a rudimentary form of flight by altering their body in some manner. Normally it takes a full minute to ready themselves for flight or revert to their normal form, but by expending 3 surge points the time can be reduced to an immediate action. While in its flight form it has a flight speed equal to twice its land speed with clumsy maneuverability.
Leap Surge: Some Cloxatiern can leap great distances. These bonds add a competence bonus to jump checks equal to +4 per hit die they possess for each surge point they use powering their jumps. If a bond jumps in this manner, it may exceed its normal movement per round and due to its high velocity only gains 1 foot of vertical height for every 10 feet travelled instead of the usual 1 foot for every 4 feet travelled if performing a horizontal jump. In addition, if jumping as part of a charge, the bond deals an extra 1 damage for every 10 feet by which the jump check exceeded distance travelled.
Mind Flare Surge: Some Cloxatiern can draw on their telekinetic powers to unleash a concussive mind wave against their foes. Every foe within a radius of 10ft per surge point spent must succeed a Will save (DC = 10 + the number of hit dice the bond possesses + its Intelligence modifier + 1 for every 2 surge points spent) or else be staggered for 1d4 rounds for every 3 hit die the Cloxatiern possesses. On a successful saving throw opponents are instead shaken for one round for every 3 hit die the Cloxatiern possesses plus 1 round for every 2 surge points spent. Mindless foes and other foes immune to mind-affecting effects are unaffected. A Cloxatiern cannot select this surge power until it has at least 6 hit dice.
Mindlink Surge: Some Cloxatiern revel in exposing creatures to their bizarre mindset. These bonds can create projections that attach to opponent’s brains and force them to share subconsciouses. On a successful melee touch attack the opponent must succeed a Will save (DC = 10 + the number of hit dice the bond possesses + its Intelligence modifier + 1 for every surge points spent) or else be subjugated to the effects of merging minds with an aberrant being. Treat the effect of contact to be identical to the touch of idiocy spell. Once the Cloxatierin has 6 hit dice treat the opponent as if they were subject to confusion instead, and once it has 9 hit dice as though feeblemind had been cast on the opponent. The projections can have their reach extended through an extend surge at half of the normal amount of surge points needed to extend the same amount.
Natural Attack Surge: Some Cloxatiern can create battle-ready appendages to aid them when backed into a corner. By spending 2 surge points, these bonds can gain access to any one natural attack for one minute. They may gain access to additional natural attacks by spending additional surge points.
Protect Surge: Normally, Cloxatiern have very soft bodies. Luckily, some have a means of hardening their skin, making physical attacks harm them far less. By spending 1 surge point, a bond can gain DR 2/- for one round. This damage reduction increases by 2 for every 4 hit dice it possesses.
Speed Surge: Some Cloxatiern can move with alarming speed if need be. For every surge point one of these bonds spend, all forms of its movement are increased by 5ft and it gains a dodge bonus of +1 to AC for 1 minute. These bonuses increase by 5ft and +1 for every 3 hit dice it possesses.
Spider Surge: By secreting a sticky mucus, some Cloxatiern can traverse walls or even ceilings with ease. Climbing these surfaces requires little mucus and as such does not require the expenditure of surge points. However, a bond may overdrive mucus production to the point where it can be used to slow enemy movement. Mucus can be spewed in a circle centered around it of a radius equal to 5ft per surge point spent or in a cone 10ft per surge point spent. Creatures caught in the area of effect must make a Reflex save (DC = 10 + the number of hit dice the bond possesses + its Constitution modifier + 1 for every surge point spent) or become entangled until they spend a standard action wiping the mucus off their body. In addition, the area affected by the mucus is treated as difficult terrain for 1 hour.
Telepathy Surge: Some Cloxatiern enjoy interacting with more creatures than just their host. These bonds can communicate telepathically with any creature within a hundred feet of them, but they need to exert extreme mental caution in order to ensure the safety of the other party’s mind. As such, telepathic communication requires the expenditure of one surge point per minute of contact. This restriction does not apply to their host, whom they may communicate with freely.
Blindsight (Ex): Cloxatiern do not possess any means of visual sight, however, through a mix of electric pulses, audio cues and acute vibrational detection, they have complete knowledge of their immediate surroundings. As their bond with their host grows, they slowly develop this skill and the range at which they can detect objects grows. For every 3 hit dice they possess, the range of their Blind-Sight extends an extra 10ft. Since their Blind-Sight relies partially on audio cues, if a Cloxatiern is ever deafened or placed in a soundless environment (such as a vacuum) then its blindsight is reduced to blindsense until it can hear again. Cloxatiern do not have access to this ability while fused with their host and must rely on their host’s senses to understand their surroundings.
Ability Score Increase: The bond adds +1 to any one of its ability scores.
If a Cloxatiern somehow becomes lost or dies, it can regenerate itself from small bits of itself left in its host’s body. This process takes a full month, during which time the regenerator host does not gain any of the benefits of having the Cloxatiern fused with his body.

johnnythexxxiv
2014-08-09, 02:09 PM
Decided that getting 10 surge powers was a little much, so I dropped it to one every 3 levels instead of every other level. In exchange, the regenerator receives bonus teamwork feats and a teamwork feat sharing feature to help further emphasize his ability to share information with both his symbiote partner and his party as a whole. Instead of just being awesome and charging towards his own goals, he's now helping lift the party up and work towards theirs as well.

TheFamilarRaven
2014-08-13, 02:47 PM
First off, posting the class on this forum always helps. (cause for some reason, we can't be bothered to click a link.)

2nd, I'm returning your PEACH.

Overall: It's certainly a flavorful and fun class. Reading over it I couldn't find anything that popped out as problematic, but I have a few notes.


Having two minds work together drastically reduces the chances of a regenerator being caught unaware of or incapable of intercepting enemy attacks

What you're describing is Uncanny Dodge, not Improved Unarmed strike. Really, I see no reason to include this bonus feat, except for the flavor of punching someone alien hands. The unarmed Damage doesn't scale, so you might as well be holding a longsword or Rapier, since the crit ranges are better, and no other ability (IIRC) requires the Regenerator to be unarmed.

I guess it gives you a free hand so that if you wish to use the Claw Surge you don't have to drop/put away your weapon to use the claws (if you're holding a shield). But there are arguably better surges to have than that one.

Tactical Acumen

I'm iffy on this one, just because it steps on the Tactician class feature of the Cavalier.


Ballon Surge

The Cloxatiern should still tack AC/attack penalties for increasing in size

True Symbiosis

It's unclear as to whether or not whatever goal someone hoped to accomplish by connecting to the Regenerator's mind still occurs when the make the Will save. To clarify, you state that if they pass the Will save, then they take ability damage as per the Touch of Idiocy spell, but you don't state whether or not the creatures still succeeds in their action or not.

thanks again for the PEACH, hopefully I helped a little bit.

johnnythexxxiv
2014-08-14, 12:16 AM
The main reason why I wanted them to have improved unarmed strike was I thought it would be a bit of a waste of time if they went into a power surge and then provoked on the attack when they have a large enough bonus to hit that they basically are guaranteed their first hit hitting. To me, the speed and force that is implied on a punch with power surge shouldn't leave opponents time to react to the regenerator getting closer. Updated the text on that slightly so that it better mirrors intent.

Balloon Surge fixed.

True Symbiosis clarified, if the target is still able to link minds after receiving the ability drain, their method of doing so proceeds to work as normal (that is, if it requires a save the regenerator still gets a save, if it doesn't, well, he doesn't doesn't get one)

Thanks for pointing those out, much appreciated since the paizo forums haven't given me feedback in a while.

Edit: On Tactical Acumen, the Inquisitor has a very similar mechanic as well, as do a good chunk of third party classes (which my players have fairly unrestricted access to), so this wouldn't be treading on toes too harshly, especially since it takes time to ramp up to the area that the cavalier affects.