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    Default Re: Community Monster Class Competition VII: One Level Wonders

    Kaorti



    Class
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    Hit Die: d8
    {table=head]Level|BAB|Fort|Ref|Will|Racial Features
    1st|+1|+2|+0|+2|Far-Warped Body, Aberrant Magic, Material Vulnerability, Vile Transformation[/table]

    Class Skills: (4 + Int modifier per level, ×4 at 1st level)
    Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magical Device (Cha).

    The Following are the Class abilities of the Kaorti:

    Proficiencies: A Kaorti is proficient with all Simple and Martial Weaponry, all weaponry made of Kaorti Resin, with all Light Armor, and Medium and Heavy armor made of Kaorti Resin.
    At 1st level, if this class is the Kaorti's first level then the Kaorti automatically starts with a free set of Leather Armour made of Kaorti Resin.

    Far-Warped Body: At 1st level, the Kaorti’s loses all previous racial benefits, and their race changes to become the following;
    • Outsider (Extraplanar, Evil) type, native to the Far Realms.
    • Darkvision out 60ft and Low-Light Vision.
    • Medium Size.
    • +2 Cha, -2 Wis.
    • A Kaorti has a Bite Attack that deals 1d6 acid damage.
    • A Kaorti does not need to eat, sleep or breath, but must still meditate for 8 uninterrupted hours to regain spells/PP etc.
    • All Kaorti always have Heal as a Class Skill regardless of their class, and they also have a +8 Racial Bonus to all Heal checks.
    • Automatic Languages; Common, Kaorti. Bonus Languages; Terran, Undercommon.
    • Favored Classes: Kaorti and Sorcerer.

    Aberrant Magic (Su): The Kaorti gains the following spells as Spell-Like Abilities usable HD/day each, with a caster level equal to the Kaorti’s HD. Color Spray, Comprehend Languages, Disguise Self (Humanoid forms only), Feather Fall, Ray of Enfeeblement, and Spider Climb. A Kaorti that takes level(s) in a Spontaneous spellcasting class may automatically add these spells to their list of spells known, and a Prepared Spellcaster may add these spells to their Spell List and to their spell book without cost (if applicable).
    Lastly, the Kaorti casts all Arcane Spells at +1 Caster Level (this does not include the Kaorti’s SLAs).

    Material Vulnerability (Ex): The Material Plane is painful to an unprotected Kaorti. An unprotected Kaorti on the Material Plane must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1 point of nonlethal damage and become fatigued. The fatigued condition persists until the Kaorti recovers all the nonlethal damage it took from its exposure to the Material Plane. If a Kaorti is rendered unconscious through the accumulation of nonlethal damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). A Kaorti wearing a resin suit, or a Kaorti inside a cyst, is protected from the effects of the Material Plane, and the Fortitude Save DC resets when they put on the Kaorti Resin armour.

    Vile Transformation (Su): A Kaorti can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the Kaorti’s jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC equal to 10 + ½ HD + Cha Mod). Failure indicates that the victim transforms
    into a Kaorti (if the victim was a Humanoid), or otherwise into a Kaorti thrall. If the victim succeeds at the save, the Kaorti can attempt the transformation again forcing another Fortitude Save after another hour of contact; each additional attempt to transform a victim increases the save DC by +1. Humanoid creatures transformed into Kaorti’s automatically lose any unspent XP, and their race is changed to the race detailed in Far-Warped Body. The next time a Kaorti can gain a level, it must be in this class (They do not gain the Far-Warped Body class feature in this case). This transformation is the only way the Kaorti as a whole can propagate their strange kind. A non-Humanoid creature changed in this way instead has their type changed to Aberrant, and they gain +2 Int, +2 Cha and +2 Wis. They also gain True Strike as a 1/day SLA with a caster level equal to their HD. Creatures transformed in this way are not under the Kaorti’s control, although they are initially friendly towards the Kaorti. Unless the Kaorti can convince the transformed creature to accompany the Kaorti (and for no longer than a week), the transformed creature will make its way to the nearest Kaorti Cyst.


    Feats
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    Kaorti Resilience
    Your lengthy exposure to the Material Plane has hardened you towards the most damaging effects it has towards you and to all damage in general that might effect you.
    Prerequisites: Kaorti, must have been living in the Material Plane for at least 6 months.
    Benefit: Although you still take nonlethal damage if unprotected from the Material Plane, you no longer take any lethal damage from being unprotected while in the Material Plane once you become unconscious. Also, your resilient form grants you gain a +1 Natural Armor Bonus.

    Improved Kaorti Resilience
    At last, your time in the Material Plane has wiped away the last of your aversion to the Euclidean plane, and in this way you have become stronger.
    Prerequisites: Kaorti Resilience, 6HD, must have lived in the Material Plane for at least a year.
    Benefit: You no longer take any damage (non-lethal or lethal) while unprotected in the Material Plane; Regardless of this, you should still try to cover up whenever possible in case people, you know, see your face. Lastly, your Natural Armor Bonus granted by your Kaorti Resilience feat increases to +3.


    Items
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    Kaorti Resin Armour: Armour made of Kaorti Resin seems to be made from a thick leathery substance, is tight fitting, covers the entire body (holes can be cut for breathing and ventilation if needed, and does not inhibit sight or hearing) and prolonged contact can make non-Kaorti break out in hives. Armour made from Kaorti Resin is soft and comfortable (even if a bit itchy for most) and so a character can sleep in Kaorti armour without penalty. Additionally, Kaorti wearing resin armour feel like they're wearing a second skin. They do not take any damage from their Material Vulnerability quality, and suffer 10% less Arcane Failure Chance when casting spells in a Kaorti Resin Armour. Kaorti Resin Armour's cost depends of the size of the armour;
    • Light Armour: +500gp
    • Medium Armour: +1000gp
    • Heavy Armour: +2000gp

    Kaorti Resin: The most common application for kaorti resin is to create a cyst, a space enclosed by walls of resin to provide a home. Within such a space, kaortis are protected from the harmful effects the Material Plane has on their body. A kaorti can produce roughly 1 cubic foot of resin each day, enough to coat 10 square feet of surface to a depth of 1 inch. It takes a kaorti about 30 minutes of uninterrupted work to produce this much resin, and one round to apply it to a wall. The substance dries to a rigid covering 1 hour after being applied. Walls and doors encrusted with this resin have their hardness increased by 5. Untreated kaorti resin lasts for only about 500 days before crumbling to shards, so kaortis need to maintain the walls of their cysts constantly. A single kaorti can keep a 40-foot-square room 10 feet high covered in resin indefinitely by spending 1 hour a day maintaining its cyst.

    Miscellaneous Items: While the rules above show the price for the armour mass produced for a cyst's Kaorti scouts and rules on creating a cyst, for other items you need to refer to these rules to create them from Kaorti Resin.


    Comments/Changes
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    This class is for all you cultists who want to cut out the nonsense and go straight to playing a native of the Far Realms. In order to balance out the whole "IT BUUUUUUUUUURNS" thing the Kaorti has going on, this one level gives a variety of SLA's, the coveted Outsider type, a nice CL bonus for spellcasting Kaorti, and more little things like a bite attack and Heal as a class skill (Do you expect mortals to know how to sow you up? Are you mad?....Ah.).

    04/03/12 - Slightly adjusted the wording of the two feats, and adjusted the formatting - Material Vulnerability is a class feature of its own rather than a quality.
    Last edited by TheGeckoKing; 2012-03-04 at 01:36 PM.
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