EdroGrimshell
2015-04-24, 08:46 PM
We've all seen these kinds of classes, the famous Harrowed, the less well known Netherhost, and the infamous Demonblooded Warrior. However, I've always thought that it would be interesting to take the mechanics of the Evolutionist and apply it to the concept of the harrowed, netherhost, and demonblooded warrior to create someone that taps into parts of its beast's power as they're needed while risking corruption. I also added in the challenge of making a Dark Deal actually have a "deal" aspect that's missing from the Harrowed homebrew.
This idea is an old one for me, back when the first evolutionist and harrowed classes were out. I've just never had the inspiration to truly follow through with it. Now, however, I've had a solid inspiration run into my brain like a runaway freight train and decided to run with it! So, I present to you...
The Vessel
Power often comes with a cost, for some, it's years of study, for others, it's rigorous training that often leaves scars, and still others sell parts of their soul in pacts. The vessel is different, its power coming from an entity it now contains within its body and soul, constantly whispering in its mind, and always trying to assert itself on the vessel. The vessel must be ever vigilant of its own power lest it consume them.
Adventures: Vessels are rarely accepted in common communities, their power seen as a liability and danger to those around them, so the vessel travels, adventures, and wanders all their lives, attempting to gain more control over their inner demon, quite literally, and gain more power from it in the process. At later points in their lives, some vessels can suppress their inner beast indefinitely, allowing them to finally settle down, however, by that point, many are too well used to travel and simply never settle down in favor of ever more challenging quests.
Characteristics: Anyone can tell you the defining trait of a vessel, the beast harbored within its soul, a demonic or other vile being sealed within the soul and body of the vessel. In their own, a vessel is barely stronger than an average commoner, albeit with a different range of skills and slightly more resilience. It is their ability to tap into the power of their beast within through a process called linking that sets the vessel apart, drawing on combat instinct, physical form, and pure power from their beast, the vessel is able to fight on the same level as skilled warriors, however, they risk their humanity with every link they maintain, and must be careful they do not delve too deeply into their beast's power, lest it take control.
Axis Alignment: A vessel often opposes the beast within itself, fighting it constantly for control. And vessels go about this in many ways, from being as evil as the beast itself in hopes of keeping it appeased to being paragons of justice to keep the beast at bay with the brilliance of their soul, some use strict discipline to keep the beast caged and others simply bend like a river, flowing as the beast does to avoid its grasp on them. This often leads to extremes in alignment, with very few being neutral.
Color Alignment: Vessels have little propensity for any particular color, however, many often focus on only one or two colors, having a more extreme or focused outlook on their prospects. From the savagery of red and green to the cool cunning of blue and black or the protective ward that is white, Vessels are a diverse lot. However, one color combination seems to be surprisingly unrepresented among vessels, that of the combination of blue and green.
Religion: Religion is a contested point among vessels, many believe that faith in a higher power can improve their chances of dealing with the beast within, others believe that it is simply trading one demon for another. The fact remains that organized clergy, particularly for good or nature deities, often frown upon or openly oppose a vessel.
Background: The only true similarity among all vessels is the beast within them, even how or why they obtain the beast can be vastly different among them. Another common trend is that they often go about it without instruction from another vessel, those that do receive instruction are often unable to use what they are taught do to the differences in how or why the beast was obtained in the first place, leading to many such "apprenticeships" falling through early on.
Races: Almost any race with a soul can become a vessel, being more common among the more plentiful races for obvious reasons, however, planetouched are exceptionally common vessels, their connection to the other planes making it easier for a beast to establish itself within their soul, some even becoming vessels without knowing they have become one.
Other Classes: With their beast within, a vessel is often subject to suspicion from religious individuals such as clerics and especially paladins, the evil of the beast making the vessel a prime target for their ire. It does not help that a vessel is not particularly picky about its traveling companions. Vessels tend to get along better with those that have earned their power through study or self sacrifice, such as wizards, barbarians, rogues, rangers, and monks, while ones that came into their power naturally or through pacts, such as sorcerers, warlocks, and druids, are less well regarded. Surprisingly enough, vessels tend to get along well with bards and other performers, many enjoying a simple song for the calm it can bring.
Role: The beast within the vessel often determines more of its role than anything else. Without a beast, a vessel is little more than a resilient commoner, with the beast, the vessel can range from the sturdy warrior to the scout and thief to the supernatural shaman. It all depends on what links the vessel forges for itself.
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
Links
1st
+0
+0
+0
+0
Beast Within
3 (0)
2nd
+1
+0
+0
+0
Adamant Will +1, Harrowing
3 (0)
3rd
+1
+1
+1
+1
Bonus Feat
4 (0)
4th
+2
+1
+1
+1
Stable Links
4 (1)
5th
+2
+1
+1
+1
Harrowing
4 (1)
6th
+3
+2
+2
+2
Speed Link
5 (1)
7th
+3
+2
+2
+2
Bonus Feat
5 (1)
8th
+4
+2
+2
+2
Harrowing
5 (1)
9th
+4
+3
+3
+3
Adamant Will +2
6 (1)
10th
+5
+3
+3
+3
--
6 (2)
11th
+5
+3
+3
+3
Bonus Feat, Harrowing
6 (2)
12th
+6
+4
+4
+4
Fast Link
7 (2)
13th
+6
+4
+4
+4
--
7 (2)
14th
+7
+4
+4
+4
Harrowing
7 (2)
15th
+7
+5
+5
+5
Bonus Feat
8 (2)
16th
+8
+5
+5
+5
Adamant Will +3
8 (3)
17th
+8
+5
+5
+5
Tireless Severance, Harrowing
8 (3)
18th
+9
+6
+6
+6
Quick Link
9 (3)
19th
+9
+6
+6
+6
Bonus Feat
9 (3)
20th
+10
+6
+6
+6
Harrowing
9 (3)
Class Skills: Autohypnosis, Concentration, Control Shape, Craft, Intimidate, Listen, Profession, Sense Motive, Spot, Survival. (2 + Int Mod, x4 at first level)
Wpn/Arm Prof: A vessel is proficient with all simple weapons, with light and medium armor, and with shields (excluding tower shields).
Beast Within: A vessel draws its power from a primal entity sealed within its body and soul, referred to be many as the Beast Within, however, drawing from the beast within is a dangerous prospect, allowing the beast to access the mind and soul of the vessel and attempt to corrupt it (see Corruption below).
The beast is a being of evolution and vile power, granting some of these traits to the vessel itself. The vessel has a mutator level equal to its class level and possesses an aura of evil as a cleric of its class level. The vessel may take Vile Feats even if it is not evil, it must meet all other prerequisites however. A good vessel that takes any vile feat may not take exalted feats. A good vessel that takes any exalted feat loses the ability to take vile feats.
The beast may be Chaotic Evil, Neutral Evil, or Lawful Evil but cannot have an alignment matching the Vessel's. A beast may have up to a +4 profane bonus to a mental ability score, but has an equal penalty to another mental ability score. This is chosen at 1st level and cannot be changed in any way. These bonuses and penalties only apply while the beast is in control (see Corruption below).
There is, however, a minor benefit to the beast's presence in the vessel's body and soul, beyond the power that the vessel can steal from it, the beast’s will bolsters the vessel's own, providing them with a +4 bonus to will saves vs. mind-affecting abilities, as well as soul-displacement effects such as Trap the Soul and Magic Jar.
Links (Su): The beast held within the vessel is a powerful creature, and the source of the vessel's power. However, the vessel can only access a small portion of the beasts power at great risk to himself. The vessel creates links to aspects of the beast within that allow him to draw on its power. At first level, the vessel gains three links, gaining additional links as he increases in power as shown on the table above. A link is comprised of two mutations (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class&p=13115725&viewfull=1#post13115725) at first level. At 3rd, 7th, 11th, 15th, and 19th level, the number of mutations in each link is increased by 1.
As a full-round action, a vessel may connect to a link, gaining the benefits of the mutations held in the link, but also risking the chance of corruption (see below). Additionally, the vessel may make a Control Shape check after connecting to a link, DC 5 + 3 per link the vessel is currently connected to. On a success, the vessel may connect to another link as a free action. The vessel may sever his connection with the links as a swift action. After severing its links, the vessel is fatigued for five rounds for each link severed.
Each link a vessel connects to has an obvious physical change, even if the link possesses no mutation with an obvious physical change (such most basic mutations). These changes grant a bonus on Intimidate checks equal to the number of links the vessel is currently connected to.
Whenever the vessel gains a level, it may trade one mutation from each of its links with another mutation.
Corruption: Every time the vessel uses the power of their beast, they risk corruption from the beast constantly vying for control of the vessel's body. The vessel possesses a Capacity equal to its class level + its Charisma score. Every round a vessel remains connected to a link, it must make a Will save with a DC of 0 + 5 per link it is currently connected to. If the vessel fails the saving throw, it gains one point of corruption for each link it is currently connected to. When the vessel's corruption equals or exceeds its Capacity, it must make an additional Will save at the same DC with a penalty to its Will save equal to its corruption minus its Capacity. If it succeeds, the vessel severs all links and becomes exhausted and cannot connect to a link until its corruption goes below its Capacity. If it fails this save, the beast gains control.
While the beast is in control, the vessel is connected to all of its links, but need not make Will saves. Every minute the beast remains in control, the vessel loses one corruption. Once the corruption is reduced below its Capacity, the vessel may begin making Will saves once per minute to reclaim control, the DC equal to 0 + 5 per link it is currently connected to - the vessel's capacity + its current corruption - the number of minutes the beast has been in control. The vessel may choose to forgo this save to allow the beast to remain in control, and increasing its chance of regaining control later.
Corruption naturally fades at a rate of one point of corruption every minute.
Marcus, a Level 4 Vessel with charisma 16, has a Capacity of 20, allowing him to have 19 points of corruption before he needs to make a save to resist losing control to the beast within.
After several battles in a dungeon, Marcus is pushing his limits, sitting at 12 corruption, when they encounter the final boss of the dungeon. The boss proves too strong to challenge without tapping a little further into his Beast's power than he normally would, accessing all of the four links he has access to and prompting a Will save of 20 every turn or risk corruption that will flow quickly.
The first round he barely makes the save to resist corruption.
The second round he fails, increasing his corruption to 16.
The third round he succeeds and lands a heavy blow that puts the boss in range for the rest of the party.
The final round he fails his saving throw, gaining 4 points of corruption and putting him at his Capacity, prompting a second will save, DC 20.
If he succeeds, he's rendered exhausted and unable to use his links for 20 minutes, leaving him unable to land the final blow on the boss (but easily defeated by the rest of the party).
If he fails, his beast takes hold and, depending on the beast, may be antagonistic to the already weakened party.
Adamant Will (Ex): Constantly struggling against the beast within, the vessel has fortified its will to be a fortress against the assault of the beast. At 2nd level, the vessel gains a +1 competence bonus on Will saves. At 9th and 16th level, this bonus increases by 1. This bonus is doubled against Fear effects.
Bonus Feat: At 3rd level and every four levels thereafter, the vessel gains a bonus feat it qualifies for.
Stable Link (Ex): Starting at 4th level, a vessel can access a few links without risking corruption. On gaining this ability, the vessel can maintain a single link without making saves against corruption, gaining additional stable links at later levels as shown on the table above (the numbers in parenthesis under the Links column). As a swift action, the vessel may make a DC 10 + 5 per link it is currently connected to in order to change one of its stable links to another link. While a stable link is connected, the vessel's corruption does not fade.
Harrowing: At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, the vessel gains a method that allows them to control their beast within called a harrowing, chosen from the list below. Unlike a link, a harrowing is always available to the vessel and does not need to be connected to work. A vessel must meet the prerequisites of a Harrowing to select it.
Dark Commune: A vessel with this harrowing can speak with the beast at will and the beast can speak to the vessel at will. A side effect of this harrowing is that it is easier to connect to the beast as it is drawn closer through the mental link, permanently reducing the DC to connect to a link by 1. However, this also means corruption flows easier, permanently increasing the DC to resist corruption by 1.
Teratomorphism: A vessel with this harrowing naturally draws on an aspect of the beast within that, prior to this point, only manifested as a vestigial trace of the true ability. The vessel may select a single teratomorphism (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class) available to an evolutionist of the vessel's class level. While the vessel is connected to a number of links equal to the tier of teratomorphism (1 links for Dire Body, 3 links for Flight), they gain the benefits of the chosen teratomorphism.
Heightened Capacity: A vessel with this harrowing naturally has a high capacity for handling corruption, adding the number of harrowings it possesses to its Capacity. This harrowing can be taken multiple times.
Purge Corruption: One of the simplest harrowings, Purge Corruption allows a harrowed to use its own pain to feed the beast and reduce its influence on the vessel. As a standard action, a vessel can purge a number of points of corruption, up to its Cha or Wis mod (whichever is higher) by taking 1d4 points of nonlethal damage per point of corruption so purged. A vessel can use this ability a maximum number of times per day equal to the number of harrowings it possesses. Nonlethal damage from this harrowing cannot be healed except through natural healing (including accelerated natural healing). A vessel that is immune to nonlethal damage or pain effects instead takes lethal damage.
Seal the Tainted Form: A vessel with this harrowing is able to exert its will to chain some of the beasts power when it gains control. The vessel may choose up to a number of links equal to the number of Stable Links it could maintain when the Beast gains control. The beast is not connected to those Links. At any time, the vessel can release one or more of these restrained links to allow the beast access to them. Requires Vessel Level 5.
Tainted Presence: A vessel with this harrowing unleashes a small amount of the beast's malice every time it connects to a link. Creatures within 30ft of the vessel when they connect to a link must make a will save (DC 10 + half the vessel's class level + the vessel's Cha mod) or be shaken for 1 minute. The vessel's save DC to resist corruption is increased by 1 permanently.
Unleash the Beast: A vessel with this harrowing is able to, instead of connecting to a link, let the beast free. The vessel may now take purely mental actions while the beast is in control. Additionally, by letting the beast free for an hour or longer, the vessel gains a bonus on will saves to resist corruption equal to the number of harrowings the vessel possesses as the beast is placated somewhat by the freedom. Requires Vessel Level 11.
Instant Link: A vessel with this harrowing is able to access their beast in an instant, at the cost of opening themselves up to their influence. As an immediate action, the vessel may take on corruption equal to the number of links it is currently connected to attempt to connect to one or more links. Requires Vessel Level 11.
Fortified by Dark Power: A vessel with this harrowing has struck a bargain with its inner demon, gaining some of its profane health when tapping into its power. Whenever the vessel connects to a link, they gain temporary hit points equal to their class level. These temporary hit points last for five minutes. The vessel's save DC to resist corruption is increased by 2 permanently.
Surge of Strength: A vessel with this harrowing has struck a bargain with its inner demon, gaining some of its dark strength and power when tapping its power. Whenever the vessel connects to a link, they gain a +1 bonus on attack, damage, and opposed skill checks per harrowing they possess for five minutes. The vessel's save DC to resist corruption is increased by 2 permanently.
Bestial Instinct: The beast is often gifted in combat, even if they don't explicitly focus on it. A vessel with this harrowing taps into that innate combat instinct and forces the beast to grant it, causing it to resist the vessel's attempts to gain additional power. The vessel automatically gains Evolved Combat Instinct at 3rd, 7th, 11th, 15th, and 19th level. These mutations are gained retroactively if this harrowing is gained after 1st level. The vessel's Control Shape DC to connect to a link is increased by 1 permanently.
Resist Corruption: The vessel has forced themselves to combat the influence of the beast extensively, granting them a resistance to its corruption. The save DC to resist corruption is lowered by 1 permanently. This harrowing can be taken multiple times.
Skilled Vessel: Forgoing training with the beast to make themselves more self sufficient, the vessel bolsters themselves without the beast within. The vessel automatically gains two instances of the Evolve Aptitude mutation and one instance of the Evolve Skill mutation. These mutations are inherent to the vessel. The vessel can take this harrowing twice.
Resilient Vessel: A vessel with this harrowing chooses one of Fortitude or Reflex saves. The vessel applies the competence bonus from Adamant Will to the chosen save when connected to a link as well as their Will saves. The vessel can take this harrowing a second time to apply the bonus to both Fortitude and Reflex saves when connected to a link as well as their Will saves. Requires Vessel Level 5.
Tenebrous Energy: A vessel with this harrowing chooses one type of elemental energy they can deal (fire, cold, acid, electricity, or sonic) with their mutations. While connected to at least one link, the vessel can choose to substitute half of the energy damage for unholy damage.
Fallen's Awakening: The beast is a tenacious creature and will do whatever it can to survive, even when its host should die. When a vessel would die from hit point loss or a death effect, they are instead reduced to 1 hit point, gain Corruption equal to twice their normal maximum, and gain temporary hit points equal to twice their corruption. While under the effects of this Harrowing, the vessel is immune to death effects, gains the bonus from ferocity as if they were at the number of hit points necessary to kill them, and their Corruption fades at a rate of one point per five minutes instead of one point per minute. This state ends when the vessel no longer possesses temporary hit points or corruption. Additionally, the Vessel gains the Ferocity mutation plus an additional instance of the mutation at 5th, 9th, 13th, and 17th level.
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Speed Link (Ex): Starting at 6th level, the vessel learns to tap into the power of the beast more quickly. The vessel may connect to a link as a Standard Action rather than a Full-Round Action.
Fast Link (Ex): Starting at 12th level, the vessel improves on the speed at which they can tap into the power of their beast. The vessel may connect to a link as a Move Action rather than a Standard Action. The vessel may still use a Standard Action to connect to a link.
Tireless Severance (Ex): Starting at 17th level, the vessel is no longer Fatigued when it severs its links and is only Fatigued, rather than Exhausted, when it succeeds on its Will save after its Corruption exceeds its Capacity.
Quick Link (Ex): Starting at 18th level, the vessel improves further on the speed at which they can tap into the power of their beast. The vessel may connect to a link as a Swift Action rather than a Move Action. The vessel may still use a Move or Standard Action to connect to a link.
FAQ
Q: What Mutations does the Vessel use/have access to?
A: Same as the Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class&p=13115725&viewfull=1#post13115725), as linked in the first mention of Mutations in the Links ability.
Q: How does this interact with mutations like Evolved Skills or Evolved Aptitude?
A: You spend the skill points or choose skills as normal but don't gain the benefits until you connect to the link. So if you took Evolved Aptitude for Hide, Move Silently, and Bluff as well as Evolved Skills to invest into Hide and Move Silently, the Vessel would only gain those skills as class skills and skill points while connected to the Link that had the mutations.
Q: What happens when you fail the Control Shape check after connecting to a link?
A: Absolutely nothing. You just can't connect to another link.
Q: Can the vessel keep some of its links connected when severing its links?
A: No, though it does maintain its Stable Links.
Q: Why such an expansive formula for regaining control from the Beast?
A: Reaching your maximum corruption is a big deal, and at later levels this can be a massive saving throw (DC 55 base, not including other modifiers). The formula has been reworked and this question is no longer Valid.
Q: Do stable links still count towards increasing your Will save DC against Corruption?
A: Yep, you're still connected to them, it's just that if you keep a small number active you don't risk inceasing your corruption. It has the side effect that you don't recover corruption though, so you'll still want to have them inactive for a while.
Q: If a vessel takes a feat that grants it mutations are they added to a link or are they gained in their base form?
A: Their base form gains the mutation, it is not put into a link. This also applies to the Azure form feat, you gain the mutations in your base form. This is largely due to the difficulty of separating the extra mutations into individual links, so, instead they apply to the base form without need of connecting to a link.
Q: Did you steal the Harrowings from Lord_Gareth?
A: Nope. I copied the name, but the ideas behind them are already largely covered in mutations. Harrowings are more like the evolutionists teratomorphisms except the specifically focus on controlling or accessing the beast within.
This idea is an old one for me, back when the first evolutionist and harrowed classes were out. I've just never had the inspiration to truly follow through with it. Now, however, I've had a solid inspiration run into my brain like a runaway freight train and decided to run with it! So, I present to you...
The Vessel
Power often comes with a cost, for some, it's years of study, for others, it's rigorous training that often leaves scars, and still others sell parts of their soul in pacts. The vessel is different, its power coming from an entity it now contains within its body and soul, constantly whispering in its mind, and always trying to assert itself on the vessel. The vessel must be ever vigilant of its own power lest it consume them.
Adventures: Vessels are rarely accepted in common communities, their power seen as a liability and danger to those around them, so the vessel travels, adventures, and wanders all their lives, attempting to gain more control over their inner demon, quite literally, and gain more power from it in the process. At later points in their lives, some vessels can suppress their inner beast indefinitely, allowing them to finally settle down, however, by that point, many are too well used to travel and simply never settle down in favor of ever more challenging quests.
Characteristics: Anyone can tell you the defining trait of a vessel, the beast harbored within its soul, a demonic or other vile being sealed within the soul and body of the vessel. In their own, a vessel is barely stronger than an average commoner, albeit with a different range of skills and slightly more resilience. It is their ability to tap into the power of their beast within through a process called linking that sets the vessel apart, drawing on combat instinct, physical form, and pure power from their beast, the vessel is able to fight on the same level as skilled warriors, however, they risk their humanity with every link they maintain, and must be careful they do not delve too deeply into their beast's power, lest it take control.
Axis Alignment: A vessel often opposes the beast within itself, fighting it constantly for control. And vessels go about this in many ways, from being as evil as the beast itself in hopes of keeping it appeased to being paragons of justice to keep the beast at bay with the brilliance of their soul, some use strict discipline to keep the beast caged and others simply bend like a river, flowing as the beast does to avoid its grasp on them. This often leads to extremes in alignment, with very few being neutral.
Color Alignment: Vessels have little propensity for any particular color, however, many often focus on only one or two colors, having a more extreme or focused outlook on their prospects. From the savagery of red and green to the cool cunning of blue and black or the protective ward that is white, Vessels are a diverse lot. However, one color combination seems to be surprisingly unrepresented among vessels, that of the combination of blue and green.
Religion: Religion is a contested point among vessels, many believe that faith in a higher power can improve their chances of dealing with the beast within, others believe that it is simply trading one demon for another. The fact remains that organized clergy, particularly for good or nature deities, often frown upon or openly oppose a vessel.
Background: The only true similarity among all vessels is the beast within them, even how or why they obtain the beast can be vastly different among them. Another common trend is that they often go about it without instruction from another vessel, those that do receive instruction are often unable to use what they are taught do to the differences in how or why the beast was obtained in the first place, leading to many such "apprenticeships" falling through early on.
Races: Almost any race with a soul can become a vessel, being more common among the more plentiful races for obvious reasons, however, planetouched are exceptionally common vessels, their connection to the other planes making it easier for a beast to establish itself within their soul, some even becoming vessels without knowing they have become one.
Other Classes: With their beast within, a vessel is often subject to suspicion from religious individuals such as clerics and especially paladins, the evil of the beast making the vessel a prime target for their ire. It does not help that a vessel is not particularly picky about its traveling companions. Vessels tend to get along better with those that have earned their power through study or self sacrifice, such as wizards, barbarians, rogues, rangers, and monks, while ones that came into their power naturally or through pacts, such as sorcerers, warlocks, and druids, are less well regarded. Surprisingly enough, vessels tend to get along well with bards and other performers, many enjoying a simple song for the calm it can bring.
Role: The beast within the vessel often determines more of its role than anything else. Without a beast, a vessel is little more than a resilient commoner, with the beast, the vessel can range from the sturdy warrior to the scout and thief to the supernatural shaman. It all depends on what links the vessel forges for itself.
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
Links
1st
+0
+0
+0
+0
Beast Within
3 (0)
2nd
+1
+0
+0
+0
Adamant Will +1, Harrowing
3 (0)
3rd
+1
+1
+1
+1
Bonus Feat
4 (0)
4th
+2
+1
+1
+1
Stable Links
4 (1)
5th
+2
+1
+1
+1
Harrowing
4 (1)
6th
+3
+2
+2
+2
Speed Link
5 (1)
7th
+3
+2
+2
+2
Bonus Feat
5 (1)
8th
+4
+2
+2
+2
Harrowing
5 (1)
9th
+4
+3
+3
+3
Adamant Will +2
6 (1)
10th
+5
+3
+3
+3
--
6 (2)
11th
+5
+3
+3
+3
Bonus Feat, Harrowing
6 (2)
12th
+6
+4
+4
+4
Fast Link
7 (2)
13th
+6
+4
+4
+4
--
7 (2)
14th
+7
+4
+4
+4
Harrowing
7 (2)
15th
+7
+5
+5
+5
Bonus Feat
8 (2)
16th
+8
+5
+5
+5
Adamant Will +3
8 (3)
17th
+8
+5
+5
+5
Tireless Severance, Harrowing
8 (3)
18th
+9
+6
+6
+6
Quick Link
9 (3)
19th
+9
+6
+6
+6
Bonus Feat
9 (3)
20th
+10
+6
+6
+6
Harrowing
9 (3)
Class Skills: Autohypnosis, Concentration, Control Shape, Craft, Intimidate, Listen, Profession, Sense Motive, Spot, Survival. (2 + Int Mod, x4 at first level)
Wpn/Arm Prof: A vessel is proficient with all simple weapons, with light and medium armor, and with shields (excluding tower shields).
Beast Within: A vessel draws its power from a primal entity sealed within its body and soul, referred to be many as the Beast Within, however, drawing from the beast within is a dangerous prospect, allowing the beast to access the mind and soul of the vessel and attempt to corrupt it (see Corruption below).
The beast is a being of evolution and vile power, granting some of these traits to the vessel itself. The vessel has a mutator level equal to its class level and possesses an aura of evil as a cleric of its class level. The vessel may take Vile Feats even if it is not evil, it must meet all other prerequisites however. A good vessel that takes any vile feat may not take exalted feats. A good vessel that takes any exalted feat loses the ability to take vile feats.
The beast may be Chaotic Evil, Neutral Evil, or Lawful Evil but cannot have an alignment matching the Vessel's. A beast may have up to a +4 profane bonus to a mental ability score, but has an equal penalty to another mental ability score. This is chosen at 1st level and cannot be changed in any way. These bonuses and penalties only apply while the beast is in control (see Corruption below).
There is, however, a minor benefit to the beast's presence in the vessel's body and soul, beyond the power that the vessel can steal from it, the beast’s will bolsters the vessel's own, providing them with a +4 bonus to will saves vs. mind-affecting abilities, as well as soul-displacement effects such as Trap the Soul and Magic Jar.
Links (Su): The beast held within the vessel is a powerful creature, and the source of the vessel's power. However, the vessel can only access a small portion of the beasts power at great risk to himself. The vessel creates links to aspects of the beast within that allow him to draw on its power. At first level, the vessel gains three links, gaining additional links as he increases in power as shown on the table above. A link is comprised of two mutations (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class&p=13115725&viewfull=1#post13115725) at first level. At 3rd, 7th, 11th, 15th, and 19th level, the number of mutations in each link is increased by 1.
As a full-round action, a vessel may connect to a link, gaining the benefits of the mutations held in the link, but also risking the chance of corruption (see below). Additionally, the vessel may make a Control Shape check after connecting to a link, DC 5 + 3 per link the vessel is currently connected to. On a success, the vessel may connect to another link as a free action. The vessel may sever his connection with the links as a swift action. After severing its links, the vessel is fatigued for five rounds for each link severed.
Each link a vessel connects to has an obvious physical change, even if the link possesses no mutation with an obvious physical change (such most basic mutations). These changes grant a bonus on Intimidate checks equal to the number of links the vessel is currently connected to.
Whenever the vessel gains a level, it may trade one mutation from each of its links with another mutation.
Corruption: Every time the vessel uses the power of their beast, they risk corruption from the beast constantly vying for control of the vessel's body. The vessel possesses a Capacity equal to its class level + its Charisma score. Every round a vessel remains connected to a link, it must make a Will save with a DC of 0 + 5 per link it is currently connected to. If the vessel fails the saving throw, it gains one point of corruption for each link it is currently connected to. When the vessel's corruption equals or exceeds its Capacity, it must make an additional Will save at the same DC with a penalty to its Will save equal to its corruption minus its Capacity. If it succeeds, the vessel severs all links and becomes exhausted and cannot connect to a link until its corruption goes below its Capacity. If it fails this save, the beast gains control.
While the beast is in control, the vessel is connected to all of its links, but need not make Will saves. Every minute the beast remains in control, the vessel loses one corruption. Once the corruption is reduced below its Capacity, the vessel may begin making Will saves once per minute to reclaim control, the DC equal to 0 + 5 per link it is currently connected to - the vessel's capacity + its current corruption - the number of minutes the beast has been in control. The vessel may choose to forgo this save to allow the beast to remain in control, and increasing its chance of regaining control later.
Corruption naturally fades at a rate of one point of corruption every minute.
Marcus, a Level 4 Vessel with charisma 16, has a Capacity of 20, allowing him to have 19 points of corruption before he needs to make a save to resist losing control to the beast within.
After several battles in a dungeon, Marcus is pushing his limits, sitting at 12 corruption, when they encounter the final boss of the dungeon. The boss proves too strong to challenge without tapping a little further into his Beast's power than he normally would, accessing all of the four links he has access to and prompting a Will save of 20 every turn or risk corruption that will flow quickly.
The first round he barely makes the save to resist corruption.
The second round he fails, increasing his corruption to 16.
The third round he succeeds and lands a heavy blow that puts the boss in range for the rest of the party.
The final round he fails his saving throw, gaining 4 points of corruption and putting him at his Capacity, prompting a second will save, DC 20.
If he succeeds, he's rendered exhausted and unable to use his links for 20 minutes, leaving him unable to land the final blow on the boss (but easily defeated by the rest of the party).
If he fails, his beast takes hold and, depending on the beast, may be antagonistic to the already weakened party.
Adamant Will (Ex): Constantly struggling against the beast within, the vessel has fortified its will to be a fortress against the assault of the beast. At 2nd level, the vessel gains a +1 competence bonus on Will saves. At 9th and 16th level, this bonus increases by 1. This bonus is doubled against Fear effects.
Bonus Feat: At 3rd level and every four levels thereafter, the vessel gains a bonus feat it qualifies for.
Stable Link (Ex): Starting at 4th level, a vessel can access a few links without risking corruption. On gaining this ability, the vessel can maintain a single link without making saves against corruption, gaining additional stable links at later levels as shown on the table above (the numbers in parenthesis under the Links column). As a swift action, the vessel may make a DC 10 + 5 per link it is currently connected to in order to change one of its stable links to another link. While a stable link is connected, the vessel's corruption does not fade.
Harrowing: At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, the vessel gains a method that allows them to control their beast within called a harrowing, chosen from the list below. Unlike a link, a harrowing is always available to the vessel and does not need to be connected to work. A vessel must meet the prerequisites of a Harrowing to select it.
Dark Commune: A vessel with this harrowing can speak with the beast at will and the beast can speak to the vessel at will. A side effect of this harrowing is that it is easier to connect to the beast as it is drawn closer through the mental link, permanently reducing the DC to connect to a link by 1. However, this also means corruption flows easier, permanently increasing the DC to resist corruption by 1.
Teratomorphism: A vessel with this harrowing naturally draws on an aspect of the beast within that, prior to this point, only manifested as a vestigial trace of the true ability. The vessel may select a single teratomorphism (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class) available to an evolutionist of the vessel's class level. While the vessel is connected to a number of links equal to the tier of teratomorphism (1 links for Dire Body, 3 links for Flight), they gain the benefits of the chosen teratomorphism.
Heightened Capacity: A vessel with this harrowing naturally has a high capacity for handling corruption, adding the number of harrowings it possesses to its Capacity. This harrowing can be taken multiple times.
Purge Corruption: One of the simplest harrowings, Purge Corruption allows a harrowed to use its own pain to feed the beast and reduce its influence on the vessel. As a standard action, a vessel can purge a number of points of corruption, up to its Cha or Wis mod (whichever is higher) by taking 1d4 points of nonlethal damage per point of corruption so purged. A vessel can use this ability a maximum number of times per day equal to the number of harrowings it possesses. Nonlethal damage from this harrowing cannot be healed except through natural healing (including accelerated natural healing). A vessel that is immune to nonlethal damage or pain effects instead takes lethal damage.
Seal the Tainted Form: A vessel with this harrowing is able to exert its will to chain some of the beasts power when it gains control. The vessel may choose up to a number of links equal to the number of Stable Links it could maintain when the Beast gains control. The beast is not connected to those Links. At any time, the vessel can release one or more of these restrained links to allow the beast access to them. Requires Vessel Level 5.
Tainted Presence: A vessel with this harrowing unleashes a small amount of the beast's malice every time it connects to a link. Creatures within 30ft of the vessel when they connect to a link must make a will save (DC 10 + half the vessel's class level + the vessel's Cha mod) or be shaken for 1 minute. The vessel's save DC to resist corruption is increased by 1 permanently.
Unleash the Beast: A vessel with this harrowing is able to, instead of connecting to a link, let the beast free. The vessel may now take purely mental actions while the beast is in control. Additionally, by letting the beast free for an hour or longer, the vessel gains a bonus on will saves to resist corruption equal to the number of harrowings the vessel possesses as the beast is placated somewhat by the freedom. Requires Vessel Level 11.
Instant Link: A vessel with this harrowing is able to access their beast in an instant, at the cost of opening themselves up to their influence. As an immediate action, the vessel may take on corruption equal to the number of links it is currently connected to attempt to connect to one or more links. Requires Vessel Level 11.
Fortified by Dark Power: A vessel with this harrowing has struck a bargain with its inner demon, gaining some of its profane health when tapping into its power. Whenever the vessel connects to a link, they gain temporary hit points equal to their class level. These temporary hit points last for five minutes. The vessel's save DC to resist corruption is increased by 2 permanently.
Surge of Strength: A vessel with this harrowing has struck a bargain with its inner demon, gaining some of its dark strength and power when tapping its power. Whenever the vessel connects to a link, they gain a +1 bonus on attack, damage, and opposed skill checks per harrowing they possess for five minutes. The vessel's save DC to resist corruption is increased by 2 permanently.
Bestial Instinct: The beast is often gifted in combat, even if they don't explicitly focus on it. A vessel with this harrowing taps into that innate combat instinct and forces the beast to grant it, causing it to resist the vessel's attempts to gain additional power. The vessel automatically gains Evolved Combat Instinct at 3rd, 7th, 11th, 15th, and 19th level. These mutations are gained retroactively if this harrowing is gained after 1st level. The vessel's Control Shape DC to connect to a link is increased by 1 permanently.
Resist Corruption: The vessel has forced themselves to combat the influence of the beast extensively, granting them a resistance to its corruption. The save DC to resist corruption is lowered by 1 permanently. This harrowing can be taken multiple times.
Skilled Vessel: Forgoing training with the beast to make themselves more self sufficient, the vessel bolsters themselves without the beast within. The vessel automatically gains two instances of the Evolve Aptitude mutation and one instance of the Evolve Skill mutation. These mutations are inherent to the vessel. The vessel can take this harrowing twice.
Resilient Vessel: A vessel with this harrowing chooses one of Fortitude or Reflex saves. The vessel applies the competence bonus from Adamant Will to the chosen save when connected to a link as well as their Will saves. The vessel can take this harrowing a second time to apply the bonus to both Fortitude and Reflex saves when connected to a link as well as their Will saves. Requires Vessel Level 5.
Tenebrous Energy: A vessel with this harrowing chooses one type of elemental energy they can deal (fire, cold, acid, electricity, or sonic) with their mutations. While connected to at least one link, the vessel can choose to substitute half of the energy damage for unholy damage.
Fallen's Awakening: The beast is a tenacious creature and will do whatever it can to survive, even when its host should die. When a vessel would die from hit point loss or a death effect, they are instead reduced to 1 hit point, gain Corruption equal to twice their normal maximum, and gain temporary hit points equal to twice their corruption. While under the effects of this Harrowing, the vessel is immune to death effects, gains the bonus from ferocity as if they were at the number of hit points necessary to kill them, and their Corruption fades at a rate of one point per five minutes instead of one point per minute. This state ends when the vessel no longer possesses temporary hit points or corruption. Additionally, the Vessel gains the Ferocity mutation plus an additional instance of the mutation at 5th, 9th, 13th, and 17th level.
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Speed Link (Ex): Starting at 6th level, the vessel learns to tap into the power of the beast more quickly. The vessel may connect to a link as a Standard Action rather than a Full-Round Action.
Fast Link (Ex): Starting at 12th level, the vessel improves on the speed at which they can tap into the power of their beast. The vessel may connect to a link as a Move Action rather than a Standard Action. The vessel may still use a Standard Action to connect to a link.
Tireless Severance (Ex): Starting at 17th level, the vessel is no longer Fatigued when it severs its links and is only Fatigued, rather than Exhausted, when it succeeds on its Will save after its Corruption exceeds its Capacity.
Quick Link (Ex): Starting at 18th level, the vessel improves further on the speed at which they can tap into the power of their beast. The vessel may connect to a link as a Swift Action rather than a Move Action. The vessel may still use a Move or Standard Action to connect to a link.
FAQ
Q: What Mutations does the Vessel use/have access to?
A: Same as the Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class&p=13115725&viewfull=1#post13115725), as linked in the first mention of Mutations in the Links ability.
Q: How does this interact with mutations like Evolved Skills or Evolved Aptitude?
A: You spend the skill points or choose skills as normal but don't gain the benefits until you connect to the link. So if you took Evolved Aptitude for Hide, Move Silently, and Bluff as well as Evolved Skills to invest into Hide and Move Silently, the Vessel would only gain those skills as class skills and skill points while connected to the Link that had the mutations.
Q: What happens when you fail the Control Shape check after connecting to a link?
A: Absolutely nothing. You just can't connect to another link.
Q: Can the vessel keep some of its links connected when severing its links?
A: No, though it does maintain its Stable Links.
Q: Why such an expansive formula for regaining control from the Beast?
A: Reaching your maximum corruption is a big deal, and at later levels this can be a massive saving throw (DC 55 base, not including other modifiers). The formula has been reworked and this question is no longer Valid.
Q: Do stable links still count towards increasing your Will save DC against Corruption?
A: Yep, you're still connected to them, it's just that if you keep a small number active you don't risk inceasing your corruption. It has the side effect that you don't recover corruption though, so you'll still want to have them inactive for a while.
Q: If a vessel takes a feat that grants it mutations are they added to a link or are they gained in their base form?
A: Their base form gains the mutation, it is not put into a link. This also applies to the Azure form feat, you gain the mutations in your base form. This is largely due to the difficulty of separating the extra mutations into individual links, so, instead they apply to the base form without need of connecting to a link.
Q: Did you steal the Harrowings from Lord_Gareth?
A: Nope. I copied the name, but the ideas behind them are already largely covered in mutations. Harrowings are more like the evolutionists teratomorphisms except the specifically focus on controlling or accessing the beast within.